CHAOS STRIKES BACK LISTS Mapped and typed by Vigilante and Reorx. Edited by PARASITE. HOW TO CHEAT: Find a dragon and cast MON ZO GOR SAR and hit ESC to pause the game. Hold down the ALT key and type in LORD LIBRASULUS SMITHES THEE DOWN. Unpuse the game and slay the beast. He leaves behind a firestaff and your party will be invincible. CHAMPION LIST: NO. NAME LEVEL/CLASSES EQUIPMENT MAX LOAD HEALTH STAMINA MANA STRENGTH DEXTERITY WISDOM VITALITY ANTI-MAGIC ANTI-FIRE A. Mantia Artisan Fighter Spellweaver of Kelt Adept Ninja Expert Priest Expert Wizard 46 Kg 200 223 173 44 64 68 44 61 30 B. Gnatu Adept Fighter Spearwing of Leef Adept Ninja Expert Priest Adept Wizard 34 Kg 205 261 150 30 68 53 41 55 38 C. Slogar Expert Fighter Webber of Arachnia Expert Ninja Adept Priest Artisan Wizard 68 Kg 250 265 70 72 64 37 36 53 31 D. Sting Adept Fighter Adept Ninja Adept Priest Artisan Wizard 66 Kg 300 270 68 69 62 34 48 64 31 E. Petal Journeyman Fighter Craftsman Ninja Expert Priest LO Master Wizard 37 Kg 247 250 176 33 66 61 62 64 34 F. Buzzzzz Journeyman Fighter Craftsman Ninja Expert Priest Expert Wizard 35 Kg 280 163 180 31 69 60 62 65 38 G. Tula Adept Fighter Princess of Uxmal Adept Ninja Adept Priest Adept Wizard 42 Kg 240 145 137 39 62 56 49 56 55 H. Itza Expert Fighter Warlord of Uxmal Adept Ninja Artisan Priest Adept Wizard 57 Kg 300 245 163 58 51 54 54 48 46 I. Lana Adept Fighter Adept Ninja Adept Priest Adept Wizard 56 Kg 320 245 121 57 63 47 64 44 48 J. Tunda Adept Fighter The Surefooted Adept Ninja Adept Priest Adept Wizard 62 Kg 350 305 104 64 58 43 64 47 51 K. Skelar Expert Fighter The Slayer Expert Ninja Artisan Priest Adept Wizard 65 Kg 430 270 48 68 60 38 30 61 59 L. Deth Expert Fighter Expert Ninja Craftsman Priest Artisan Wizard 55 Kg 385 245 77 56 65 33 31 58 56 M. Necro Artisan Fighter Adept Ninja Artisan Priest Expert Wizard 41 Kg 376 165 128 38 52 62 32 64 60 N. Plague Expert Fighter Artisan Ninja Expert Priest Artisan Wizard 36 Kg 410 150 160 32 33 66 34 64 64 O. Leta Artisan Fighter Adept Ninja Expert Priest Adept Wizard 36 Kg 230 230 140 32 30 76 54 30 30 P. Aroc Adept Fighter Adept Ninja Adept Priest Expert Wizard 54 Kg 270 200 150 54 39 44 34 44 35 Q. Airwing Adept Fighter Adept Ninja Artisan Priest Adept Wizard 62 Kg 300 189 70 64 54 40 49 30 30 R. Talon Adept Fighter Adept Ninja Artisan Priest Adept Wizard 38 Kg 240 202 85 35 58 36 30 37 30 S. Dema Adept Fighter Champion of Iissh Adept Ninja Adept Priest Adept Wizard 65 Kg 320 275 65 68 34 30 56 38 64 T. Algor Expert Fighter Marsh Hunter Expert Ninja Artisan Priest Artisan Wizard 62 Kg 300 250 80 64 41 34 46 52 58 U. Ven Craftsman Fighter High Priest of Ssha Adept Ninja Expert Priest Adept Wizard 47 Kg 207 170 150 46 30 62 59 39 61 V. Toadrot Adept Fighter Prince of Skulash Expert Ninja Artisan Priest Adept Wizard 49 Kg 250 189 92 48 58 32 31 54 54 W. Kazai Adept Fighter Shadow Warrior LO Master Ninja Artisan Priest Artisan Wizard 54 Kg 350 285 121 54 71 64 51 54 49 X. Lor LO Master Fighter Champion of Good Artisan Ninja Adept Priest Artisan Wizard 62 Kg 370 335 110 64 64 58 44 34 54 GENERAL HINTS AND TIPS: As you encounter monsters in the levels above, be sure to have all of your party members participate in battles. Your champions experience levels raises in proportion to how much they accomplish or attempt. Plan team efforts be- fore battling. Conserve torches. Use Light spells when possible, and store your torches away for those times when MANA is important. Put out your torch while you sleep. Scrolls themselves have no use, other than to provide guidance and instruc- tions (One important exception is the Magic Map Scroll). You may wish to use the scrolls as path markers or weight on Pressure Plates. If one of your Champions dies, be sure to pick up their bones, and equipment if possible, and go resurrecting him/her/it. Keys disappear (stick in the lock ?) when they have successfully opened a lock. (Some exceptions to this exist). Learn which champion can cast which spells. Eventually, you will notice which spells/potions kill each type of monster easily. Learn which weapons work best with which champions. Don't carry too much stuff around where you don't have to. Your characters get hungry and tired faster if the load score is yellow, or even worse red. Save the game position to disk regularly, especially before dangerous moves and after a tough portion of the game. If your champion has not enough MANA to chant a spell in total, chant as many syllables as possible and then sleep. When you awaken you can chant the remainder of the spell. You may pre- chant a spell for each champion and keep them at the ready in case you run into some surprising situations. You should also know that objects/weapons to be used must be placed in the right hand/on other bodypart. Best use of chests is to store one type of item together in each chest (food in one, clothing and armor in another, etc). The Weapons and Armor left by deceased Deth Knights, plus Biter, seems to cursed. Exactly what influence (if any) these curses have upon the Items' Characterisics is unknown to me. COMMMENTARIES TO THE ITEM LISTS: Contrary to the situation in Dungeon Master, there are here some Items, that not always exist in the same place or even exist somewhere. These Items are divided into two main groups, Giggler Items and Gifts in Treasure-Pil- lars. (Apart from those, at least a Compass and two Chests; one full of mixed food and containing Gem of Ages and 4 Magical Boxes, can appear in different places. GIGGLER ITEMS - Most of the Gigglers you kill will, apart from the things they have stolen from you, yield some Items. These will be (with one notable exception) different each time, but will be chosen from the following (preli- minary) list. In one place in Level 6 and two in Level 10, Giggler Items may be found lying on the floor. Water (-skin) Sapphire Key Magical Box (Blue) Gold Key Magical Box (Green) Onyx Key Stormring Key of B Eye of Time Lock Picks VEN Potion Rabbit's Foot FUL Bomb GIFTS FROM TREASURE-PILLARS - A Treasure-Pillar is a Pillar with Niches in all four sides, with Items in them. In almost all cases, two or more sides of the same pillar cannot be reached from the same corridor. In these Pillars there are some standard Items, that always is there, like GOR Coins, Dragon Steaks et.c. In addition to that, however there often are more valuable Gifts there, never more than one of each sort. Those Gifts until now found is as follows: Dragon Helm RA Blade Dragon Plate Diamond Edge Plate of RA Flamitt Dragon Poleyn Wand Poleyn of RA Magical Box (Green) Dragon Greave KU Potion Greave of RA Gold Key Storm Topaz Key CHEST CONTENTS - One of the Variable-Position-Chests contains Dragon Steak, Shank, 2 Cheeses, 2 Breads, Corn and Apple, the other one contains 3 Magical Boxes G, Magical Box B and Gem of Ages. CREATURE/ITEM LIST AND HINTS PRISON LEVEL ONE - (The Prison Level) Creatures : None 24 New Heroes are found here, 22 of which are easily found and 2 which are somewhat harder to get. All of them are very powerful in Levels, Character- istics and