A ZDoom Wars Faction Gameplay Manual by Captain Ventris With the difficult work done by Mik57 and Damage History Info on Chex Quest from Wikipedia: Chex Quest is a total conversion of the computer game Doom (specifically Ultimate Doom). This game, notable for being the first video game ever to be included in cereal boxes as a prize, was found in boxes of Chex cereal in 1996. In addition to the original game, Digital Café later made a sequel to Chex Quest called Chex Quest 2, which was only available for download on the Internet. Eventually the promotion ended and the game's availability effectively stalled until it was posted for download on fan pages several years later. In September 2008, a second sequel, Chex Quest 3 was developed and released as a service to fans by former Digital Café members Charles Jacobi (art director and lead artist) and Scott Holman (programmer).  Within the active Chex Quest fan community, numerous unofficial projects have been undertaken and several completed. Examples which have arguably entered the fanon include a fan-made Chex Quest 4 (which the author no longer allows to be distributed), and such .wad and Game Maker sequels as Return of the Chex Warrior, Chex Quest Project, and the Chex Quest platformer. Aside from Chex Trek, almost all releases now run solely on the GZDoom engine. Chex Quest won both the Golden Reggie Award for Promotional Achievement and the Silver EFFIE Award for Advertising Effectiveness. Some parameters used to start Doom are also used to start Chex Quest. Despite Chex Quest's major changes from its predecessor, there are still a few remaining relics (e.g. levels from other Ultimate Doom episodes and some in-game text). While Doom has a cheat code scheme in which every cheat starts with 'ID', the codes in Chex Quest are based on the names of the people in the production crew of the game, with a few exceptions. PC speaker sound effects from the DOS version of Doom have been modified and are used in Chex Quest. Whereas Doom is rated M for Mature, Chex Quest was made to be a child- friendly game for all audiences. Nearly every graphic and sound effect from Doom has been replaced, from textures to enemies to weapons. Episode intermission texts which originally (i.e. in Doom) were displayed upon completion of E1M8, E2M8, E3M8, and E4M8 are now found in modified form for Chex Quest. Thus completion of E1M5 in Chex Quest now displays the new message: "MISSION ACCOMPLISHED. ARE YOU PREPARED FOR THE NEXT MISSION? PRESS THE ESCAPE KEY TO CONTINUE..." Interestingly, completion of the leftover level E2M5 now displays the message: "YOU'VE DONE IT!!" which never appears in the original Ultimate Doom. Likewise, the episode intermission text displayed upon completion of E3M5 reads: "WONDERFUL JOB!", and that displayed upon completion of E4M5 reads: "FANTASTIC" again neither of which ever appeared in the original game. Charles Jacobi says that he knew Scott Holman, another programmer, ran through the text strings and changed any that seemed inappropriate, without knowing where they went. Monsters Flem Spore Health: 25 Attack: None Damage: None Role: Support/Defense Flem Spores are repeatedly spawned by several types of Flemoid. They do not attack, but rather flee from enemies until hatching into a basic flemoid. Most of the time this will result in a Common Flemoid, but can sometimes create a Bipedal Flemoid, or rarely a Larva. Flem Spores will flee from the enemy until they transform. Production of these is important to maintaining an attack. Flem Spores are vulnerable to snipers, but will spawn a flemoid on death, anyway. Common Flemoid Cost: 2 Health: 70 Attack: Melee Damage: Very Low Role: Brawler/Meatshield The Flemoidus Commonus has a relatively simple DNA structure, making it the most common flemoid for a larva to morph into. The Common Flemoid is an incredibly cheap and disposable unit, intended to fill areas in vast swarms, where their numbers speak for themselves. They can be spawned faster than other monsters, and with good cause. They form a constant presence in the Chex Quest force, constantly applying pressure to the enemy as they are spawned, or grow from Flem Spores. Common Flemoids spawned from a Spore will not drop mana. Common Flemoids are vulnerable to snipers. Bipedal Flemoid Cost: 3 Health: 150 Attack: Melee Damage: Low Role: Brawler/Meatshield Requiring a more complicated DNA structure and a little more nutrition than a Commonus, Bipedici (plural of Bipedicus) are the only flemoids to walk on two legs. A step above the common flemoid, Bipedal Flemoids move quicker and hit harder. They can compare with other basic melee units in numbers, and are useful as a cheap, surprisingly quick melee counter. They are another common sight in a flemoid swarm. Their swift attack rate often gives them the edge in combat with other basic melee units. Bipedal Flemoids are vulnerable to snipers. Armored Bipedal Flemoid Cost: 4 Health: 140 Attack: Ranged Damage: Low Role: Skirmish/Suppression Sometimes, Bipedal Flemoids are given suits of armor, in order to allow them to project slimeballs at long distances. Armored Bipedal Flemoids provide basic fire support to the flemoid swarm. They are more powerful than other Faction's basic ranged units, and fire slime balls with a decent rate. In groups they can be punishing to weak units, but have no melee attack, and thus no way to fight ghosts. When upgraded, they form a vital source of spores. Armored Bipedal Flemoids are vulnerable to snipers. Larva Cost: 4 Health: 175 Attack: Melee Damage: Low Role: Brawler/Shock Most of the time, a flemoid egg will first morph into a larva before preparing to take on the DNA structure of a more specific variety. These larvae are small and helpless, their only function being to absorb enough nutrition to become full-sized flemoids. Chex scientists have speculated, however, that if certain DNA mutations occurred, a larva could possibly continue to grow bigger and stronger without transforming into a different type of flemoid. If this occurred, there could exist a new specie of "super-larvae" that would be big and strong enough to be dangerous. Larvae are relatively cheap and a good complement to the swarm. They are quicker and have more health, and also deal more damage in combat than bipedal flemoids. Groups of them can lead lightning strikes on enemy positions, and have the staying power to provide time for the swarm to arrive and force the enemy into a whole other front, or give the swarm a little extra bite to push through some tougher opposition. Larvae are vulnerable to snipers. Cyclops Flemoid (Ghost Unit) Cost: 5 Health: 200 Attack: Melee Damage: Medium Role: Brawler/Shock The Flemoidus Cycloptis is believed to be shapeless, holding no definite form. To compensate, they have all been equipped with well-armored floating mechanisms. Built into these floating contraptions are powerful slime-extraction tubes, which will plaster slime onto onto opponents at an amazing slime-per-second factor (spsf). Chex Quest's basic air unit, the Cyclops is a swift melee attacker. It can defeat many basic units, and in squads outperform most basic melee specialists. Their flight ability allows them to easily track down and hold up groups of enemies and provide the air support Chex Quest mostly lacks. During a melee attack, Cyclops actually push themselves forward slightly in order to maintain contact with the enemy. They are fantastic for caging in players or other enemies, and for eliminating ranged or aerial threats to the swarm. Being Ghosts, Cyclops can devastate unprepared positions as a flying column. Cyclops Flemoids are vulnerable to snipers. Quadrumpus Cost: 15/1 Health: 300 Attack: Ranged Damage: Medium Role: Suppression/Skirmisher Bred for combat, the burly Flemoidus Quadrumpus has the ability to hurl balls of slime across long distances, making it every bit as dangerous as the fast and furious Cycloptis. And if you get too close, their hands' suction-like form lets them really stick the slime into you! Chex Quest's only non-hero Suppression unit, the Quadrumpus fires four slimeballs in quick succession, allowing it to mow down basic infantry and hammer tougher units. A couple of them can provide a lot of firepower, and at further ranges may strike multiple targets. A squad of them can provide a surprising amount of firepower, and make up for Chex Quest's general lack of ranged power. Quadrumpus can generate Flem Spores. Quadrumpus can hit Ghost units. Stridicus Cost: 15/4 Health: 480 Attack: Melee Damage: High Role: Assassin/Shock The Flemoidus Stridicus is the fastest flemoid EVER! Named after its legs and long strides, it even needs to bend down to slime you. The fastest ground unit in ZDoom Wars, the attack-dog-like Stridicus are also devastating melee combatants. They should be used to break the enemy's lines of basic monsters or for hero- killing. Stridicus can generate Flem Spores. The Stridicus delivers damage early in its attack sequence, so it makes for a great player hunter – one of the best. Flem Mine Cost: 20/10 Health: 125 Attack: Ranged Damage: Very High Role: Shock/Siege This remote controlled slimeball has a single purpose: To slime as much as it can, all at once. Flem Mines are suicide-units, and the most jarring shock unit in ZDoom Wars. When they acquire a target, they charge up for a moment. During this period is the enemy's best chance to kill the mine. After charging up, the Flem mine bolts forward, and explodes next to its target. This explosion pierces invulnerability and forces its damage, annihilating groups of lesser units, or maiming elite units. It is the ultimate weapon of shock, and can break the enemy line into confusion and non-cohesion. Watch out, it can hurt your units, also! Upon spawning, Flem Mines must spend a short period disarmed and uninterrupted before becoming aggressive, so they cannot easily be used as direct weapons. Staying near an enemy mine which has