The Let's Play Archive

The Chzo Mythos

by Quovak

Part 34: 6 Days, Part 5: A Sign of Instability

6 Days, Part 5: A Sign of Instability

Now that the worst part of this game's plot is out of the way, it's time for it to become a David Lynch film. Don't worry if you understand things even less than you did.

What is it now?

First order of business: More dream sequences. Kind of.


Amazingly, we're already through half the text in this chapter. July 28 may have the whole yearly-genocide thing going for it, but July 27 deserves to be remembered as the day when Yahtzee, for a brief moment, was succinct.

There we go, finally; I was wondering when three games of dream sequences would finally pay off. The door is impossible to open and there's a legitimate mystery, even without dozens of people talking about how mysterious it is or Vladimir pointing out that it's a mystery.

Of course, it isn't ever explained, but, as I've said throughout the LP, baby steps.

Time for a bit of explanation:

The Trilby army conga line has kept DeFoe's mind in check, so now that Trilby keeps dying DeFoe is overrunning the complex. By now, he's brainwashed Janine, even though it's been established that only the soul does that (5 Days has a lot of people touching parts of the mind house, like doorknobs, to no ill effect). He's also infiltrating the other rooms, turning them into parts of DeFoe Manor. The group of Trilbies at the door were apparently such horrible guards that they screwed up being what were essentially scarecrows. Also, Janine has gradually been getting more and more possessed by John DeFoe the whole time, hence why she was terrified of Trilby (which is otherwise unreasonable for some reason). This also means that the deer-in-headlights look last night was because, for a moment, you were screwing John DeFoe.

Yahtzee: Writing his own series' slash-fiction so you don't have to.

So, John's mind creates an image of a room he never set foot in, which will directly contradict the limitations of his mind powers that will be established two days from now. This also reveals that the pickax sat there for 200 years, like everything else in the entire manor.

When I touch it, pins and needles run up my arm. When I pick it up, it doesn't seem to have any weight at all.

Traveling into the now-glowing break room takes us to the DeFoe kitchen, ready for a very annoying puzzle. Murder-Janine walks towards that gaping blue hole in the wall, then Vladimir decides you don't need to suffer consequences, so you can try again. If you attempt to use the pickaxe on the hole, nothing happens.

So you have to lure Janine right by the hole, then use the pickax, then summon the Prince who makes his vaudevillian appearance just in time to perform his act, which is impaling her. I'm sorry this doesn't come across with only a few pictures; it doesn't come across well in the actual game either.

Theo suffered the agony of the body as one of the first things in the game, then resuffered it last night any any time he had to do anything. This sudden love story and equally sudden corruption/death is the agony of the soul. The agony of the mind is trying to comprehend what's going on and justify why staples make effective fuses.

Theo has experienced the agonies. DeFoe's mind is becoming unstable. Tomorrow is July 28. In case you haven't figured it out, bad things are going to happen, and we're going to bear witness to an (intentional) trainwreck. First, however, remember how I said Theo can't count?

"Die" is my favorite puzzle in the series, but this is my favorite section. This is where Yahtzee retcons 7 Days into being important, its protagonist into being sympathetic, and its story into being decent. It's quite a sight to behold.

It deserves its own update. Also, I'm busy with things that aren't talking about video games and just need to post short installments to avoid being Toxxed. Next time, prepare to be legitimately impressed, by the game if not my update schedule.