@~The map to go with this solution is in the Hints section CHAOS STRIKES BACK - Part 3 Solution by Mary Scott-Parker @~Continued from last issue ROOM WITH FIREBALLS AND BLUE MISTS It's worth-while doing the Cistern first, in case you slip in unexpectedly - it's on the level below and only accessible by pit to begin with. So before entering the Fireball room, [beside the keyhole and the scroll], blast open the wooden door - saving an Onyx key - and proceed along the corridor to the first corner. Turn right to find 3 pits in a row. Climb down the right hand pit - turn to the left and follow the left wall to a button which opens some stairs [up] Before going up, do the rest of the Cistern. There are 2 doors in the Cistern - one without a key-hole, which can be blasted - leading to a pit to the Junction of the Ways - also through an illusionary wall to some stairs up, but these have to be opened from above. From the door without the key-hole, follow the left wall to a button which opens a down staircase - leading to one of the 4 rooms at the Spider Cross-roads - the one with the stairs which went nowhere. The other door cannot be blasted and needs an Onyx key. It opens a passage which by-passes the blue mist teleporters, which all take you to the wrong end of the Cistern. If you don't have a spare Onyx key, go and stand 2 squares to the left of the key-hole, facing North - and wait until the mist disappears briefly. Take 4 steps North to the next mist and wait until it too disappears [up to 30 seconds] The stairs up are ahead to the North. To dispose of the Blue Jellies [Water Elementals] stand behind a grid and they will all vanish down it. FIREBALL ROOM From the key-hole - take 1 step inside the room - turn right - proceed and press button on West wall. Return to the door. Activate several fire-shields and walk straight across the room - avoiding fireballs if possible - to the alcove with the Vorpal Blade and the Onyx key. Remove the items and put something back, to open a passage to the East of the alcove. The newly opened passage leads to a portcullis door, which requires an Onyx key. Inside is a small room with 2 fountains, a Gold key and another random item. It's probably not worth wasting an Onyx key here. Take 1 step forward out of the alcove - turn left, proceed and press the button ahead. When there are no more fireballs, proceed to the other portcullis door in the big room - stand inside the blue mist in front of the door and blast the door open. Have a ZO-KATH-RA spell ready and proceed to the eye sensor. At "Prove you are a Wizard" show the spell to the eye to be teleported to the big room with the pits, just ahead of the Snakes. The room is full of visible and semi-invisible pits. Turn and proceed - cross the "Bridge" - press the loose brick and quickly take 3 steps backwards to be teleported across the pits. Make your way through the pits to the alcove with 3 buttons and press them while the map spell is activated [OH-GOR-DAIN] to see what effect each has. Step out of the alcove and step E E S E and throw something onto the pressure plate to close a pit, allowing access through an illusionary wall to the two green buttons. Pressing these, [left, right] will close a semi-invisible pit and the Winged key in the alcove in the pillar can be reached. Open the wall with the Winged key and there is a chest inside the room beyond, containing the Ruby key. One of the Snakes carries a Ra key, but if killed while hovering over a pit, the key will end up in the Cistern. The exit from this room leads up stairs to the DDD. Return to the Junction of the Ways. THE ROS PATH [Blue Darts] POSSIBLE STARTING PLACES GIVE UP, PULL THE LEVER Each time you step on the square adjacent to "Give up, pull the lever" 2 daggers will fly out of the holes in the South wall - there are 10 in all - and 2 stones in the hole round the corner, beside the stone on the floor. All Ninja weapons are needed for the throwing test. Don't pull the lever yet - stand in front of the pit - facing the moving mist - and throw a weapon so that it misses the mist and lands on the pressure pad behind. When successful the adjacent pit will close and you can move on to the next target. Repeat until you can progress round to a door on the other side of the room. Lifting the cloak from the alcove will open the wooden door and release the first 2 Chaos Knights - kill them all as described in the following section - then go back and pull the lever and kill the other Rock Monsters and you will be able to walk round to the back of the wooden door, which is now closed off by an open pit. Down the stairs, the shiny black door can be opened with an Onyx key, but there isn't much inside the room, just some Mummies, arrows and sometimes a pair of Boots of Speed - and Dexhelm, through an illusionary wall. CORRIDOR WITH THROWING STARS, PIT AND DOOR To close the pit - stand with your back to it and throw something small, throwing star, stone etc into the blue mist. Hopefully it will be deflected and pass through a hole in the door, landing on the pressure plate, opening the door and closing the pit. Repeat until successful. To save an iron key, face the keyhole and step left [once I think] and walk through the illusionary wall. Pull the lever to open the pit and climb the stairs. Pull the 2nd lever to see where the pit is and then close it again. Blast the wooden door - releasing the first 2 Chaos Knights. Go back to the lever at the top of the stairs and when the Knights step onto the closed pit [I bet you can't guess what comes next!] pull the lever and send them down to the basement. Go back and kill the Rock Monsters and the next 4 Chaos Knights will be released. Repeat the previous steps. Go down the stairs - through the illusionary wall into the corridor - turn left - then right - proceed and walk through the illusionary wall to the South and down the stairs to the basement. Head North then West - to find the remains of the Chaos Knights - and search the armour for a Gold key and an Onyx key. If you have done this bit first and haven't found "Give up pull the lever" then go through the illusionary wall in the basement to the Junction of the Ways and re-enter the Ros path. If you emerge at the Corridor with the pit again, just replace the darts on the Altar and re-open it. OBLONG ROOM WITH MAP SPELL SCROLL Go through room and down stairs. At the bottom of the stairs E N E E [through wall] E E [through wall] E [spinner beside pit and often a Giggler here] Sx8 E E S S E E [down stairs] to tiny room with Skeleton keyhole. Down next stairs to get to corridor with pit, but if approached from this side, the door opens when you stand on the pressure plate and the pit has vanished. Proceed as for CORRIDOR WITH THROWING STARS, PIT AND DOOR - after the closing of the pit [obviously!] Climb the stairs to the torch in a wall holder and remove it, opening a wall to the South. Walk straight through the room and through the South wall, then turn East to find a pit leading to the Junction of the Ways [the door behind the pit is the door in the Cistern, without a keyhole] follow the corridor to find clothes and a Samurai sword. The keyhole needs a Gold key, but can be picked with a lockpick, there is just a Ful bomb in there. Up the stairs Death Row cannot be entered. Open the Scorpion door with an Iron key and kill the 3 Scorpions. Press the loose brick on the West wall to open the North wall. Go through the blue mist, turn left and press the loose brick on the North wall - to open the portcullis door. Proceed through the room and along the corridor with the doors to the Green gem in the wall. Take the gem and side-step as this activates fireballs, which are deflected along the corridor. Wait until a fireball has just passed and run along the corridor to the next room and side-step the next fireball. Don't close doors as the fireballs just blast through them. Go back to the closed door in the first room and it will open if you've got the green gem. Go up the stairs to the Dragon Maze [see map] and find the Emerald key before proceeding to the DDD. @~The final part will be in the next issue - o -