CHAOS STRIKES BACK - SPELLS & HINTS By RIMMER. The Spells are put together using icons on the right side of the screen and are in a group of four. These cast in various formations weave different type of spells. Group 1: LO UM ON EE PAL MON Group 2: YA VI OH FUL DES ZO Group 3: VEN EW KATH IR BRO GOR Group 4: KU ROS DAIN NETA RA SAR The First Group is used for the amount of power you wish to put into a spell SPELLS ( * = Needs Empty Flask in Hand ) * YA Stamina Potion * VI Healing Potion FUL Cast Light Spell ZO Opens some Doors * VI BRO Cure for Poison YA IR Magic Shield for GROUP YA BRO Magic Shield for ONE Character OH VEN Poison Cloud FUL IR Fireball DES VEN Poison Ball DES EW Weakens non-material beings (Ghosts etc) * ZO VEN Poison Potion (To make Poison Bombs) YA BRO ROS Magic Footprints * YA BRO DAIN Wisdom Potion * YA BRO NETA Vitality Potion OH EW RA X-Ray Vision (See through walls etc) OH EW SAR Invisibilty OH IR RA Long Lasting Light OH KATH RA Lightning Bolt * FUL BRO KU Strength Potion FUL BRO NETA Fire Shield * OH BRO ROS Dexterity Potion DES IR SAR Darkness * ZO BRO RA Mana Potion Ok heres a few TIPS on what to do with the monsters you will encounter.. MUMMIES: Easy to kill. Use weapons or spells SCREAMERS: Easy enough to kill with axes. Use them for fighting practice and as a food source. OGRES: These blokes do serious damage to low level characters.. They carry clubs which are dropped when killed.. ROCK MONSTERS: These critters move slow and poison chars. Use fireballs or poison bombs. PURPLE WORMS: Wicked bastards, they hang around in pairs and are quick to get at you and poison you. High power fireballs will do the trick. GHOSTS: Silent and fast and can pass through doors. Use DES EW spell to finish em off. GIANT WASPS: Quite fast and inject poison into you. Throw fireballs at them and avoid hand to hand combat. Be prepared to sleep a while as the fireballs will need to be high powered ones. SLIME CREATURES: Slow and use magic on you, return with the same DES EW spell FLYING SNAKES: Fast moving and bloody poisonous kill with a combination of high level fire balls and combat. SKELETONS: Good chance to try out combat skills.. Easily killed just using weapons. FLOATING EYES: Thes buggers fight using lightning bolts so give em back to them. Also capable of opening doors. STONE GOLEMS: Lots of fireballs needed.. They move slowly.. GIGGLING SODS: These little shits laugh at you and nick your gear.. So bung a fireball at em or melee them with a weapon. They steal items from left hand but drop em when killed. GIANT RATS: Straight hand to hand combat or a bit of magic will see these of to the sewers. RUST MONSTERS: Just smack em with anything, beware they can do a lot of damage. LITTLE MAGES: These look like JAWA from Star Wars and fling some pretty serious magic at you. They are easy to kill but have a knack of transporting themselves next to you or behind you when hit. GIANT SCORPIONS: Watch for the sting in the tail. Dispose of them with a fireball, but watch out cos they vary in weakness. WATER ELEMENTALS: Frothy puddles arent as harmless as they seem. Cast a a