Skills by Dungeon Master standard but have no equipment. Two Illu- sionary Walls are present, which lead to Stairs down. There are two small enclaves, which can only be reached from below. If you want to have Kazai Shadow Warrior you must open the Door in front of him by examining any of the undead fellows. If you instead want Lor Champion of Good you should not, as this not only opens the Door to Kazai, but also closes the Door to Lor. As far as I know you can't have them both in a party. PRISON LEVEL TWO - (The 'Non-Existent' Level) Creatures : Mummies Rock Piles FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Rocks Boulders Contrary to the text at the entrance there is a second Level in the Prison, and Monsters too ! In the section to Kazai there are about 9 Rock Piles, use Poison-Gas spells. In the other compartment on the way to Lor, there are about 23 Mummies, against which for example Fireballs are effective. LEVEL ONE - (The Cellar Level) Creatures : Gigglers Armored Worms (Brown) Red Dragon FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Shank 5 Rocks Leather Jerkin 3 Iron 3 Boulders Rapier Leather Pants Onyx 2 sets of Bones Worm Rounds 2 Slayers Hosen Solid Magical Box B Dragon Steaks Sling Mithral Mail VEN Potion (1) Claw Bow Mithral Aketon 2 VEN Potion (3) Axe Basinet VEN Potion (5) Magical Box G FUL Bomb (2) 2 FUL Bombs (4) FUL Bomb (6) GOR Coin Chest VI Potion (6) Calista Giggler Items Moonstone MONSTERS: The Armored Worms (here brown) are rather alike the Purple Worms in Dun- geon Master, but are more vicious and powerful. They can appear both single and in pairs, and is killed by weapons or Fireballs. They leave some Worm Rounds behind. The Gigglers you also know from DM, they steal your equipment and then run away. Kill them at once. In the remains you find your stolen property and often other items as well. The Dragon takes, as usual, an incredible amount of damage before it dies. Most forms of attack are effective against it, but have a Fireshield on if you go into melee with him. Dragons leave about 10 pieces of Dragon Steak, and sometimes - as here - other things as well behind. NEUTRAL SECTION : Two nearly bottomless shafts penetrating the whole dungeon are finally reaching bottom here. In one you will have to drop and lose every item you have to be free again. In both cases you'll come to a Forcefield that will teleport you back to the Fountain in Neutral Level 5. KU SECTION : Kill the Dragon for the items it has, and Worms for food. Two Illusionary Walls here. Nearby one of them is a Button, which opens a Secret Panel within the Illusion. The lock there craves an Onyx Key, but can be picked. The other Illusion leads to a Forcefield, teleporting you to THE JUNCTION on Level 3. There are three Staircases up from here. ROS SECTION : Two Illusionary walls, one of them in front of the Staircase up, the other leading to the Forcefield to THE JUNCTION. Worms reform here. NETA SECTION : One Illusionary Wall, leading to the Forcefield aimed at THE JUNCTION, and one case of Stairs up. Do not step on the square, where the chest and the others lie. You'll get trapped and call up a vast horde of Worms. The walls around you will occasionally open just to let in some Worms to eat you, unfortunately, it will close immediately after you have killed them and you won't get out. Take the items from each side instead. DAIN SECTION : A Panel is blocking the Stairs up, so to have got here, you must have fallen/climbed down a Pit. A Button removes the Panel. As usual, one Illu- sionary Wall before the corridor to the Forcefield mentioned above. LEVEL TWO - (The Vexirk Level) Creatures : Gigglers Mummies MON Vexirks Munchers Deth Knights FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS 2 Dragon Steaks Small Shield Halter 5 Iron Chest Bread Executioner Dexhelm Onyx Magnifier Apple Falchion Elven Huke Gold 5 GOR Coins Cheese 2 Throwing Stars Elven Doublet Square Scroll Water 5 Arrows Cape Staff Rock Magical Box G Armets (cursed) Magical Box B Swords (cursed) Torso Plates (cursed) Choker Leg Plates (cursed) Rabbit's Foot Foot Plates (cursed) Jewel Symal Var-Pos Chest might be here VEN Potion (4) Giggler Items FUL Bomb (5) MONSTERS: The Mummies are rather easily killed by weapons or Fireballs, but in com- pensation they are quite a crowd. The Vexirks (Undead black-robed meanies) is doubtlessly the most powerful type of monster here. They are killed by weap- ons or spells (a lot). They almost always leave some items behind. Muncher is a singularily unfriendly lobster-like monster called. They levi- tate, move very fast, occur in groups, hit almost always with their three (!) mouths and on top of that are poisonous. Fortunately they don't take much damage before dying, Fireballs being most effective. Deth Knights are Knights clad in armor and skull-helmets, with spells being ineffective against them, use weapons. They leave behind their weapons and armor, all cursed. The Gigglers are as said before. NEUTRAL SECTION : A copy of THE JUNCTION on Level 3 is here. You may get here by teleporting. KU SECTION : Near the false JUNCTION is an Altar of VI, and an Illusionary Wall leads out to the rest of the KU Section. The central hall is a Muncher regeneration place. There are three Stairs down and two up here. VEXIRK CULT - Kill the two Vexirks guarding the entrance (Fireshield recom- mended) and push two Buttons to open Grate. The third Button materializes 2 Deth Knights behind you. Kill Knight and get to the Door. Don't let a closed Door stop you ! Kill off all the about 16 Vexirks inside. It is a good idea to place yourselves in such a way that they cast spells on each other. Inside is a Fountain and an Illusionary Wall with an Iron Key lock. EXECUTIONER'S TOMB - Here are three Grates with controling Pressure Plates in front of them, but they're slow and the first can be bypassed. Four Deth Knights to kill. When you take Executioner they all come forward, a Grate in the entrance closes and a Secret Panel to MUMMY LAIR opens. The Grate can also be closed by pushing a Button, and opened by placing something in Exe- cutioner's niche. MUMMY LAIR - The Doors here can be chopped or blasted open. Look out for Pit-traps. After some time another Panel to EXECUTIONER'S TOMB opens. ROS SECTION : At the false JUNCTION an Altar of VI. An Illusionary wall hides the Stairs down. Another makes it possible to bypass the locked Door to the North. The lock is pickable from the inside. There are two sets of Stairs up from here. INSIDE LOCKED DOOR - The lever controls the Pit. The lock towards N takes an Onyx Key. The Pressure Plate removes a Panel, behind which there's an Illusionary Wall which leads to a secret room. PIT AND FORCEFIELD - Stand with your back at the Pit and shoot or throw something pointed (Arrow, Dart et.c) into the Forcefield. It will be tele- ported to the back off you and turned around and will with some luck pass through the Grate and land on a Pressure Plate behind it, thereby closing the Pit. NETA SECTION : The usual Altar of VI at the JUNCTION copy. The Square Key from the