Username: Password:
RegisterForgotten Password

Zyll (zyll_hints.txt)

ZYLL
IBM, 1984
=========

Hints by Exemptus - May 2023


Overview and general hints:
---------------------------
Zyll, the evil magician, is terrorizing the land. In order to vanquish him and
restore the land to its former beauty, we need to find the Black Orb and four of
the Mystical Treasures and get them in the same room, which will imprison Zyll
in the Orb and forever rid the realm of his malignant influence.

This formulaic setup looks like an excuse for a classic treasure quest, which
the game is, assuming the form of a text-based RPG with adventure elements. We
will have to locate the Orb, which is placed at random (well, not totally, since
it has to be in one of a number of places, but location can vary a lot) and the
Mystical Treasures, which are also placed at random. The geography is constant,
and so are the connections. Non-treasure objects are always in the same
locations. The game also has many treasure objects, which we can collect for
points. Evil creatures roam the land and give way to random encounters: combat
follows, which we can win or lose, affecting our health and strength.

Each object in the game has a certain weight. The player has 10 object slots, so
can carry that many objects at most, but if the combined weight is greater than
the limit allowed, dropping one object will be forced. This, of course, is very
inconvenient, and something to be avoided. It won't be known to the player what
this limit is, numerically, so carrying as few objects as possible is paramount.
Objects can of course be taken and dropped at will.

Actions are entered through key combinations: typical ones are movement commands
which use the NESWUD directions, but we can also proceed or backtrack in mid-
connection between two locations, pick locks, throw objects, eat/drink things,
take and drop things, cast spells, look, see our score and status, fight,
wield different weapons, turn light sources on and off, search locations, read
inscriptions, hide objects, and even pick pockets.

Interaction is turn-based, but the game is real-time: there is a clock running
at all times and displayed on screen. Things like moving, searching, picking
locks, etc. take some time, and we'll have to wait for the action to finish.
Game events can take place in the meantime, so we can be attacked while trying
to open the door between two locations: therefore the need to backtrack or go
forward. This mechanic is unusual, but very useful, and one gets quickly used to
it. 

Enemies are usually slow, so combat is avoidable. Only if we spend some time in
the same room with an enemy we will be attacked. It is therefore possible to
flee. Some enemies pursue us, but they are always slower. Each one has a
preferred area to roam about and they don't venture outside of it. This said,
some of them can be really pesky and dangerous if we are unprepared, like Zyll
himself. Defeating an enemy gets us points and an annoyance less, but no other
advantage.

The game has two possible endings. The "partial" ending requires that we have 3
of the 5 Mystical Treasures with us and we find the room where the fourth is,
which will end the game automatically. Since we haven't found the Orb in this
case, the ending is not optimal, and the game will encourage us to try again for
the "full" ending. This requires dropping 4 of the Mystical Treasures in the
same room where the Orb is (which is random).

Light and dark play a large role. Many locations are dark and require a light
source. There are several: we have copper and brass lamps (identical for all
purposes), which last 30 clock minutes, but can be turned on and off, so they
are used only when needed. There are also torches, scattered about the map,
which last for about 5-10 minutes or so. Light sources are not rechargeable, but
there is no reason to worry: they will last for far longer then needed to
complete the game.

Some areas are water-based and require a boat to travel through. There are two
of them, red and blue, which will travel with us (no need to interact with the
boat in any way) and be automatically left in the last water position we landed.

Zyll has placed a number of random teleports in the game: some locations have
portals that, if entered, will take us to a totally random location in the map.
This can be a boon if chased by a monster, but can also be quite dangerous. The
teleports are clearly described, so there is little chance of using one by
accident.

If we happen to find ourselves in a dark location with no light source, then
moving will choose a random way out of the room. This is almost never good. Best
to ensure we are covered in the lighting department.

Dying (usually by losing in combat) is not fatal: we will be resurrected but our
inventory will be randomly scattered across the map, so it is never worth the
risk.

There are many valuable objects, like gold nuggets, tapestries, paintings,
jewels, etc. which can be taken as well. Points are given if we have them in our
inventory and take away if dropped. This allows to play for maximum points, but
they are not needed for game completion at all.

The objects that matter are the Mystical Treasures. There are 5 of them:

* Scepter
* Magic shield
* Broadsword
* Ruby pendant
* Jeweled crown

Each of them will net the player 123 points when found, plus 623 if we find the
Orb. Other treasures are valued between 20 and 50 points, and so are the points
we get from defeating enemies in combat. In addition, each of the Mystical
Treasures has a particular power, which is for the player to find. Visiting a
new location is worth 1 point. It is to be noted that one of the Mystical
Treasures will always be found in the same location, which is the Armory in the
Lower Castle area. The other four will be placed at random, as will the Orb.

One of the most original features of the game is that it can be played in one of
three modes: Solitaire (as usual), Cooperative (two players using different keys
and controlling two different NPCs on the same map, with split screen) and
Competitive (like Cooperative, but both players race against each other to see
who can complete the game first). This hints document only deals with the
Solitaire mode, since the tips are applicable to the other modes as well.

