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Chex Quest 3 Pack Shot

Chex Quest 3

 
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Walkthrough

by MannyCav

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Chex Quest 3 Walkthrough
By "Manny Cav"
===============================================================================
   I. Version Updates
  II. Introduction
 III. Gameplay Information
      A. The Basics
      B. Zorchers
      C. Items
         1. Zorcher Pickups
         2. Health and Armor Pickups
         3. Keys
         4. Miscellaneous
      D. Characters
      E. Main Menu
         1. Main Menu
         2. OPTIONS
         3. NEW GAME
         4. Intermission Screen
  IV. Rescue on Bazoik
      A. E1M1: Landing Zone
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      B. E1M2: Storage Facility
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. SECRET AREA #4
         5. Exit
      C. E1M3: Laboratory
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. SECRET AREA #4
         5. Exit
      D. E1M4: Arboretum
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      E. E1M5: Caverns of Bazoik
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. SECRET AREA #4
         5. Exit
   V. Terror in Chex City
      A. E2M1: Spaceport
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      B. E2M2: Cinema
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      C. E2M3: Chex Museum
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. Exit
      D. E2M4: City Streets
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      E. E2M5: Sewer System
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
  VI. Invasion!
      A. E3M1: Central Command
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. Exit
      B. E3M2: United Cereals
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. Exit
      C. E3M3: Villa Chex
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. Exit
      D. E3M4: Provincial Park
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. SECRET AREA #3
         4. SECRET AREA #4
         5. SECRET AREA #5
         6. Exit
      E. E3M5: Meteor Spaceship
         1. SECRET AREA #1
         2. SECRET AREA #2
         3. Exit
 VII. Cheats
VIII. Copyright
===============================================================================
I. Version Updates

Version 1.2.0 (9:43 PM Thursday, June 25, 2009): Walthrough updated to Chex
Quest version 1.4.

Version 1.1.0 (8:30 PM Sunday, June 14, 2009): Walkthrough updated to Chex
Quest version 1.3, with some other minor updates to go with it.

Version 1.0.2 (8:42 AM Thursday, May 14, 2009): Spelling nistakes suck.

Version 1.0.1 (8:54 PM Tuesday, May 12, 2009): New websites added to allowed
websites, in addition to new copyright information.

Version 1.0.0 (11:15 AM Friday, May 08, 2009): First release of this
walkthrough.


II. Introduction

This is a walkthrough by "Manny Cav" for Chex Quest 3 released by Charles
"Chukker" Jacobi on September 06, 2008, 04:41:17 PM not only as a true sequel
to Chex Quest 2, but as his gift to the Chex Quest fan community, as well. It
also came with updated versions of the previous two games with a nice, modern
engine based off of ZDoom, which can be found at the http://zdoom.org/News URL.
Because of built-in Chex Quest 3 compatibility with popular Doom source ports
such as ZDoom and GZDoom, which can be found at the
http://grafzahl.drdteam.org/ URL, you can also take chex3.wad and use it as an
IWAD with newer versions of those two source ports if you prefer to do that.

If you do not have Chex Quest 3 or still don't know much about it, you can
download it at http://www.chucktropolis.com/gamers.htm and comment on it at
http://www.chexquest.org/index.php?topic=1664 on Chex Quest Fan Forums.

Also be advised that there will be a few spoilers in section III.


III. Gameplay Information

I'll provide you with everything you need to know to be able to play Chex Quest
3. I'll assume you're using the provided engine, chex3.exe, while writing this.
The other engines may have a few differences with options and such, but there
shouldn't be anything too different or confusing.


A. The Basics

The main objective of the game is simple--get to the end of the level by
hitting a certain switch or entering a certain area. Naturally, this is far
more complicated than it sounds. There are a multitude of obstacles in your
way, and devices you must use. I will cover them here.

Doors can usually be opened just by walking up to them and using the Spacebar.
However, there are some doors that require you to do something, such as
activate a switch, have a Blue, Yellow, or red key to fit a door of that color,
or even zorch a certain Flemoid. Some doors are also hidden and aren't
obviously doors. These lead to secret areas that have valuable goodies. They
are usually marked with some art or other decoration that makes them stand out.
Some require you to use a switch. Pressing Tab to bring up the Map View can
help you find doors that appear to be hidden. What keys you have is recorded in
the HUD to the right of Chexter's face.

Switches can do a variety of things, but usually, they will just open a door
for you to progress through. Some switches will only be active for a certain
period, afterwhich, whatever they did will be undone. Some switches also act as
the object that completes the level. Switches operate like doors in that they
require you to approach them and use the Spacebar.

Power lifts, when used like a door, will lower or raise to your level and take
you to the floor they came from. 

Teleporters will instantly take you to various locations. If a Flemoid happens
to be on the coordinates of where you're teleporting, the zorch energy from the
teleportation process will encompass the Flemoid and automatically send it back
to its own dimension!

The Flemoids and the slime they leave behind will be your main obstacles.
Flemoids will impede your progress and try to prevent you from reaching the
end. You must zorch those that get in your way by using one of your zorchers,
or if you would like to have 100% Flemoids zorched or are just a completionist,
you can also zorch them all.

Zorchers are what you'll use to combat Flemoids and send them back to their own
dimension. Most zorchers use some ammo, and require ammo to be used. If you run
out of ammo for a particular zorcher, you'll have to use a different zorcher.
How much zorch you have is shown in the HUD.

When a Flemoid or slime left from them makes contact with you, you'll lose some
health, as well as some armor, if you have any. Health is what keeps you in the
game. You start out at 100% and can go as high as 200%. If your health drops
down to 0%, your mission ends, and you can't move any longer. At this point,
you can either use the Spacebar to start over with 100% health, 0% armor, a
Bootspoon, and a Mini-zorcher with 50 rounds, or you can just load from a
previous save state. The more armor you have, the less health you'll lose when
you're slimmed. Your armor, like your health, can go up to 200%.

There are also a variety of other items in the game that will help you along
the way. These will be discussed in the next section.


B. Zorchers

Here are the various zorchers you can use in Chex Quest.

Name: Name of the zorcher.
Zorch energy points per shot: The amount of energy that is expelled per shot,
divided appromimately by 10. This is the amount of health that is lost with
each hit.
Maximum zorch capacity: How much zorch can be carried in this zorcher. This
amount can be doubled by picking up a Zorchpak.
Description: Description of the zorcher.

Name: Bootspoon
Zorch energy points per shot: 1
Maximum zorch capacity: N/A
Description: This is the weakest of all zorchers, and one of two that you start
out with. It uses no ammunition, but can only be used at close range. Only use
it when you have ran out of zorch for all of your other zorchers.

Name: Super Bootspork
Zorch energy: 1
Maximum zorch capacity: N/A
Description: It's superior to the Bootspoon in every way imaginable, so much
that once you have it, you can't even use the Bootspoon anymore. Its advantage
comes from the fact that even though it deals out the same zorch energy for
each hit as the Bootspoon, it deals out that energy over four times as fast as
the Bootspoon. However, like the Bootspoon, it can only be used at close range.
This makes it practical for close-range attacks on groups of Flemoids lacking
ranged attacks.

Name: Mini-zorcher
Zorch energy: 1
Maximum zorch capacity: 200
Description: It's a weak zorcher that, like the Bootspoon, you start out with
right at the beginning, or whenever you get slimed out and have to restart. You
can improve the accuracy by occasionally pressing Ctrl instead of using it
continuously. Only use it if you run out of zorch for your other zorchers and
lack a Rapid Zorcher and Super Bootspork, or are going against a Flemoid with a
ranged attack and you lack a Rapid Zorcher and zorch for all of your other
zorchers.

Name: Large Zorcher
Zorch energy: 7
Maximum zorch capacity: 50
Description: It's a fairly powerful zorcher, but one with two shortcomings: A
slow fire rate, and decreased effectiveness against Flemoids at greater
distances. The power makes it good for popping weaker Flemoids in small groups
with single hits, especially in "maze" type areas. However, the slow fire rate
makes it a bad choice against groups of stronger Flemoids like the Cycloptis
that will take more hits. Zorch pickups are also fairly abundant for this
zorcher, so you may also want to take that into consideration.

Name: Rapid Zorcher
Zorch energy: 1
Maximum zorch capacity: N/A
Description: It's a rapid-fire Mini-zorcher that also runs on the same zorch.
It uses two zorches a shot, or one if that's all you have. Also like the Mini-
zorcher, you can use Ctrl only occasionally to improve accuracy. This makes it
a good all-around zorcher--a good choice if you don't know what zorcher to go
with. It's good at stopping Cyclopti and other fairly strong Flemoids dead in
their tracks. It can also blast through fairly large groups of Flemoids that
are ganging right up on you with relative ease.

Name: Zorch Propulsor
Zorch energy: +20
Maximum zorch capacity: 50
Description: It's a powerful zorcher that also has a nasty blast radius where
the projectiles hit that can zorch nearby Flemoids. It works fairly well as a
replacement for the Phasing Zorcher or LAZ Device when those two are
unavailable. It can eaisly zorch clustered groups of weaker Flemoids or
isolated stronger Flemoids in a single shot.

Name: Phasing Zorcher
Zorch energy: 2
Maximum zorch capacity: 300
Description: This zorcher is even faster than the Rapid Zorcher, and more
powerful, too. Use to get out of a BIG mess where Flemoids have ganged up on
you and made it impractical to load up and fire the LAZ Device, or if you're
just lazy and want to mow down Flemoids really fast without much effort. Just
don't look forward to using your LAZ Device anytime soon. :P

Name: Large Area Zorching (LAZ) Device
Zorch energy: +50
Maximum zorch capacity: 300
Description: The most powerful zorcher available. It can clean out a whole room
of Flemoids with one shot. It also uses the most zorch (40 Phasing Zorcher
shots!) out of any zorcher, and it's the slowest. as well. It won't fire if you
don't have at least 40 Phasing Zorcher zorches. You'll want to use it only when
there's a large group of Flemoids, or one "boss" Flemoid that would take too
many zorches from a weaker zorcher. However, it chews through Phasing Zorcher
zorch quickly, so use it sparingly and keep an eye on the zorch left.


C. Items

Here are the items that you can find in Chex Quest.


1. Zorcher Pickups
.------------------------------------------------------------.
|           Not So Sticky/Gobs of Goo/Extreme Ooze           |
|------------------------------------------------------------|
| Type                     | IP  | MINI | LARG | PROP | PHAS |
|------------------------------------------------------------|
| Mini zorch recharge      | No  |  10  |   0  |   0  |   0  |
| Mini zorch pack          | No  |  50  |   0  |   0  |   0  |
| Rapid Zorcher            | No  |  20  |   0  |   0  |   0  |
| Large zorcher recharge   | No  |   0  |   4  |   0  |   0  |
| Large zorcher pack       | No  |   0  |  20  |   0  |   0  |
| Large Zorcher            | No  |   0  |   8  |   0  |   0  |
| Zorch propulsor recharge | No  |   0  |   0  |   1  |   0  |
| Zorch propulsor pack     | No  |   0  |   0  |   5  |   0  |
| Zorch Propulsor          | No  |   0  |   0  |   2  |   0  |
| Phasing zorcher recharge | No  |   0  |   0  |   0  |  20  |
| Phasing zorcher pack     | No  |   0  |   0  |   0  | 100  |
| Phasing zorcher          | No  |   0  |   0  |   0  |  40  |
| LAZ Device               | No  |   0  |   0  |   0  |  40  |
| Backpack +               | Yes |  10  |   4  |   1  |  20  |
`------------------------------------------------------------'

IP: Describes if the item is instantly picked upon contact.

MINI: Mini-/Rapid Zorcher ammunition.

LARG: Large Zorcher ammunition.

PROP: Zorch Propulsor ammunition.

PHAS: Phasing Zorcher ammunition.

All of the figures for the amount of zorch energy obtained from the listed
pickups are double for the Easy Does It and Super Slimey difficulty levels.

+: The first Zorchpak doubles carrying capacity.


2. Health and Armor Pickups
.---------------------------------------.
| Health                | IP  | Incr.   |
|---------------------------------------|
| Glass of water        | Yes | ++   1% |
| Bowl of fruit         | No  | +   10% |
| Bowl of vegetables    | No  | +   25% |
| Supercharge Breakfast | Yes | ++ 100% |
|---------------------------------------|
| Armor                 | IP  | Incr.   |
|---------------------------------------|
| Slime repellent       | Yes | ++   1% |
| Chex Armor            | No  | =  100% |
| Super Chex Armor      | No  | =  200% |
`---------------------------------------'

=  : Sets to this value if current is less, otherwise no change.

+  : Increments, up to 100%.

++ : Increments, up to 200%.


3. Keys
.----------------------.
| Keys           | IP  |
|----------------------|
| Yellow key     | Yes |
| Red key        | Yes |
| Blue key       | Yes |
| Yellow flemkey | Yes |
| Red flemkey    | Yes |
| Blie flemkey   | Yes |
`----------------------'

All keys let you open all key doors of that color. The flemkeys only appear
once each in E3M5: Meteor Spaceship. You'll lose all keys after completing each
level.