couple of DES EW spells at them. ETHEREAL TRIFFIDS: These fade in and out of existence. Use fireballs when solid and DES EW when in ghost form. GIANT 4 LEGGED: Fireballs and weapons, but be prepared for a long fight. SPIDERS FIRE ELEMENTALS: These immobile plates of coal flare up whenever you approach them. Another case for DES EW to fluff em out. DEMONS: These devils are a bit nifty with fireballs so counter attack in the same manner, but be prepared to run if the going gets tuff. RED DRAGON: Slow moving but its pretty heavy with fireballs. If you do take it on then be prepared for a long fight. CHAOS KNIGHTS: These bloody pain in the necks attack in pairs with two swords a piece. Attack through doorways with high level fireballs. GENERAL TIPS Always keep an eye on food and water levels. Its no good getting into a long combat to find you can't recover afterwards. Always remember to close doors behind you to stop nasties following you. More often than not the pits are worth a visit as most of them have useful items in them! Remember to save game before entering a new level or area. THE PRISON - CHARACTER ABILITIES WE FIND THAT IT IS USUALLY BEST TO USE YOUR OWN CHARACTERS WITH "CHAOS STRIKES BACK".IT IS, HOWEVER,ADVISABLE TO LOOK AROUND THE PRISON JUST TO MAKE SURE THE CAPTIVES BEHIND THE MIRRORS AREN'T STRONGER THAN THE MEMBERS IN YOUR ORIGINAL PARTY.SO,TO SAVE YOU TIME AND TROUBLE WE'VE LISTED ALL NEW CHAMPIONS ,TOGETHER WITH THEIR VARIOUS ATTRIBUTES. NAME SKILLS HLTH STAM MANA KAZAI ADEPT FIGHTER. 1ST LEVEL MASTER NINJA 350 285 121 - SHADOW WARRIOR ARTISAN PRIEST - ARTISAN WIZARD LOR 1ST LEVEL MASTER FIGHTER,ARTISAN NINJA 370 335 110 -CHAMPION OF GOOD ADEPT PRIEST,ARTISAN WIZARD S) TALON ADEPT FIGHTER,ADEPT NINJA 240 202 85 ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 35 58 36 30 37 30 38 T) AIRWING ADEPT FIGHTER,ADEPT NINJA 300 189 70 ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 64 54 40 49 30 30 62 U) AROC ADEPT FIGHTER,ADEPT NINJA 270 200 150 ADEPT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 54 39 44 34 35 35 54 V) LETA ARTISAN FIGHTER,ADEPT NINJA 230 230 140 EXPERT PRIEST, ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 32 30 76 54 30 30 36 O) PLAGUE EXPERT FIGHTER,ASTISAN NINJA 410 150 160 EXPERT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 32 33 66 34 64 64 36 P) NECRO ARTISAN FIGHTER,ADEPT NINJA 376 165 128 ASTISAN PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 38 52 62 32 64 60 41 Q) DETH EXPERT FIGHTER,EXPERT NINJA 385 245 77 CRAFTSMAN PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 56 65 33 31 58 56 55 R) SKELAR EXPERT FIGHTER,EXPERT NINJA 430 270 48 -THE SLAYER ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 68 60 38 30 61 59 65 N) TUNDA ADEPT FIGHTER,ADEPT NINJA 350 305 104 -THE SUREFOOTED ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 64 58 43 64 47 51 62 M) LANA ADEPT FIGHTER,ADEPT NINJA 320 345 121 ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 57 63 47 64 44 48 56 L) ITZA EXPERT FIGHTER,ADEPT NINJA 300 245 163 -WARLORD OF UXMAL ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 