Vexirk suits the lock and opens the Panel behind the door. Invisible Pressure Plates on each side of the Door closes it. An invisible Plate in the inner room calls forth another Vexirk. The Forcefield teleports you to the SCREAMER ROOM in Level 3. DAIN SECTIONS : Three sections with no physical interconnection. MUNCHER LAIR - An Altar of VI at the false JUNCTION. An invisible Pressure Plate at the Demon Head opens up to the inner lair. Hi-power Poison Gas most effective against them. Stand at the Altar, go 2 paces South, turn to east and then to west, step forward and you will be teleported to SE SECTION. SE SECTION - Step Forward or you will be teleported back. The Forcefield takes you to the SW SECTION on Level 3. NW SECTION - Just a small corridor with one Staircase up and one down. LEVEL THREE - (The Junction Level) Creatures : Gigglers Screamers Rock Piles Munchers Deth Knights Greater Oitus FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Shank Biter (cursed) Kirtle Iron Magical Box G Screamer Slices 3 Poison Darts Gunna Gold Horn of Fear 3 Rocks Cloak of Night Onyx Yew Staff Skeleton Daggers Armets (cursed) Boulders Rocks Torso Plates (cursed) Swords (cursed) Leg Plates (cursed) Foot Plates (cursed) MONSTERS: Gigglers as before, Screamers is relatively harmless and easy to kill, you get Screamer Slices from them to eat. The Slow-moving Rock Piles have very thick armor and is easiest killed by Poison Gas spell or by dropping a Grate on them. Do not stand close to them, they have the ability to critically hit (or is it eat ?) you and instantly kill your characters no matter how many hit points they have. The Munchers and Deth Knights are described above. The Oitus (Spider-kin) are rather deadly. They can however be scared away with WAR CRY. NEUTRAL SECTION : THE JUNCTION - Here is the place where you decide what way to go, KU, ROS, NETA, or DAIN. You get to here by teleportation from several other places. KU SECTION : At THE JUNCTION there's an Altar of VI, but when you move out in the corri- dor you are soundlessly teleported to the rather alike area around the false JUNCTION at level 2, just to confuse you. At the other end of this corridor there are Stairs down. A Panel can be opened from here to another small area from the other side using a Skeleton Key. Here there are six Oitus, and one Staircase up and one down. ROS SECTION : An Altar at THE JUNCTION. There is a Secret Panel by it, leading to a small room withe Stairs up and down, removable by a Skeleton Key from that small room. Go farther east and you're teleported down to the false counterpart in Level 2. This can be avoided by not having with you the three Poison Darts you found here. NINJA THROWING TEST - Two Rocks in a crack in the wall. Avoid the Dagger- throwing Cannons at the Demon Head. Throw Rocks or Daggers (or smthn else) on the Pressure Plates, seing to that they pass when the Forcefield is not there. Pull the Lever to open the door and finish off the Rock Heaps there. By now two passages to the EASTERN CORRIDOR should have opened. EASTERN CORRIDOR - An Iron Key in a crack near the Stairs down, the Lever there controls a Pit. In the other end there's another Lever and a Pressure Plate with unknown purpose. Hear is also an Illusionary Wall, and there are two more in the long corridor behind it. NETA SECTION : The usual Altar at THE JUNCTION, then teleportation to Level 2 counterpart. SCREAMER ROOM - Apart from some Screamers and several appearing Oitus are there here an Illusionary Wall with Stairs down. The N door leads back to THE JUNCTION, and the other to GIGGLERS' HEAVEN GIGGLERS' HEAVEN - As the name suggests, are there Gigglers here. Look out for Pits and Pit-traps when chasing them. Connection to MUNCHER HOLE in SE. Here's one Giggler, who always (!) has a Skeleton Key on him. MUNCHER HOLE - At every step in this room, some Munchers come up through the hole by the Demon Head. A Staircase up. DAIN SECTION : Of course a VI Altar at the beginning at THE JUNCTION. Teleportation to the Level 2 counterpart. SW SECTION - Stairs up. Stepping on the Pressure Plates at the center will open all Grates and generate Oitus. Some Monster Boundaries exist. SE SECTION - Back to THE JUNCTION NE SECTION - Stairs up. NW SECTION - The Forcefields pushes you through them, or pushes you through to one side, or turns you around, or refuses to do anything, all depending on from which direction you come from. You will have to map it out. Stairs up and down here. LEVEL FOUR - (The Elemental Level) Creatures : Gigglers Rives Mummies Ant Men Water Elementals FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS 2 Cheeses Samurai Sword Ghi Iron Illumulet 2 Apples Ghi Trousers 2 Gold VEN Potion (3) 2 Water Bezerker Helm Torch Corn Tattered Pants 2 FUL Bombs (3) Bread Halter Empty Flask Scroll Cross of Neta 3 Magical Boxes B Pendant Feral Orange Gem VEN Potion Bones Giggler Items Compass Gifts in Treasure-Pillar FUL Bomb (2) MONSTERS: The Gigglers and Mummies are described above. Rives are immaterial beings, which when not attacking hardly can be seen. Water Elementals are blue pools that can pass through Grates, but not Doors. Both sorts you kill with Vorpal Blades or Dispell. The Club-wielding Ant-men are not that difficult, but when encountered in large numbers, it can be hard. NEUTRAL SECTION : None on this Level. KU SECTION : One Staircase up and one down, and two Illusionary Walls here. (And a lot of Ant Men). Behind one of the Illusions there are a Treasure-Pillar. In the niches in such Pillars may, in addition to the standard items always found, there be various more precious gifts, different each time. If you come from Level 3, you will be teleported to the other Illusion, together with all items you or your opponents drop on that square, as soon as you step out of the Stairs. ROS SECTION : If you take out the Torch of the Holder, then a Panel will open, as well as a Pit behind you. Around the Panel there's one set of Stairs up, and one down. An Illusionary Wall guards the entrance to a corridor to the Treasure- Pillar. The Pressure Plate controls a Pit-trap in SPINUSION. SPINUSION - Here are no less than nine Illusionary Walls, one Pit, and one Pit-trap. Two Spinners are on each side of the pit. A case of Stairs upwards is also situated here. NETA SECTION : Here we have an invisible Pressure Plate that generates Mummies, 2 Pit- traps, 4 cells with Pressure Plates inside and one locked Door. Generate a Mummy, draw it to an empty cell, CALM it so that it goes in, and close the door. When you've filled all four cells, the Door should open and one of the Pit-traps close. The Button behind it opens a Panel to a secret room. Behind an Illusionary Wall is an oscillating Panel. Wait until it opens, then get in to the Treasure-Pillar. A Fountain and one Staircase in each direction exists here. DAIN SECTIONS : Here are four not physically interconnected sections. W SECTION - LAUGHING PIT - An irregularly oscillating Pit closes the way. Stairs down. There's a Staircase up too, behind a Panel, which is open if you come down from above. If