Dr. Chaos Walkthrough v1.0 ========================== by Mike Day msd1@mailandnews.com Contents ======== The Goal Items and Stuff Monsters Mansion Map Room Details Walkthrough Copyright Notice The Goal ======== In this game, you play Michael, brother of a mad physicist whose experiments have gone out of control. Apparently, he's been messing around with "warp zones" - out of control areas where monsters run wild. Somehow, he has gotten lost inside one of these warp zones and it's your job to go and rescue him. Don't expect it to be simple. The game is divided into three different sections. First, there are the hallways of the mansion. From these, you reach the rooms of the mansion, many of which are hidden, contain doors that lead nowhere, walls that have to be punched through to get to other areas of the mansion, etc. Finally, there are the warp zones. Each of these contain a boss creature guarding an item and a piece of the laser you need to defeat the final boss. The ultimate goal is to collect the ten pieces of the laser and use it to blow away Canbarian, the monster that's guarding your brother. Items and Stuff =============== Weaponry (found by searching through the rooms): The knife: This is your most basic weapon, so naturally it is the weakest. You start out with it and you can't lose it. Gun: Just a basic pistol. It's useful, but not as effective as the machine gun. Machine Gun: This one has about double the attacking power as the gun, and it shoots faster as well. Grenade: Approximately the same attacking power as the machine gun. It takes away five points of your health when it explodes. Laser: You have to search through the warp zones to find the 10 pieces of the laser, which cannot be used voluntarily but which you will use automatically when you face the final boss. Items Found in Warp Zones: Ultraspace Sensor: You'll find this in the first warp zone. It will appear onscreen and blink when you're near a warp zone. You'll need this to enter any warp zone other than the first. Air Helmet: Allows you to breathe underwater. Jump Boots: Allow you to jump higher. Health Bottle: Increases your maximum health by 100. Shield Suit: Dramatically increases your resistance to damage. Other Items: Vitamins: There are two different varieties (that I've been able to find) - yellow and blue. The yellow vitamins, which are always found in the rooms of the mansion, are more common and less effective. The blue vitamins are more effective but are found only at the end of certain warp zones. The manual also mentions a red variety of vitamins, but I've never been able to find these in the game. Monsters ======== The monsters found outside the warp zones are fairly simplistic, so I won't take the time to describe them in depth here. If you're interested in this information, take a look at the manual. You should be aware, though, that every once in a while a monster will pop out while you're exploring a room and the scene will revert back to the hallway. You'll have to fight the monster before you're allowed to enter any other rooms. Warp Zone Monsters: Slime: Crawls slowly across the ground - shouldn't give you a hard time. Skull: There are two different varieties of skulls. One descends from the top of the screen and moves back and forth quickly across the ground, and the other falls to the ground and explodes. Flying Skeleton: A skeleton bird with moderate attacking power. They aren't difficult to defeat as long as you don't let them gang up on you. Elephant: Don't ask me why it's called an elephant. It looks more like a big skeleton-type guy to me. These appear suddenly take several hits to kill. Fish: Found in water areas (duh). Take them out with the gun. Mansion Map =========== ____ ___________ | | / |\ | | / | \ | V | / R | _|____||_____________|___ | | | | \ | | | \ U | T S Q P|P |W _______|_______________|__|_____ /\ / | | = \ / \ / | | = \ | L K| K J | I = C B A |__________|_______|________=____________ | | | | | | | | | | | O | N M| H G D| E F | |_______|_______|___________|____________| Key: A-W : Room entrances = : Stairs Room Details ============ Each room contains four walls - north, south, east, and west. Within these rooms, you can pick up items, punch through walls to uncover secret passages to other rooms, or enter warp zones. There are plenty of hidden things to find; items often must