4. Miscellaneous

Name: Slimeproof Suit
IP: Yes
Description: It protects you from the effects of stepping into Flemoidus slime
pools that can drain your health fast for a full minute. The screen will have a
green tint placed on it when you pick this up, and when it flashes, itsignifies
that you only have 5 more seconds of use left. Unfortunately, it doesn't
protect you from the slime shot out by the Flemoids themselves.

Name: Computer Area Map
IP: Yes
Description: Collecting this will allow you to see all of the current level's
secret areas, plus all areas you have not visited yet (those will show up as
gray). Unfortunately, it will only last for the current level.

Name: Ultra Goggles
IP: Yes
Description: This item amplifies all light to allow you to see everything in
full brightness for 2 minutes. This is especially useful in dark areas. When
there's only 5 seconds left, they will blink. They can only be found once in
E3M1: Central Command.


D. Characters

Here are some of the characters you'll meet in the game. The information is
given like this.

Name: Name of the character.
Health: The amount of health the character has.
Speed: How many map units are transversed per frame. A frame is 1/35 of a
second.
Pain chance: The odds of flinching when hit by a shot form a Flemoid or
zorcher. The odds are expressed on a 1-256 scale. When a character flinches,
any attack currently in progress is cancelled, the character cries out, and
slime or zorch energy radiates from it for a brief amount of time.
Bootspoon-spork/Mini-Rapid Zorcher: How many zorches it will take to zorch the
character in question with the Bootspoon, Super Bootspork, Mini-zorcher, and
Rapid Zorcher. This number will vary with the distance to the target, chance,
and other factors.
Large Zorcher: Like the Boopspoon-spork/Mini-Rapid Zorcher, except with the
Large Zorcher.
Zorch Propulsor: Number of zorches with the Zorch Propulsor.
Phasing Zorcher: Number of zorches with the Phasing Zorcher.
LAZ Device: Number of zorches with the LAZ Device.
Description: Description of the character.

Name: Chex Warrior
Health: 100
Speed: 24/50
Pain chance: 256
Bootspoon-spork/Mini-Rapid Zorcher: 10
Large Zorcher: 2
Zorch Propulsor: ~2
Phasing Zorcher: 5
LAZ Device: 1
Description: This is you, Chex "Fred Chexter" Warrior. You've been sent to the
planet of Bazoik to rescue the captive citizens there from the clutches of the
Flembrane. You must also thwart the invaison on Chex City that follows, and
then the final invasion by the Flemoids in the Meteor Spaceship.

Name: Flemoidus Commonus
Health: 20
Speed: 8
Pain chance: 200
Bootspoon-spork/Mini-Rapid Zorcher: 2
Large Zorcher: 1
Zorch Propulsor: 1
Phasing Zorcher: 1
LAZ Device: 1
Description: The most common of the Flemoids (hence the name) also happens to
be the weakest of the Flemoids you will see. It can only slime you at close-
range with its nose. One zorch of almost any zorcher should be enoguh to send
it back to its own dimension.

Name: Flemoidus Bipedicus
Health: 30
Speed: 8
Pain chance: 170
Bootspoon-spork/Mini-Rapid Zorcher: 3
Large Zorcher: 1
Zorch Propulsor: 1
Phasing Zorcher: 2
LAZ Device: 1
Description: A stronger version of the Commonus that uses both its nose and its
arms to slime you, making its close-range slime attack stronger. It's also has
more health than the Commonus.

Name: Flemoidus Bipedicus with Armor
Health: 60
Speed: 8
Pain chance: 200
Bootspoon-spork/Mini-Rapid Zorcher: 6
Large Zorcher: 1
Zorch Propulsor: 1
Phasing Zorcher: 3
LAZ Device: 1
Description: A Bipedicus that's wearing armor. Not only does it have more health
and a similar close-range attack, but it can also shoot long-range slime balls
at you, so watch out! That Mini-zorcher that you started out with may not be
adequate to deal with a group of these boogers.

Name: Flemoidus Quadrumpus
Health: 60
Speed: 8
Pain chance: 200
Bootspoon-spork/Mini-Rapid Zorcher: 6
Large Zorcher: 1
Zorch Propulsor: 1
Phasing Zorcher: 3
LAZ Device: 1
Description: This four-armed Flemoid is built tough and appears to be made
especially for combat. Its capabilities match those of the Bipedicus with
armor.

Name: Flemoidus Cycloptis
Health: 150
Speed: 10
Pain chance: 180
Bootspoon-spork/Mini-Rapid Zorcher: 14
Large Zorcher: 2
Zorch Propulsor: 1
Phasing Zorcher: 7
LAZ Device: 1
Description: This one-eyed flying Flemoid is faster and tougher than anything
yet covered. Its armor makes it more resistant to zorching, and its three arms
that look more like tentacles also give it a slimy close-range attack. That
Mini-zorcher really won't work well at all against a group of these slime
monsters.

Name: Flemoidus Larva
Health: 100
Speed: 7
Pain chance: 180
Bootspoon-spork/Mini-Rapid Zorcher: 10
Large Zorcher: 2
Zorch Propulsor: 1
Phasing Zorcher: 5
LAZ Device: 1
Description: A Flemoid larva that isn't quite full-grown yet, but it's still
nothing short of dangerously slimy. It's like the Cycloptis, except it's slower
and has lower health.

Name: Flemoidus Stridicus
Health: 225
Speed: 16
Pain chance: 100
Bootspoon-spork/Mini-Rapid Zorcher: 23
Large Zorcher: 4
Zorch Propulsor: 2
Phasing Zorcher: 12
LAZ Device: 1
Description: This bad booger is the worst of the Cycloptis family. Why is that,
you say? Not only does it have more health, but it's also faster! You just
better hope you've got something better than a Mini-zorcher if you see a group
of these bad boogers.

Name: Flem Mine
Health: 100
Speed: 8/20
Pain chance: 256
Bootspoon-spork/Mini-Rapid Zorcher: 10
Large Zorcher: 2
Zorch Propulsor: 1
Phasing Zorcher: 5
LAZ Device: 1
Description: This little Flemoid leisurely floats around before lunging at you
with slime spewing out of its pores. It typically found in groups.

Name: Super Cycloptis
Health: 400
Speed: 8
Pain chance: 128
Bootspoon-spork/Mini-Rapid Zorcher: 36
Large Zorcher: 6
Zorch Propulsor: 2
Phasing Zorcher: 18
LAZ Device: 1
Description: This Cycloptis variant doesn't behave like the rest of its
brethren. It has an upgraded pod that slows down the Super Cycloptis a little,
but it has more health and gives it a significant amount of mobility, allowing
it to fly around at will. It can also shoot slime balls, as well as slime at
point-blank range, so you had better have something good for dealing with this
type of threat.

Name: The Flembrane
Health: 1,000
Speed: 0
Pain chance: 50
Bootspoon-spork/Mini-Rapid Zorcher: 100
Large Zorcher: 15
Zorch Propulsor: 5
Phasing Zorcher: 50
LAZ Device: 1
Description: This is the wall of flem that is keeping the citizens on Bazoik
hostage. You will have to zorch this booger with everything you've got to send
it back to its own dimension. It's harder to zorch and can deal out more damage
with its short-range slime attacks and long-range slime balls than anything yet
covered. You'll need a better zorcher to deal with this one.

Name: Flemoidus Maximus
Health: 1,000
speed: 8
Pain chance: 50
Bootspoon-spork/Mini-Rapid Zorcher: 100
Large Zorcher: 15
Zorch Propulsor: 5
Phasing Zorcher: 50
LAZ Device: 1
Description: This bad booger has bad news written all over it. It's tough to
zorch, has a dangerous close-range slime attack, and can send out slime balls
as big as your head! It's like the Flembrane, except it can walk around.

Name: The Flembomination
Health: 3,000
Speed: 12
Pain chance: 40
Bootspoon-spork/Mini-Rapid Zorcher: 300
Large Zorcher: 43
Zorch Propulsor: 15
Phasing Zorcher: 150
LAZ Device: 2
Description: This Flemoid is even faster, tougher, and more persistent than the
Maximus! Once it sees you, it will continue to fire large slime balls at you in
a one-two manner until you either hide yourself or attack it.

Name: Lord Snotfolus
Health: 4,000
Speed: 16
Pain chance: 20
Bootspoon-spork/Mini-Rapid Zorcher: 400
Large Zorcher: 58
Zorch Propulsor: 20
Phasing Zorcher: 200
LAZ Device: 3
Description: This is it. This is the main booger that mastermined the last
attack on the Chex Warrior's planet in "Invasion!" This is the toughest
Flemoid, period, with it's tough triple-slime ball attack, fast speed, and
resistance to being zorched. You'll need to throw everything you have at this
one to send it back.


E. Main Menu

As soon as you start up Chex Quest 3, you'll be met with 3 rotating images that
say either "Chex Quest," "Chex Quest 2," or "Chex Quest 3." Press Esc. to bring
up the main menu. There are six options here. Anything not covered in detail
here can be found at the ZDoom website's Wiki at the
http://zdoom.org/wiki/Main_Page URL.


1. Main Menu

NEW GAME: Allows you to choose your episode. Rescue on Bazoik is the Chex Quest
levels, Terror in Chex City is the Chex Quest 2 levels, and Invasion! is the
new Chex Quest 3 levels.

LOAD GAME: Allows you to load a saved game. F9 does this automatically.
Pressing Backspace while choosing a saved game will cause Chex Quest 3 to
prompt you if you really want to do this.

SAVE GAME: Allows you to save the current state. F6 does this automatically.
You can also delete unwanted saves here.

OPTIONS: Gives you various ways of tinkering with how the engine operates.

READ THIS!: Lists the default game controls, though these can be changed within
OPTIONS.

QUIT GAME: Quits Chex Quest 3 and takes you back to Windows or whatever.


2. OPTIONS

Let's investigate OPTIONS a little more, since there really isn't much to
anything else on that list.

CUSTOMIZE CONTROLS: This is where you can change what certain keys do, and even
add some advanced features like jumping and crouching, though none of these
advanced features are needed to win the game. To input a new ket, select the
action that you'd like to change, press Enter, then press another key to map a
key to that action, or Esc. to cancel. You can map up to two different keys to
a certain action, but choosing a key already being used will delete that key
for whatever it was on before. Pressing Backspace while choosing an action will
delete all of the keys for that action. INVENTORY and STRIFE POPUP SCREENS
don't serve any purpose, though.

MOUSE OPTIONS: Allows you to change the behavior of the mouse.

JOYSTICK OPTIONS: Only useful if you have a joystick conntected to your
computer.

ALWAYS RUN: Alters the engine where instead of Shift making your movements go
faster, your movements are automatically fast, but Shift slows them down. There
really isn't any reason NOT to have this on.

PLAYER SETUP: Mainly just for personalizing your gameplay experience, like
changing the name that appears with text strings, the color of your outfit,
your gender in those text strings, and a few other things, like AUTOAIM.
AUTOAIM will change the degree to which the game will automatically aim your
shots vertically at a Flemoid.

GAMEPLAY OPTIONS: Entirely for Multiplayer stuff.

COMPATIBILITY OPTIONS: Let's you toggle a slew of miscellaneous stuff that's
mainly meant to be used for classic Doom PWADs, though some are pretty
interesting. ENABLE WALL RUNNING, for instance, allows you to run extremely
fast if you're running against a long, straight wall, and CRIPPLE SOUND FOR
SILENT BFG TRICK messes with the sound system and allows you to fire the LAZ
Device and immediately move to a wall and try to use it in order to silence the
LAZ Device.

SOUND OPTIONS: This is where you change the sound setup.

DISPLAY OPTIONS: Provides you with some pretty important options that effect
various graphical details.

SET VIDEO MODE: Allows you to change more advanced display options like the
aspect ratio and fullscreen mode.

RESET TO DEFAULTS: Changes all options back to their original states.

RESET TO LAST SAVED: Changes all options back to the state they were in the
last time you exited Chex Quest 3.

GO TO CONSOLE: Takes you to the game console, where you can input more options.
The ` key will automatically take you there.


3. NEW GAME

Now that we're basically aquanted with the menu and the stuff that's in the
game, we can begin to play Chex Quest 3!

When you select NEW GAME, you're presented with 3 options: Rescue on Bazoik
(Chex Quest), Terror in Chex City (Chex Quest 2), and Invasion! (Chex Quest 3).
Since this is a complete walkthrough, we'll be choosing Rescue on Bazoik first.

Now we have five more options for the difficulty we want.

Easy Does It (1): The easiest difficulty. All zorch pickups provide double the
ammo, and you take half the damage from the Flemoids' attacks.

Not So Sticky (2): The same as Easy Does It, except the zorch pickups provide
the standard amount of ammo, and you take normal damage.

Gobs of Goo (3): There may be more Flemoids and fewer items, depending on the
level you're on.

Extreme Ooze (4): There may be even more Flemoids, fewer items, and more or
less zorch pickups.

