Zyll(PC game, early DOS era) FAQ version 1.0.0(text maps and basic item info) copyright 2003-2004 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, with a bit of JavaScript: http://home.earthlink.net/~schultza/zyll/zyll.htm They are under constant revision, as I need to document what's locked, by which key, etc. And the ledger may change. But I wanted to tinker with the JavaScript! ================================ 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. WATER 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 to be both approachable and meaningful(Zaxxon isn't really my style,) 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. Plus, someone had written maps for Zyll at Michigan State University, including something from the authors. But it's gone now. I wanted to try to bring back what I could of it. The point of Zyll is to get at least four of the five great treasures, scattered randomly at the start of each game, in the same room at once. This is the barest way to win the game, but you do even better if you get the treasures in the same room as the orb. This means dropping treasures by the orb and picking others up later. If you carry around too many treasures it's possible to win by accident before you get the best ending. There are also other minor treasures you can look for. If they're in the same room as you when you win, more points for you. Enemies also move in real time along with you. They're a bit on the slow side but can do damage. You have three classes to try out: fighter, wizard and thief. I prefer thief because you can just lockpick through tough doors with him, no keys necessary, but the other classes allow for different strategies(fighting, spell casting, etc.) the-underdogs.org should have this game--I believe the copyright has expired--and it's a pretty small download with just two files, 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. Maybe you'll want to run this game embedded in DosBox, which you can get at http://dosbox.sourceforge.net. That nips the problem in the bud. The lists here are by no means complete, but I've managed to get through the game with the basic information. 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. The thief is probably best for poking around and seeing the map, which itself doesn't change during the game. You may get lucky and find an all-spell scroll for the wizard early on, but thieves have the most pedantic way to a win. Fighters can carry more items and get the maximum for items a bit easier once you know where the keys are. I'm assuming you always run from fights of course. In two player mode both players can choose whatever they want, but they can't attack each other. If you get killed by a monster you get one resurrection, but your items will be so scattered all over it isn't worth it. 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. ALT-S = save game. You then must push F1 for A, F2 for B, F3 for C, F4 for d. There's no way to load a game except for closing and restarting. F1-F1 = move up F1-F2 = move north F1-F4 = move west F1-F6 = move east F1-F7 = move down F1-F8 = move south (in the dark, F1 tends to make you move randomly.) F2 = look F3 = drop item F4 = take item. Too-heavy items are not highlighted. 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% logical here. F10-F2 = throw(i.e. red liquid) 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 it later. Most effective in 2 player mode. 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 Note that this corresponds to general N/S/E/W mapping. So the controls sort of make sense on number locks. 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. Copper lamp: you can start the game out with this. It lasts ~30 minutes. Brass lamp: 2 of them. 1 east of mines, another in dressing room in guest suite(castle level 2.) These last ~30 minutes too. Shiny key: Black key: found at edge of cliff(east edge of outside, south) Skull key: found in king's dressing room Brass key: found in top of sorcerer's tower Iron key: found in kitchen Torches: found all over. 2 in stable, 1 in road/trees Potions or food: Blue potion: you can start the game out with this. It increases your strength. Murky vial: in guest room, N of N hallway, castle level 2 Red potion: throw at enemies to kill them. Drinking it hurts you. Red, yellow and green rfuits in castle pantry Scrolls: --pick lock scroll --find hidden objects scroll --powerful scroll that lets you learn all spells They're found in: --rocky chamber north of catacombs --narrow area in mine Other, useless or worse: poisonous chest in balcony over ballroom drains your strength Valuable items: Treasure | Pts | Location -------------+-----+------------------------------------------ ?? | ?? | stone forest/waterfall Gold buckle | ?? | Cavern(S, W of looping small cave) Black sword | 23 | Armory Ivory amulet | 25 | E servants quarters Brooch | 45 | ???? Marble urn | 25 | Catacombs, center Gold nugget | 35 | W Guest room, S corridor Gold coins | 30 | Mines, wide area Brass lamp | 20 | Edge of cliff, dressing room Sapphire | 40 | search in nursery Tapestry | ?? | take old rug, becomes tapestry ?? Oil painting | 20 | ballroom, take painting off wall Throne | 40 | Royal throne room Small diamond| ?? | behind waterfall, southern water area Fillings | 20 | main torture room, below castle Goblets | ?? | Small hollow between caverns, water Orb of Zyll | 33 | (varies, have to drop) Magic shield | 123 | Varies, great treasure Broadsword | 123 | Great treasure, armory Ruby pendant | 123 | Varies, great treasure Jeweled crown| 123 | Varies, great treasure Scepter | 123 | Varies, great treasure You lose points for a valuable item if you drop it. This seems to defeat the point, but at the(successful) end of the game, you get 123 for each treasure that's in the same room as you are, along with 623 if the Orb is there, plus any points for the other treasures in that room or on your person, plus experience and rooms-visited points. The rooms special items are in aren't totally random. I've frequently found the pendant by the marble urn, and other special items appear to be tucked away in corners. The Orb only seems to have a few locations as well, but I haven't played enough times to pinpoint everything. 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 scattered around the game. You can dispatch a few throwing red liquid, and you can almost always run away. Certain monsters patrol certain areas, too. Zyll's in the sorceror's tower, Zanzabar's in the king's area and even the treasury, the troll's in the upper castle, and skeletons are below the castle. The sea monster is in the water and the dwarf tends to be below, in the catacombs, or in the mines. The wolf and lion will be outside the castle. The dragon tends to wait in the courtyard. To avoid monsters, always have your next move prepared in your mind. And if you don't, go back the way you came and see if the monster follows. During your break, plan where to go next. If you're not out of the monster's range, you can avoid it again by going back and forth continually. Even worse than being damaged by monsters and being threatened with death and (the first time) subsequent resurrection and a panic searching for your most valuable items that got scattered, damage may make you too weak to move with your current horde of items. Another reason to avoid when you can. And yes, a monster can damage you when you search. 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 the only way to get across the water, which isn't always critical, but it can provide a back-door entrance into a castle area. There are a red and a blue one. They appear at various locations each game, but there are three docks leading to the water part where they may stay. The red boat is at the top of the dock and the blue is at the bottom. You will probably need to search the watery areas once--pay attention to the inlets and so forth--but since you can access two boats from below the castle, there shouldn't be a problem getting lost. There's also a river to the north of the outside-castle area where you start, but it doesn't appear to be reachable. I've searched and mapped everywhere. 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 20 to 123 points(for the artifacts.) You only get points during the game if one is in your possession. --you get 623 points for completing the game with the Orb. 5. BIG PICTURE MAP Castle L2 | Castle----------+ | | Below Castle\ | | \Outside Castle Water area---Caverns | | | Catacombs | | | Mines----------+ Note there are for the most part two ways to get to a place--even the Water Area and castle level 2, which appear to be dead ends, have multiple ways back to the next big area and many internal loops via stairs, etc. There's a useful secret passage between the castle outside and below the castle, too. 6. IN DEPTH MAPS The maps for Zyll aren't too bad to figure out as long as you're willing to take several trips through. You also have to be willing to wait a few extra seconds when you search. 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. I also have some notes on what is in which rooms. I wanted to keep the text map size down for all this. 6-1. OUTSIDE CASTLE * 1--2--3--4--5--6--7 | | | | | | | | | | | | | | 8--9--10-11-12-13-14-15 | * | | | | | D | | | | 16- 17-18-19-20 | | | | | | | | (21)22-23-24-25-26-27 | | | | | | | | | | | | 28-29-30-31-32-33-34D | | | | | | \ | | | | | | \ 35-36-37-38-39-40(41)-42U 1: dense undergrowth 2: field(ladder down to well) 3: edge of forest 4: tall trees and brush 5: 11: trees and brush(11-berry) 6: ruins of stone bridge 7: icy cold stream 8: meadow 9: apple orchard 10: clearing(ladder up) 12: wooded area NE of castle 13: 18: 25: road surrounded by trees (13-torch) 14: 19: 26: bottom of gully 15: shelf on cliff 16: stable(dark, 2 torches, secret