.....:@ :..........:@ ,,.`.............:#@ ,``..................,#@ ....................,+@ ...................,'@@ ' ' ..................,'@@ ' ',.......,,':......:'@@ ''# ' ...,,:++@@+......,+@@ ;;''+';+@ :;+;+@ '' .;'+#@@ ........'# ;:;;;;; ';+###+;++'+#';''++;''# @@ ;.........:+ :,,,,,,,,,,: ;'#@@@@;''+'+:+#;+@#;'+@ :...........,+@ ,,,,,,,,,,,,,,,: ;'#@ ;'#+'+:';+@'+';''# :@ ,,...........,+@ .,,,,,,,,,,,,,,,,,,: :'+# ++#+;++''';;+####@ ,:# @@@@',........;@ .,,,,,,,,,,,,,,,,,,,,:#';'+ '++#:'#++++#@@@ :,:;::#@ #:.......,#@ ,,,,,,,,,,,,,,,,,,,,,,;@#+'';'+#+@###@@@@ ';;:++,,,,:'@@ .......,+@ ,,,,,,,,,,,::,,,,,,,,,,:#@@@@@@@@@' +:,,:;#,,,,,,#@ ......,'@ .,,,,,,,,:'##';,,,,,,,,,: ,; ,,,,,'@;.,,,:#@#;,,,:# ......,+@ ,,,,,,,,,:+@@@@@:,,,,,,,,'# ;;',,+#,,,:;,,,,:# '.,,,:@ ,......:@@ ,,,,,,,,,:#@ :,,,,,,:';,;@@:+.,,:,:::;',,,,:;#'.,,,:#++ `......'@@ ,,,,,,,,,:+@ :,,,,,,+:,,:@@,'.,,::'#@@':,,,,::;#:,,,.,+@ `......,#@@ ;,,,,,,,,,:'+ +:;+;,,,,;;,,:;:,+.,,,,,;# @@+.,,,,,#',,,:#@ ........'@@ ,,,,,,,,,,,..:#,.;+;,,,+,,,,,,;',,,,,,,,+@,,,,,:;#:,:;#@ ,........;#@@ ',,,,,,,,,,,,,:'...;',,'.,,,,,:'+;,,,,:;'':::::'@+''#@@ :..........'+@@ :,,,,,,,,,,,,;',..,;':+#:,,::#@@@####@@####@@@@@#@@ .............'+@@ ',,,,,,,,,,,:':..:#;#@@@###@@ ............;+#@@ #;,,,,,,,,,,:';..,#@@@ .........,;+#@@@ @+;:,,,,,,,::'+;.:@@ ......,,'+#@@@ @@#';:;''#@@@@+;@ ...,,'+#@@@@ @@@@@@@@@@@@@'# '++@@@@@ + @#@@ 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/