Super Slimey! (5): The hardest difficulty. Like Easy Does It, you're given
double the ammo, but that's the only good news. The amount of Flemoids and
items is the same as Extreme Ooze, Flemoids are faster (especially the
Cycloptis, Larvae, and Stridici!) and their slime balls are faster, but the
worst is that Flemoids will teleport themselves back to your dimension not long
after you zorch them. You shouldn't even bother zorching every Flemoid you see
for a 100% FLEMOIDS RETURNED score, because if you zorch just the Flemoids in
your way, there's a chance you'll still get over 100% because of the Flemoids
returning.

We'll be choosing Easy Does It for the purposes of this walkthrough.


4. Intermission Screen

When you win a level other than the last level in each episode, you'll be taken
to an intermission screen where your progress will be shown. Here's what you'll
see.

FINISHED: This follows the name of the level.

FLEMOIDS RETURNED: The percentage of the Flemoids you zorched. This number can
be higher than 100% on Super Slimey because of reappearing Flemoids.

ITEMS FOUND: The percentage of items that you found. Only certain items count
to this percentage. They are the glass of water, Supercharge Breakfast, slime
repellent, Computer Area Map, and Ultra Goggles items.

SECRET AREAS FOUND: The percentage of how many secret areas you found. All of
them are listed later in this walkthrough as you play the game, as well as in
the table of contents at the beginning of this walkthrough.

TIME: The top time is how long in minutes and seconds you took to complete the
level, and the bottom time is your total time for the current episode.

PAR: The par time for the level.

The intermission screen doesn't appear for the last level in an episode.
Instead, a text screen appears to advance the story.


IV. Rescue on Bazoik

Central Command orbited high above the planet. This was the place to be. People
were flying in to get to a special meeting. The Intergalactic Federation of
Cereals had found something mind jarring on the nutritional mines of Bazoik,
and they apparently thought it was important enough to scramble the whole
Federation, as well as Chex Squadron.

The last of the ships came in, one carrying a Dr. Josh Crispinbowl. The
security door opened three different ways to reveal Dr. Crispinbowl. He walked
through the guarded entrance to the meeting room where Admiral (Muriel) Wheet,
leader of the Senior Cereal Council, was going to be giving a speech on these
happenings. Dr. Crispinbowl already knew what the subject matter was. It was
his research team that had discovered the Flemoids in the first place. He had
came prepared with the results of his experimentation that Admiral Wheet, a
close personal friend of his, had asked him to bring.

Admiral Wheet went into her speech. "Last week, a volcano exploded on planet
Bazoik, launching particles of rock into space." The video screen behind her
depicted the volcanic explosion. "One of these asteroids was captured by the
squadron and brought to our labs."

Dr. Crispinbowl set down his transparent case he had been carrying. It appeared
to contain just a rock from the volcano explosion, but everyone knew better
than that. They just didn't know what else was in there. Dr. Crispinbowl opened
the case, and took out a large magnifying glass to double check his
discoveries. Sure enough, tiny green larvae could be seen squirming around on
the rock.

He then began his presentation. With a somewhat-Russian accent, he said, "We
were investigating these blobules as proof of cellular life on other planets,
when we discovered that they actually contain eggs to an evil cereal eating
creature from another dimension!" The screen behind Admiral Wheet and Dr.
Crispinbowl then changed to depict a xeon ray examination of a Flemoid larva.
"We call them--Flemoids." The screen changed again, showing a picture of a
full-grown Flemoidus Commonus specimen. For the next stage of his experiment,
he took a dripper and filled it up with some milk he had brought. "When Flemoid
eggs are exposed to nutritional substances, the eggs hatch." He then took the
dripper, put a drop of milk into the case, and quickly closed the case. The
case began to shake violently, surprising General Breakfaust and capturing his
full attention. Suddenly, a large pea-like blob with two large eyes grew out
and took up the whole case.

General Breakfaust just could not believe he saw what he just did. He was the
first to speak out. "Proposterous! We have a nutritional development center in
the caverns of Bazoik. They're growing fruit and vegetables, and they haven't
had ANY trouble!"

"General, two days ago we lost contact with Bazoik," responded Admiral Wheet in
a grim tone. This statement caught the entire audience's attention. People
starting rising and talking to each other. "We can only assume the Flemoids
have taken over."

Dr. Crispinbowl added to the bad news. "To make matters worse, we have found
that conventional weapons seem to have no effect on Flemoids!"

"We need a volunteer," said Admiral Wheet, "to fly to the caverns of Bazoik and
attempt a rescue of our citizens there!"

Another skeptic by the name of General Puffer rose up and retorted, "That's
ridiculous! What soldier would be fool enough to enter a cavern full of
unstoppable Flemoids from another dimension?!"

For his last experiment in response to General Puffer's question, Dr.
Crispinbowl pulled out a zorcher. "By recalibrating the phase frequency of our
zorchers, to match that of our transporters, we can send the Flemoids back to
their own dimensions." He then pointed the zorcher at the case he had brought
to the meeting and used it on the case. Zorch energy encompassed the case,
making it disappear in a bright, white flash.

"We NEED a volunteer," stressed Admiral Wheet. A hush filled the room, and the
once-excited crowd, including Generals Breakfaust and Puffer, sulked down at
this thought-provoking statement from Admiral Wheet.

Then, when all seemed quiet and hopeless, you, Fred Chexter, the leader of Chex
Squadron, rose up to the occasion and announced, "I'm from Chex Squadron, and I
volunteer!" The crowd was once again filled with emotion, rising up to see this
brave face.

There was no time to waste. You quickly prepped for battle, and was rushed out
to your ship that had docked to Central Command. You took off in a hurry, for
there was a planet full of desperate people that needed help against these
Flemoids.

After a relatively short journey, your ship landed down in the Bazoik landing
zone. The landing was unusually quiet. You stepped out, knowing full well that
this would not be the case for long. This was it. You're their only defense.
You had to defeat these evil Flemoids, or else, all would be lost for Bazoik.


A. E1M1: Landing Zone
.----------------------------------------.
|                 Things                 |
|----------------------------------------|
| Par                               1:50 |
| Secrets                              3 |
|----------------------------------------|
| Flemoids            | 1, 2 |  3 | 4, 5 |
|----------------------------------------|
| Bipedicus           |    3 |  3 |    3 |
| Commonus            |   22 | 22 |   22 |
| Cycloptis           |    1 |  1 |    1 |
|----------------------------------------|
| Total               |   26 | 26 |   26 |
|----------------------------------------|
| Powerups            | 1, 2 |  3 | 4, 5 |
|----------------------------------------|
| Bowl of fruit       |    3 |  3 |    3 |
| Bowl of vegetables  |    1 |  1 |    1 |
| Chex Armor          |    1 |  1 |    1 |
| Glass of water      |    7 |  7 |    7 |
| Slime repellent     |    9 |  9 |    9 |
|----------------------------------------|
| Zorchers            | 1, 2 |  3 | 4, 5 |
|----------------------------------------|
| Rapid Zorcher       |    1 |  1 |    1 |
|----------------------------------------|
| Ammunition          | 1, 2 |  3 | 4, 5 |
|----------------------------------------|
| Mini zorch pack     |    1 |  1 |    1 |
| Mini zorch recharge |    6 |  6 |    6 |
|----------------------------------------|
| Keys                | 1, 2 |  3 | 4, 5 |
|----------------------------------------|
| Blue key            |    1 |  1 |    1 |
| Red key             |    1 |  1 |    1 |
`----------------------------------------'


1. SECRET AREA #1

Circle the landing area to pick up some goodies, then go through the gray metal
door sticking out towards your ship. Pick up the blue key. Now, go forward and
open the wall in front of you to access SECRET AREA #1. Grab the Rapid Zorcher
and head back to where you started.


2. SECRET AREA #2

Open the large hanger door for a mini zorch recharge. After that, go through
the second metal door into the main area of the level. Next, go through the
small corridor that was in front of where you entered. Open the door at the end
and grab the mini zorch pack in the corner. Open the large hanger door and head
to the blue key door. Open the next door. Get the red key and any other
goodies, then head back out the next door. You will now see two large hanger
doors next to each other. The left one leads to a Commonus and a mini zorch
recharge, but if you open the door with the instrument panel, you'll findSECRET
AREA #2. Grab the bowl of vegetables if you need it.


3. SECRET AREA #3

Head back out, and head into the second large hanger door for a single slime
repellent. Go up the steps and take a left to return to the main area. Open the
red key door, and go into the little area to the right. Open the door concealed
by a slimed picture of General Puffer to find a Chex Armor in SECRET AREA #3.


4. Exit

Now use the switch at the end of the room to end the level.


B. E1M2: Storage Facility
.------------------------------------------.
|                  Things                  |
|------------------------------------------|
| Par                                 3:00 |
| Secrets                                4 |
|------------------------------------------|
| Flemoids              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bipedicus             |   20 | 20 |   20 |
| BWA                   |    5 |  5 |    5 |
| Commonus              |   48 | 48 |   48 |
| Cycloptis             |   12 | 12 |   12 |
|------------------------------------------|
| Total                 |   85 | 85 |   85 |
|------------------------------------------|
| Powerups              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bowl of fruit         |    6 |  6 |    6 |
| Bowl of vegetables    |    7 |  7 |    7 |
| Chex Armor            |    2 |  2 |    2 |
| Glass of water        |   13 | 13 |   13 |
| Slime repellent       |    7 |  7 |    7 |
| Super Chex Armor      |    3 |  3 |    3 |
| Supercharge Breakfast |    1 |  1 |    1 |
| Zorchpak              |    3 |  3 |    3 |
|------------------------------------------|
| Zorchers              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| LAZ Device            |    1 |  1 |    1 |
| Phasing Zorcher       |    3 |  3 |    3 |
| Rapid Zorcher         |    3 |  3 |    3 |
| Zorch Propulsor       |    2 |  2 |    2 |
|------------------------------------------|
| Ammunition            | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Large zorcher pack    |    3 |  3 |    3 |
| Mini zorch pack       |    3 |  3 |    3 |
| Mini zorch recharge   |    7 |  7 |    7 |
| Phasing zorcher pack  |    7 |  7 |    7 |
| Zorch propulsor pack  |    1 |  1 |    1 |
|------------------------------------------|
| Keys                  | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Blue key              |    1 |  1 |    1 |
| Red key               |    1 |  1 |    1 |
| Yellow key            |    1 |  1 |    1 |
`------------------------------------------'


1. SECRET AREA #1

Go through the first door you see. Run around through the large, main room,
collecting such goodies as a mini zorch pack, a Super Chex Aromr, a Rapid
Zorcher, a phasing zorcher pack (you'll get to take your pick from three
different Phasing Zorchers later in the level), and a large zorcher pack. You
won't see a Large Zorcher until E1M3: Laboratory, but picking the pack up now
will give you ammo for then. Now, go to the front of the large room, and go to
the left to take the stairs upward. At the top you should see a Supercharge
Breakfast and some other goodies guarded by a Cycloptis.  Continue around the
corner for a Zorchpak behind some green oxygen tanks. Run toward the Chex boxes
on the left side to receive a Rapid Zorcher and mini zorch pack guarded by a
Commonus. Midway through the upper area you'll see another Super Chex Armor and
a yellow key. After the next right turn, you'll see your first Phasing Zorcher
next to some more Chex boxes. Go around another corner, down the stairs, and
back into the main room. After getting back to the main room, take another 90
degree left to go down yet another flight of stairs. Open the yellow key door
and take the teleporter into a room guarded by three Commoni. This leads to the
first refrigerated storage room. Open the door, and after cleaning out the room
of all Flemoids, go to the right corner next to the large power lift, and send
it down. You'll see your first Zorch Propulsor. Grab that, then head to the
other end of the lift. Right when the lift is starting to go up, run
immediately towards the boxes in front of you. If you time it right, you'll
land yourself right on top of the boxes. Now look at the wall. You'll see an
area that has a misaligned texture. Open it like a door to enter SECRET AREA
#1. Inside, you'll see not only your first LAZ Device and a phasing zorcher
pack, but you'll also see framed photos of nine of the Digital Cafe people that
helped make Chex Quest possible. Their names, starting from where you entered
the room and going clockwise, are Scott Holman, Michael Koenigs, Mary Bregi,
Josh Storms, Joel Koenigs, Dean Lincoln Hyers, David Brus, Charles "Chukker"
Jacobi, and Andrew "drooben" Benson. With that out of the way, make your way
back into the refrigerated storage.


2. SECRET AREA #2

Go back to the right end of the power lift, where the Zorch Propulsor was, and
make your way up. Take the first left, and begin a relatively lengthy ordeal
with the Flemoids in this area, starting with two Cyclopti. Grab the zorch
propulsor pack, but also note the switch on the other end of the table. Use it
to open a secret door to a teleporter. We'll be going in there later. Go back
out into the hallway and take a left to get into the end room. Take another
left to see a cluster of boxes in the edge of the room. They are concealing a
red key, a phasing zorcher pack, and a Cycloptis. After dealing with those
things, get behind the white box in the room to see another switch. Get back
into the hallway and take a left to enter a room with boxes everywhere. There's
a Zorchpak within, but in the left corner ahead, there is also SECRET AREA #2
that that last switch just opened. Get the Phasing Zorcher and the pack that
comes with it.


