Zyll version 0.4.0(text maps and basic item info) copyright 2003 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. This FAQ is copyright 2001 Andrew Schultz. If you write me a note specifically using my name and this FAQ's name I will likely approve your request. This document is largely for nostalgia purposes in addition to the strategic insights I hope it provides. ****AD SPACE**** My home page: http://www.geocities.com/SoHo/Exhibit/2762 Zyll maps, if I ever bother: http://home.earthlink.net/~schultza/zyll/zyll.htm ================================ OUTLINE 1. INTRODUCTION 1-1. ABOUT ZYLL AND THIS GAME AND GUIDE 1-2. ABOUT YOUR CHARACTER CHOICE, AND STARTING OUT 2. CONTROLS 3. OTHER STUFF 3-1. ITEMS AND RANDOMIZATION 3-2. MONSTERS 3-3. BOATS 4. POINT SCORING 5. BIG PICTURE MAP 6. IN DEPTH MAPS 6-1. OUTSIDE CASTLE 6-2. CASTLE 6-3. CASTLE L2 6-4. BELOW CASTLE 6-5. MINES 6-6. CATACOMBS 6-7. CAVERNS 6-8. BOATY AREA 7. WALKTHROUGH 8. SAVED GAME STUFF 9. TWO PLAYER STRATEGY 10. DATA STORAGE INFORMATION 11. VERSIONS 12. CREDITS ================================ 1. INTRODUCTION 1-1. ABOUT ZYLL AND THIS GAME AND GUIDE I never really considered a guide for this game until I noticed that a student's website at Michigan State with maps for Zyll had gone down, and I realized I wanted to do a guide for every letter in the alphabet. Nothing else seemed remotely approachable, and since I enjoyed looking at it but that was a couple of years ago, so I thought I'd whip up something to help reticent adventurers in its place. It's not an easy game, but it has that Zorkish feel. the-underdogs.org should have this game--I believe the copyright has expired--and it's a pretty small download with just zyll.exe and zyll.dat. One thing you need to note, though; switching from the Zyll window on Win98 seems to reset the system timer to 12:00 AM. But not on 2000. 1-2. ABOUT YOUR CHARACTER CHOICE, AND STARTING OUT Character choice doesn't have any terribly visible effect on what you do although I suspect the warrior can carry more than the wizard, and the thief is better at picking locks. But the wizard can read more scrolls. In two player mode both players can choose whatever they want, but they can't attack each other. 2. CONTROLS Controlling your character isn't too bad once you get the hang of it. You'll want to remember the main moves, of course, and also you should note that valid moves are put in green. For one player, they are below. F1-F2 = move north F1-F4 = move west F1-F6 = move east F1-F8 = move south (in the dark, F1 tends to make you move randomly.) F2 = look F3 = drop item F4 = take item F5 = inventory F6 = attack. This takes about three dots of time. F7 = cast spell F8 = status(i.e. health) F10-F1 = ready weapon. You'll want to do this right away, and it's also the way to ready a shield--the game isn't 100% clear here. F10-F2 = throw(?) F10-F3 = eat/drink(potion) F10-F4 = light(torches) F10-F5 = read (scrolls, etc.) F10-F7 = search. This takes a while but if you know there's a secret passage it's a great idea. F10-F8 = hide object. To take later. F10-F10 = score At a door, you have the choice of F7(forward,) F8(backward) and F1/F3 to open/unlock and F2 to lock, which is more useful in 2-player games. For the second player it's a bit tricker, and if someone has gotten used to being player #1 then it's a bit of a handicap to move around. Here's how the keyboard is formed and what it turns into: 7 8 9 F1 F2 F3 4 5 6 /== F4 F5 F6 1 2 3 ==/ F7 F8 F9 . F10 3. OTHER STUFF 3-1. ITEMS AND RANDOMIZATION Utilitarian items: Plate mail: you can start the game out with this. Chain mail: you can start the game out with this. Mace: you can start the game out with this. Warhammer: you can start the game out with this. Large shield: you can start the game out with this. Small shield: you can start the game out with this. Shiny key: Black key: ? key: ? key: Potions: Blue potion: you can start the game out with this. It increases your strength. Scrolls: --pick lock scroll --find hidden objects scroll --powerful scroll that lets you learn all spells Valuable items: Treasure | Points | (Weight?) Location -------------+---------+---------- Sceptre | ? | Brooch | 45 | Magic shield | 123 | Pendant | 125? | Marble urn | 25 | Catacombs, enter Orb of Zyll | 33 | Gold coins | 30 | Mines, wide area Brass lamp | 20 | Edge of cliff Rusty broadsword becomes broadsword. 3-2. MONSTERS None of the monsters are particularly dangerous(except demon rats...eegh) provided you have weapons and armor ready, and they all give about the same experience. There seem to be a few of each type. name | experience -------------+----------- Demon Rat | 24 Giant Lizard | 25 Troll | 28 Dwarf | 29 Sea Monster | 32 There may be different looking dwarves but they're all the same in experience points. 