you go back from RIVE LAIR to here a soundless tele- porter will take you to CENTRAL SECTION. W SECTION - RIVE LAIR - Four Doors, the first has a lock, but all four can be blasted up. An invisible Pressure Plate after the first Door opens a Grate a bit down the corridor. After that Grate another visible Plate closes it again. By now you should meet the very numerous Rives and some Water Elemen- tals too. The Lever opens the Grate to the Staircase up, and the Button tele- ports you back to LAUGHING PIT. S SECTION - This small room you reach by the Stairs from SW SECTION in Level 3. CENTRAL SECTION - When you have been teleported here, just go S to teleport back. Shoot a Fireball into the Forcefield to kill the Ant Men behind the door. Then go through the open Door and cast an Open/Close spell into the Forcefield. This should open the Grate and close the Pit-trap, so that you may pass. Inside the Door a Panel will disappear, so that you can reach the Treasure-Pillar. The Button turns the Teleporter in LAUGHING PIT off so that you can pass through there. THE CISTERN - To get here you'll have to climb down any of the Pits in PROVE YOU ARE A WIZARD or COUATL SPIRAL on Level 5. Two Staircases up and one down is situated here in this compartment, two of them are blocked by Panels, (Buttons nearby), and the third by a locked Door. Some Forcefields is block- ing your way to the North, a few of them oscillating. A locked Door leads to a small room from which an Illusionary Wall takes you to a corridor. By using this way you can bypass th Forcefields altogether. LEVEL FIVE - (The Slime Devil Level) Creatures : Slime Devils Gigglers Rives Couatls FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Screamer Slice Vorpal Blade 2 Iron 2 Chests Cheese 4 of B 4 Scrolls Corn TourquoiseFUL Bomb (4) 2 Breads Onyx Magical Box G Ruby 2 GOR Coins RA VEN Potion (6) Winged Orange Gem Giggler Items Rabbit's Foot MONSTERS: The Slime Devils are disgusting-looking Poison Bolt-throwing lumps of green of medium toughness. The Couatls on the other hand are large, winged snakes. They fly very fast, have powerful attacks and are of course venomous, Fire- balls being the most effective weapon against them. Gigglers and Rives as de- scribed before. NEUTRAL SECTION : The Pressure Plates turns the Forcefield to THE JUNCTION on, while insert- ing Iron Keys into the Locks turns it off. There's a Fountain and two Stairs up here. KU SECTION : An Altar of VI, an Illusionary Wall, and a set of Stairs in each direction. ROS SECTIONS : NW SECTION - An Altar and a Staircase down. SE SECTION - Stairs up and down. NETA SECTIONS : PURGATORY - A lot of soundless Teleporters in the big hall. To pass through the hall, stand in the S entrance, move six steps N, W, N, W, and then North. Stairs up and down. SLIME DEVIL ROOM - Get into here by climbing down a Pit on Level 6. Button to open the Grate at the Stairs up is situated inside an Illusionary Wall. DAIN SECTIONS : When you go up from RIVE LAIR on Level 4, you'll come to a short corridor, from where you will be teleported to the great NE area. Here's another Stair- case down. PING-PONG FIREBALLS - Here Fireballs flies back and forth between Force- fields. When you take the Vorpal Blade new Fireballs are generated, as well as some Rives. The two Buttons call forth Slime Devils. Both the Door and the Grate can be blasted up. If you follow the long corridor behind the Door, you will pass a room and some openings, all of which are blocked by Pits. Here's also a Staircase down and 2 Fountains. The Grate leads to PROVE YOU ARE A WIZARD. PROVE YOU ARE A WIZARD - Here are some opening and closing Pits. It's ad- visable to open those Grates with Couatls inside (with Open/Close spell), and kill them one at a time. When you step on the Pressure Plate before the Eye, all Grates are opened. Then you should make a ZOKATHRA spell and place it against the Eye. This will teleport you to THE BRIDGE. The Button removes a Panel, you can com back here later from THE BRIDGE to push it. THE BRIDGE - The Button momentarily removes a Panel at your side, so that you can pass through. Stepping on the Pressure Plate takes you back a bit. If you push the Button and then quickly back to the Bridge you'll be transported to the COUATL SPIRAL. A Pit-trap is here. COUATL SPIRAL - Warning for Pit-traps. the Button removes a Panel to a Staircase down. The three Buttons removes three Panels, but only the W one is important. Go SW and throw something over the Pit to the Pressure Plate, this will close the Pit to your North. Go through both Illusionary Walls to the Green Buttons. Push the left one first, then the right one. Take the Key and get back (Watch out for a new Pit-trap). Unlock, take the stuff and get into the W corridor (Stairs up and down). LEVEL SIX - (The Start Level) Creatures : Giant Scorpions Flying Eyes Stone Golems Armored Worms (Yellow) FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS 3 Cheeses Dagger Leather Boots 3 Iron 4 Torches Water Storm Tattered Shirt Square 5 GOR Coins Apple Sword Robe (Legs) 2 Chests Corn Claw Bow Sandals 4 Magical Boxes G 3 Breads Mace Blue Pants Magical Box B Shank Axe Tunic 2 VEN Potions (5) Dragon Steak Vorpal Blade Tattered Pants FUL Bomb (3) Water Flask Morningstar Silk Shirt FUL Bomb (5) Tabard 2 VEN Potions (3) Worm Rounds Stone Club Hosen Compass Leg Mail Rope Mail Aketon (Magic Map)Scroll Casque 'n Coif 2 Empty Flasks Flamebain Scroll 2 FUL Bombs (2) Teowand Staff of Irra Staff of Claws 2 VEN Potions (4) Stormring VI Potion (3) 2 VEN Potions (2) VEN Potion (6) Giggler Items Green Gem Gifts in Treasure-Pillar Moonstone MONSTERS: The Armoured Worms are of the yellow variety on this Level, and apart from the color they are just the same. The Flying Eyes cast Lightnings and are rather bothersome, especially in SUPPLIES FOR THE QUICK. Scorpions can take a great deal of bashing before dying, Fireballs are also rather effective. Golems are immune to Magick and can only be killed with raw violence or Doors/Grates, they don't have that many hit points, but is difficult to hurt. NEUTRAL SECTION : START ROOM - After having used the 'Make New Adventure' option, your party is teleported here into the start room, bereaved of all their possesioms, with only their Characteristics, Levels and Skills intact. One Worm is al- ready here, but as you are teleported right onto a Pressure Plate, two more immediately materializes. Move quickly away from them, let there be Light, and begin killing them (with Magick, you have no weapons as yet, and fighting them barehanded is not a good idea). It is important that you don't get any wounds (hurt bodyparts) now, as you have no means of healing yet and you must be able to move at full speed soon. Collect the various items here, but don't step on the Pressure Plate unless you want more Worms to worry about. Use GOR coins to purchase items from the small rooms (You haven't enough Coins to open all now, but you should always take the room with Compass, Rope and Magic Map). An Illusionary Wall is here. The Grate is opened with the Iron Key, but