3. SECRET AREA #3

Go across the hallway into the room where you revealed the teleporter. This is
also SECRET AREA #3.


4. SECRET AREA #4

As soon as you emerge, you'll disturb two Commoni and begin another ordeal with
Flemoids. Use the switch in front of you to reveal the final secret area of the
level. Take a left into the hallway, towards the end room. Go right for a
phasing zorcher pack and left for a blue key. Go back into the hallway and take
the first left. You'll see SECRET AREA #4, an area with a teleporter. Don't use
it. Go just far enough to activate the secret area message.


5. Exit

Go back and take another left turn down the hallway. Collect the glasses of
water (remember, they count towards your ITEMS FOUND percentage, regardless of
the fact that you may or may not need them) and go down the power lift. Go
through the large door and take the teleporter out of the second refrigerated
room. Go through the yellow key door, take the teleporter, then take the
teleporter you just appeared on. Open the yellow key door you see to zorch a
Commonus you missed. Now go up the flight of stairs, and take a u-turn down the
side of the room. Take the power lift in the middle of the wall. Get the Zorch
Propulsor and go right. Use the switch in the middle of the room, get the Rapid
Zorcher in the slime, and open the blue key door. Get the mini zorch pack in
the middle of the room, as well as the large zorcher pack and bowl of fruit
flanking the teleporter. Take the teleporter, use the switch you see, and take
the next teleporter. Grab the phasing zorcher pack if you need it, then go left
through the next area. The layout is essentially the same as the previous area.
\After you make it back to the area where the power lift took you, open the big
door in front of you to see your first BWAs. Activate the switch to end the
level.


C. E1M3: Laboratory
.---------------------------------------------.
|                   Things                    |
|---------------------------------------------|
| Par                                    3:20 |
| Secrets                                   4 |
|---------------------------------------------|
| Flemoids                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bipedicus                |   30 | 30 |   30 |
| BWA                      |    4 |  4 |    4 |
| Commonus                 |   32 | 32 |   32 |
| Cycloptis                |    9 |  9 |    9 |
|---------------------------------------------|
| Total                    |   75 | 75 |   75 |
|---------------------------------------------|
| Powerups                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bowl of fruit            |    1 |  1 |    1 |
| Bowl of vegetables       |    4 |  4 |    4 |
| Chex Armor               |    2 |  2 |    2 |
| Computer Area Map        |    2 |  2 |    2 |
| Glass of water           |    3 |  3 |    3 |
| Slime repellent          |    7 |  7 |    7 |
| Zorchpak                 |    1 |  1 |    1 |
|---------------------------------------------|
| Zorchers                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large Zorcher            |    1 |  1 |    1 |
| Phasing Zorcher          |    1 |  1 |    1 |
| Super Bootspork          |    1 |  1 |    1 |
| Zorch Propulsor          |    1 |  1 |    1 |
|---------------------------------------------|
| Ammunition               | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large zorcher pack       |    3 |  3 |    3 |
| Large zorcher recharge   |    3 |  3 |    3 |
| Mini zorch recharge      |   14 | 14 |   14 |
| Phasing zorcher pack     |    1 |  1 |    1 |
| Phasing zorcher recharge |    4 |  4 |    4 |
| Zorch propulsor pack     |    1 |  1 |    1 |
|---------------------------------------------|
| Keys                     | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Blue key                 |    1 |  1 |    1 |
| Red key                  |    1 |  1 |    1 |
| Yellow key               |    1 |  1 |    1 |
`---------------------------------------------'


1. SECRET AREA #1

Go left into the cave area. Besides a few other items scattered about, at the
end of it, you'll find a Super Bootspork. Head back up, u-turn to the left, and
open the bookcases. You'll find a Computer Area Map in SECRET AREA #1. Head
back out.


2. SECRET AREA #2

Hit the switch, open the door, and go into the forward room with the large
zorcher pack. After picking up everything there, get the items in the first
area, then open the regular metal door. Go though the various areas, skipping
the large vent for now. Open a slim, black door to enter a large room with a
group of Commoni and a blue key. Now it's time to go through that vent and into
SECRET AREA #2. Take the teleporter back into the first area.


3. SECRET AREA #3

Open the door you see and take a right for the blue key door. Go straight ahead
to the next blue key door, but first turn around to see a Chex Armor and SECRET
AREA #3.


4. SECRET AREA #4

Use to the teleporter at the end of the hallway. You'll enter a room with two
Cyclopti and your first Large Zorcher. It should already be nicely filled. Open
the door, and in the next room, use the shelf on the right to access SECRET
AREA #4. Grab the Zorch Propulsor and Zorchpak, and open the next door.


5. Exit

Grab the phasing zorcher pack in the next yellow room, then open the metal
door. Open the next door, and take a left for a large zorcher pack and another
door. This time, go left, towards a room with a yellow key. We could go back to
the 4-way hub right now, but of course, we want to get everything, so we'll
just go straight ahead at the intersection so we can get the jump on two
Bipedici. Make your way forward, back into the dark room, and examine both
your right and left to grab a large zorcher rechange and pack. Now make your
way back into the 4-way hub. Take a left for a yellow key door and a relatively
straight run for the red key, though do take note of the second Computer Area
Map; you need it to get a full items rating, but you must also get it quickly,
because it's located above some hidden slime. Once you make it to a blue room
with several white tables, go right to enter a well-concealed area with a Chex
Armor. Now make your way to the other side to get the red key. Head back to the
4-way hub, and go straight forward to the red key door. Advance, get the zorch
propulsor pack, and go straight on to the finish.


D. E1M4: Arboretum
.------------------------------------------.
|                  Things                  |
|------------------------------------------|
| Par                                 4:00 |
| Secrets                                3 |
|------------------------------------------|
| Flemoids              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bipedicus             |   20 | 20 |   20 |
| BWA                   |    8 |  8 |    8 |
| Commonus              |   20 | 20 |   20 |
| Cycloptis             |    3 |  3 |    3 |
|------------------------------------------|
| Total                 |   51 | 51 |   51 |
|------------------------------------------|
| Powerups              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bowl of fruit         |    3 |  3 |    3 |
| Bowl of vegetables    |    2 |  2 |    2 |
| Glass of water        |    7 |  7 |    7 |
| Slime repellent       |    4 |  4 |    4 |
| Super Chex Armor      |    1 |  1 |    1 |
| Supercharge Breakfast |    1 |  1 |    1 |
| Zorchpak              |    3 |  3 |    3 |
|------------------------------------------|
| Zorchers              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Rapid Zorcher         |    1 |  1 |    1 |
|------------------------------------------|
| Ammunition            | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Large zorcher pack    |    1 |  1 |    1 |
| Mini zorch pack       |    3 |  3 |    3 |
| Mini zorch recharge   |   13 | 13 |   13 |
| Zorch propulsor pack  |    1 |  1 |    1 |
|------------------------------------------|
| Keys                  | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Blue key              |    1 |  1 |    1 |
| Yellow key            |    1 |  1 |    1 |
`------------------------------------------'


1. SECRET AREA #1

Take the power lift up, then head right, into the vent. Grab the large zorcher
pack, and make your way down to the Zorchpak in SECRET AREA #1.


2. SECRET AREA #2

Open the hidden door with the two lights. Go left on the first door you see.
Clear everything out of the room, both Flemoids and items. Head out either
door, then go to the outside door between the two. Go right for a blue key,
then back the other way for a Rapid Zorcher. Go through the vent to get a Super
Chex Armor in SECRET AREA #2.


3. SECRET AREA #3

Open the door, go left, then enter the vent. At the bottom is a mini zorch pack
in SECRET AREA #3.


4. Exit

Take a left, another left up the steps, then a right to the blue key door. Open
the door in front of you for a Zorchpak located in SECRET AREA #4. Activate the
switch in the room, then head back out the blue key door, towards the vent you
recently exited from. Get the yellow key, then go back in the blue key room.
Take the back door to the right, collect the mini zorch and zorch propulsor
packs, and everything else there is, then open the yellow key door. You'll
enter a large maze area. First, take a right and get the Supercharge Breakfast.
Make your way back to where you entered the maze, then enter the double-sided
branches. Take the second left you see to meet up with two mini zorch
recharges. Go back and take the first right you see. Go all the way past the
second set of "transparent branches" to eventually get a Zorchpak. Now go
through those branches. You'll meet another t-way intersection. Go right to get
a mini zorch recharge, then go the other way. Go left at the next intersection
for another mini zorch recharge, then go the other way to get to the door.
Continue forward to end the level.


E. E1M5: Caverns of Bazoik
.-------------------------------------------.
|                  Things                   |
|-------------------------------------------|
| Par                                  5:00 |
| Secrets                                 4 |
|-------------------------------------------|
| Flemoids               | 1, 2 |  3 | 4, 5 |
|-------------------------------------------|
| Bipedicus              |    9 |  9 |    9 |
| BWA                    |   27 | 27 |   27 |
| Commonus               |   29 | 29 |   29 |
| Cycloptis              |   10 | 10 |   10 |
| Flembrane              |    1 |  1 |    1 |
|-------------------------------------------|
| Total                  |   76 | 76 |   76 |
|-------------------------------------------|
| Powerups               | 1, 2 |  3 | 4, 5 |
|-------------------------------------------|
| Bowl of fruit          |    5 |  5 |    5 |
| Bowl of vegetables     |    7 |  7 |    7 |
| Chex Armor             |    2 |  2 |    2 |
| Glass of water         |   32 | 32 |   32 |
| Slime repellent        |   29 | 29 |   29 |
| Slimeproof Suit        |    1 |  1 |    1 |
| Super Chex Armor       |    1 |  1 |    1 |
| Zorchpak               |    1 |  1 |    1 |
|-------------------------------------------|
| Zorchers               | 1, 2 |  3 | 4, 5 |
|-------------------------------------------|
| Large Zorcher          |    3 |  3 |    3 |
| Phasing Zorcher        |    1 |  1 |    1 |
| Rapid Zorcher          |    1 |  1 |    1 |
| Super Bootspork        |    2 |  2 |    2 |
| Zorch Propulsor        |    1 |  1 |    1 |
|-------------------------------------------|
| Ammunition             | 1, 2 |  3 | 4, 5 |
|-------------------------------------------|
| Large zorcher pack     |    6 |  6 |    6 |
| Large zorcher recharge |    1 |  1 |    1 |
| Zorch propulsor pack   |    1 |  1 |    1 |
|-------------------------------------------|
| Keys                   | 1, 2 |  3 | 4, 5 |
|-------------------------------------------|
| Blue key               |    1 |  1 |    1 |
| Red key                |    1 |  1 |    1 |
| Yellow key             |    2 |  2 |    2 |
`-------------------------------------------'


1. SECRET AREA #1

Open the door, and go through the first hole to the left to get another Super
BootSpork in SECRET AREA #1.


2. SECRET AREA #2

Take a left out of the hole. Also note the Large Zorcher in the small slime
pool. You'll eventually come to a split in the path with three new routes.
We're taking the left route for now. After the first strech of dark area,
you'll see a light attached to the wall on the right. Open that for a special
yellow key. There's another door concealed as a misaligned texture. Open it and
go forward a little to enter SECRET AREA #2. You can actually continue forward
for a shortcut to the Flembrane, and since the last level of each episode
doesn't record your time or how much of the level you completed, you'll miss
essentially nothing in terms of completion. Of course, for this walkthrough,
we'll be going the full nine yards.


3. SECRET AREA #3

Go back out and continue your path down the corridor. Near the end of the
corridor where you can see the drop-off to the room below, you'll see a
misaligned texture to the left. Open it for SECRET AREA #3, which contains a
Super Bootspork and two large zorcher packs.


4. SECRET AREA #4

Go deal with the two Bipedici you see. Now take the drop down to the area
below. Approach the mine cart, then take the teleporter to the left. Make your
way to the blue key and Chex Armor, then go back to the teleporter you took.
Make your way to the blue key door and open it. You should see a door to the
right past the boxes. Open it, get the Rapid Zorcher and red key, then go out
the other door. Go left to get a Phasing Zorcher, then past the first door to
the room with the red key. Now look to the right. When you see a light on the
wall, open it to gain access to SECRET AREA #4. In it is a Large Zorcher and a
teleporter.