At the beginning of the game, we are give a choice of objects to carry, up to
four. These are:

* Plate mail: armor, heavy. Protects a lot but also weighs us down.
* Chain mail: armor, medium weight. Balanced.
* Leather suit: armor, light. The opposite trade-off.
* Large shield: defensive, heavy.
* Small shield: defensive, light.
* Warhammer: weapon, heavy and punchy.
* Mace: weapon, lighter, less effective.
* Short sword: weapon, light, puny.
* Copper lamp: light source.
* Blue potion: increases strength once.

And scattered about the map there are a number of objects that solve puzzles:
for instance, keys (there are several of them: some open more than one door, and
there is a well-hidden skeleton key as well). There are also spells that allow
wizards to open doors, find hidden passages, detect magic, defend or attack.

There are three classes the player can be:

* Warrior: Focuses on strength. Can carry the most weight. Relies on armor and
  weapons to win combats and has great stamina.
* Thief: Fights badly and has less strength and stamina, but can pick any lock,
  move very quickly, and find secrets. Enemies are less likely to notice him.
* Wizard: Physically weak, but can use spells, which are notoriously powerful.
  Needs to collect said spells, but once done becomes a powerhouse.

However, I will tell you right away that the best and easiest class to complete
the game with is Thief, by a long mile. Being a thief has an immense, almost
game-breaking advantage over the other two classes: it allows the player to
carry practically nothing. It can avoid all combat because it moves quickly, so
monsters cannot follow: if an enemy moves into our location, we just valiantly
flee. This means that we need no armor and no weapons. But we also can dispense
completely with keys, because any lock can be picked. The only things we need to
carry are a light source and any Mystical Treasures - we can just ignore
everything else. This is a brutal advantage, because the random nature of the
quest requires exploring as much of the map as possible very quickly.

The game can of course be played as Warrior or Wizard, but the style of play is
very different. Warriors are slow, so they need to prioritise combat, and this
means a much slower pace as well, plus inventory juggling. Wizards are very weak
at the beginning and they need to collect spells, which can be tricky to find
(there are some books with contain all spells: if found, the wizard becomes
all-powerful), but survival can be tricky with a wizard so they have to be
played very conservatively: getting spells is the first priority, and only after
can the real quest be attended to.

The geography of the game can be divided into six well-defined zones:

* Outside Grounds: We begin here, in one of these locations at random. Monsters
  seldom roam about here, but there are also practically no objects of interest.
  This area connects with the Castle at several levels and also with the Mines,
  although the former entrances will be locked. A secret passage also takes us
  to the Lower Castle area, but it's tricky to find. Locations here are lighted.
  
* Mines: Abandoned by the dwarves, and in darkness. Small transition area. Only
  provides access to the Catacombs. Not dangerous.
  
* Catacombs: A classic adventure maze, with locations all alike. Fortunately
  exits are noted and it is very short. Can have enemies, but it's rare.
  
* Caverns: Also dark, they touch on water at several points. This is where
  things start getting interesting. This area has no fixed objects, but the Orb
  can be here, as well as some of the Mystical Treasures (this won't happen
  often but it's possible, so this area has to be explored). A secret passage
  connects this area to the Lower Castle area.
  
* Water: We need a boat to traverse these locations. Boats can only be landed at
  the edge of water and cave locations. Has some cavern inlets, so need to be
  explored as well. No enemies here except for very rare sea monsters. There is
  a secret passage which leads to a hidden cul-de-sac with a teleport.
  
* Lower Castle: The dungeons, cells, and basement Castle levels. Many useful
  objects here, at least one Mystical Treasure and maybe the Orb too. Also very
  dangerous. In particular, demon rats and an obnoxious skeleton prance about
  the cells area and they are not to be trifled with: they are quick enemies and
  will chase. Connected to the Upper Castle by many passages.
  
* Upper Castle: The above-ground castle rooms. The most likely place where to
  find the Orb and some of the Mystical Treasures. Try to avoid the Troll, the
  Ghost King, and of course Zyll, who will be likely to be around.
  
As a final hint, the Orb has the property that it will extinguish almost all
light sources, so the location wherever it is placed will be dark. Not only that
but it will forcibly extinguish our lamp or torch. This can be perplexing, since
it will look like the light source has simply ended its useful life - but if we
try to light it again, or another one in the location, we will be told that it
doesn't work. This is what mostly allows us to check it's the Orb in action. Of
course, if the location itself was not dark in the first place, it has to be the
Orb. Otherwise we'll need to check that ordinary light sources don't work there.

However, I said "almost" before, meaning that there are some light sources that
resist the Orb's influence. These are: The Scepter (this is its special
property, in fact), the brass lamp found at the entrance to the Mines (be
careful with this, since there is another brass lamp in the game which behaves
normally), and the Light spell. As for the other Mystical Treasures:

* The Ruby Pendant has teleporting powers. If we drop then take it again, we
  will be teleported away. Not really useful in practice.
* The Jeweled Crown reveals all hidden items and passages. Not useful unless you
  prefer to draw your own map.
* The Broadsword is the best weapon in the game.
* The Magic shield offers awesome protection in combat.