it is better to take RUN AND JUMP, opened by placing a Torch into the Holder. If you return to here later on, some items (different each time) might be found here, lying on the Pressure Plate). RUN AND JUMP - Step quickly seven steps forward and the Pit will close just in time for you to get across. If you're overloaded or hurt you won't move fast enough and fall down to THE JUNCTION on Level 3. SOUTH CORRIDORS - At the RUN AND JUMP Pit, enter the southern corridor. With the right timing you should be able to get the Flask and then exit (eastward is best). To the West is a Staircase down, and a closed Door. The Locks are opened by Iron Keys. SUPPLIES FOR THE QUICK - A lot of useful objects can be found here if you are cool and fast enough. It is necessary to map out all unsafe squares (and the few safe ones). You can close some Pits if you have Iron Keys enough. Two Illusionary Walls are here nearby. In the central Niche-Pillar you may later in the game find more objects, different every time. The Stairs up can only be used in the opposite direction. KU SECTION : An invisible Pressure Plate regenerates the Scorpion. ROS SECTION: The Pressure Plate activates the Fireball Cannons, and the lever the Force- field. The Buttons open a Secret Panel and a Grate, respectively. Push the 'Button' in the Demon room and you'll get a Gem, at the same time as you turn the Cannons on (the Fireballs are turned around by the Forcefields and can blast through these Doors, as your Fireballs also can. The hexagonal Pressure Plates here regenerates Scorpions. Once you've done this the Door to the room with the Stairs up opens. DEATH ROW - This Jail can only be opened from the inside after having fallen down from Level 8. The inner Grate opens after a while, and the Golem has the Key for your exit. NETA SECTION : In the Pit Room the squares without Pits activate the Poison-Gas Cannons. The corners are in addition to that Spinners. Cross the room Clockwise, to minimize poisoning, but you always become hit some times. One of the Stairs up and one of the Stairs down both lead to Grates which you cannot pass. Climb into these rooms from above instead. DAIN SECTION : Just a Corridor. LEVEL SEVEN - (The Dragon Level) Creatures : Gigglers Mummies Skeletons Red Dragons FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS 2 Dragon Steaks Slayer Powertowers 4 Gold Scroll SAR Shield Armet 2 Square 2 sets of Bones Dragon Steaks Mace of Order Leg Plate Emerald 4 GOR Coins 6 Rocks Boots of Speed 3 Chests Shield of RA 2 FUL Bombs (4) Eye of Time Falchions Magical Box B Wooden Shields Magical Box G Serpent Staff Gifts in Treasure-Pillar Compass might be here MONSTERS: The Skeletons are rather easy opponents, kill them with your weapons. There are at least 14 Dragons on this level, and they have very varying size. The Dragon in the Neutral area is extremely big, those in the KU area are medium, while those in the ROS and NETA areas are relatively small and weak (for be- ing a Dragon, of course). The Gigglers and Mummies are described before. NEUTRAL SECTIONS : Although all the Paths (KU, RROS, NETA, and DAIN) converge here, only the Staircase you entered by is accessible. The others are blocked by Panels. A Sapphire Key suits the locked Door, inside there are a Fountain and an Auto- mat for purchasing items. By placing GOR Coins into the Slot, you get items of increasing value. They drop down in either of the two Niches (One is in- side an Illusion). Totally eleven items can be purchased, Coins inserted after that are lost. There's two Staircases down and one up here. If you fall down a certain Pit you will stand on a Plate that delivers Poison Gas each time you turns. Illusion to E leads to a Forcefield that teleports you up again. At the Cross Lock stairs up. Gold Key opens to Trea- sure-Pillar. Cross Key opens a Panel at the Level above. ONE WAY DOORS - To get here, enter a Pit in the DIABOLICAL DEMON DIRECTOR in Level 8. Two invisible and two visible Pressure Plates are in the greater part. The visible ones control the Doors in front of the Stairs, one up and one down. In addition to that here's a Dragon of tremendous strength. The Lock in the small part takes a Gold Key, the Pressure Plate manouevres a Panel to the greater part, and there are Stairs up. Inside the Gold Key Door there is a Treasure-pillar. SKELETON ROOM - Use the invisible Pressure Plate to generate a Skeleton, CALM it and make it move to the Grate. Push the Button to turn on the Force- field which will teleport the Skeleton past the Grate. With luck, the Skel- eton won't move away immediately, if it does, do it again with another one. If a Skeleton stands inside the Grate a couple of seconds, it will be hit by some Lightnings and die, and the Grate will open. If you want to go the ROS Path, push the Eye with any object (This will close a Pit on Level 8), if ya wanna go NETA, just proceed. One Staircase up here. KU SECTION : There are three Staircases up here. DRAGON DEN - A central room with five smaller rooms around, each containing a Red Dragon of great strength. All Dragon rooms are interconnected by Illu- sionary Walls, but only three of them is connected to the central room, and is blocked by Grates. All Grates here you can blast open. Unfortunately for you, so can the Dragons. An invisible Pressure Plate closes the Grate at the entrance. Push the Eye with Powertowers to open panel. Dragons regenerate slowly (hatch ?). ROS SECTION : MEGA ILLUSION - One staircase down here. In this great room there's no less than 75 ! Illusionary Walls. Among them are small rooms, some of which con- tain valuables, some Dragons. There's seven Dragons here, although they're not that strong. There's one Spinner too. Gold Key to open a Panel in to the Treasure-Pillar. NETA SECTIONS : The NW room you reach by climbing down a Pit on Level 8. Kill the Skeleton, and you can get out, down to Level 6. FLAME THE THIEF - Use Tourquoise Key to open Door (You come from SKELETON ROOM). Gold Key to open Door to Treasure-Pillar, and temporarily open a Panel to an adjacent room. If you try picking the Lock, only the Panel will open, and Fireballs will be shot at you. The adjacent room contains two Forcefields and two Pit-traps. The Pit-traps will let you fall all the way down to Level 1, and the Forcefield will teleport you away, one to Level 2, and one to Level 5. There's one Illusion and one staircase up here. DRAGON AND MUMMIES - You get here by climbing into a pit on Level 9. Kill Dragon and one of the Pits will close so that you can get out. The Pressure Plate opens a Panel to the SKELETON ROOM. An invisible Pressure Plate regen- erates Mummies. DAIN SECTION : None. LEVEL EIGHT - (The Demon Director Level) Creatures : Gigglers Rock Piles Stone Golems Deth Knights Viper Demons Black Flames FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Water Flask 2 Rocks Elven Boots Sapphire 4 Chests 2 Waters Stone Club Helm of RA Cross 5 GOR Coins 3 Dragon Steaks 4 Slayers Magical Box B Speedbow Armets (cursed) 3 Magical Boxes G Dragon Shield Torso Plates (cursed) 3 Boulders Leg Plates (cursed) Rope Rocks Foot Plates (cursed) Stormring Stone Clubs EE Potion (6) Swords (cursed) Gifts in Treasure-Pillar Var-Pos Chests and Compass might be here Boulders MONSTERS: Demons are powerful, serpent-tailed, Fire-breathing adversaries that have quite some hit points. Black Flames are stationary, but can live up again many times. They are killed (most temporarily) by Vorpal Blades or Dispell. All the others; Gigglers, Rock Piles, Golems and Deth Knights are described above. NEUTRAL SECTION : DIABOLICAL DEMON DIRECTOR - This is a really fiendish area to be in, both in respect to problems and to the endlessly regenerating Monsters. Here are a lot of Black Flames, Pits that always is in the wrong place, Pit-traps, and Pressure Plates. The Pit ahead of the Niche can be closed by a Button nearby. There are totally no less than five stairs up and three down from the various parts of the DEMON DIRECTOR. DEMON DIRECTOR - HIGH GROUND - This is a room just East of the entrance. A Pressure Plate here operates one pit. There are also one more Plate inside a Forcefield and a Panel, the exact use of which is unknown to us. DEMON DIRECTOR - PATH TO KU - To get to KU, to HIGH GROUND and climb into the Easternmost Pit. Go upstairs again and North, then East (The Poison Can- nons can be disarmed). Open the Lock with a Solid Key and enter KU. DEMON DIRECTOR - PATH TO ROS - Draw a Monster (preferrably a Rock Heap) to the Pressure Plate behind the two Pits at the entrance, this will close the Pit to S, for as long as the Monster is there. Move quickly two steps S, then place something heavy where you stand. Cast a Open/Close spell at the Grate to the South, and kill the Demon, so that the Pit-trap disappear. Here are Stairs up and down, and VALUE FOR VALUABLES. If you place five Items here, a Panel will open. The Cross Lock controls a Grate. Get upstairs to Level 9, and go NE to the Stairs down. You are now North of HIGH GROUND. The Button toggles the Forcefield on/off. Go down to Level 7 and push some item against the Eye. Get up again, and now when the Pit is closed, move S, and then E. To remove the Forcefield, you'll have to set the Levers in all combinations. Proceed and use Emerald Key to open to ROS. DEMON DIRECTOR - PATH TO NETA - The same as the Path to ROS, but when down in SKELETON ROOM, just proceed (Tourquoise Key). DEMON DIRECTOR - PATH TO DAIN - The same at the Path to ROS up to Level 9, there climb down the Pit. You should now be South of HIGH GROUND. The Button activates the Fireball Cannons farther in, and the Pressure Plate turns it. on. The Lever closes the nearest Pit. Ruby Key to open Door to DAIN. One Illusionary wall here. KU SECTIONS : DEAD END - Go so far in the corridor you can, wait until you are cornered by the Deth Knights, then move E again. The Panel should have opened now. ENDLESS CORRIDOR - When you are moving East for the second time, the corr- idor may seem a little too long. In the end of this corridor you are actual- ly teleported to the beginning of a similar to the North. (You can teleport back, just go West). Proceed to near the end of this corridor, push the but- ton and go downstairs. PIT ROOM - Here's a Treasure-Pillar. Stairs up and down. North of here there's a passage with Stairs in both directions. ROS SECTION : ZOOOM 2 - Remember Zooom from DM ? Here's one more that goes round in the shape of a slanted 8. One positive thing : it doesn't turn you around in the corners. You cannot cast or throw anything from here, a Fireball cast here will explode in your face, even if you have many paces of free space forward. There are many interesting places to go to around ZOOOM 2. First there are three corridors to the West. In the Southernmost you are pushed (rather slow) against a Pit. To reach the Middle one you must remove a Panel with a Button in ZOOOM 2. There's a Button, which generate a Forcefield, and a Pit which closes for a few moments by stepping on a Pressure Plate. If you climb down the Pit you come to a small room with a Forcefield to THE JUNCTION. The Northernmost of the Western corridors take you to a locked Door (Gold Key), with rather much stuff inside. If you want to fall down to DEATH ROW in Level 6, try picking the Lock. A small room with a Grate is to the North. Two Illusionary Walls in the Eastern wall leads to a Staircase up. But go off ZOOOM 2 straight North to proceed with your quest. UP AND DOWN - This room consists of four portions, separated by Pits, each with a Staircase up. Here you must go upstairs, drop back to another portion, using a Pit, go upstairs again, and so on until you have passed all portions. From the second portion you can come to PIT ROOM'S Treasure-Pillar. NETA SECTIONS : NETA here consists of three different parts. NW SECTION - Drop down to here from Level 9. On the square where you landed a Pit will open soon. Go through the Forcefield to the Stairs up. CENTRAL SECTION - Just a corridor between the Stairs up and down. The Pit can be closed by placing something on the Pressure Plate. PIT ROOM - The Treasure-Pillar and Stairs up. DAIN SECTION : Apart from two small rooms adjacent to Stairs (up and down, respectively), here is only the Treasure-Pillar in the PIT ROOM (Stairs up). LEVEL NINE - (The Corbum Level) Creatures : Gigglers Hellhounds Stone Golems Mummies FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Cheese Mithral Aketon Iron 2 Magical Boxes G Dragon Steak Stone Clubs Mithral Mail Gold 4 Corbums 2 Breads Fine Robe (Body) Ashes Fine Robe (Legs) 2 Blue Gems Shanks Sandals Magical Box B Empty Flask Gifts in Treasure-Pillar Crown of Nerra MONSTERS: The Hellhounds are big, black demon dogs that has a fiery breath, and are preferably killed at distance. Gigglers, Golems and Mummies we have all seen before. NEUTRAL SECTION : HOUNDS AND GIFTS - The only way to here is the Stairs down to DEMON DIREC- TOR on the underlying Level. Don't step on the Pit-traps. The Forcegrates to the Treasure-Pillar can be opened by Gold Keys, although at least one of them can be picked. LIGHTNING CANNONS - You get here by following the Path to ROS from the DEM- ON DIRECTOR. An invisible Pressure Plate opens the Pit at the Demon Face. The visible one teleports you past the obstacle. The Door leads to the INNER MAZE and the Button turns the Lightning Cannons on. Another invisible Plate at the Stairs down turns it off again and closes the Pit. Later might a Panel open a connection to the NETA Section. INNER MAZE - Here's some winding corridors with soundless Teleporters cun- ningly placed out. Three Illusionary Walls however help you to bypass them, and reach the Treasure-Pillar. The Buttonless Door leads to OUTER MAZE and is opened from there by a Skeleton Key. OUTER MAZE - Not much to say about, here you come if you fall down a Pit from Level 10. Two Staircases up, and a connection to INNER MAZE (see above). KU SECTION : The way up from PIT ROOM in Level 8 is closed by a Door (Skeleton Key). The other way leads past an oddly-shaped Room to the CORBUM ROOM. CORBUM ROOM - Here is at last the fabled Corbum Pillar. The Forcegrate in front of