5. Exit

Take the teleporter to the left that you took earlier. Take the next teleporter
to end up back in front of the second path. All that remains now is the third
path. Take it. Go in the first black door you see to get a Slimeproof Suit.
Open the next door to find a bowl of fruit. Continue forward through two more
teleporters. Take the right path in the large cave room (since the left path is
blocked by several stalagmites). Look left for a Zorchpak in a slime pool. Grab
it, then go to the right to continue your way towards the end. You'll
eventually reach a dropoff at a slimefall. Go down and reach dry gound to get
to the final stretch of this episode. First, deal with the Flembrane that you
see. After doing so, we'll go clockwise around the room, investigating the
various hidden rooms. Start at where the Flembrane used to be. The first light
door leads to a Zorch Propulsor and some other goodies. The slimefall after
that conceals a harmless room with a LAZ Device and Super Chex Armor. The next
light door leads to a Chex Armor, among other things. The next door says "Chex
MINERAL MINES." Open that for a zorch propulsor pack and a bunch of health
upgrades. The next hidden door is between the slimefall you went down to enter
this area and another Chex MINERAL MINES door (it's dead, so ignore it). The
hidden area has a BWA at the other end, and is actually the exit point of the
shortcut to the Flembrane. The next light door has a Large Zorcher, three large
zorcher packs, and a bunch of slime repellents. The next light door has a large
zorcher pack and more of the same. The final light door has several more
glasses of water. And that's it! Approach the captives to end the episode.


V. Terror in Chex City

With the Flembrane out of the way, you can finally get to the imprisoned people
trapped in the slime of their captors. "Please help us," one of them pleads.
"We're stuck."

"Don't worry," you assure them. "Just relax. I'll get you out of this gunk."
You get out your Bootspoon and get to work peeling off the slime, while
avoiding unnecessary accidents.

Finally, you get it all off. "Oh. Ah. Thanks," said the same one as before in
the same cool voice.

With this, your group travels back to the landing zone where you landed your
ship originally.

You make it back to the landing zone, at the same area where you landed your
ship. You check the area over and see nothing. "Okay. Let's make a break for
it," you order. You and the former captives begin to run to your ship. With
everyone walking up the ship's ramp, you announce, "We're almost there!"

Just then, you hear that all too common cry of the Flemoudus Commonus. You look
and see that you was followed! "Oh, no!" you exclaim. An entire group of them
hurries towards your ship. You can only hold them off with your Mini-zorcher,
since you used all of your other ammo previously. Realizing the overwhelming
odds with just your Mini-zorcher, you rush into the ship and close the ramp.
The Flemoids begin to feverishly slime the ship up, making sure it can never
make liftoff. The alarm begins to sound, signaling engine problems. You put the
engines on full power to try to break free from the slime. "Gotta... break...
free...." you groan as you hear the slime building up tension from the ship
trying to snap loose. Suddenly, you hear a snap, and the ship throws itself
forward from the landing zone back into space.

While traveling back home to Chex City, your inboard computer beeps, signaling
an incoming message. Apparently, your progress has been monitored. "ATTENTION:
SUBSPACE TRANSMISSION," your ship's computer announces.

The communicator chirps. "Congratulations, warrior!" the female voice says on
the other end of the line. "You have succeeded in your mission. Your efforts
have honored us all!"

"Thank you, Commander," you reply cordially, "but hold the Party Mix, because
we haven't seen the LAST of the Flemoids...."

Unfortunately you are correct. For as you return home, you find that the
Flemoids have somehow followed you here. Prepare for Chex Quest 2: Terror in
Chex City!


A. E2M1: Spaceport
.------------------------------------------.
|                  Things                  |
|------------------------------------------|
| Par                                 4:00 |
| Secrets                                3 |
|------------------------------------------|
| Flemoids              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bipedicus             |    7 |  7 |    7 |
| Commonus              |   30 | 30 |   30 |
| Larva                 |    2 |  2 |    2 |
| Quadrumpus            |    2 |  2 |    2 |
|------------------------------------------|
| Total                 |   41 | 41 |   41 |
|------------------------------------------|
| Powerups              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bowl of fruit         |    3 |  3 |    3 |
| Bowl of vegetables    |    3 |  3 |    3 |
| Glass of water        |    6 |  6 |    6 |
| Slime repellent       |    5 |  5 |    5 |
| Super Chex Armor      |    1 |  1 |    1 |
| Supercharge Breakfast |    3 |  3 |    3 |
| Zorchpak              |    1 |  1 |    1 |
|------------------------------------------|
| Zorchers              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Large Zorcher         |    2 |  2 |    2 |
| Phasing Zorcher       |    1 |  1 |    1 |
| Rapid Zorcher         |    1 |  1 |    1 |
| Zorch Propulsor       |    1 |  1 |    1 |
|------------------------------------------|
| Ammunition            | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Mini zorch pack       |    1 |  1 |    1 |
| Phasing zorcher pack  |    1 |  1 |    1 |
| Zorch propulsor pack  |    2 |  2 |    2 |
|------------------------------------------|
| Keys                  | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Blue key              |    1 |  1 |    1 |
| Red key               |    1 |  1 |    1 |
`------------------------------------------'


1. SECRET AREA #1

Run left into the diner. Get the glass of water, then go inside the vent for a
Large Zorcher in SECRET AREA #1.


2. SECRET AREA #2

Get the Zorchpak in the corner and the Supercharge Brekafast, then go back from
whence you came. Exit the diner and go left, then take another left to enter
the building. Take yet another left to go through the first large spaceport
door. Go left towards the switch near the blue key. Get the blue key, jump out
the opening, then make your way to the large power lift that just lowered.
There's a Supercharge Breakfast, a Zorch Propulsor, and two packs for it. Now
go left towards the vent. You'll find a Rapid Zorcher in SECRET AREA #2.


3. SECRET AREA #3

Open the large spaceport door and enter the blue key area. Go right at the
t-way intersection you'll eventually reach to get a red key. Go the other way
to get a Large Zorcher and a ride down to the first area. Go through the first
red key door you come across, and go through the Bazoik space tour poster to
find SECRET AREA #3, containing a Supercharge Breakfast, a Phasing Zorcher, a
pack for it, and a Super Chex Armor.


4. Exit

Take the teleporter. Go forward to the switch and use it to end the level.


B. E2M2: Cinema
.---------------------------------------------.
|                   Things                    |
|---------------------------------------------|
| Par                                    3:20 |
| Secrets                                   3 |
|---------------------------------------------|
| Flemoids                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bipedicus                |   15 | 15 |   15 |
| BWA                      |    8 |  8 |    8 |
| Commonus                 |   36 | 36 |   36 |
| Larva                    |    2 |  2 |    2 |
| Quadrumpus               |    4 |  4 |    4 |
|---------------------------------------------|
| Total                    |   65 | 65 |   65 |
|---------------------------------------------|
| Powerups                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bowl of fruit            |    2 |  2 |    2 |
| Bowl of vegetables       |    2 |  2 |    2 |
| Chex Armor               |    1 |  1 |    1 |
| Slime repellent          |    5 |  5 |    5 |
| Zorchpak                 |    1 |  1 |    1 |
|---------------------------------------------|
| Zorchers                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large Zorcher            |    1 |  1 |    1 |
| Phasing Zorcher          |    1 |  1 |    1 |
| Super Bootspork          |    1 |  1 |    1 |
| Zorch Propulsor          |    1 |  1 |    1 |
|---------------------------------------------|
| Ammunition               | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large zorcher pack       |    2 |  2 |    2 |
| Large zorcher recharge   |    1 |  1 |    1 |
| Mini zorch pack          |    3 |  3 |    3 |
| Mini zorch recharge      |   11 | 11 |   11 |
| Zorch propulsor recharge |    1 |  1 |    1 |
|---------------------------------------------|
| Keys                     | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Blue key                 |    1 |  1 |    1 |
| Red key                  |    1 |  1 |    1 |
| Yellow key               |    1 |  1 |    1 |
`---------------------------------------------'


1. SECRET AREA #1

Don't forget the easy-to-miss mini zorch pack at the corner next to where you
start at the beginning of the level. Go forward and get the Large Zorcher in
another corner. Enter the cinema, and take a left towards the food counter to
find a large zorcher pack within. Now take the black door to the right. Use the
switch at the opposite corner of the room, then head back to the ticket booth
you saw when you first entered the cinema to get a blue key. Now go to the blue
key door at the left end of the room. The light in the first theater is
appropriately dark, so be careful not to bump into any Commoni. Hang left until
you reach a black door. Go left down the street, take the power lift up, then
get the Zorch Propulsor in the corner and the yellow key in the center. Jump
down, then take a right at the ticket booth. You'll notice two arcade machines
to the right. Use the one that says "BLASTER" to reveal a Phasing Zorcher in
SECRET AREA #1.


2. SECRET AREA #2

Contine to the right to find the yellow key door. The situation is the same as
the last theater. Make your way to the Chex door, then open it to get a mini
zorch pack and a red key. Go into the vent and negotiate your way to the roof
of a building. Go left, use the switch behind the white box, then enter the
vent at the end of the area to find SECRET AREA #2, with a Super Bootspork
stashed at the end of it.


3. SECRET AREA #3

Jump the roof and head back to the yellow key door. The screen should be open
now, revealing SECRET AREA #3 with a Chex Armor.


4. Exit

Go back through the yellow key door, take a right, then open the red key door.
Again, hold left and keep an eye out for Flemoids in the dark. The end of level
switch is just up ahead.


C. E2M3: Chex Museum
.------------------------------------------.
|                  Things                  |
|------------------------------------------|
| Par                                 4:00 |
| Secrets                                2 |
|------------------------------------------|
| Flemoids              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bipedicus             |   16 | 16 |   16 |
| Commonus              |   26 | 26 |   26 |
| Larva                 |    9 |  9 |    9 |
| Quadrumpus            |    6 |  6 |    6 |
|------------------------------------------|
| Total                 |   57 | 57 |   57 |
|------------------------------------------|
| Powerups              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Bowl of fruit         |    1 |  1 |    1 |
| Bowl of vegetables    |    7 |  7 |    7 |
| Glass of water        |    5 |  5 |    5 |
| Slime repellent       |    6 |  6 |    6 |
| Super Chex Armor      |    1 |  1 |    1 |
| Supercharge Breakfast |    1 |  1 |    1 |
| Zorchpak              |    1 |  1 |    1 |
|------------------------------------------|
| Zorchers              | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Large Zorcher         |    2 |  2 |    2 |
| LAZ Device            |    1 |  1 |    1 |
| Rapid Zorcher         |    2 |  2 |    2 |
| Zorch Propulsor       |    1 |  1 |    1 |
|------------------------------------------|
| Ammunition            | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Large zorcher pack    |    2 |  2 |    2 |
| Mini zorch pack       |    2 |  2 |    2 |
| Mini zorch recharge   |   13 | 13 |   13 |
|------------------------------------------|
| Keys                  | 1, 2 |  3 | 4, 5 |
|------------------------------------------|
| Blue key              |    1 |  1 |    1 |
| Red key               |    1 |  1 |    1 |
| Yellow key            |    1 |  1 |    1 |
`------------------------------------------'


1. SECRET AREA #1

Right behind where you start lies a Rapid Zorcher. Now go left from where you
started, to the mini zorch pack, then another right to reach the area you was
facing at the beginning (though don't hesitate to pick up the large zorcher
pack, or any other item for that matter, out of order if you need it at that
moment). Get the blue key and the mini zorch pack, then backtrack to the blue
key door. When you reach the end of the flight of stairs, go to the next area,
and get the Large Zorcher and a pack for it in the area with the Triceratops
skeleton. Go to the area with the other dinosaur skeleton, then go into the
enclosed area attached to it. The left wall should have a picture of a woman
with a white cloth on her head. Use it as a switch to reveal SECRET AREA #1
with a LAZ Device.


2. SECRET AREA #2

Now go up the next flight of stairs for a yellow key. Return to the blue key
door, then take a left to the large zorcher pack (if you haven't already got
it) and the yellow key door. In this maze area, go forward, use the switch
door, then take the next left you see to another switch door and a bowl of
vegetables at the end. Go back to the intersection, and take a left. When you
reach the next switch door, take a left. Take the next right, slip in to get
the Supercharge Breakfast and three mini zorch recharges, then slip back out
the same way you came in and continue to the right. Get the two mini zorch
recharges in the next area, then take the path to the right. Get the five mini
zorch recharges in the side areas, then take a left at the next intersection to
get the red key. Turn around and take the first left you see to position
yourself in front of a switch door. Open it, then take a right to access SECRET
AREA #2, with a Zorchpak and a teleporter.


3. Exit

Take the teleporter, but watch for any Bipedici at the other end that might get
a free shot at you. Fall down, then turn around to go back up the stairs to the
red key door. Take the teleporter to enter another maze area. Take a right at
the first intersection if you want to get a hidden Flemoid Larva to have a full
FLEMOIDS RETURNED percentage. NOTICE: For the rest of the level, the locaiton
of the Flemoids may differ because of you disturbing them at the beginning of
the level. Go the other way now to see a Large Zorcher at an intersection.
Again, go right for a lone Bipedicus, then go the other way. When you reach the
next intersection, take a left for a lone Commonus, then go back and take the
second right to get a Rapid Zorcher. Continue straight forward to the Super
Chex Armor (ignoring the hook to the left), then turn around and head back.
Take a right at the intersection, then a left at the y-intersection (the path
to the right is another short dead end). You'll soon get to a switch. Take a
run through the outer area to get a Zorch Propulsor and some missed Flemoids,
then head back to the switch, and use it to end the level.