58 51 54 54 4 46 57 K) TULA ADEPT FIGHTER,ADEPT NINJA 240 143 137 PRINCESS OF UXMAL ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 39 62 56 49 56 55 42 I) PETAL JOURNEYMAN FIGHTER,CRAFTSMAN NINJA 247 250 176 EXPERT PRIEST,1ST LEVEL MASTER WIZARD STR DEX WIS VIT A/M A/F LOAD 33 66 61 62 64 34 37 J) BUZZZZZ JOURNEYMAN FIGHTER,CRAFTSMAN NINJA 280,163 180 EXPERT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 31 69 60 62 62 65 35 H) MANTIA- SPELL ARTISAN FIGHTER,ADEPT NINJA 200 223 173 WEAVER OF KELT EXPERT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 44 64 68 44 61 30 46 G) GNATU - SPEAR ADEPT FIGHTER,ADEPT NINJA 205 261 150 WING OF LEEF EXPERT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 30 68 53 41 55 38 34 F)SLOGAR - WEBBER EXPERT FIGHTER,EXPERT NINJA 250 265 70 OF ARACHNIA ADEPT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 72 64 37 36 53 31 68 E) STING ADEPT FIGHTER,ADEPT NINJA 300 270 68 ADEPT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 69 62 34 48 64 31 66 A)TOADROT-PRINCE ADEPT FIGHTER,EXPERT NINJA 250 189 92 OF SKULASH ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 48 58 32 31 54 54 49 B)VEN- HIGHPRIEST CRAFTSMAN FIGHTER,ADEPT NINJA 207 170 150 OF SSHA EXPERT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 46 30 62 59 39 61 47 C) ALGOR EXPERT FIGHTER,EXPERT NINJA 300 250 80 MARSH HUNTER ARTISAN PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 64 41 34 46 52 58 62 DEMA - CHAMPION ADEPT FIGHTER,ADEPT NINJA 320 275 65 OF IISSH ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 68 34 30 56 38 64 65 ONE LITTLE TIP: AT LEAST TWO OF THE ABOVE CHARACTERS ARE LOCATED BEHIND FALSE WALLS WITHIN THE PRISION!- NUFF SAID. CHAOS STRIKES BACK (PRISON LEVEL) *L* *** **** K *** * *M* *** *** N * *B* *** J * C A * *Q* I** *D* * R P *** * *****O* * **** * * * * * * * * * * ****V* *E**** * * S U F H **** *T* *G* * * ^ Entrance LEVELS OF EXPERTISE YOUR CHAMPIONS START OFF WITH ABSOLUTELY NO SKILLS.AS THEY BATTLE THROUGH THE DUNGEON THEY WILL ATTAIN NEW LEVELS OF SKILLS.IN ORDER FOR YOU TO RECOGNISE HOW POWERFUL YOUR CHARACTERS ARE.HERE ARE THE LEVELS: NEOPHYTE , NOVICE , APPRENTICE , JOURNEYMAN , CRAFTSMAN , ARTISAN , ADEPT , EXPERT , 1ST LEVEL MASTER , 2ND LEVEL MASTER , 3RD LEVEL MASTER , 4TH LEVEL MASTER , 5TH LEVEL MASTER , 6TH LEVEL MASTER , ARCHMASTER. MONSTERS THE FOLLOWING IS A LIST OF MONSTERS / CREATURES FOUND WITHIN THE NEW DUNGEON,AND HOW BEST TO DEAL WITH THEM.I HAVE ADDED SOME OF MY OWN COMMENTS ON HOW BEST THIS MIGHT BE DONE. LORD CHAOS'S DUNGEON OFTEN SEEMS INFESTED WITH CREATURES.IT IS WISE TO KEEP AN EMERGENCY EXIT FREE,JUST IN CASE THINGS GET A LITTLE HEATED.REMEMBER TO USE STAIRS AND DOORS TO YOUR FULL ADVANTAGE.OF COURSE, MANY OF THE MONSTERS CARRY A POISONOUS BITE AND ITS THEREFORE WISE TO PREPARE SOME "VI BRO" POTIONS WITH WHICH TO HEAL YOUR PARTY. ANTMEN. LIKE THE BLUE OGRES IN DUNGEON MASTER,THE ANTMAN IS A FEARSOME WARRIOR.WEILDING HEAVY WOODEN CLUBS THEY PACK A HEAVY PUNCH.USE MEDIUM POWER POISON CLOUDS,FIREBALLS AND WAR CRIES WHEN DEALING WITH THEM. FIRE ELEMENTALS. SUPPOSEDLY FLAMES FROM HELL ITSELF,THE