Trauma Therapy
Developer: Thomas "BloodyTom" Ziehl
Publisher: ModDB
Designer: Thomas "BloodyTom" Ziehl
Engine: Build Engine (Blood mod; BloodGDX, NBlood, Raze), Kex Engine (Fresh Supply)
Version: v2.0
Released: April 12, 2020- February 19, 2022
Genre: First Person Shooter
Modes: Single-player, Cooperative
Platforms: MS-DOS (original executable), Java VM (BloodGDX), Microsoft Windows (NBlood, Raze, Fresh Supply), Unix-like (NBlood, Raze)
UPC/A7: N/A
ISBN-10: N/A
Media: Download
"Caleb has won over the Cabal and destroyed the evil god Tchernobog. A short time has passed but Caleb can not find any rest. He is tormented by horrid dreams and visions that are haunting him and he has trouble distinguishing reality from dream. Awaking one day in hospital having no idea how he got there he sees only one solution to his agony. He has to find the three vessels of Tchernobog's Aura to resurrect him and kill him for the last time in hope of finding peace and rest." — Storyline
Trauma Therapy is an episode fan add-on for Blood. It was released on April 12, 2020 by Thomas "BloodyTom" Ziehl, previous author of Out for Blood, who begun work on it in August 2019 with the latest update released on June 1, 2020, plus some map fixes on February 5, 2021. It has been declared compatible with the original executable and NBlood, with reported issues with BloodGDX and Raze and fatal crashes with Fresh Supply. On February 19, 2022 version two was released featuring a brand new second episode.
Campaign[edit]
Episode 1: Locked-in[edit]
Custom Episode: Locked-in
- TT01: Flashback
- TT02: Hospital Hell
- TT03: City Escape
- TT04: Goin' For A Ride
- TT12: Carnival Of Terror (secret level)
- TT14: CABALCO Sewage Co. Ld. (secret level)
- TT05-13-15: Airport Trouble I-III
- TT06: Nightmare Flight
- TT07: Island Crashin'
- TT08: CABALCO Mining
- TT09: Hollow Earth
- TT10: Welcome Home!
- TT11: Trauma Resolution?
"After Caleb fought and defeated the dark god Tchernobog, he thought his journey had come to an end. But his dreams prevented him from finding any rest. Images of pain, suffering, tormented him. In the end, he saw only one solution. To resurrect the Devourer of Souls himself and finally kill him for the last time!" — Opening cutscene
Caleb experiences a hazy hallucination recalling his disavowal at the Hall of the Epiphany (TT01: Flashback), before awakening in a hospital bed. He snatches a shotgun hidden in a cupboard and fights his way through the hallways, snaking through the ductwork hidden in the lavatories. He escapes down the waste disposal to the the morgue, unlocking and activating the generator to get deeper into the facility. He blasts through the cafeteria and gift shop, before escaping out into town via a service elevator (TT02: Hospital Hell).
He emerges onto a bustling city street, dodging traffic, and storms through a movie theatre. This allows him to venture into the back warehouse of the KMarche to unlock access to the subway. Caleb experiences another vision of Tchernobog as he heads underground. He dives into murky waters in the maintenance area before his train comes in. The doors being locked, with no ticket, he breaks into the vents and comes in from above (TT03: City Escape).
Caleb faces frantic firefights among the various train cars, and leaps between two separate locomotives (TT04: Goin' For A Ride). The dark god again taunts him. Caleb can either stow away and arrive at a carnival (TT12: Carnival Of Terror) before potentially exploring a nearby sewage treatment facility (TT14: CABALCO Sewage Co. Ld.), or escape to arrive directly at an airfield.
Pulling in at the airport station, Caleb slaughters everyone in the terminal before breaking into administration and turning off the runway guidance lights. A Stone Gargoyle escapes from one of the crashed planes, providing a brief distraction before Caleb climbs aboard a cargo plane (TT05: Airport Trouble).
The plane ends up under fire by unknown assailants, but that proves the least of Caleb's problems as his delirium becomes dangerously vivid (TT06: Nightmare Flight).
Caleb escapes just before the plane crashes, being whisked away into a mountainside excavation of ancient ruins. He comes across a series of mirrors, collecting one to set up a puzzle later on that allows him passage to the surface. Collecting a few more keys, and defeating another Stone Gargoyle, he ultimately unlocks a glowing pit and dives into it (TT07: Island Crashin').