D. E2M4: City Streets
.---------------------------------------------.
|                   Things                    |
|---------------------------------------------|
| Par                                    6:00 |
| Secrets                                   3 |
|---------------------------------------------|
| Flemoids                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bipedicus                |   13 | 13 |   13 |
| Commonus                 |   44 | 44 |   44 |
| Cycloptis                |    2 |  2 |    2 |
| Larva                    |   11 | 11 |   11 |
| Quadrumpus               |    6 |  6 |    6 |
|---------------------------------------------|
| Total                    |   76 | 76 |   76 |
|---------------------------------------------|
| Powerups                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Bowl of fruit            |    1 |  1 |    1 |
| Bowl of vegetables       |    3 |  3 |    3 |
| Chex Armor               |    2 |  2 |    2 |
| Computer Area Map        |    1 |  1 |    1 |
| Glass of water           |   24 | 24 |   24 |
| Slime repellent          |    7 |  7 |    7 |
| Super Chex Armor         |    1 |  1 |    1 |
| Supercharge Breakfast    |    1 |  1 |    1 |
| Zorchpak                 |    1 |  1 |    1 |
|---------------------------------------------|
| Zorchers                 | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large Zorcher            |    2 |  2 |    2 |
| Phasing Zorcher          |    1 |  1 |    1 |
| Rapid Zorcher            |    3 |  3 |    3 |
| Zorch Propulsor          |    2 |  2 |    2 |
|---------------------------------------------|
| Ammunition               | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Large zorcher pack       |    3 |  3 |    3 |
| Mini zorch pack          |    2 |  2 |    2 |
| Mini zorch recharge      |    1 |  1 |    1 |
| Phasing zorcher recharge |    4 |  4 |    4 |
|---------------------------------------------|
| Keys                     | 1, 2 |  3 | 4, 5 |
|---------------------------------------------|
| Blue key                 |    1 |  1 |    1 |
| Red key                  |    1 |  1 |    1 |
| Yellow key               |    1 |  1 |    1 |
`---------------------------------------------'


1. SECRET AREA #1

Get the large zorcher pack if you need it. The first vent on the right contains
a bowl of fruit. The next vent, near the corner of the street, has a Large
Zorcher. The next vent after the mini zorch pack has a large zorcher pack, but
if you go to the left of the area in the vent, you'll find a Zorchpak in SECRET
AREA #1.


2. SECRET AREA #2

Head back out, then take a left to the teleporter. Get the large zorcher stuff
if you need it. If you need the Chex Armor at the end of the rightmost path,
get it. Either way, go to the far left to reach a metal door concealing a blue
key. There's also a vent to the right leading to a Computer Area Map in SECRET
AREA #2.


3. SECRET AREA #3

Head back to the teleporter, take it, then go through the door to the right.
Don't forget the Rapid Zorcher before opening the metal door. Through that is
the blue key door. Go to the right of the area and flip the switch to raise a
bridge. The vent to the left past the bridge has a bowl of vegetables. Open the
Chex door, take the lift up, get the yellow key, then go through the hole in
the wall to drop down to where you got the Zorchpak. Go back to the beginning
of the level, then open the yellow key door to the left. A lift to the right
should automatically lower. Take it up, go left, open the switch door, then
take the first left to a Phasing Zorcher. Turn around, go left, then take the
next left to a mini zorch pack. Turn around, go left, zorch the Quadrumpus,
then head back to the switch door you went through. Go straight ahead and use
the intended area ahead as a door to open up a path. Get the Zorch Propulsor
and other goodies on the way to the red key, then return to the lift to get
back to where you started. Head towards the teleporter and go right. Use the
lift and go right for a Rapid Zorcher and two Commoni, then go the other way to
reach the red key door. Going right, through the picture on the wall reveals a
Propulsor in SECRET AREA #3.


4. Exit

Take the drop-off and head left to begin the final stretch of the level. Get
the Rapid Zorcher. The first vent has a Commonus. The next area has a Super
Chex Armor. The next vent has a Supercharge Breakfast. The next two vents have
Commoni. The first vent on the corner has a commonus and a phasing zorcher
recharge. The second vent on the corner has a Commonus. The next two vents each
have a Commonus, with the left one also bearing a phasing zorcher recharge. The
next two vents each have a Commonus, with the left one bearing a slime
repellent, and the right one bearing a phasing zorcher recharge. The final vent
has a Flemoid Larva. Now go to the end of the level and use the switch.


E. E2M5: Sewer System
.--------------------------------------------.
|                   Things                   |
|--------------------------------------------|
| Par                                   5:40 |
| Secrets                                  3 |
|--------------------------------------------|
| Flemoids               | 1, 2 |   3 | 4, 5 |
|--------------------------------------------|
| Bipedicus              |   57 |  57 |   57 |
| Commonus               |   44 |  44 |   44 |
| Larva                  |   15 |  15 |   15 |
| Maximus                |    2 |   2 |    2 |
| Quadrumpus             |   19 |  19 |   19 |
|--------------------------------------------|
| Total                  |  137 | 137 |  137 |
|--------------------------------------------|
| Powerups               | 1, 2 |   3 | 4, 5 |
|--------------------------------------------|
| Bowl of fruit          |    4 |   4 |    4 |
| Bowl of vegetables     |    7 |   7 |    7 |
| Chex Armor             |    3 |   3 |    3 |
| Glass of water         |    9 |   9 |    9 |
| Slime repellent        |    9 |   9 |    9 |
| Supercharge Breakfast  |    2 |   2 |    2 |
| Zorchpak               |    2 |   2 |    2 |
|--------------------------------------------|
| Zorchers               | 1, 2 |   3 | 4, 5 |
|--------------------------------------------|
| Large Zorcher          |    2 |   2 |    2 |
| Rapid Zorcher          |    2 |   2 |    2 |
| Super Bootspork        |    1 |   1 |    1 |
|--------------------------------------------|
| Ammunition             | 1, 2 |   3 | 4, 5 |
|--------------------------------------------|
| Large zorcher pack     |    2 |   2 |    2 |
| Large zorcher recharge |    1 |   1 |    1 |
| Mini zorch pack        |    1 |   1 |    1 |
|--------------------------------------------|
| Keys                   | 1, 2 |   3 | 4, 5 |
|--------------------------------------------|
| Blue key               |    1 |   1 |    1 |
| Red key                |    1 |   1 |    1 |
| Yellow key             |    1 |   1 |    1 |
`--------------------------------------------'


1. SECRET AREA #1

You may need certain items now, especially on the higher difficulties, but for
the purposes of this walthrough, we'll be going for a good par time. Open the
door and get the Large Zorcher to kick off the biggest and most complicated
level yet with the most Flemoids yet. Go up the steps to the right, get the
slime repellent, then turn around and go up the other steps to get another
slime repellent. Drop off to the large zorcher pack, then go left for two slime
repellents and a large zorcher pack. Open the door, get the Large Zorcher, open
the next door, then take the left steps for a slime repellent. Take the other
steps to the door, then get the slime repellent and yellow key. Use the switch,
then return to where the Large Zorcher used to be, open the door, then go left,
through the vent. Get the Supercharge Breakfast, then go left. Enter the dark
area to the right, then go right in the dark area to get a large zorcher
recharge and a Super Bootspork. Go the other way in the dark room, and go ahead
to the dark area on the left if you need a Chex Armor. Continue forward, and
look right for a blue key and a slime repellent. Turn around, and take the
drop-off. Head right if you need a bowl of vegetables, then go left for a bowl
of fruit. Ignore the first two left turns. Continue down the water way to get
two glasses of water, then take the last left. You'll find a Chex Armor on the
way to the blue key door. You'll find seven glasses of water on your way to the
last blue key door, but it doesn't end there. Go forward, and use the switch to
find a passage to two Commoni guarding a Rapid Zorcher. Open the last blue key
door, then open the yellow key door. Get the slime repellent, then go right at
the 4-way intersection for two Commoni and a bowl of vegetables. Go back and
take another right. Near the next intersection, you'll see a valve to the
right. Approaching it will trigger a door that sends four Bipedici on you. Take
a right at the intersection to get a red key. Go the other way. You'll see
another trap door to the left makred by a misaligned texture, then a trap door
to the right near the next intersection. Go forward and use the switch to find
a Bipedicus guarding a Zorchpak in SECRET AREA #1.


2. SECRET AREA #2

Go back, and take a right at the intersection. There's one more trap door to
the left before you get back to the 4-way intersection. Open the yellow key
door, go left to the blue key door, go to the next blue key door, then take a
right at the second intersection you see in the big area. Going all the way to
the left will net you a bowl of vegetables, but there's also a switch to the
right that reveals a lift to a bowl of fruit. Use the switch at the end of the
path. Go right, left, ahead, right, then through the vent. Go left, right, then
the steps on the left. You'll encounter a trap door to the left containing five
Bipedici. Get the slime repellent after dealing with them. You'll find a
similar trap door on your way to the red key door. Open the red key door, then
go left for a Chex Armor in SECRET AREA #2.


3. SECRET AREA #3

Go back, then ahead for a bowl of vegetables, a Rapid Zorcher, and a bowl of
fruit before the big fight of the episode. Open the door. At the end of the
central area, there should be a platform at the end of a waterfall. Step on it
to open a door to SECRET AREA #3, with a Supercharge Breakfast and the text
"DCX39A9N5."


4. Exit

Your targets are the two Maximi. You must zorch both of them to end the level.
Good luck!


VI. Invasion!

You zorch the remaining flemoids who had gathered in the sewers. Chex City has
been saved. It seems that the Flemoid threat has finally ended.

Ten years pass in peace and prosperity. But the Flemoids were not defeated and
their desire to control the nutritionally rich cereal dimension has not
diminished. They have gathered all their forces, opened a gigantic inter-
dimensional rift in space and now a great ball of slime is headed straight for
the cereals' planet!

Get ready for Chex Quest 3: Invasion!


A. E3M1: Central Command
.---------------------------------------.
|                Things                 |
|---------------------------------------|
| Par                              4:00 |
| Secrets                             3 |
|---------------------------------------|
| Flemoids           | 1, 2 |  3 | 4, 5 |
|---------------------------------------|
| Bipedicus          |   17 | 17 |   17 |
| BWA                |    3 |  6 |    6 |
| Commonus           |   28 | 28 |   29 |
| Super Cycloptis    |    1 |  1 |    1 |
|---------------------------------------|
| Total              |   49 | 52 |   53 |
|---------------------------------------|
| Powerups           | 1, 2 |  3 | 4, 5 |
|---------------------------------------|
| Bowl of fruit      |    1 |  1 |    1 |
| Bowl of vegetables |    5 |  5 |    5 |
| Chex Armor         |    1 |  1 |    1 |
| Glass of water     |   11 |  9 |    6 |
| Slime repellent    |   16 | 16 |   12 |
| Ultra Goggles      |    1 |  1 |    1 |
| Zorchpak           |    1 |  1 |    1 |
|---------------------------------------|
| Zorchers           | 1, 2 |  3 | 4, 5 |
|---------------------------------------|
| Large Zorcher      |    1 |  1 |    1 |
| Rapid Zorcher      |    2 |  1 |    1 |
|---------------------------------------|
| Ammunition         | 1, 2 |  3 | 4, 5 |
|---------------------------------------|
| Large zorcher pack |    5 |  5 |    5 |
| Mini zorch pack    |    5 |  5 |    5 |
|---------------------------------------|
| Keys               | 1, 2 |  3 | 4, 5 |
|---------------------------------------|
| Blue key           |    1 |  1 |    1 |
| Red key            |    1 |  1 |    1 |
| Yellow key         |    1 |  1 |    1 |
`---------------------------------------'


1. SECRET AREA #1

In the room you start in, there are four slime repellents that aren't present
in the two hardest difficulties, as well as two glasses of water that are
present only in Easy Does It. Head towards the door in front of you, take it,
then go take the manditory right. On Easy Does It, there's a Rapid Zorcher on
the other side of the ring past the steps. Go down the steps, towards the left
circular structure, use the switch at the top, then quicly head left towards
the lift that just lowered near the other circular structure. Use the switch at
the top to open a door just behind you. Go inside for a blue key and two mini
zorch packs. Turn around, go back up the wide steps, turn right, open the door,
then take the blue key door on the left. Take the door to the right near the
yellow key door. Get the Large Zorcher, then take the teleporter. Open the
door, then make a u-turn to the left. Go through the spiral galaxy on the wal
to access a Chex Armor in SECRET AREA #1.


2. SECRET AREA #2

Make your way out of the secret area, then take the visible door to your right.
Get the two mini zorch packs, then head left to the door. At the end of the
next area, there's a yellow key at a drop-off back to the observatory. Get the
yellow key, then drop off, and take the door in front of you. Get back to the
yellow key door. Open it, go through one more area, then open the next door. If
you've seen the Chex Quest Intro video, the next area should look VERY
familiar. You've already read about it in this walkthrough in any case, because
it's the meeting room I described in IV. Rescue on Bazoik. When you enter the
meeting room, go up to the platform, past the lamp, then head right, through
the opening in the curtins. You'll find a Rapid Zorcher and a pack for it in
SECRET AREA #2.


