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- This file contains a walk-through of the opening level of
- Chaos Strikes Back, so don't read it if you're one of those
- picky people who like to do things for yourselves. These
- notes are from about four hours of mapping this level and
- should be the most efficient way to run it -- remember, we're
- on a time limit.
-
- By Craig F.
- Sysop, Twisted System BBS
- Stillwater, OK
- (405) 743-0917
- 1200/2400
-
- Where to begin? How about in the dark, menaced by three
- golden worms. If the darkness bothers you, turn left and put
- your hand down at the lower left of the screen and pick up
- the torch lying there. Put it in somebody's hand. Now, if
- you have some hale characters, stand your ground and fireball
- the worms to death. About three mon-level each should do it.
- Afterward, pick up anything within reach -- particularly the
- coins and iron key they drop. Get the worm slices for snacks
- later. Make a note of where you are and never step into that
- square again! Take a step away and look back. You'll see
- one of the stones in the floor is kind of octagonal-shaped.
- It's a button. Each time you step on it, two more worms
- appear nearby. It LOOKS like you need to use that door to
- exit, but don't be fooled. Walk around the room, pick up the
- gold Gor coins. You will have enough to purchase items from
- three of the rooms hidden behind blue force fields. Get all
- but the red and green vials (fire and poison bombs). You
- need the compas and rope especially. There are many confusing
- passages and a zillion trap doors. After this, go to the
- east wall. Above, you'll notice a bunch of trap doors
- (indicating a floor above). Two "paces" north from the coin
- slot in the southeast corner is a space between two trap
- doors. Walk through the wall and into a small alcove with a
- full suit of chain mail. Distribute it amongst your
- characters. Better than ragged pants?
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- After this, take one of the many torches and go to the west
- wall and put it in the torch holder. A wall just opened at
- the northwest corner. Walk into it, noticing wall says "Run
- and Jump." Using the cursor keys, hit the up arrow seven
- times rapidly (don't wait to move, just hit the keys). You
- will trip a button causing the trapdoor you see near the end
- to close just as you pass over it and onto a trip plate that
- seals the trap and opens up a section of wall northwest.
- Some flying creatures may buzz out of this wall, but you
- should be able to deal with them. Turn to face the way you
- came. Hit the up cursor and right cursor so you turn the
- corner. Notice the trap doesn't stay closed for long, so you
- must not pause while on it. (You would fall two stories to
- "The Junction of the Ways," which is ahead of where you
- should be. Walk south down this twisty corridor 'til you come
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- to the pressure plate. Notice it closes the trap in front of
- you -- like 99 percent of the traps, it doesn't stay closed
- long. Get the timing down on this trap, then when you're
- ready, face east, trip the plate, sidestep south twice so
- that you're between the traps, pick up the flask in front of
- you and sidestep to the south twice again. The hallway you
- just passed is the one you avoided by not opening the door to
- the first room. I haven't seen a need to use this room yet,
- but you can get back to it by the plate at the end of "Run
- and Jump."
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- Walk around the corner and go west until you come to a grate
- and a staircase. The flying monsters mentioned earlier live
- behind the grate. Go downstairs. You'll be standing between
- two pits. Walk one square forward to the writing that says
- "To the Junction of the Ways." DO NOT MOVE EAST OR WEST ONTO
- THE PLATES. Face west. Take EVERYTHING off your characters
- and throw it west. You'll get it back in a minute. Make sure
- your characters are rested, then walk east. The plate turns
- on a transporter mist that takes whatever is there to the
- Junction. Don't step into it. Instead, turn south and walk
- into the hole! You'll hit ground two stories later in a
- one-room cubicle with the phrase, "Surrender Your
- Possessions." If you're truly nude (no clothes, no items), a
- wall will open to the south. Otherwise, you will have to
- drop everything into nowheresville (losing it more than
- likely forever). Go south, pick up the iron key on the floor
- and step into the transporter. You are now back on the level
- with the pit you walked into, only you are to the west and
- standing near a Medusa fountain amidst all the possessions
- you flung there moments ago. Take your flask and drink up.
