CHAOS STRIKES BACK - Part 1 Solution by Mary Scott-Parker Turn round and illuminate the dungeon. Run from worms and hit them from a distance to avoid injury to the party. Take care not to step back onto the worm generator, in front of the portcullis door. Collect the 4 coins and open 3 of the forcefields. The best buys are the sword Fury, the map scroll, rope and compass and the magic boxes. Standing in front of the worm generator, with your back to the portcullis door, step F[Forward] then R[Right]x5 to find an illusionary wall with a set of mail armour. Ignore the portcullis door, saving an iron key and put a torch in the wall holder, to open a secret passage behind the boots. Make sure the party isn't injured and distribute weight evenly amongst the members. Run and jump over the pit onto the pressure plate and the wall ahead will open. Ignore scroll and side passage, and carry on to the sign which says Supplies for the Quick. Wait by the sign and kill any flying beasties. Stepping beyond the sign activates invisible floor plates which open pits, so once inside, don't linger or step back. Use the numeric keypad to move the party and grab goodies with the mouse. Face the sign [Supplies for the Quick] - step R-F-R-F-F-F [to the keyhole]. Turn sideways and get items from the alcove to the left [there should be a waterskin at the bottom]. With your back to the keyhole, step F-R[through the wall]-R-B[Back]. You should now be facing a Vorpal Blade and there should be a potion bottle in the alcove ahead under various other items. If you fall to the level below and wish to return to Supplies for the Quick, an Iron key [there are several lying around] will disable the teleporter, beyond the fountain, which teleports to the Junction of the Ways. Leave Supplies for the Quick by the open doorway and turn left down the stairs, to the sign Junction of the Ways. Step into either teleporter. JUNCTION OF THE WAYS The path here divides into 4 routes, KU, NETA, ROS and DAIN and all lead to the Diabolical Demon Director, where they meet up again, before separating once more for the final quest for the Corbums. Once at the DDD you cannot proceed to the 4 Corbums without the correct keys. The 4 keys are the Turquoise key, the Ruby key, the Solid key and the Emerald key and each is found on the appropriate path en route to the DDD. Ahead is an altar, containing an item, [turn to reveal the other 3 altars]. You can take one step forward to read the name of the path and then one step back to cancel the choice. After the second step the wall closes behind you, but if you lift the object from the altar and then replace it, the wall behind will re-open. Because of random elements in the game, all the paths have three possible starting places, but it's best to get down to the bottom level [basement, level 0 or level 10, depending on which way you number them, up or down] and then work your way up again, Chaos and the FUL YA pit are upstairs. NETA PATH [Horn of Fear] Take horn. If the corridor leads to a single door with a button, you're at the Screamer room on level 8 [if the basement is level 10] If there are 2 corridors and 2 doors, it's the Wizard keyhole on level 9. WIZARD KEYHOLE Open the first door and follow the right wall until you find a keyhole and a door with a blank wall behind. Wait near the keyhole until a Wizard appears. Kill the Wizard, who will drop a square key and a waterskin. Insert key into keyhole and the wall behind the door will open. Enter room and step into the teleporter to be teleported to the Screamer room. Exit quickly by the North door and kill Spiders. SCREAMER ROOM Wait by the door and kill the Screamers and Spiders, there are sometimes as many as 4 [Spiders, that is]. Before leaving the room by the other door, turn left just inside the first door and go through the illusionary wall, down 2 lots of stairs, to the basement of the path. Get the key, coin and chest, walking round them, rather than up to them, as in the centre of the room, walls close round the party and worms are generated. There is an illusionary wall to the North leading to the Junction of he Ways. Go back up the stairs, through the Screamer room and open the other door. Wait, until a Giggler appears and kill it, as he often carries the Skeleton Key [there's only one and it's re-usable]. Follow the left hand wall into the room with one pit in the top left corner. Pass quickly through this room and climb the stairs. In this room are 4 smaller rooms with pressure plates. At intervals, Mummies will appear [from the corridor where you entered]. Lead one of the Mummies to a door, where a War Cry or a blast from the Horn of Fear will make it retreat into the room. Close the door and repeat with the other rooms. Once the 4 rooms are full the fifth door will open. Go past the fountain and the pits, up the stairs and into the square room with the flying scroll. Step in front of the scroll and it will drop along with the Turquoise key. Wait by the exit for a Giggler and kill it. Walk straight through the next big room, then turn right, walk along the corridor and up the stairs. Turn left into a room of pits, where poison gas is released. There are spinners at each corner. Head East, then North, get Flamebain and head for the stairs in the N.E corner. Climb stairs, turn right and head for the DDD. The locked door needs the Sapphire key, but there's nothing much in there - a fountain and a Dragon steak. @~To be continued next issue - o -