3. SECRET AREA #3

Head back out, and using the entries on the right side, investigate the pew for
various items. At the top are two large zorcher packs. Open the door, open the
next door, then head left for two glasses of water. Go the other way, then take
the lift up. Take the door to the right of the red key door, then take the
teleporter. The three glasses of water you see aren't there on the two hardest
difficulties. Open the door to enter a room with pulsing red emergency lights
as the only source of light. Head a bit to the right, then get the Ultra
Goggles you see. Right in front of you are two large zorcher packs. Turn
around, take the left, open the door, head left again, then take one more left
towards the animated map on the wall. Use it to reveal a Zorchpak in SECRET
AREA #3.


4. EXit

Go about and take the door to the right. In the next area, you'll see a red key
at another drop off. For the best time, get the red key, then backtrack through
the area with the red lighting to the red key door. Get the large zorcher pack
on your way to the next door. Open it, go right for two glasses of water, then
go the other way to the door to get to the end of the level.


B. E3M2: United Cereals
.----------------------------------------------.
|                    Things                    |
|----------------------------------------------|
| Par                                     5:00 |
| Secrets                                    2 |
|----------------------------------------------|
| Flemoids                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bipedicus                |   45 |  45 |   45 |
| BWA                      |   18 |  18 |   21 |
| Commonus                 |   59 |  59 |   59 |
| Cycloptis                |    7 |   7 |    7 |
| Super Cycloptis          |    1 |   1 |    1 |
|----------------------------------------------|
| Total                    |  130 | 130 |  133 |
|----------------------------------------------|
| Powerups                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bowl of fruit            |    3 |   3 |    3 |
| Bowl of vegetables       |    3 |   3 |    3 |
| Chex Armor               |    2 |   2 |    2 |
| Glass of water           |    3 |   3 |    3 |
| Slime repellent          |   12 |  12 |   12 |
| Super Chex Armor         |    1 |   1 |    1 |
| Supercharge Breakfast    |    2 |   2 |    1 |
|----------------------------------------------|
| Zorchers                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large Zorcher            |    1 |   1 |    1 |
| Phasing Zorcher          |    1 |   1 |    1 |
| Rapid Zorcher            |    1 |   1 |    1 |
| Zorch Propulsor          |    1 |   1 |    1 |
|----------------------------------------------|
| Ammunition               | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large zorcher recharge   |    4 |   4 |    4 |
| Mini zorch pack          |    4 |   4 |    4 |
| Phasing zorcher recharge |    1 |   1 |    1 |
| Zorch propulsor pack     |    1 |   1 |    1 |
|----------------------------------------------|
| Keys                     | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Blue key                 |    1 |   1 |    1 |
| Red key                  |    1 |   1 |    1 |
| Yellow key               |    1 |   1 |    1 |
`----------------------------------------------'


1. SECRET AREA #1

Behind where you start are some slime repellents. Ahead of where you start, you
will see four shrub rings. The two on the left contain a Large Zorcher and a
bowl of vegetables, and the two on the right contain a Rapid Zorcher and a Chex
Armor. After getting those, raid the shrub rings for their contents, then go
inside the building. Get the Zorch Propulsor and the pack for it on the right
side, then open the large door. Open the next door in front of you, then sneak
behind the boxes in front of you for a Phasing Zorcher and an accompanying
recharge. Continue ahead to find a mini zorch pack on the right, and a switch
on the left. Use the switch, then head back through the large door. New areas
are open on both sides, with a blue key on the right. Head back through the big
door, and to the blue key door on the right. Take the metal door to the right,
then negotiate your way to a teleporter. Go further to a vent to the left of a
desk with a couple of lamps and phones. Ignore the vent for now, and continue
forward to a black door. At the end of the run, there's a yellow key. Get it,
then go through that vent you ignored earlier. Take the lift up to a Super Chex
Armor in SECRET AREA #2.


2. SECRET AREA #2

Get the Super Chex Armor, then drop off. If you're not on the last two
difficulties, there should also be a Supercharge Breakfast right behind where
you drop. Turn to the left and go to the yellow key door. Take the black door
to the left, and use the switch inside. Head out, but before you go up the
newly revealed stairs, open the lockers to the right of them to reveal a Chex
Armor in SECRET AREA #2.


3. Exit

Go up the stairs, past the walkway, and to the next area with two mini zorch
packs. At the end of the path lies a Supercharge Breakfast and a red key. Get
them, then head back to the yellow key door. Take a right to the red key door.
You'll soon be boarding a train at "CHEX METRO." The first car entrance car
will have a mini zorch pack, but the next three passenger cars will be filled
with Flemoids on both sides. The door at the end of the third car is the exit.


C. E3M3: Villa Chex
.----------------------------------------------.
|                    Things                    |
|----------------------------------------------|
| Par                                     6:00 |
| Secrets                                    2 |
|----------------------------------------------|
| Flemoids                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bipedicus                |   40 |  40 |   40 |
| BWA                      |   13 |  13 |   13 |
| Commonus                 |   38 |  38 |   38 |
| Cycloptis                |    5 |   5 |    5 |
| Flembomination           |    1 |   1 |    1 |
| Stridicus                |    5 |   5 |    9 |
| Super Cycloptis          |    4 |   4 |    4 |
|----------------------------------------------|
| Total                    |  106 | 106 |  110 |
|----------------------------------------------|
| Powerups                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bowl of fruit            |    6 |   6 |    6 |
| Bowl of vegetables       |    1 |   1 |    1 |
| Chex Armor               |    1 |   1 |    1 |
| Glass of water           |   19 |  19 |   19 |
| Slime repellent          |   10 |  10 |   10 |
| Slimeproof Suit          |    1 |   1 |    1 |
|----------------------------------------------|
| Zorchers                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large Zorcher            |    1 |   1 |    1 |
| LAZ Device               |    1 |   1 |    1 |
| Phasing Zorcher          |    1 |   1 |    1 |
| Super Bootspork          |    1 |   1 |    1 |
| Zorch Propulsor          |    1 |   1 |    1 |
|----------------------------------------------|
| Ammunition               | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large zorcher pack       |    4 |   4 |    4 |
| Large zorcher recharge   |    0 |   0 |    1 |
| Mini zorch pack          |    5 |   5 |    5 |
| Mini zorch recharge      |    0 |   0 |    5 |
| Phasing zorcher pack     |    2 |   2 |    2 |
| Phasing zorcher recharge |    1 |   1 |    2 |
| Zorch propulsor pack     |    1 |   1 |    1 |
| Zorch propulsor recharge |    2 |   2 |    2 |
|----------------------------------------------|
| Keys                     | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Blue key                 |    1 |   1 |    1 |
| Red key                  |    1 |   1 |    1 |
| Yellow key               |    1 |   1 |    1 |
`----------------------------------------------'


1. SECRET AREA #1

Get the Large and Phasing Zorchers, and the packs for them. Take the first
regular door to the right, then take the next door. Go a bit to the left to
find a stray Bipedicus, then go forward to the next door. Go up the stairs, go
right, then through the next door to a Zorch Propulsor and pack, and a switch.
Use the switch, then quickly head back to the intersection and take a right,
through the door, before it closes, otherwise, you'll have to hit the switch
again. Get the large zorcher pack, then go through the next door. Leap off to
the left, get the blue key in the corner, zorch the Cycloptis, if desired,
\through the open window, then go through the door just past the statue to get
two mini zorch packs and a door to the first area of the level. Go through the
blue key door and another room. If you're on one of the two highest
difficulties, you'll find five extra mini zorch recharges, one extra large
zorcher, and one extra phasing zorcher recharges in the corner. In the next
area, go to the next door, but look behind you for a large zorcher pack and a
slime repellent. Now go through the door. Go left, then through the entrance to
the grape vine maze. Take a left at the intersection if you need a bowl of
fruit. Either way, go the other way, then ahead at the next intersection if
you, well need a bowl of fruit. Again, go the other way (left if you just got
to the intersection), then go left at the next intersection for another bowl of
fruit, but again, only if you need it (wow, must be the grape vines causing
this...). Go the other way for a final bowl of fruit and the yellow key. Turn
around, take the first left, go right, then the next left you see to exit the
maze. Go right at the exit, then forward for severl glasses of water. Turn
around, go left, past both series steps, then left to the other side area. Go
through the vent on the right that's guarded by two small shrubs to reach a
switch. Use it to reveal a Slimeproof Suit on the other side that will be
useful later on. Return to the nearest steps, take them up, head to the left of
the platform to find a mini zorch pack, then go to the yellow key door. You
should see a small picture next to Mona Lisa on the wall. Open it to reach
SECRET AREA #1, which contains your first LAZ Device, as well as a pack for it.


2. SECRET AREA #2

Return to the room with the paintings, then take the door to the left. Past the
next door, take the stairs to the right to reach a Super Bootspork. Take the
other stairs to the door. In the next area, ignore the door to the right, and
head down to the lower area. Look to the left to spot a large zorch pack. Now
head forward to the end of the hall to see a switch on the left. N00B ALERT:
This area has tripped up many a new player, so make sure you're doing this
right. If you can't get out of this area, it's not the game's fault. Use the
switch, turn around, and RUN back up the stairs and to the door on the left. If
you don't make it in time, the door will slam shut, and you'll have to use the
switch again to open it. If you make it through, you'll find a Chex Armor and a
red key. Head back to the red key door near the switch. Get the mini zorch
packs on both sides of the room, then go down the hole in the floor. Make a u-
turn to the left to get two zorch propulsor recharges, then continue to the
right to see a path covered in slime similar to the one in E1M5: Caverns of
Bazoik. Don't despair, though. Just to the left of where the slime begins,
there's a Slimeproof Suit in SECRET AREA #2.


3. Exit

Go left, down the slime path, then open the next door to meet the one and only
Flembomination. This guy's the toughest booger yet, but you can easily zorch
him with a little know-how. Just strafe back and forth in place to dodge all of
the slime balls he shoots at you. You'll miss all of his attacks, yet you'll
also be zorching him the whole time. Once he's been defeated, the next door
will open up, leading you to the end of the level.


D. E3M4: Provincial Park
.----------------------------------------------.
|                    Things                    |
|----------------------------------------------|
| Par                                     6:00 |
| Secrets                                    5 |
|----------------------------------------------|
| Flemoids                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bipedicus                |   11 |  11 |   11 |
| BWA                      |   16 |  16 |   16 |
| Commonus                 |   24 |  24 |   24 |
| Flem Mine                |    0 |  37 |   37 |
| Larva                    |   12 |  12 |   12 |
| Stridicus                |   21 |  21 |   21 |
| Super Cycloptis          |    4 |   4 |    4 |
|----------------------------------------------|
| Total                    |   88 | 125 |  125 |
|----------------------------------------------|
| Powerups                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bowl of fruit            |    2 |   2 |    2 |
| Bowl of vegetables       |    5 |   5 |    5 |
| Chex Armor               |    1 |   1 |    1 |
| Glass of water           |   10 |  10 |   10 |
| Slime repellent          |   12 |  12 |   12 |
| Super Chex Armor         |    1 |   1 |    1 |
| Supercharge Breakfast    |    2 |   2 |    2 |
| Zorchpak                 |    1 |   1 |    1 |
|----------------------------------------------|
| Zorchers                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| LAZ Device               |    1 |   1 |    1 |
| Phasing Zorcher          |    1 |   1 |    1 |
| Zorch Propulsor          |    1 |   1 |    1 |
|----------------------------------------------|
| Ammunition               | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large zorcher pack       |    3 |   3 |    3 |
| Mini zorch pack          |    5 |   5 |    5 |
| Phasing Zorcher pack     |    3 |   3 |    3 |
| Phasing Zorcher recharge |    1 |   1 |    1 |
| Zorch propulsor recharge |    4 |   4 |    4 |
|----------------------------------------------|
| Keys                     | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Blue key                 |    1 |   1 |    1 |
| Red key                  |    1 |   1 |    1 |
| Yellow key               |    1 |   1 |    1 |
`----------------------------------------------'


1. SECRET AREA #1

Get the mini zorch pack and slime repellent to your immediate left, then the
Zorch Propulsor and recharge to your right. Be prepared to deal with an ambush
of Flemoids, both ahead of you and above you, as well. Right behind the
"SHREDDIES PROVINCIAL PARK" sign is another mini zorch pack. Note the log wall
to the right, but ignore it for now. Head up the steps. At the top is a log
door. Open it, use the switch to the right, and go through the hole to the
left. You'll find a bowl of vegetables on your way to a Supercharge Breakfast
in SECRET AREA #1.


2. SECRET AREA #2

Drop down, and go right, back to the log wall. Go all the way down the river to
the waterfall. On the left, you'll see two large zorcher packs, a mini zorcher
pack, and a blue key. Head a little ways down, and use the wooden lift to the
left. Go right for a Phasing Zorcher, then the other way to a hole in the wall.
You'll find a Super Chex Armor in SECRET AREA #2.


