Difference between revisions of "Zoo"

From NetHackWiki
Jump to navigation Jump to search
(large rewrite: convert special levels with zoos to a list, add some refs, rearrange strategy section advice)
Line 1: Line 1:
'''David's Treasure Zoo''' is a room randomly generated in the Dungeons of Doom. Most of the squares in the room are occupied by a [[sleep]]ing random monster, and a random amount of gold. Zoos can be randomly generated on each level in the main branch, starting with level 7. Each eligible floor has a one in seven chance of containing a zoo ''unless'' the level already has a shop, a throne room, or a leprechaun hall, or is a maze or a special level. In practice, this means the player has about a 10% chance of finding one below DL 7.{{refsrc|mklev.c|735}}
+
A '''zoo''', also known as '''David's treasure zoo''' or just '''treasure zoo''', is a [[special room]] that is randomly generated in the Dungeons of Doom and also appears in several [[special level]]s. Most of the squares in the zoo are occupied by a [[sleep]]ing random monster and a random amount of gold. Zoos can be randomly generated on any level in the main branch beneath level 6.{{refsrc|src/mklev.c|774|nethack=3.6.6}} Each eligible level has a one in seven chance of containing a zoo ''unless'' the level already has a shop, a throne room, or a leprechaun hall;{{refsrc|src/mklev.c|764|nethack=3.6.6}} is a maze; or is a special level. In practice, this means the player has about a 10% chance of finding one on eligible levels.
  
The top floor of [[Sokoban]] always has a zoo, with an [[amulet of reflection]] or [[bag of holding]] as a prize in addition to its usual features; the item sits on a [[cursed]] [[scroll of scare monster]] with "[[Elbereth]]" engraved on the tile. Another guaranteed zoo occurs in the middle level of the [[Wizard's Tower]]. [[Fort Ludios]] will always have a zoo, assuming it is accessible during a given game. In addition, the [[Tourist quest]]'s Thieves' Guild Hall has a zoo as well.  
+
==Special levels with zoos==
 +
* The top floor of [[Sokoban]] always has a zoo, guarding the Sokoban prize.
 +
* The middle level of the [[Wizard's Tower]] has a large zoo.
 +
* [[Fort Ludios]] has a zoo containing [[Croesus]] along with all the random monsters
 +
* The Thieves' Guild Hall in the [[Tourist quest]] has a zoo.  
  
 
==Strategy==
 
==Strategy==
Often, it is safer to displace several pets into a zoo, rather than fight it out yourself and risk being surrounded by multiple attackers. Monsters will use their ranged attack only against you, and will only attack the pet when it attacks them; you may need to stay close to heal your pet if possible.
+
The main risk of zoos is being surrounded by multiple attackers, with them possibly cutting off any escape route.
  
Another option is to use stealth, whether via intrinsic (e.g. playing a [[rogue]]) or extrinsic (e.g. wearing a [[ring of stealth]], [[elven boots]] or an [[elven cloak]]). This will allow you to take on each sleeping monster one at a time, making combat much easier. Be careful not to let your pet too close if doing this, as they make wake some of the sleeping monsters. In addition, be wary of [[kick]]ing objects, as well as engaging exploding enemies like [[yellow light]]s and [[gas spore]]s - the sounds will inevitably wake some of the sleeping monsters, which can prove potentially disastrous in Sokoban if the prize is an [[amulet of reflection]] and one of them manages to pick it up. This will not work for the Fort Ludios zoo, as the alarm will sound upon entering the portal, instantly waking up all monsters on the level.
+
One common strategy is to use [[stealth]]. This will allow you to take on each sleeping monster one at a time, making combat much easier. Be careful to avoid things that will wake up monsters, such as letting a pet attack them, [[kick]]ing anything, and engaging exploding enemies such as [[yellow light]]s and [[gas spore]]s. In the Fort Ludios zoo, stealth does not work because entering the level causes an alarm to sound, waking all the monsters.
 +
 
 +
It is often safer to displace several pets into a zoo, rather than fight it out yourself. Monsters will use their ranged attack only against you, and will only attack the pet when it attacks them. If you use pets, though, you may need to stay close to heal them.
  
 
For combat situations where most or all of the zoo's inhabitants have been awakened, you can opt to use a [[ring of conflict]] and turn them against each other. Keep in mind that you are still an eligible target for attack, and may still find yourself on the wrong end of some projectile attacks; conflict will also endanger your pet and/or cause them to attack you as well if they are in the area.
 
For combat situations where most or all of the zoo's inhabitants have been awakened, you can opt to use a [[ring of conflict]] and turn them against each other. Keep in mind that you are still an eligible target for attack, and may still find yourself on the wrong end of some projectile attacks; conflict will also endanger your pet and/or cause them to attack you as well if they are in the area.
 
==See also==
 
* [[Special room]]
 
  
 
==References==
 
==References==
 
<references/>
 
<references/>
{{stub}}
+
 
{{nethack-343}}
+
{{nethack-366}}
  
 
[[Category:Special rooms]]
 
[[Category:Special rooms]]

Revision as of 00:38, 27 June 2020

A zoo, also known as David's treasure zoo or just treasure zoo, is a special room that is randomly generated in the Dungeons of Doom and also appears in several special levels. Most of the squares in the zoo are occupied by a sleeping random monster and a random amount of gold. Zoos can be randomly generated on any level in the main branch beneath level 6.[1] Each eligible level has a one in seven chance of containing a zoo unless the level already has a shop, a throne room, or a leprechaun hall;[2] is a maze; or is a special level. In practice, this means the player has about a 10% chance of finding one on eligible levels.

Special levels with zoos

Strategy

The main risk of zoos is being surrounded by multiple attackers, with them possibly cutting off any escape route.

One common strategy is to use stealth. This will allow you to take on each sleeping monster one at a time, making combat much easier. Be careful to avoid things that will wake up monsters, such as letting a pet attack them, kicking anything, and engaging exploding enemies such as yellow lights and gas spores. In the Fort Ludios zoo, stealth does not work because entering the level causes an alarm to sound, waking all the monsters.

It is often safer to displace several pets into a zoo, rather than fight it out yourself. Monsters will use their ranged attack only against you, and will only attack the pet when it attacks them. If you use pets, though, you may need to stay close to heal them.

For combat situations where most or all of the zoo's inhabitants have been awakened, you can opt to use a ring of conflict and turn them against each other. Keep in mind that you are still an eligible target for attack, and may still find yourself on the wrong end of some projectile attacks; conflict will also endanger your pet and/or cause them to attack you as well if they are in the area.

References