be uncovered by hitting picture frames or opening cabinets, and warp zones can be entered through doors, windows, or even closets. Look everywhere! There are some secret rooms in the game. I consider a secret room to be any room that cannot be entered from the main hall, and I have indicated them as such below. Secret rooms are listed after the normal rooms. Room A N: Warp Zone 5 (closet) E: Gun S: To hall W: To B (door) Room B N: Gun, false door E: To A (door) S: To hall W: Potion Room C N: Gun, to SR2 (hit hole) E: Nothing S: Grenade, to hall W: Potion, to Secret Room 1 Room D N: False door E: Nothing S: To hall, potion W: Machine gun, to Secret Room 2 (hit hole) Room E N: False door E: Nothing S: To hall, potion W: Machine gun, to Secret Room 2 (door) Room F N: False door E: Grenade S: To Warp Zone 10 (closet), to hall W: Nothing Room G N: False door E: Grenade S: To hall W: To Room H (hit hole) Room H N: Nothing E: To G (hit hole), grenade S: To hall W: Nothing Room I N: To Warp Zone 6 (door) E: Gun S: To hall W: Potion, to Room J (hit hole) Room J N: To Warp Zone 3 (door) E: To I (hit hole) S: Grenade, to hall W: To Room K (door) Room K N: Potion, to Room M (hit hole) E: Machine gun, to Room J (door) S: Left door to hall, right door to K's outside entrance W: Nothing Room L N: To Warp Zone 7 (window) E: Potion S: To outside W: Grenade Room M N: False door, to K (hit hole) E: Nothing S: To hall W: Grenade Room N N: False doors, grenade E: Nothing S: To hall W: To Secret Room 3 (door) Room O N: To Warp Zone 9 E: To Secret Room 3 (hit hole) S: To hall W: Potion Room P N: Potion, false doors E: Grenade, to W (hit hole) S: To P's left entrance (right door), to P's right entrance (left door) W: Gun, to Q (hit hole) Room Q N: Gun, potion, to R (hit hole) E: To P (hit hole) S: Exit to hall W: Nothing Room R N: To Q (hit hole) E: To Secret Room 4 (door) S: Machine gun, to hall W: Potion Room S N: To Warp Zone 2 (window), false door E: Gun S: To hall W: Potion, to T (door) Room T N: Gun, false doors E: Potion, to S (door) S: To hall W: To U (hit hole) Room U N: To V (hit hole) E: Grenade, to T (hit hole) S: To hall W: Potion Room V N: To U (hit hole), to Warp Zone 11 (door) E: Nothing S: To hall W: Nothing Room W N: Warp Zone 8 (right window) E: Nothing S: To hall W: Potion, to P (hit hole) Secret Room 1 N: To Warp Zone 1 (window) E: Gun, to C S: Nothing W: Grenade Secret Room 2 N: To C (hit hole), false door E: To E (door) S: Potion W: Grenade, to D (hit hole) Secret Room 3 N: Grenade E: Machine gun, to N (door) S: Nothing W: To O (hit hole) Secret Room 4 N: To Warp Zone 4 (door) E: Potion S: Nothing W: To R (door) The Walkthrough =============== You can conquer the warp zones in many different orders. This is only the order I took to complete the game. If you choose to use a different order, look at the items required for that Warp Zone to make sure you have all the necessary items. Warp Zone 1 Required: Nothing The entrance to the first warp zone is located in a secret room reachable from the third door to the left from your starting point (Room C). Go to the west wall and enter the door, then enter the window on the north wall. You're now in the first warp zone. From the start, leap to the upper bridge. You'll have to fight bats along the way - if one of them knocks you off, you'll have to go back to the start in order to get back on the top level. After that, you'll have to cross another bridge, this time with pirhanas snapping at you from below. Just pass under them as they jump. There's another fairly easy bridge section - again, stay on the top - before you reach the room with the boss. At first, it doesn't look very intimidating. It's just a small lizard-like thing that moves toward you from the right. After you pump a few shots into it, though, it gets larger. It will eventually increase to about three times its normal size, but it doesn't get any more difficult to defeat. Just stay back a step or two and stab it or use your gun if you have ammo. Affter that, claim the Ultraspace Sensor and make your way out. Password: EX9MR KAR5C 5K640 92L Warp Zone 2 Required: Hyperspace Sensor The second Warp Zone is located in Room S on the second floor - the second room to the left of the starircase. After stocking up on ammo and grabbing a few grenades, enter the window on the north wall. You'll have to