door down, east to castle) (down to foul crypt) 17: east wall of castle (secret door west to castle) 20: top of cliff 21: Iron gate(inside castle) 22: west of stone wall 23: open area 24: SE corner of castle 27: Edge of cliff(black key) 28: SW corner of castle 29: road 30: wide section of road 31: 32: section of road 33: bend in road 34: edge of steep cliff 35: 36: 37: 38: 39: over gorge 40: ridge of gorge 41: see mines map 42: small rocky ledge. Brass lamp here provides light for the mines to the west. (6-5) To cover all squares in this area you'll need to backtrack twice. Why? Let's break down the map. x y x y x y x y x y x y x y x x y x y y x y x y x x y x y x y x y x y x y x There are 2 more x's than y's in this picture. Everything corresponds to a location. But we always travel from an x to a y. Therefore if we start at an x and try always to go to a square we haven't covered, we'll go to a y and back to an x, etc. So we must retrace over a y we've been to to see another x. So, in case you were wondering, you're not being silly if you can't find a way through. Just waste the few extra seconds retracking. 6-2. CASTLE U 1 2 D| | | | U 3 4--5--6--7--8 | | | D | | | (a) 9--10----11-t | | | | | * | |* | 12-13-14-15-16----17 | | | | | | | | 18 | | | | | | | | |* |* * 19-20-21 22-23-24-25-26 | | (27) 1: Sorcerer's tower 2: Royal treasury 3: Chapel 4: 6: undescribed hallway 5: 7: long hallway(5 has secret door north) 8: King's Tower U/D 9: West royal throne room 10: East royal throne room(throne) 11: Royal counsel(teleport to east) 12: stable, north to outside area 13: NW courtyard 14: NE courtyard 15: Grand entry 16: Central guards' room U/D 17: nondescript room 18: pantry(fruits you can take) 19: ??(brooch here?) 20: SW courtyard 21: SE courtyard(S to iron gate outside castle) 22: West ballroom 23: East ballroom(oil painting) 24: Kitchen(iron key) 25: Servants' room 26: Dusty workroom The throne rooms have lots of treasure here and you may wish just to centralize what you find. No square is really better than any other for leaving. The Royal Treasury is great if you're a thief in competitive mode, but the King's ghost seems to like to hang out there. 6-3. CASTLE L2 U U t--1-----2--3-----4 | D : D| | : | | 5 : | | | : | | | : | 6-----7--8-----9 | | | | | | | | | 10 | 12-11 | | : | | : 13-14-15 16 : | |D : | | : 17-18-19-20-21-22 | | | D | | | | | 23 24 25 26 D Here Zyll awaits on the north end, and the king and a troll are hanging around, too. A lot of rooms are the same, but you can search for some nice treasures. If you can get the skull key, the rest of the game is really looking up. 1: Sorcerer's balcony 2: Sorcerer's tower. There are stairs 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! That can net you another key. 3: Wide balcony, stairs down, secret passage to south 4: Circular room. See 2. Same logic. Note that above 2 and 4 can 'see' each other from the descriptions. 5: 10: 24: 25: Guest room. Murky vial in 5:, gold nugget in 25: 6: 7: 13: 16: 18: 19: 20: nondescript hallway. Sledgehammer in 7, stairs down in 16, 20 8: 17: Intersection of hallways 9: King's lounge 11: Dressing room 12: King's bedroom. Secret passage to south you can search for. I wasn't able to find it from the Queen's bedchamber(22) where it goes. 14: Royal suite. 15: Dressing room. Brass lamp. 21: Queen's lounge 22: Queen's bedchamber 23: Ballroom balcony. A chest here clips you with a poison needle if you take it. 26: Royal nursery. Search for sapphire. 6-4. BELOW CASTLE 1 | |U (=U)--2--t D| | | 3 4 | | | | | | D5--6--7--8 | | * U |* * 9-----10----11----12-------13 | | | | | | | | | | 14-15-16-17-18-19-20 21-22-23-24-25 | | | | | | | | | | * | | +-----26 27 28 29 30 1: Storeroom(weird items I don't know what to do with) 2: Sorcerer's workroom 3: Armory(rusty chain, nice swords and shields) 4: 8: Bunk room, search in 8 for passage south 5: Dungeon anteroom, stairs U/D 6: Passage 7: 14: 17: 22: 23: 24: Room 9: Foul crypt(search, stairs up) 10: Main torture room(fillings) 11: Prisoner receiving room(up to anteroom) 12: Mess room(stairs up) 13: Servants' mess 15: 19: 26: 27: 28: Cell (stairs in cell?) 16: 18: Intersection 20: Wine cellar 21: 25: 29: 30: Servants' quarters, search 25: for amulet, old scroll in 29: This is a very fragmented area that requires you to move around a lot. Demon rats are rife, and the skeleton in the west is pretty nasty. I come up from the Sorcerer's Workroom, so I head to the armory, then the east bunk room(search for the secret door,) go to the wine cellar and clear out the cell area including the fillings--if the skeleton's chasing you too much, search in the foul crypt for stairs up. Lots of locked doors here so the thief's definitely useful. Be sure to search for the amulet in the east servants' quarters. I like to break this down into the upper part, the servants' room, and the southwesterly bit. I go up from the way I came, namely the sorcerer's workroom. 