the Stairs up will open when you approach with the Corbum. To get it, stand on the Pressure Plate until the Pit before the Pillar closes. Then move N, W, W, S, S, grab it and get back. ROS SECTIONS : One small Room with Stairs up and down is connected to the Eastern stair- case in ZOOOM 2 (Level 8). DOWN AND UP - This is the counterpart to UP AND DOWN in Level 8. Come up by the Stairs, climb down through the right Pit, repeat until you reach the Southern corridor past the Forcegrate and the CORBUM ROOM. Four Stairs down and one up, in all. CORBUM ROOM - An Illusionary Wall hides a Button you push to start the oscillating Pits. Go over the nearest one into the wall, it's an Illusion. Then go out to the other and immediately West to the Pillar. This nearest Pit closes when you stand on the second oscillating Pit. Make sure that the innermost Pit is open when you go to it, if it is not it will open instead. NETA SECTION : FIREBALL CORRIDOR - Blue Gem opens a Panel to an Altar of VI. A series of invisible Pressure Plates generates Fireballs. All of the Forcefields just turn the Fireballs around. An Illusionary Wall obstructs the view to a Stair- case down, and the other one the road to the Treasure-Pillar. You get past the Pit-trap by pushing the Button(s) and rushing past (Both directions). The third Button turns the Fireball Cannons off. Some new Forcefields are created by invisible Plates. Go past yet another Illusion and enter the CORBUM ROOM. CORBUM ROOM - Altar of VI for a Blue Gem. A Button inside an Illusion turns the oscillating Pit on. Step on Pressure Plate to close Pit at Pillar, and move there fast when the oscillating one is closed, take Corbum and retirate. Here are two Staircases, one in each direction. DAIN SECTION : WIZARD ROOM - Two Stairs down and one up, that one behind a Forcegrate. Leave the Sandals be or a Pit will see to that you fall down to Level 1. The Door to the CORBUM ROOM is opened by an Iron Key, or by the Button. CORBUM ROOM - Button inside Illusionary Wall turns the oscillating Pit on, and closes the Pit-trap. EYES LIE, there are two Illusionary Pits (!) here. Step North from the closed Pit-trap onto the 'Pit', West when the oscillating one is closed and at once North again to the second 'Pit'. Get the Corbum and move back. LEVEL TEN - (The FUL YA Level) Creatures : Black Flames Armored Worms (Brown) Zytazes Viper Demons Lord Chaos Grey Lord FOOD WEAPONS CLOTHING/ARMOR KEYS MISCELLANOUS Cheese Dragon Fang 2 Boots of Speed 5 Iron 7 GOR Coins 2 Breads Stick Square Sceptre of Lyf 3 Shanks 2 Rocks Master Corn Worm Rounds Giggler Items Gifts in Treasure-Pillar MONSTERS: A Zytaz is a Black, Ghost-like thing that casts spells on you. Kill them with Vorpal Blades or Dispell (works only when they are in phase). Lord Chaos may appear here, you can't kill him, so just avoid him. When you see the Grey Lord you have won. The rest, Black Flames, Demons and Worms you should have met many times before. NEUTRAL SECTION : VICIOUS MAZE - Here's a great deal of Mapping to do, Pits and Pit-traps are common, and there's also Buttons and Locks manouevring Panels. Some Force- fields exist, most are harmless (well, they turn Fireballs for example). One however teleports you to another one just alike. By inserting Keys and Coins in various Locks and Slots you can create more Fireball-turning Forcefields, to rig up a Monster-slaying machine. One Illusionary wall is here. This area is interconnected in several places to ZYTAZ HALL and DEMON LAIR. One Stair- case down there is here. The Buttonless Doors without any Lock leads out from the various Paths. ZYTAZ HALL - As the name suggests the ZYTAZ frequence here is rather high. Pits, Pit-traps and some Forcefields. Adjacent to the Illusionary Pillar in the center of the hall is an invisible Pressure Plate that forms a lot of new Zytazes when stepping on it. A Skeleton Key can open a panel that makes a shortcut to DEMON LAIR possible. Connection to VICIOUS MAZE and DEMON LAIR. A case of Stairs down. DEMON CHAMBER - A Button influences four Panels, so that the form of this room may be altered. A Forcefield here teleports you back and forth to the counterpart in VICIOUS MAZE. Turn it off with the Button. The other Force- fields either influences Fireballs or teleports you somewhere. Kill off the whole horde of Demons here, from one of them you'll get a Master Key to open the Forcegrate to the FUL YA PIT. FUL YA PIT - The Forcefield at the Demon Head teleports you to THE JUNC- TION while the one at the Buttoned Forcegrate disappear as you approach. Enter and throw the Corbum over the Pit into the 'Black Flame'. The result should be a Magickal explosion. Go out again, the Forcefield outside the Forcegrate teleports you to THE JUNCTION to choose next path to go. When you throw the fourth Corbum chunk in the FUL YA Pit the Grey Lord appears and thanks you yet again for saving the world, and you have won. (If you want to get flambeed, try throwing sumthin else in the FUL YA Pit). (Actually I think this ending here is somewhat of an anticlimax, especially when comparing to Dungeon Master, but the rest is excellent). KU SECTION : The Pits by the Demon can be bypassed. Then you come to a room with a seem- ingly infinite number of Worms. They are not regenerating, but they sure are very many. Here you find Dragon Fang, and the Door beside opens when you step on an invisible Pressure Plate by Dragon Fang's Niche. The KU path connects to the VICIOUS MAZE. ROS SECTIONS : Here are two different sections. To the smaller one you get from ZOOOM 2 in Level 8, to proceed, enter the Forcefield and you will be teleported out to the neutral section. STUCK DOORS - This is the part of ROS you reach from the Corbum Room. An Illusionary Wall connects the first small maze with the second, larger part with those mysterious Doors, which are stuck halfway between open and closed. Three ways out to VICIOUS MAZE there are here, three Doors, a Panel, two But- tons and two Locks. NETA SECTION : The Forcefields double as Spinners. In the inner room inside the locked Door (Iron Key) there is a Sceptre of Lyf. There are two exits to ZYTAZ HALL, manouevred by Locks. DAIN SECTION : The Locks to the Forcegrates takes RA Keys. The Forcefield in the left one teleports you to the Neutral area, and the other leads to a corridor with some valueables. PRESSURE PLATE ROOM - There are GOR Coins in two of the small roomlets, and a Button in the last one. This opens the exit to the ZYTAZ HALL. About a sec- ond after you have stepped on a Pressure Plate here a Forcefield materializes on that square and pushes you to the center of the room, where a Pit opens up under your feet. (This is a place where you might fall down through all lev- els to the very bottom). CHAOS STRIKES BACK SPELL LIST Note: The power symbols are required for all spells. Power effects the strength and duration of the spell. All potions require a empty flask. Map spells require a Magic Map Scroll. Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR Power Elemental Form Class Caster Effect Formula 1-6 1 P MON Potion (Stamina) YA 1-6 2 P VI Potion (Health) VI 1-6 4 W Magic Torch FUL 1-6 6 W Open/Close ZO 1-6 1 4 P Magical Shield YAIR 1-6 1 5 P YA Potion (Protection) YABRO 1-6 2 5 P Antivenin VIBRO 1-6 3 1 W Poison Cloud OHVEN 1-6 4 4 W Fireball FULIR 1-6 5 1 W Poison Bolt DESVEN 1-6 5 2 W Dispell DESEW 1-6 6 1 W VEN Potion (Poison Cloud) ZOVEN 1-6 1 5 2 W Magical Footprints YABROROS 1-6 1 5 3 P DANE Potion (Wisdom) YABRODAIN 1-6 1 5 4 P NETA Potion (Vitality) YABRONETA 1-6 3 2 5 W Window OHEWRA 1-6 3 2 6 W Invisibility OHEWSAR 1-6 3 3 5 W Lightning OHKATHRA 1-6 3 4 5 W Light OHIRRA 1-6 3 5 2 P ROS Potion (Dexterity) OHBROROS 1-6 3 6 1 P Map Spell (Fighter) OHGORKU 1-6 3 6 2 P Map Spell (Ninja) OHGORROS 1-6 3 6 3 P Map Spell (Wizard) OHGORDAIN 1-6 4 5 1 P KU Potion (Strength) FULBROKU 1-6 4 5 4 P Fire Shield FULBRONETA 1-6 5 4 6 P Darkness DESIRSAR 1-6 6 3 5 W ZO KATH RA Spell (Plasma) ZOKATHRA 1-6 6 4 4 P Map Spell (Priest) ZOIRNETA 1-6 6 5 5 P EE Potion (Mana) ZOBRORA (Some of the Potions' names are somewhat inconsequent to their formula and the sign on the Potion). LIST OF ITEMS IN CHAOS STRIKES BACK, THEIR FREQUENCE, WEIGHT AND USE: Notes: * = A: Found lying here and there in the Dungeons, and from Monster's belong- ings. B: In the Heroes' belongings from the beginning. C: From Monster's bodies/equipment (things they always have). @ = A '?' here indicates that the item may or may not have some special property but currently unknown. # = You can make as many as you want/are able to. $ = These are Items, which you may or may not find, such as in the Treasure- Pillars and the things you sometimes get from Gigglers. The digit before indicates the minimum number you always can find. NAME WEIGHT USE NUMBER OF: * COMMENTS @ A: B: C: (IF KNOWN) FOOD: Dragon Steak 0.6 Consume 10 120+ Shank 0.4 Consume 7 5+ Cheese 0.8 Consume 10 Bread 0.3 Consume 13 Corn 0.4 Consume 5 Screamer Slice 0.5 Consume 1 10+ Apple 0.4 Consume 5 Worm Round 1.1 Consume 12+ Water Flask 0.3 Drink 2# Water (-skin) 0.9-0.7-0.5 Drink 6$# ON HEAD: Dragon Helm 3.5 Wear $ Helm of RA 1.7 Wear 1 Dexhelm 1.4 Wear 1 +10 DEXTERITY Armet 1.9 Wear 1 Armet (Cursed) 1.9 (Wear) 17+ Casque n' Coif 1.6 Wear 1 Basinet 1.5 Wear 1 Bezerker Helm 1.1 Wear 1 Crown of Nerra 0.6 Wear,Hoard 1 +10 WISDOM Calista 0.4 Wear,Hoard 1 ? ON BODY: Dragon Plate 14.1 Wear $ Plate of RA Wear $ Torso Plate (Cursed) 12.0 (Wear) 17+ Flamebain 5.7 Wear 1 +12 ANTI-FIRE Mithral Aketon 5.2 Wear 2 Mail Aketon 6.5 Wear 1 Leather Jerkin 0.6 Wear 1 Cloak of Night 0.4 Wear 1 +8 DEXTERITY Cape 0.3 Wear 1 Elven Doublet 0.3 Wear 1 Fine Robe (Body) 0.3 Wear 1 Tunic 0.5 Wear 1 Ghi 0.5 Wear 1 Kirtle 0.4 Wear 1 Silk Shirt 0.2 Wear 1 Tattered Shirt 0.4 Wear 1 Halter 0.2 Wear 2 ON LEGS: Dragon Poleyn 9.0 Wear $ Poleyn of RA 7.2 Wear $ Powertowers 8.1 Wear 1 +10 STRENGTH Leg Plate 8.0 Wear 1 Leg Plate (Cursed) 8.0 (Wear) 17+ Mithral Mail 4.1 Wear 2 Leg Mail 5.3 Wear 1 Leather Pants 0.8 Wear 1 Elven Huke 0.3 Wear 1 Fine Robe (Legs) 0.3 Wear 1 Robe (Legs) 0.4 Wear 1 Blue Pants 0.6 Wear 1 Ghi Trousers 0.5 Wear 1 Gunna 0.5 Wear 1 Tabard 0.4 Wear 1 Tattered Pants 0.3 Wear 2 ON FEET: Dragon Greave 3.1 Wear $ Greave of RA 2.4 Wear $ Foot Plate (Cursed) 2.8 (Wear) 17+ Hosen 1.6 Wear 2 Leather Boots 1.6 Wear 1 Boots of Speed 0.3 Wear 3 Elven Boots 0.4 Wear 1 Sandals 0.6 Wear 2 SHIELDS: Dragon Shield 4.0 BLOCK, HIT 1 Shield of RA 3.0 BLOCK, HIT 1 SAR Shield 3.4 BLOCK, HIT 1 Small Shield 2.1 BLOCK, HIT 1 Wooden Shield 1.4 BLOCK, HIT 3+ SWORDS: Dragon Fang 3.9 SWING, THRUST, 1 +2 MANA BERZERK Diamond Edge 3.7 STAB, CHOP, $ ? CLEAVE Storm 3.0 JAB, CHOP, 1$ 15 Charges LIGHTNING for LIGHTNING RA Blade 4.7 CHOP, MELEE, $ 15 Charges FIREBALL for FIREBALL Side Splitter 3.3 CHOP, MELEE, $ +1 MANA THRUST Vorpal Blade 3.0 JAB, CLEAVE, 2 +4 MANA DISRUPT Rapier 2.6 JAB, PARRY, 1 THRUST Biter (Cursed) 3.5 SLASH, PARRY, 1 MELEE Sword 3.2 SWING, PARRY, 1 CHOP Sword (Cursed) 3.2 SWING, PARRY, 34+ CHOP Samurai Sword 3.6 SLASH, PARRY, 1 MELEE Falchion 3.3 SWING, PARRY, 1 3+ CHOP OTHER MELEE WEAPONS: Executioner 6.5 CHOP, CLEAVE, 1 ? BERZERK Axe 4.3 SWING, CHOP, 2 MELEE Flamitt 1.2 SWING, FIREBALL $ 15 Charges for FIREBALL Morningstar 5.0 SWING, STUN, 1 MELEE Mace of Order 4.1 SWING, BASH, 1 +5 STRENGTH STUN Mace 3.1 SWING, BASH, 1 STUN Stone Club 11.0 THROW, BASH 1 8+ Club 3.6 THROW, BASH 38 Dagger 0.5 THROW, STAB, 1 10 SLASH Stick 0.8 SWING 1 MISSILE WEAPONS AND MISSILES: Speedbow 3.0 SHOOT 1 ? Crossbow 2.8 SHOOT 1 Claw Bow 1.0 SHOOT 2 Sling 1.9 SHOOT 1 Slayer 0.2 THROW, STAB 7 Arrow 0.2 THROW, STAB 5 Poison Dart 0.3 THROW, STAB 3 Throwing Star 0.1 THROW 2 Rock 1.0 THROW 19 29+ STAFFS AND WANDS: Sceptre of Lyf 1.8 PARRY, HEAL, 1 +5 MANA, Burnt out Serpent Staff 3.3 SWING, LIGHTNING,1 +16 MANA, 15 WINDOW Charges for LIGHTNING, WINDOW Cross of NETA 2.1 HEAL, CALM, 1 +8 MANA BRANDISH Staff of Irra 2.9 SWING, DISPELL, 1 +10 MANA, 15 FIRESHIELD Charges for DISPELL, FIRESHIELD Yew Staff 3.5 PARRY, LIGHT, 1 +4 MANA, 15 DISPELL Charges for LIGHT, DISPELL Staff of Claws 0.9 SLASH, BRANDISH, 1 +4 MANA, 15 CONFUSE Charges for CONFUSE Staff 2.6 SWING 1 +2 MANA Teowand 0.2 CALM, SPELL- 1 +6 MANA, 10 SHIELD, FIRESHIELD Charges for SPELLSHIELD, FIRESHIELD Wand 0.1 CALM, HEAL $ +1 MANA, Burnt Out NECKLACES: Pendant Feral 0.2 Wear 1 +1 Wizard Level Jewel Symal 0.2 Wear 1 +15 ANTI- MAGIC Moonstone 0.2 Wear 2 +3 MANA Gem of Ages 0.2 Wear 1 ? Illumulet 0.2 Wear 1 ? Choker 0.1 Wear 1 OTHER MAGICAL ITEMS: Horn of Fear 0.8 BLOW HORN 1 ? Eye of Time 0.1 PUNCH, FREEZE 1$ 7 Charges for LIFE FREEZE LIFE Stormring 0.1 SWING, LIGHTNING 2$ 15 Charges for LIGHTNING Magical Box (Green) 0.9 FREEZE LIFE 14$ Only one use Magical Box (Blue) 0.6 FREEZE LIFE 9$ Only one use ZO KATH RA Spell 0.0 Answer to Riddle # Plasma POTIONS: MON Potion 0.3 Drink # +STAMINA VI Potion 0.3 Drink 2# +HEALTH YA Potion 0.3 Drink # MAGICAL PROTECTION Antivenin 0.3 Drink # ANTI-POISON VEN Potion 0.3 THROW 18$# POISON CLOUD DANE Potion 0.3 Drink # +WISDOM NETA Potion 0.3 Drink # +VITALITY ROS Potion 0.3 Drink # +DEXTERITY KU Potion 0.3 Drink $# +STRENGTH EE Potion 0.3 Drink 1# +MANA FUL Bomb 0.3 THROW 15$ FIREBALL KEYS: Master Key 0.1 Unlock 1 Ruby Key 0.1 Unlock 1 RA Key 0.1 Unlock 1 Winged Key 0.1 Unlock 1 Emerald Key 0.1 Unlock 1 Sapphire Key 0.1 Unlock 1$ Topaz Key 0.1 Unlock $ Gold Key 0.1 Unlock 9$ Square Key 0.1 Unlock 5 Tourquoise Key 0.1 Unlock 1 Onyx Key 0.1 Unlock 4$ Skeleton Key 0.1 Unlock 1 Cross Key 0.1 Unlock 1 Key of B 0.1 Unlock 4$ Solid Key 0.1 Unlock 1 Iron Key 0.2 Unlock 21 TREASURES: Corbum 0.0 Throw into 4 FUL YA Pit Orange Gem 0.3 Hoard 2 Green Gem 0.2 Hoard 1 Blue Gem 0.2 Unlock, Hoard 2 GOR Coin 0.1 FLIP, Unlock, 29 Hoard MISCELLANEOUS: Magnifier 0.2 Unlock 1 Compass 0.1 Directions 3 Rabbit's Foot 0.1 Luck ? 2$ ? Empty Flask 0.1 Potion, Water 4# Waterskin 0.3 Water # Torch 1.1 SWING, Light 5 Rope 1.0 CLIMB DOWN 2 Lock Picks 0.1 Unlock $ Boulder 8.1 Throw 6 29+ Scroll 0.1 Information 9 Scroll (Magic Map) 0.1 Mapping 1 Chest 5.0 Container 12 Ashes 0.4 Nothing ? 1 Bones 1.5 Resurrect 1-3# Bones (others) 1.5 Resurrect ? 5 Empty Hand 0.0 PUNCH, KICK, 1-4 WAR CRY End.