He ends up even deeper inside the mountain, following rail tracks through various mine sites, activating generators to power drills that cleave through the rock. This allows him to go spelunking through several caves and reservoirs, as well as a subterranean tomb. After facing a Cerberus, Caleb activates the biggest drill yet, delving deep into the earth. Nonchalantly, he takes another plunge (TT08: CABALCO Mining).
Caleb lands deep within the chasm, and is diverted through some tunnels to a wide hollow chamber deep in the earth. Here he finds the Cabal have developed new methods of teleportation. He ventures through a series of portals to other dimensions, first to Freeport City Bank, and then to a football stadium for a showdown with another Cerberus and a clutch of Hell Hounds. This gives him the two keys needed to bring down the force-field surrounding the central portal, which brings him back into the mines. Caleb fights his way to another automated drill and heads off on his way (TT09: Hollow Earth).
Breaking out of the underground, Caleb emerges back on the cliff-side. He ascends the winding paths, rickety bridges over perilous pits, and hidden recesses before returning to the lava soaked underworld (including a possible encounter with Shub-Niggurath from Quake). Stepping out onto the coast, he faces an assault on the beach. Gaining access to an elevator, he climbs the inside of the mountain and scrambles the peak of the summit. Unlocking a gated path, he is greeted with several waves of the undead. Caleb finally reaches the ruins of the Hall of the Epiphany, encountering the rotting remains of his former foes. Behind the fallen temple, he encounters a trippy hellscape filled with delirium shrooms. In the middle lies a pyramid which represents just the tip of a larger complex. He faces a Cerberus, before being whisked away by the central ethereal fount (TT10: Welcome Home!).
Caleb lands in an expansive chamber, which leads into a corridor where he combines the three collected vessels to unlock the passage ahead. He faces a Mother Spider and a wave of Phantasms before jumping into the maw of a creature embedded in the building. After a swim through stomach acid, he emerges once more on the edge of the world, liberally dotted with yet more ruins. At the bottom of the precipice lies a coterie of Hell Hounds and another Cerberus (and possibly, further, the legendary Dopefish). Back on the top of the peak is a central structure, the re-birthing altar, where he places Tchernobog's aura. Caleb faces Stone Gargoyles and the accompanying legions, before finally the dark god emerges reborn. Caleb faces his grief and pain and destroys the physical form of his old master, before pursuing the spirit into the void (TT11: Trauma Resolution?).
Caleb awakens back in his hospital bed, with medical staff anxiously standing over. Suddenly, reality shatters around him, and The Voice beckons his soul as a sacrifice...
Episode 2: Sleeper, awake![edit]
Custom Episode: Sleeper, awake!
Reception[edit]
"It is generally a great addon! There are many details on maps, you are not bombarded with huge amount of ammuntion, secrets or easter eggs are cool. I also like that Caleb's quotes from Blood2 are used, it makes the addon more fresh. There are minor things which could have been better. The biggest one which stuck in my head is that some maps end in a place where there is no way to come back. Sometimes I'd love to come back and hunt down secrets but then you realize you're stuck." — Dzierzan
"This is a great mod, without a doubt. It has its flaws, but the amazing level design sometimes steps it up anyway. The problems I had is that the enemy placement was sometimes too much, specifically with the Phantoms themselves, but I think worst offender is the Gargoyle and the Dogs. They are the worst, nothing appealing about them. And yet, detail on the levels were amazing, beating even the original levels of Blood and Redneck Rampage. The pacing was good, there were only 3 moments where I got stuck, one of them which is the worst, but I digress since I had it worse in original Blood itself." — Strogglet15
"This is a great mod, without a doubt. It has its flaws, but the amazing level design sometimes steps it up anyway. The problems I had is that the enemy placement was sometimes too much, specifically with the Phantoms themselves, but I think worst offender is the Gargoyle and the Dogs. They are the worst, nothing appealing about them. And yet, detail on the levels were amazing, beating even the original levels of Blood and Redneck Rampage. The pacing was good, there were only 3 moments where I got stuck, one of them which is the worst, but I digress since I had it worse in original Blood itself." — Strogglet15
"Top notch, limit-pushing stuff. A bit spammy on the monsters at times, but nothing explosives can't fix." — pagb666