6-5. MINES U 1 2 | | | | 3 4--5 | | | | 6--7--8--9--10 | | | | | | 11 12 13-(14) | | | | | | 15 16-17 | | 18 1: Large open area. Stairs up to catacombs. 2: End of branch 3: 11: Section of mine 4: Branch in the tunnel 5: wide area(gold coins for 30 pts) 6: Branch in the mines 7: 8: 9: narrow section. 7: has faded/frayed scroll 10: Cave-in 12: Fallen rock 13: Intersection of 2 tunnels. First place you need to light a lamp. 14: ledge with brass lamp, leads to outside area 15: Dead end 16: Wider area 17: Fallen timbers 18: Small area with coal. Broken lamp(useless) is here. It's dark in the mines and you'll need to use a light. Browsing through this seems to be easiest if you start from 14, go W-S-W-S-N-N-N-E-E-W-N-N-S-E-W-S- W-W-W-S-S-N-N-N-U. 6-6. CATACOMBS x 9 | ^ | | 1--2--3 | | | | 4-----5-+-+ | | | | | | | | 6 | +-7-+ | | | | | | +-----8-----9->2 D 1: north is to the caverns proper 5: has marble urn(treasure) 8: has frayed scroll 9: has stairs down Description is sparse here whch adds to the maze's challenge, especially since opposing directions aren't always reciprocal. To map it by yourself, be ready to have lots of items to drop in various locations or note which ways the exits are. You also have some clues in that you will know when you're in a new room, and you can tell what sort of room you're in by which exits you have. This is not nearly as nasty as Zork I's maze, but it still has enough pitfalls that I decided to write a way to get through easily, coming from the mines. 9 west to 8, west to 6, north to 4, east to 5, get the urn, east to 7 and back west if you want, north to 3, west to 2, west to 1. Note you cannot visit all rooms just once. You'd have to visit room 7 between 5 and 9, i.e. at the start. You'd have to visit 8 next, or it would be a dead end for later(enter it from 6, but you'd have to step on 5/9 again to get out.) Then 6, 4 and 1, leaving 2 and 3 yet to visit. Only thing to do here is get the marble urn and make sure the treasures aren't in some weird side tunnel. 6-7. CAVERNS !--1--2--+ | | | | U | 3--4--5--+ +--+ t | | | | | | +-----+ | | | | 6--7--8--9--10-11 | | | | 12 13 | | !--14-15 | | +--16 | | ! 17-+ +--+ | | | | 18-+ | | | | | 19 +--20-+ ! | | | | | | 21--+ +-22-23-24--25 | | | | 26---27 1: water area 2: 21: Damp cavern 3: Cavern 4: West cavern(search for stairs up) 5: East cavern 6: Low cavern 7: Rocky chamber 8: Narrow squeeze 9: Large chasm 10: Stone forest(passage north) 11: Ledge behind waterfall 12: Large chamber 14: Narrow hollow?? 15: Plain room 16: 22: 23: 25: Cavern 17: Crawlway 18: Smooth tunnel 19: Long tunnel 20: 26: Small cave 24: Large cave 27: Spacious cave You probably arrived here from the catacombs, if you used my walkthrough, and I generally advise mixing this up with the boat area. First, go east all the way and back west to get some items. You can then go south twice and west and back for one treasure. Then keep going south, turn east at the fork, and explore the two rooms and get another treasure. Then go back west and take the boat. Paddle through, and when you return at the top, explore the remaining cavern areas and search at the west cavern for stairs up. 6-8. WATER AREA +-----1--2--3--4 | | | | | | 4a-4b-4c:5-----6--7--8--9--10 | | | | | | | +--12 | 13 | | | | | | | +--14 | | | | | | | | | 15----16 | 17 | | | | | | | | 18-19 | | | | | | 20-------21----22--+ | | | | | 26 27--28 | : | | : | 23-24-25 29 1: Sparkling pool 2: Branch in stream 3: Underground lake 4: (back to caverns) 4a: Secret conjuring room 4b: Island 4c: Large gulf 5: 8: Branch in flow 6: Long low tunnel 7: Junction of 2 branches 9: Small inlet 10: Small cave 12: Dead end 13: Low walkway 14: Large cavern 15: Oddly shaped lagoon 16: Cavern 17: Large pool 18: Large reservoir 19: Hollow?? 20: Junction of 2 streams 21: Sandy inlet 23: Edge of large waterfall 24: Wide spot 25: Large cavern 26: Under falls 27: Smooth sided tunnel 28: Small pool You don't need to visit every location here to be sure you've tracked down every item, since water can't hold most items. There are some weird paths here, and you can't drop items to get your bearings to map this from scratch, but the secret doors aren't too tough. I'm assuming you start at the lower port, but you can just reverse the whole procedure if it's really the upper port you start at. Parentheses indicate optional paths. I've found the Orb of Zyll in some dead ends here, so while this part is tedious you can't overlook it. W, (S, N,) N, (N, W/E if you don't have the goblets, N, S, S,) W, W, S, E, E, search N, N, get treasure, S, W, W, N, N, E, N, N, W, W, W, N, (search, W, W, W, E, E, E for a few extra points,) E, E, E(or N, W, E, E, S for 4 extra points,) E, E, S, N, W, W, N, E to caverns. 