Due to the random placement of the Treasures and Orb, it is impossible to give a
deterministic walkthrough. However, you can use the following sketch of actions
to guide your completion of the game.

How to finish the game: a general sketch of play

(1)  Choose Thief as class, get the Copper lamp, blue potion and any two other
     objects, no matter which. First off, quaff the blue potion and just drop
     everything but the lamp. No regrets. You won't be picking anything that
     isn't a Mystical Treasure, save at your own discretion with some things.
     Remember to *never* attack or initiate combat: always flee if you come
     across an enemy. Your priority is to be quick and locate the Orb and
     Mystical Treasures.

(2)  Start exploring all locations in the Outside Grounds area. Do not pick up
     anything. Search everywhere if you are building your own map, but only in
     the marked hidden passages locations if you are using mine. Don't try to
     get into the Castle (you could pick the locks, but it's not a good idea to
     go there right away).
    
(3)  Go down the ridge to the Mines entrance, which has a brass lamp. It is not
     necessary to get it: the copper lamp will probably last enough for you to
     finish the game. You may take it if you wish to take things slow. This lamp
     is special, as it is the only object (apart from the Scepter) which can
     resist the light-extinguishing powers of the Orb.
    
(4)  Explore the Mines. Ignore anything you may find here. Get yourself to the
     Open Area with a path going up, then climb up to the Catacombs. From here,
     you can just bypass most of the maze just by going E, W, N to the Caverns
     area. I have never found the Orb or any Mystical Treasures in the
     Catacombs, so it's unlikely they can be placed here.

(5)  Once in the Caverns, though, you must explore all locations, including the
     Water ones. Both the Orb and Treasures may be here, definitely, though it
     would be uncommon. First go all the way East to behind the waterfall (which
     is a lighted location), then West and South, get the boat, then do the
     whole circuit of the water area, not forgetting to come back to the other
     cavern locations in the North. There are a couple of hidden passages here,
     so Search as appropriate. Remember that Search is probabilistic: it may
     fail to find things that are there. You may have to repeat the command.
     This happens less with the Thief, but does from time to time.
    
(6)  The way out of the Caverns is at the West of the Large Cavern, at the
     northern area: there is a hidden path upwards to the Lower Castle levels.
     Once within the Lower Castle, be careful, as monsters are common here.
     Remember you are always quicker then them, and can outrun them if they
     pursue (some will). Do not engage under any circumstances: you will not
     survive a fight. Do not take any Up or Down paths unless you know where you
     are going.
    
(7)  Ignore any objects found, except if they are Mystical Treasures (remember:
     the Scepter, Ruby Pendant, Magic Shield, or Jeweled Crown, as the
     Broadsword will always be found in the Armory). In particular, ignore any
     keys. If you come across a locked door, pick the lock then continue
     Forward. Closed but unlocked doors will just require you to go Forward, but
     you'll notice that the "Pick Lock" option is not highlighted as available.
     Your main goal is to find the Orb first, but take any Mystical Treasure
     with you if you find it. Some useful objects are red potions, which can be
     thrown and will kill an enemy. If you are unsure of your ability to flee or
     just feel safer with one of these, take it, but only one at a time. There
     are several scattered around.
    
(8)  If your lamp goes out suddenly, it may be you have found the room with the
     Orb. If you have the Brass Lamp, you may try to light it and check. If not,
     you'll have to risk it by moving at random out of the current room. If the
     Copper Lamp can be lighted again, that was the Orb that you found.
     Otherwise your lamp's life is at an end and you are in a pickle (this
     shouldn't happen until you have had the opportunity to explore most of the 
     map, though).
    
(9)  Note the Orb's location for future reference. In case you already have two
     Mystical Treasures but haven't found the Orb yet, I recommend not to take
     any other, but just to note their locations until you have found the Orb.
     This is because if you have 3 Mystical Treasures with you and you come into
     a room with a fourth one, the game will automatically finish and credit you
     with the "partial" ending. If you have found the Orb's location, then drop
     your Treasures in the room with the Orb, even in the dark. But do not drop
     the Sceptre yet: it is a permanent light source, which is too useful. Once
     found, you can drop all other light sources.
     
(10) Avoid the Armoury for the time being. Once this area has been explored,
     head to the Upper Castle levels through any of the many upward paths. Be
     particularly careful about the top level of the Castle: Zyll himself will
     be found around the Sorcerer's bed chamber by the NW side, and the ghost of
     King Zanzabar will haunt the NE rooms. Both are powerful and can kill the
     Thief with a couple of blows, so be quick of foot if you come across them.
     Both the NE and NW towers have hidden rooms at the very top, so do not
     forget them, and there are several hidden passages here. One of them goes
     from the King's to the Queen's bedroom, but can only be discovered from the
     King's (looks like a bug).
     
(11) Once you have at least two Mystical Treasures in the same room with the Orb
     and have located a third one, take it and make your way to the Armory, take
     the Old Sword (it will transform into the Broadsword) and go straight to
     the Orb room to trigger the "full" ending.