3. SECRET AREA #3

Return to the blue key door. Get the phasing zorcher pack inside if you need
it, then open the door. Take a left when you reach the yellow key door. SPEED
TIP: It's possible to shave a second or two off of your par time by strafe
running across the other side of the small brige to run across the rocks. This
won't save you a lot of time, but every second counts. Go left to find a meteor
crash site filled with Flemoid Larvae. Use the podium with the yellow key on
top to make it lower. Get the yellow key, go past the river to three zorch
propulsor recharges, then go past the small bridge to the yellow key door.
Don't forget the glass of water and bowl of fruit to the left before opening
the next wood door. Open the next door you see, then open the clock to access a
Chex Armor and four glasses of water in SECRET AREA #3.


4. SECRET AREA #4

Exit the room, u-turn to the right, and open the next door. Go left at the red
key door to get a large zorcher pack, then go right, down the steps. You'll
find a Zorchpak and two mini zorch packs. Use the switch near the Zorchpak,
then use the cabinet to the left of the switch to reveal SECRET AREA #4. The
prize here is a Supercharge Breakfast.


5. SECRET AREA #5

In this maze area, go forward at the first intersection, forward at the next
intersection, then right to get a Supercharge Breakfast. Go left, then ignore
the rest of the intersections to get back to the entrance to the maze. Go left,
and get back to the area with the fireplace. There should be a red key to the
right. Now head back to the red key door. WARNING: The next area will be filled
with Flem Mines if you're on the Gobs of Goo difficulty or higher. Go right to
begin your descent to the large meteor, but when you reach a u-turn, go
forward, right through the trees. Right when you enter the new pack, look to
the right to find another hidden path to a LAZ Device in SECRET AREA #5.


6. Exit

Continue to the right to find two pasing zorcher packs and sever slime
repellents. Go back to the u-turn, and continue to head down. When you level
yourself with the large meteor, u-turn again to the right, and look to the left
to find a door leading inside, where you'll finish the level.


E. E3M5: Meteor Spaceship
.----------------------------------------------.
|                    Things                    |
|----------------------------------------------|
| Par                                     7:00 |
| Secrets                                    2 |
|----------------------------------------------|
| Flemoids                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bipedicus                |   42 |  42 |   42 |
| BWA                      |   13 |  13 |   13 |
| Commonus                 |   62 |  62 |   62 |
| Cycloptis                |    4 |   4 |    4 |
| Flem Mine                |    4 |   4 |    4 |
| Larva                    |    8 |   8 |    8 |
| Lord Snotfolus           |    1 |   1 |    1 |
| Maximus                  |    1 |   1 |    1 |
| Quadrumpus               |    4 |   4 |    4 |
| Stridicus                |    3 |   3 |    3 |
| Super Cycloptis          |    5 |   5 |    5 |
|----------------------------------------------|
| Total                    |  147 | 147 |  147 |
|----------------------------------------------|
| Powerups                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Bowl of vegetables       |   11 |  11 |   11 |
| Chex Armor               |    1 |   1 |    1 |
| Glass of water           |   22 |  22 |   22 |
| Slime repellent          |   12 |  12 |   12 |
| Super Chex Armor         |    1 |   1 |    1 |
| Supercharge Breakfast    |    1 |   1 |    1 |
| Zorchpak                 |    1 |   1 |    1 |
|----------------------------------------------|
| Zorchers                 | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large Zorcher            |    1 |   1 |    1 |
| LAZ Device               |    1 |   1 |    1 |
| Phasing Zorcher          |    1 |   1 |    1 |
| Rapid Zorcher            |    1 |   1 |    1 |
| Super Bootspork          |    1 |   1 |    1 |
| Zorch Propulsor          |    1 |   1 |    1 |
|----------------------------------------------|
| Ammunition               | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Large zorcher pack       |    1 |   1 |    1 |
| Large zorcher recharge   |    3 |   3 |    3 |
| Mini zorch pack          |    9 |   9 |    7 |
| Phasing zorcher pack     |    4 |   4 |    4 |
| Phasing zorcher recharge |   11 |  11 |    9 |
| Zorch propulsor pack     |    3 |   3 |    3 |
| Zorch propulsor recharge |    4 |   4 |    4 |
|----------------------------------------------|
| Keys                     | 1, 2 |   3 | 4, 5 |
|----------------------------------------------|
| Blue flemkey             |    1 |   1 |    1 |
| Red flemkey              |    1 |   1 |    1 |
| Yellow flemkey           |    1 |   1 |    1 |
`----------------------------------------------'


1. SECRET AREA #1

Look left to find a Rapid Zorcher and a pack, then right to find a Large
Zorcher and pack. It's now time to move forward to begin your final extradition
of the Flemoids. When you reach the structure in the middle, use the switch on
the right to reveal eight Bipedici, as well as two phasing zorcher recharges,
but only if you're not on Extreme Ooze or higher. Now use the switch to the
right of the trap one to open a door directly behind you. Go through the door
before it closes. Get the Zorchpak to the left. At the corners of where the
larger area begins, there are also two mini zorch packs. The chained wall at
the end is a lift up. Take it, open the door, get the Phasing Zorcher and two
recharges to the left, use the switch, then go to the left path. Go left at the
next fork. Look to the right to spot a Zorch Propulsor in SECRET AREA #1.


2. SECRET AREA #2

Continue to the right to get a blue flemkey. Zorch any Flemoids in the other
path if you want to, then jump off, go left to reach the switch on the left,
then use it to get back to the room with the four switches. Use the switch to
the right, then open the blue key door that's to the left of where you just
exited. Open the next door, but be forewarned that reaching the next door will
trigger several trap doors filled with Flemoids. Each section contains a glass
of water. Open the next door. The switch in the middle is boobytrapped--passing
the gray ring on the floor will open more trap doors. Raid the trap areas for
what you need, then use the switch to access a yellow flemkey. Head back to the
room with four switches, then open the yellow key door to your right of the red
key door. Go up the stairs, then down to the Flemoid control room, but prepared
for a surprise visit from a Maximus. You'll find a zorch propulsor pack and two
mini zorch packs, but be advised that the mini zorch packs won't be here if
you're on Extreme Ooze or higher. If you look to the right of where you entered
the control room, you'll see a panel with a green planet. Open it to find a LAZ
Device in SECRET AREA #2.


3. Exit

Go up the stairs nearest to you, open the door, and zorch what you must, bue be
careful with the Flemoid power stands. Zorching them near yourself will send
slime at you. Open the door, use the switch at the other end, then quickly head
back out the door and u-turn to the left or right before some doors close you
out, making you have to use the switch again. Get the red flemkey by using the
platform it's on like a switch, then continue forward. Go back to the yellow
key door, use the switch to the right of the visible switch on the right, then
quickly open the red key door, and take the left path before a door closes you
\ut from it. Get the Chex Armor behind the switch if you need it, then use the
switch. Quickly open the door and go left before the door you just opened
closes. Approaching the next door will trigger more trap doors. Get the four
bowls of vegetables, two zorch propulsor packs, and two phasing zorcher packs
if you need them. Open the door to meat Lord Snotfolus, the mastermind behind
this invasion. You'll need to use your best zorchers and tactics against him in
order to succeed. To help you in the fight, before the bridge across the slime,
there are four bowls of vegetables, a mini zorch pack, a large zorcher
recharge, and two phasing zorcher packs. Should you get knocked into either
slime pit or need more items, you can go up the stairs to find two phasing
zorcher recharges, two zorch propulsor recharges, a Super Chex Armor, and a
Supercharge Breakfast. Take the small teleporter in the middle of the area to
get back to fighting Lord Snofolus. Oh, and one more thing--you can zorch him
through the bars in the area with the items. ;) Good luck with your fight!

....

With one final blast, you zorch Lord Snotfolus back to his own dimension!
Against all the odds you have single-handedly foiled the invasion!

You truly hope that the Flemoids have finally learned their lesson and will
never again return to the cereal dimension.

But if they do you know you will be ready for them!


VII. Cheats

Here are cheat codes for Chex Quest 3. Most of them can't be used in the Super
Slimey difficulty. Use them at your own discretion. :D

Code: What you type while playing to activate the code.
Message: This is what pops up to tell you that the code worked.
Effect: What the code actually does.

Code: allen
Messagge: Power-up Toggled
Effect: Gives you a normal Slimeproof Suit for 1 minute. If this code is
already in effect, or you currently possess a Slimeproof Suit, it will cancel
either out.

Code: andrewbenson
Message: Power-up Toggled
Effect: Makes you invincible from any from of slime for 30 seconds. If this
code is already in effect, it will cancel it.

Code: charlesjacobi
Message: No Clipping Mode ON/OFF
Effect: Allows you to walk through walls, Flemoids, obstacles, etc. Using this
code while it is already active will deactivate it.

Code: davidbrus
Message: Invincible Mode On/Off
Effect: Sets your health to 100% (even if you have more), and makes you
invincible until you activate the code again. Can run concurrent with the
"andrewbenson" code.

Code: deanhyers
Message: Power-up Toggled
Effect: Raises your health up to 100%, makes your Bootspoon available for use,
even if you have the Super Bootspork, by toggling between the two by pressing
1, and increases the power of your Bootspoon tenfold until you use the code
again, if you change the level, or if you restart the current level.

Code: digitalcafe
Message: Power-up Toggled
Effect: Gives you a Computer Area Map if you don't have one, or takes it away
if you do. Lasts until the end of the current level is changed, or if you
restart it.

Code: idmus##
Message: Music Change
Effect: Will change the current music based on the number chosen. 11-15, 21-25,
and 31-35 will change the music to the appropiate level music. Will not carry
over if you exit your current quest. Works in Super Slimey.

Code: joelkoenigs
Message: ... Eat Chex(R)!
Effect: Gives you a Super Bootspork.

Code: joshuastorms
Message: Power-up Toggled
Effect: Gives you Ultra Goggles if you don't have them, or takes them away if
you do.

Code: kimhyers
Message: "idmypos" is "true"/"false"
Effect: Tells you the coordinates of where you are on the current level (X and
Y), as well as your elevation (Z). Using this code again will cancel out the
effect. Works in Super Slimey.

Code: leesnyder##
Message: Changing Level...
Effect: Will take you to the desired level, with ## representing 11-15, 21-25,
and 31-35. Using this code will cause you to act as if you restarted on the
level you went to, as you will lose all zorchers, except your Bootspoon and
Mini-zorcher, all of your zorch energy, except your standard 50 Mini-zorcher
zorches, all of your armor and keys, and will set you to 100% health.

Code: marybregi
Message: Power-up Toggled
Effect: Makes you partially invisible from Flemoids for 1 minute. During this
time, their attack accuracy is dropped, and their long-range attacks will
frequently miss. When 5 seconds remain, you will begin blinking. Using this
code while it is in effect will cancel it.

Code: mikekoenigs
Message: Zorch Added
Effect: Gives you all zorchers, a Zorchpak, full zorcher ammo, and 200% armor.

Code: scottholman
Message: Super Zorch Added
Effect: Gives you all zorchers, a Zorchpak, full zorcher ammo, 200% armor, and
all six keys.

Code: sherrill
Message: N/A
Effect: The first use will reveal all unexplored areas and walls, including
some excluded in a Computer Area Map. The second use will also reveal the
locations of all decorations, items, projectiles, other obstacles, and
Flemoids, including those that have already been zorched, which is where
Flemoids will reappear in Super Slimey. These appear as green triangles. The
third use will cancel the code out. It must be used in the Map View mode (press
Tab to use the Map View). Will not disrupt Computer Area Maps. Will not carry
over if you exit your current quest.


VIII. Copyright

You can download and use this walkthrough for personal use free of charge. You
may distribute this walkthrough with no modifications, but you must obtain my
permission before doing so. You may distribute this walkthrough in any
electronic format (BBS, diskette, CD, etc.) as long as you keep this
walkthrough intact. What you aren't allowed to do is upload this walkthrough to
FTP, public hosting, your website, or any other online website. Here are the
websites that are allowed to host this walkthrough. If your website is not
listed here, then you must contact me at
m a n n y c a v @ c h e x q u e s t . o r g and obtain permission from me
before you can host it yourself.

Chex Quest Fan Forums
http://www.chexquest.org/

Chex Quest Gallery
http://www.chexquest.org/chexquestgallery/

GameFAQs
http://www.gamefaqs.com/

Neoseeker
http://www.neoseeker.com/

Super Cheats
http://www.supercheats.com/index.htm

Special thanks to to http://ascii.mastervb.net/ for their Image to ASCII
converter, and to Hank Leukart, writer of The Official DOOM FAQ at the
http://www.gamers.org/docs/FAQ/doomfaq/ URL.

You can always download the latest version of this walkthrough at the
http://www.chexquest.org/chexquestgallery/downloads/ URL.

Finally, if you see my walkthrough at a website other than one of those that
are listed, or if you have any other comments, corrections, or questions you
would like to send, don't hesitate to email me at the provided address.
===============================================================================
Copyright 2009 "Manny Cav"
http://www.chexquest.org/chexquestgallery/