FIRE ELEMENTALS CAN PROVE TO BE AN UNLIKELY MENACE.DES EW SPELLS ARE THE BEST DEFENCE AGAINST THESE FIERY OPPONENTS.SOME,MEANWHILE ,BELIEVE THAT THE FLAMES COWER WHEN A CALM SPELL IS CAST OVER THEM. COATL ----- THESE FLYING SNAKES ATTACK USING THEIR POWERFUL JAWS.BEWARE,WISE ADVENTURER,THEY ALSO POSSESS LETHAL VENOMOUS FANGS.POISON CLOUDS AND FIREBALLS ENSURE THEIR SWIFT DEMISE.WHILE CALM SPELLS,WAR CRIES AND THE HORN OF FEAR ALSO SEEM TO FRIGHTEN THESE MEDDLESOME CREATURES. DETH KNIGHT. THE DETH KNIGHTS ORIGINATE FROM THE DARK AND DISTANT PAST.THEY ACT AS ARMOURED BODYGUARDS TO LORD CHAOS HIMSELF.FIREBALLS HAVE VERY LITTLE EFFECT ON THESE TEFFIFYING BEINGS.BRUTE FORCE (USING THE DIAMOND EDGE WEAPON) AND POISON CLOUDS ARE RECOMMENDED AS THE BEST DEFENCE.REMEMBER TO KEEP TOPPING UP YOUR FIGHTERS STRENGTH THOUGH. DEMON. HALF MAN ,HALF SERPENT THESE HORRIFIC CREATURES TAKE PLEASURE IN ATTEMPTING TO TOAST YOUR PARTY.PROTECT YOURSELF BY CASTING AN ANTI-FIRE SPELL AND THEN RETALIATE WITH YOUR OWN FULL-POWER FIREBALLS.POISON CLOUDS CAN ALSO BE OF SOME EFFECT,WHEN FACED WITH THE NEED TO KILL A DEMON WHO IS ON THE OTHER SIDE OF A LOCKED PORTCULLIS. DRAGON. THE MOST IMPRESSIVE OF ALL THE CREATURES FOUND IN "DUNGEON MASTER" WAS THE MAJESTIC DRAGON.CHAOS HAS SEEMINGLY INFESTED PARTS OF HIS DUNGEON WITH THESE HUGE RED LIZARDS.FIREBALLS,POISON CLOUDS,CHOPPING WEAPONS AND CUNNING ARE THE BEST DEFENCE AGAINST THEM.BUT DONT FORGET TO CLOSE DOORS WHEN RETREATING.IT IS SUGGESTED THAT YOU KILL EVERY DRAGON THAT YOU FIND,BECAUSE APART FROM BEING A VERY GOOD SOURCE OF FOOD ,THEY ALSO CONTAIN TREASURE OR VALUABLE KEYS. FLYING EYE. YOU DONT REALLY HAVE TO WORRY TOO MUCH ABOUT THESE STRANGE LOOKING CREATURES.ALTHOUGH THEY LET FLY WITH FIREBALLS,THEY ARE WEAK AND A SINGLE FULL-POWERED FIREBALL SHOULD SEND THEM REELING. GIGGLER. THE ANNOYING "PAINS IN THE ARSE" THIEVES OF "DUNGEON MASTER" ARE BACK (BUT IN GREATER NUMBERS).THESE LITTLE FELLOWS DONT HARM YOUR PARTY,THEY SIMPLY CAUSE TROUBLE.REMEMBER THEY ONLY STEAL FROM YOUR CHARACTERS LEFT HAND.SO,IF IN DOUBT,LEAVE IT EMPTY.IF YOU CHASE A GIGGLER ,THEY WILL USUALLY LEAD YOU TO A MONSTER. HELLHOUND. THE DOGS OF THE DEVIL USUALLY ROAM AROUND IN PAIRS.THEY BREATH A FIERY BREATH THATS BEST AVOIDED.USE FIREBALLS TO DISPOSE OF THEM AS QUICKLY AS POSSIBLE.DONT FORGET TO COLLECT THE DRUMSTICKS THEY LEAVE BEHIND,AS THEY MAKE A TASTY MEAL. LORD CHAOS. THE DARK ONE HIMSELF.HE ONLY APPEARS ON THE TOPMOST LEVEL OF THE DUNGEON.IF YOUR UN- LUCKY ENOUGH TO ENCOUNTER HIM,JUST LEAVE HIM ALONE AS HE CANT BE KILLED.RUN AWAY IF NECESSARY. MUMMIES. SAME AS THE ONES FOUND IN "DUNGEON MASTER",BUT IN GREATER NUMBERS.MUMMIES ARE EASY-MEAT,THEY COWER AT THE SOUND OF THE HORN OF FEAR OR A WAR CRY.USE THEM FOR WEAPONS PRACTICE BUT REMEMBER TO HAVE A FIRE BALL READY IN CASE THINGS GET TOO HEATED. MUNCHER. THE FLYING RED DEMONS POSSESS THREE RAZOR-TOOTHED MOUTH,THEIR BITE IS NOTHING COMPARED TO THE POISON THAT THEY INJECT.DONT WORRY HOWEVER ,BECAUSE THEY ARE EASY KILLED WITH FIRST LEVEL FIREBALLS. OITU. HYBRIDS OF THE SPIDERS FOUND IN "DUNGEON MASTER".POISON CLOUDS AND FIRE