3-3. BOATS Boats are important to smooth transport. There is a red and a blue one. They appear at various locations each game, but there are several docks leading to the water part where they may stay. 4. POINT SCORING --you get one point for each new room you visit. --experience is listed for the monsters in 3-2. --items give from 23 to 123 points(for the artifacts.) You only get points if one is in the royal chamber or in your possession. --points on completing the game with the orb: 1200(?) 5. BIG PICTURE MAP Castle L2 | Castle----------+ | | Below Castle | | Outside Castle Boaty area---Caverns | | | Catacombs | | | Mines----------+ Note there are two ways to get to a place--even the Boaty Area and castle level 2, which appear to be dead ends, have multiple ways back to the next big area and many internal loops. 6. IN DEPTH MAPS 6-1. OUTSIDE CASTLE * 1--2--3--4--5--6--7 | | | | | | | | | | | | | | 8--9--10-11-12-13-14-15 | * | | | | | | | | | 15 17-18-19-20 | | | | | | | | (21)22-23-24-25-26-27 | | | | | | | | | | | | 28-29-30-31-32-33-34 | | | | | | | | | | | | 35-36-37-38-39-40(41)-42 1: dense undergrowth 2: field, with ladder down to well 21: Iron gate(inside castle) 27: Edge of cliff(black key) 28: SW corner of castle 29: road 30: wide section of road 31-32: section of road 42: small rocky ledge. Brass lamp here provides light for the mines to the west. (6-5) 6-2. CASTLE * 1 2 | | | | * 3 4--5--6--7--8 | | | | | | (a) 9--10----11-t | | | | | * | |* | 12-13-14-15-16-17 18 | | | | | | | | |* |* * 19-20-21 22-23-24-25-26 | | (27) 6-3. CASTLE L2 * * t--1-----2--3-----4 | | | | | 5 | | | | | | | 6-----7--8-----9 | | | | | | | | | 10 | 11 | | : | |* : 12-13-14 15 : | | : | |* : 16-------17-18-19 | | | * | 20 21 2: there are staurs up and down here. In fact you can go up two levels to what seems to be the top of the tower...but if you search there you'll find another secret passage! 3: balcony, stairs down 4: see 2. Same logic. Note that above 2 and 4 can 'see' each other from the descriptions. 6-4. BELOW CASTLE 1 | |* *--2--t | | | 3 4 | | | |* | | 5--6--7--8 | * * |* * 9-----10----11----12-------13 | | | | | | | | | | 14-15-16-17-18-19-20 21-22-23-24-25 | | | | | | | | | | * | | +-----26 27 28 29 30 6-5. MINES * 1 2 | | | | 3 4--5 | | | | 6--7--8--9--10 | | | | | | 11 12 13-(14) | | | | | | 15 16-17 | | 18 1: stairs up to catacombs 5: wide area(gold coins for 30 pts) 7: narrow section. Faded scroll 14: ledge with brass lamp, outside area 6-6. CATACOMBS ! 9 | ^ | | 1--2--3 | | | | 4-----5-+-+ | | | | | | | | 6 | +-7-+ | | | | | | +-----8-----9->2 1: north is to the caverns proper 5: has marble urn(treasure) 8: has frayed scroll Description is sparse here whch adds to the maze's challenge. To map it by yourself, be ready to have lots of items to drop in various locations or note which ways the exits are. 6-7. CAVERNS !--1--2--+ | | | | * | 3--4--5--+ +--+ t | | | | | | +-----+ | | | | 6--7--8--9--10-11 | | | | 12 13 | | !--14-15 | | +--16 | | ! 17-+ +--+ | | | | 27-+ | | | | | 18 +--21-+ ! | | | | | | 26-+ 23-22-19-20 | | | | 25-24--+ 6-8. BOATY AREA +-----1--2--3--4 | | | | | | 5-----6--7--8--9--10 | | | | | | | +--12 | 13 | | | | | | | +--14 | | | | | | | | | 15----16 | 17 | | | | | | | | 18-19 | | | | | | 20-------21----22--+ | | | | | 26 27--28 | | | | | | 23-24-25 29 7. WALKTHROUGH 8. SAVED GAME STUFF Items never shift around in saved games, so these can help you get your bearings. Saved game A(?) Saved game C puts all the items in one area. Here you'll be able to bring the orb out to win the game or just be able to search at your leisure unhindered by locks. 9. TWO PLAYER STRATEGY The maps for Zyll aren't too bad to figure out as long as you're willing to take several trips through. However there are cases where reciprocal movement(E/W) doesn't land you at the same spot. The notation I'll use here puts the rooms as numbers and puts details below. I still haven't put down which doors are where but they will be indicated by something other than | or - next to the appropriate room. 10. DATA STORAGE INFORMATION Zyll.dat contains most of the items, item descriptions, rooms, room descriptions and monster stuff. So you can pretty much poke through it as a text file although you may wish to convert certain bytes to words: E0 through FF are replaced by words. You can also find an item's weight or a monster's experience by looking a few bytes behind the start of the string, and you can find various spell strings. There's also a good deal of duplicate data in the file. I don't know why. End of FAQ proper ================================ 11. VERSIONS 0.4.0: submitted first draft to GameFAQs on 5/19/2003. It has maps and little else. 12. CREDITS www.the-underdogs.org for having this game. The usual GameFAQs crew past and present.