navigate a series of ledges while flying monsters and skeletons attack you. Try to stay in general toward the top. Don't let the bigger monsters gang up on you; try to kill them as soon as possible after they make their appearance. The boss is a flying ghost thaty shoots fireballs. As long as you have a few grenades, you won't have a hard time getting rid of it. You can even grab the Health Bottle here in the middle of the battle if your health gets low. Password: JE9H0 B67A3 T0T60 RTL Warp Zone 3 Required: Hyperspace Sensor The entrance to this Warp Zone is located in Room J through a door on the north wall. To get there, you'll have to pass through Room I, the leftmost door on the lower level. Punch a hole in the west wall to reach Room J. This particular Warp Zone is not difficult. Again, you have to navigate some ledges while monsters pursue you, and again, it's a good idea to take the high road. The boss here waits for you to go down to the lower level and then charges at you. Take the ladder down, walk forward, stab the boss and go quickly back up the ladder. Repeat this until the foe is defeated. Your prize is the Air Helmet, with which you are now able to breathe underwater. Password: 1CRXB G818G 329S6 43W Warp Zone 4 Required: Hyperspace Sensor, Air Helmet You have to follow a somewhat roundabout path to reach this Warp Zone. You should also grab plenty of gun ammo along the way. First, make your way to Room Q, the first room to the left of the staircase. Hit a hole in the north wall to reach Room R. From there, enter the door on the east wall and then the door on the north wall. You're now in the Warp Zone. The only enemy here, other than the boss, are fish, but they move very quickly and regenerate almost immediately. Take them out with gunfire, several times if necessary. The boss is a turtle that splits apart into multiple pieces after you hit it a few times. These pieces fly randomly around the screen and are very dangerous. Kneel down on the ledge to the right and stab rapidly to the left. Eventually, they'll fly into your knife. The Jump Boots are your reward. Password: 58RJE 9H0B6 7A820 A8G Warp Zone 5 Required: Hyperspace Sensor, Jump Boots The entrance to this Warp Zone is in a closet in the first room to the left of your starting point. This level should be a piece of cake at this point. Take the high road until you see the Elephant appear, then double back to the left to scroll it off-screen. When you go back to the right, it will have disappeared. From then on, take the low road. The boss here stays on the bottom level and spins around. Move to the far right and wait for it to stop spinning underneath you, then drop down and get in a couple shots with your gun before running back up the ladder. Again, you can claim the Health Bottle during the battle if you're running low. Password: M129S 641CR XB1C1 RW8 Warp Zone 6 Required: Hyperspace Sensor, Air Helmet, Jump Boots The entrance to Warp Zone 6 in Room I, the leftmost room on the lower level, through the door on the north wall. There's nothing here you haven't seen before, but make sure to bring plenty of ammo as there are fish all over the place. The boss is some kind of sea monster that spits little creatures out of its mouth. Go after these little creatures before going for the boss. It will take a lot of hits to kill. Your reward is a third Health Bottle. Password: SHTL4 W31AY 4KJC8 2P4 Warp Zone 7 Required: Hyperspace Sensor, Air Helmet, Jump Boots The path to Warp Zone 7 is, again, somewhat roundabout. Enter room I, the leftmost room on the lower level, and punch a hole in the west wall. From there, enter the door on the west wall and then the right door on the south wall. You'll now find yourself outside. Go to the left, enter Room L, and go through the window on the north wall to enter the Warp Zone. This level is much like the last. You'll go through some water areas infested with fish followed by a land area with an Elephant and some Flying Skeletons. The boss here is a flying dragon. When you hit it in the head, it will spawn other dragons. When all the dragons are gone - this takes plenty of ammo - you can claim the piece of the Laser and be on your way. There's also a Blue Vitamin here, but it isn't a lot of help. Password: CEM37 4RTPH 4WK20 NCR Warp Zone 8 Required: Hyperspace Sensor, Jump Boots The entrance to