BALLS SEEM TO PROVE THE MOST EFFECTIVE.HOWEVER,AS LONG AS YOU HAVE A GOOD ESCAPE ROUTE,THEY ALSO MAKE GOOD SWORDPLAY TARGETS.REMEMBER TOO ,THAT THEY SHY AWAY FROM THE HORN OF FEAR,WAR CRIES AND CALM SPELLS. RIVE. APPEARING FIRST AS A RIPPLING POOL,THESE ELEMENTAL BEINGS CAN CAUSE GREAT PAIN.DES EW SPELL WORK WELL,WHILE THE VORPAL BLADE WILL ALSO SORT THEM OUT.AS A LAST RESORT A BLAST ON THE GOOD OLD HORN OF FEAR OR A CALM SPELL MAY WELL SEND THEM RUNNING IN TERROR. ROCK PILE. ROCK PILES ARE HEAVILY ARMOURED AND THEREFORE IT IS BEST NOT TO USE WEAPONS AGAINST THEM.ONCE AGAIN FIREBALLS SEEM TO DO THE TRICK,BUT WAIT UNTIL THEY REAR UP ,FOR THE BEST EFFECT.ALSO WATCH OUT FOR THEIR POISON FANGS. SCORPION. THESE VENOMOUS HULKS SCUTTLE AROUND THE DARKER CORNERS OF THE DUNGEON.FEARSOME CREATURES,THEY ARE BEST DISPOSED OF QUICKLY AS THEIR POISON IS VERY LETHAL.AS USUAL,HIGH POWER FIREBALLS ARE THE BEST METHOD OF DEFENCE. SCREAMER. THESE SMALL,TREE-LIKE BEASTS SHRIEK WHEN ATTACKED.USE THEM AS TARGET PRACTICE FOR YOUR NINJAS AND FIGHTERS.AND THEN FEAST UPON WHAT REMAINS. SKELETONS. LEGIONS OF PAST WARRIORS,SKELETONS ENJOY A GOOD SKIRMISH.OBLIGE AND USE THEM TO PRACTICE ON.IF YOU GET INTO TROUBLE ,FIREBALLS ARE THE ANSWER. SLIME DEVILS. THESE GREEN LUMPS OF SLIME LIVE UPTO THEIR NAME.THEY LOB POISONOUS HUNKS OF SLIME IN YOUR DIRECTION.IT IS THEREFORE NOT ADVISABLE TO USE HAND WEAPONS ON THEM.KEEP YOUR DISTANCE AND USE FIREBALLS ON THE SWINES.BUT REMEMBER TO HAVE THE USUAL POISON CURES AT HAND. STONE GOLEMS. HEWN FROM GRANITE,THESE STATUESQUE BEINGS CARRY LETHAL STONE CLUBS THAT CAUSE ENORMOUS DAMAGE TO YOUR PARTY.AVOID THEM IF AT ALL POSSIBLE ,BUT IF YOU DO HAVE TO CONFRONT THEM ,USE MAGIC BOXES TO FREEZE LIFE ,THEN ATTACK THEM WITH EVERYTHING YOU HAVE GOT.DONT WORRY THAT WILL DIE AFTER A GREAT DEAL OF PUNISHMENT. VEXIRK. LIKE THE SMALL SORCERERS FOUND IN "DUNGEON MASTER",THESE LITTLE BEINGS THROW HIGH POWER FIREBALLS,POISON ETC.EITHER GIVE THEM SOME OF THEIR OWN MEDICINE OR BOX THEM INTO A CORNER OR DEAD END AND SEE WHAT HAPPENS!. WATER ELEMENTAL. POOLS OF LETHAL WATER,THESE ELEMENTALS SPRING UP FROM NOWHERE.ITS POINTLESS CLOSING DOORS ON THEM ,AS THEY SIMPLY SLIP UNDERNEATH THEM. DES EW SPELLS AND VORPAL BLADES ARE THE BEST MEANS OF ATTACK,WHILE CALM SPELLS MAY PUT THE FEAR OF GOD INTO THEM. WORMS. THE FIRST CREATURE YOU ENCOUNTER.FIREBALLS WORK BEST ON THESE CREATURES,BUT TRY TO AVOID THEIR FANGS AS THEY INJECT POISON WHICH COULD PROVE LETHAL. ZYTAZ. BLACK GHOST-LIKE APPARITIONS SPORTING A SINGLE EYE,THESE ELEMENTAL -TYPE BEINGS ARE FOUND ON THE UPPERMOST AREAS OF THE DUNGEON.THEY THROW FIREBALLS AND POISON CLOUDS IN YOUR DIRECTION.DES EW SPELLS WILL HARM THEM ,BUT I SUGGEST THAT YOU LEAVE THEM ALONE IF POSSIBLE. WELL THATS ABOUT IT FOR NOW,I DID COMPLETE THE GAME ABOUT A MONTH AGO,BUT HAVE NOT YET HAD TIME TO SIT DOWN AND TYPE A LIST OF PUZZLE SOLUTIONS.WHEN I DO GET A CHANCE I WILL TYPE OUT PART 2 OF THIS DOC.IN THE MEANTIME KEEP AN EYE OPEN FOR MY "END OF GAME" SAVED GAME DISK- WHICH CONTAINS A FILE ,WHICH ONCE LOADED,WILL ALLOW YOU TO VIEW THE STUNNING??? END OF GAME SEQUENCE . end.