- Pick up everything, then wander around the room to the west
- and pick up the two keys and chest of food. The stairs lead
- to a dead end.
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- Go back to the plates and transporter near the stairs.
- (Don't drop down the other pit -- there's no other key down
- there.) Use a key to turn off the mist then go back
- upstairs. Use a key to open the grate. Walk inside,
- watching for flying creatures. Stop around the corner when
- you see a bow in a shelf in front and a trapdoor open to the
- left. THIS IS A ROOM YOU WILL WANT TO SAVE IN OFTEN. You
- will frequently fall down traps. It's better to kill yourself
- downstairs and restore than to use up your keys. Almost all
- the floor spaces here are traps. This is the back door to
- the "Supplies for the Quick" room. Each time you step on a
- square, a trap door will open underneath you in a half-second
- or so. In other words, to get anything out of this room, you
- can't dilly-dally. I recommend using your cursor keys to
- move and the mouse to grab one thing per trip. There are
- some nice weapons here, including a mace and a Staff of
- Illya, which increases your mana by 10 points when in a
- player's active hand. The important thing about this room is
- that the pillar in the middle is between the two exits. Off
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- to the east is a corridor. It ends with a solid piece of
- floor next to a keyhole and a trapdoor. This trap is below
- another one and leads to the trap we walked into downstairs
- -- in other words it's a four-story drop. Use a key to shut
- this trap door. I suspect that the game ends on the floor
- above and you will rather drop one floor instead of four.
- Save. Face south. Dance right and grab the things from the
- shelf one at a time, dancing left to safety. Face the
- keyhole, take your last key in the mouse-hand and place it at
- keyhole level. Don't put it in the lock! We are merely
- positioning the hand. Use left hand on cursor keys to face
- south and sidestep left; push the mouse button with your
- right hand to put the key in the lock and then get out of the
- room or step back onto the trap door that closed when you
- used the key. You now have another solid piece of floor and
- more prevention from falling four stories later. Save again.
- Practice going through the room picking things up. Save when
- successful, restore when you fall through the floor. At some
- point, you need to go to the actual entrance to the room to
- the north. Beyond it is a small open area with a staircase
- going up. It leads to a heavy-duty metal door that I haven't
- been able to open. Back at the small open area, if you go to
- the east, you'll come to the pressure plate at the end of
- "Run and Jump." At this point, you suspect there is more
- dungeon to the north but can't get to it. Same with me --
- what a coincidence!
-
- At this point, my walk-through of the opening level ends.
- The next step I've found is the Junction, which you can reach
- by dropping through the "R&J" pit or by going back
- downstairs, tripping the transporter and stepping into it.
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- The Junction is pretty tricky. Each way you face, a wall
- opens up showing an Altar of Vi and an object inside it.
- What lies beyond them appears to be a random selection of
- different mazes. Stepping to the Altar closes the wall
- behind you. If you pick up the object and put it back before
- walking too far away, the wall will reopen. As you walk down
- the corridor past the altar, at some point an iron key should
- appear in the altar. Go back and get it. You'll be getting
- into some serious monsters soon, with some good things like
- more keys, etc. One room has about six giant spiders and
- lots of screamers. Luckily, it has a button door entrance so
- you can use it as a weapon on the spiders. Be careful of
- hidden trapdoors in this part of the dungeon. You can tell
- them by outlines on the floor (as opposed to "Supplies,"
- which had no outlines). Beyond this is a room where every
- step generates a weak monster from a pit in the floor. I
- advise casting a poison cloud over it and going to the end of
- the room, where there's a staircase up. If you go down the
- pit, you'll be in a room of infinite weak creatures that will
- eventually kill you. If you go up the stairs, you'll find a
- room with four ... well, you'll find out. You need to use
- the mummies that appear, so don't kill them. If you need a
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- hint, save and consult the oracle.
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- 12-21-89
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