Warp Zone 8 is found in Room W, the room directly above Room A. To get there, you'll have to pass through Room P, the room to the right of the staircase. Go to the east wall of Room P and punch a hole in the wall. You're now in Room W. The entrance to the Warp Zone is through the right window on the north wall. This one is so simple it really doesn't require explanation - until you get to the boss, that is. Claim the health bottle if you need to, and have plenty of ammo ready to blast this boss into oblivion. It's a flying dragon-like monster that zips across the screen and it takes a fair number of hits to kill. Password: CH3AT 4KJC8 2SHTL EY0 Warp Zone 9 Required: Hyperspace Sensor, Jump Boots The entrance to Warp Zone 9 is in Room O, the hardest to access in the entire mansion. First, head left to Room I, the one to the left of the fireplace. Punch a hole in the west wall to get to Room J, then go through the door on the west wall to get to Room K. Once in Room K, hit a hole in the north wall to get to Room M and take the south exit to the hall. Go left one door to Room N and go through the door on the west wall to access Secret Room 3. From there, hit a hole in the west wall to get to Room O and enter the door on the north wall to enter the Warp Zone (finally). To start off with, take the high road so as to avoid the Skulls moving around on the ground. After that, watch out for a couple Elephants, but on the whole there's nothing terribly tricky here. The boss is tough - it rolls back and forth quickly in an enclosed area and takes away 50 points of life each time it hits you. The idea is to stand in the middle and jump as it rolld toward you, then pummel it with gunfire when it reaches the other side. After that, claim the vest and the piece of laser and be on your way. Password: PK48V YH4WK 20NCE L0W Warp Zone 10 Required: Hyperspace Sensor, Air Helmet, Jump Boots, Vest (recommended) Warp Zone 10 is found in Room F, the one below Room A on the basement level. To get there, you'll first have to pass through Room C and hit a hole in the north wall to reach Secret Room 2. From there, enter the door on the east wall to get to Room E and exit to the south. Go right to Room F and go into the closet on the south wall to enter the Warp Zone. This is just another combination land-sea level with the usual Elephants, Flying Skulls, and so on. There's a small section with some fish floating around in which you can generally avoid using the gun by knifing and jumping strategically. You'll want to save your ammo for the boss, the most difficult you've seen yet. You should have plenty of machine gun power and health stocked up. It's a pile of bones that floats around the screen; hit it, and the skull in the middle will be revealed for a couple seconds. This is your opportunity to do some damage. Instead of shooting randomly, try to get in one or two well-placed hits each time it opens. Grab the blue vitamin if your health gets low. Good luck! Password: TH2CS 2FT4K JC82S HBW Warp Zone 11 Required: Hyperspace Sensor, Jump Boots, Laser To get to Warp Zone 11, first make your way to Room T, the leftmost room on the second floor of the mansion. Hit a hole in the west wall to get to Room U, then hit a hole in the north wall to reach Room V. The entrance to the Warp Zone is through the door on the north wall. After a brief land portion in which an Elephant shows up to menace you (no big deal, right?), you'll pass over a bridge where you'll be pursued by all sorts of nasty creatures. After that is a section involving tiny ledges and exploding Skulls. Jump to avoid the exploding pieces and move quickly from ledge to ledge. Look out for an Elephant along the way. After that, you'll face Canbarian, the final boss who's holding your brother. Jump up and hit it in the face with your knife, at which point it will start shooting fireballs every which way. Then climb up onto the top ledge and shoot the laser at it (the laser will be fired automatically when you press the B button), leaping any fireballs that come your way. When the monster finally vanishes, your brother will appear, and you'll be able to enjoy the lavish end cinema (not). Oh well. --- © Copyright 2000 Mike Day Feel free to post this walkthrough on your web page, ftp site, whatever, as long as it's done for non-profit purposes and is not modified. Thanks. :)