just spawned can keep it from arming. They also make beeping sounds and flash red as they move about and charge. When facing Chex Quest, listen for that sound! Super Cyclops Cost: 30/9 Health: 700 Attack: Ranged Damage: High Role: Skirmish/Suppression Recently, there have been sightings of cyclops flemoids mounted in larger armor suits than before – and these ones can shoot! One of the toughest non-hero air units in the game, the Super Cyclops is an enduring addition to Chex Quest's meager air forces. On top of their health, Super Cyclops can strafe out of the way of enemy fire, granting them the ability to face down a horde of projectile-using enemies. They fire damaging slime balls at a decent rate, and can generate Flem Spores. Super Cyclops can strike Ghosts, and their shots cannot be reflected. Slime Carrier Cost: 30/8 Health: 600 Attack: Ranged Damage: N/A Role: Support/Shock As the flemoids encounter the forces of other dimensions, they adapt and grow. In response to fortresses, the flemoids have created a new slime-form. The Slime Carrier acts as a sort of one-time troop carrier for the flemoids. Unlike other air units, it must be spawned on the ground, where it will undergo a period during which it is inactive while it synthesizes the fuel it uses to float, and grows its batch of flem spores. Upon activation, the carrier rockets a short distance into the air, and is awakened. When closing to within a short distance of the foe, the Slime Carrier unleashes its payload as it bursts. The ensuing swathe of flem spores (and even some resurrection slime) can break a battle line or swamp a garrison, or simply be used as an instant army. As the Slime Carrier loses health, its payload decreases, and if killed before beginning to unload, it has no effect. Flembrane Cost: 50/10 Health: 1100 Attack: Ranged Damage: High Role: Defense/Skirmish Deep down in the darkest caverns lurk these massive, living walls of flemoidus slime. The Flembrane is unusual, in that it is immobile. It spits out a decent amount of powerful slime balls, and its size allows it a great deal of defensive ability, often acting as a barricade. It can occasionally emit a slime blob in its vicinity that will move about slowly and resurrect units, further providing for the Flembrane to hold an area and repel attackers. They are not as tall as they look, so players can often leap right over them with little trouble. The Flembrane can emit Flem spores, strike Ghosts, and has a health bar. Special Ability: Resurrection Slime The Flembrane can occasionally emit a slime blob in its vicinity that will move about slowly and resurrect units, further providing for the Flembrane to hold an area and repel attackers. The Flembrane's Resurrection Slime has 120 health, and is vulnerable to snipers. Maximus Cost: 50/15 Health: 1900 Attack: Ranged Damage: High Role: Shock/Skirmisher The hulking Flemoidus Maximus is one of the most powerful flemoids known to Chex Intelligence. Most people's first reaction to seeing a Maximus is simple: run. The only people who don't run are either fools or heroes Maximus is a powerful elite unit, boasting a great amount of health and a powerful attack. It fires slime balls that do high damage. It is surprisingly quick for its size, and can face down other Faction's Elite units with ease, or wade through lesser units. Maximus fires from just high enough to attack over the heads of Flemoids around him, making him perfect for highlighting a swarm. Maximus has a health bar. Flembomination (Hero Unit) Cost: 70/60 Health: 4250 Attack: Ranged Damage: Very High Role: Suppression/Siege Cool-Down: 3 Minutes The result of a freak dimensional-portal accident, this hideous flemoid hybrid is one of the most dangerous flemoids of all. A suppression unit of epic proportions, the surprisingly fast Flembomination can unleash an impossible torrent of slimeballs of every shape and size. Some can strike ghosts, and at medium range the Flembomination will often strike multiple units, allowing it to blow away groups of lesser units. Up close, however, it doesn't do as well, resorting to a simple melee attack. The Flembomination can generate Flem Spores. As a hero, the Flembomination cannot feel pain. Some of the Flembomination's slimeballs can be reflected. When placed in a high position with a wide field of vision, there is no greater suppression unit. Its volume of fire can often prevent air units from even approaching. Lord Snotfolus (Hero Unit) Cost: 100/90 Health: 6000 Attack: Ranged Damage: Very High Role: Skirmish/Support Cool-Down: 5 Minutes The leader, and most imposing of all Flemoids, Snotfolus commands his horde from within his meteorship. Lord Snotfolus is a massive, mobile factory that can deliver a damaging slime ball spray that harms ghosts. It is efficient at killing elite units, and generates Flem Spores merely by moving. Its great height allows it to fire over most any other unit, and it is rather quick. An unchecked Snotfolus can fill