7. WALKTHROUGH For the sake of getting through the game you might want to go with the thief. He can go everywhere. He can also flee monsters who enter the room pretty easily and doesn't need enhancing items like weapons or even scrolls. The basic plot, first time through, is: 1) find 4 treasures and win. Hold on to your treasures and don't worry about weapons. Run away from monsters, who are slow to attack. But do start out with the blue potion. Note that stumbling through this way and not worrying about the orb means you'll never get all five. To get through the game with the best ending, 1) search around and find all treasures and the orb 2) drop 3 treasures in the orb room 3) find another treasure. Find #5 if you can. Remember the game will make a weird noise or say something special for the treasure you find. Your score will also take a major jolt. Combing through the rooms isn't so bad once you've managed got a feel for the map and the major areas and so forth. I recommend frequent saving as you don't know when a monster will pop up. The first time I solved this, the game time was under an hour, so an experienced player who knows where to search for secret doors should be able to do better. Oh, if on DOSBox, remember to pause when you're not sure what to do. It saves a lot of anguish of getting wiped out by monsters that drop on by. Plus, save whenever you find a cool item, or you totally map out a certain area. As I am not worried about weapons in this game, I take the copper lamp and blue potion and drop the other two items I choose. I don't worry much about exploring outside as the major treasures have never been there. My general path through the game is to head for the steep cliff, taking the path down to the rocky ledge. Then I light the copper lamp and head into the mines and clear them out. Might as well get the bag of gold coins. Heading up to the catacombs, I'm able to map that out pretty easily, taking the marble urn while I'm at it, and then go up to the cavern area. I go off to the east to look for one treasure, then back west and down, clearing the treasures there. Then I get on the boat and explore the water. I don't have to explore every location here, but it's important to focus on the inlets, and I like to look for the secret passage in the west just in case. There's the small diamond in the secret room, too. Then I leave the water in the underground lake, in the north part of the caverns. There are a few more rooms to look around in, but too far east goes to the already-visited Low Cavern. Up from the cavern is the sorcerer's workroom. From here, south, east and north to the armory, where you'll(yes, I'm shifting perspective...) probably find the sword. Pick up some red liquids along the way if needed. Search in the east bunk room for a secret door. Get the bottle in the wine cellar and the amulet you need to search for in the east servants' quarters. The main torture room has fillings if you want to go a bit more out of your way, but I think that the best bet is to go up from the sorcerer's workroom to the castle level. Be quick about it though as Zyll often pops up to cause you trouble. There's a lot to explore in the castle and probably too much to carry in the treasure rooms, and hopefully you've located the orb by now. You can just drop the minor treasures by the orb and, if you want, whatever major ones. The NPC's don't seem to want to steal them. Killing's their vice. However if you want to keep things simple, the top level of the castle has fewer locked doors, and there's almost always something in the tall secret towers. 8. SAVED GAME STUFF Items never shift around in saved games, so these can help you get your bearings. In fact, the first time through when you are learning to map everything out, you'll probably need to learn to chip away. Saved games are also nice in case an opponent walks in the room and hacks you down. Saved game C puts all the items in one area. Here you'll be able to bring a treasure to the orb to win the game or just be able to search at your leisure unhindered by locks. 9. TWO PLAYER STRATEGY Cooperative versus competitive is obviously different, but if you are clever you can have a thief cover, say, the castle and the fighter cover the mines and have them meet at the orb while picking up items. Of course the trick is then to make sure you don't bring too many items in too soon. For competitive, there are lots of places to hide items, with the king's vault being a good one if you have the key--and are a thief. I don't know much about this as I 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, for instance. 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. I may do this in the future. There's also a good deal of duplicate data in the file. I don't know why. End of FAQ proper ================================ 11. VERSIONS 1.0.0: submitted thief-walkthrough-enhanced document to GameFAQs on 10/28/2003. 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 DOSbox folks for helping me calibrate this game's speed--and pause--when I wanted. The usual GameFAQs crew past and present.