an area with allies as well as slaughter the enemy. Snotfolus' main slimeballs cannot be reflected, and pierce invulnerability. As a hero, Snotfolus cannot feel pain. Upgrades Commonus Multiplication Cost: 30 Affects: Common Flemoid Type: Global Upgrade This upgrade can cause a Common Flemoid to drop two flem spores on death, provided there is enough room. This can be devastating, and maintains the constant pressure philosophy of the Flemoids. Armored Bipedal Flemoid Upgrade Cost: 20/10 Affects: Armored Bipedal Flemoids Type: Global Upgrade This upgrade allows Armored Bipedal Flemoids to emit Flem Spores, greatly increasing the number of basic Flemoids available for the swarm, and can allow a garrison to defend or replenish itself. Stridicus Legacy Cost: 30/10 Affects: Stridicus Type: Global Upgrade This upgrade causes Stridicus to leave several Flem Spores on death or drop one upon being put into their pain state, again providing back up in the form of basic Flemoids. Slime Meteor Cost: 40/30 Affects: None Type: Summon Ability This ability creates a slimy meteor, which spawns Flem Spores. It can form the core of an entire Flemoid swarm if accompanied by the player spawning alongside its reinforcements. But be careful, it crawls along at a slow rate, and can bring itself into harm's way after a while. The Slime Meteor spawns very slowly, almost not at all – until it can see an enemy within 1800 units. At that point, its production rate will rise greatly, until it can't see nearby enemies anymore. To ignore the presence of an enemy meteor for long can be a terrible mistake during a siege. Tech Tree The Player class for Chex Quest is named Chex Warrior. When hurt, there is a chance that the Chex Warrior will spawn a flem spore. The Chex Warrior has 250 health. Chex Quest's tech tree has two branches. The leftmost branch focuses on a ranged combat force, with significant backing from the Swarm. Advancing along the left branch costs on a 3.1:1 mana to hero mana ratio. The right branch allows a variety of melee and Shock units to take initiative in a battle. This branch costs on a 8.6:1 mana to hero mana ratio. Since both branches can have Stridicus, they are both viable alone, but, of course, it is best to have both branches available. Tips and Strategies For Chex Quest Chex Quest has a strange and eclectic, but incredibly limited air force. The primary air unit is melee based, even. However, each type of air unit is a solid combatant in its own right. Cyclops are hardy and can knock many other air units out of the sky, easily compensating for a lack of ranged ability, while Super cyclops have the endurance and agility to hold up a surprising number of enemies, and the Flem Mine is the most disheartening and violent shock unit in the game. The end result is that Chex Quest, though it probably won't dominate the air as some other factions might, can deal decisive strikes using a sudden rush of air power. Chex Quest relies on the background static of vast swarms of flemoids. Common Flemoids should be numberless, and apply constant pressure. This keeps the opponent from saving up mana too easily, so Chex Quest can slowly grind them down through attrition. Flemoids, on average, weigh more than other units for their size. In a pressed melee, this can cause a slow push effect that can drive back and overwhelm an enemy in an inexorable wave. Chex Quest has a great variety of melee units, but they still need ranged or air support to contend with many kinds of foes. Do not neglect to use many Ranged units in advantageous positions. Allowing your swarm to get to grips with the enemy is vital. Chex Quest's more elite units are generally quick (The Stridicus standing above the rest). However, Common Flemoids are not, so account for this when using them. When playing as Chex Quest, expect to go through a LOT of basic units. They are cheap and should be used in great numbers. But this is offset by Chex Quest's pricier elite units. To get their cost's worth out of them, make sure they always have swarm support. Heroes are always a threat to the swarm. Wield Chex Quest's powerful shock units and batteries of ranged flemoids to beat down heroes before they do too much damage. Chex Quest's upgrades and ability are used to bolster the horde. Use the upgrades, because with them, a Chex Quest army can build an enormous amount of momentum. A full-on, Meteor-fueled swarm can become literally unstoppable in battle, able to generate flemoids much faster than they can be killed, outnumbering the enemy at least 10 to 1, and overrunning even heroes by sheer volume. If you achieve this, don't get cocky. Adept opponents will strike the heart of the operation – either you or the Meteors. The loss of the Meteors will spell a sudden end to your swarm. Preserve them, and use elite units at the right times to destroy particular objectives, and the enemy WILL eventually fall. Chex Quest has the highest mana to normal mana ratio of all the factions.