Contents

Chaos Strikes Back Level 08

Map

Map Key
Chaos Strikes Back for Amiga Map - 08

Items

01 (26,21) Iron Key
02 (31,20) Throwing Star
03 (29,18) Throwing Star
04 (31,15) Arrow (2)
05 (31,13) Arrow (3)
06 (27,12) Dexhelm
07 (28,23) Iron Key
08 (30,29) Rock
09 (28,32) Elven Doublet, Elven Huke
10 (27,33) Dragon Steak
11 (25,30) Dragon Steak
12 (31,37) Staff
13 (26,25) Iron Key
14 (21,24) Small Shield
15 (06,35) Chest [Magnifier, Scroll ("Map spell Oh Gor Ku"), Gor Coin (3)]
16 (06,31) Executioner
17 (11,26) Halter, Falchion
18 (24,23) Iron Key
19 (30,12) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details.

Inscriptions

I01 (23,31) "No fireballs"
I02 (17,31) "No fireballs"

Locks

L01 (30,18) Onyx Key, Iron Key
L02 (30,16) Iron Key, Lock Picks
L03 (30,15) Onyx Key, Lock Picks
L04 (15,13) Square Key
L05 (07,36) Iron Key

Notes

A. "Vexing Vexirk" puzzle:
When you walk at (15,13), a Vexirk (Creatures #06) is teleported to (15,13). You can kill it to take its Iron Key and escape from that area. But you should try to scare and corner it at (24,23) by using War Cry or the Horn of Fear. There he will teleport to (09,30,37) where he will die. He will drop its Cape that will trigger the teleporter there, which will teleport the Vexirk's items as well as the items that were at (09,30,37) in front of you at (24,23). The teleported Mirror Of Dawn will activate the teleporter at (25,13) which will teleport a second Vexirk (Creature #05) to (18,14). You will not be able to corner it at the same place, but you can do it at (09,11). He will teleport to (09,28,37) where he will die. He will drop its Cheese that will trigger the teleporter there, which will teleport the Vexirk's items as well as the items that were at (09,28,37) in front of you at (09,11). A third Vexirk (Creature #36) will also be teleported to (18,14). You can kill this one normally.

Creatures

01 (30,13) Mummy
02 (30,12) Mummy (2)
03 (31,12) Mummy
04 (30,11) Mummy (3) [Gor Coin]
05 (25,13) Vexirk [Apple, Corn, Bread, Cheese]
06 (25,11) Vexirk [Cape, Water, Square Key]
07 (25,29) Muncher (4)
08 (26,29) Muncher (4)
09 (25,30) Muncher (4)
10 (26,30) Muncher (4)
11 (27,31) Muncher (4)
12 (28,31) Muncher (4)
13 (29,31) Muncher (4)
14 (27,32) Muncher (4)
15 (28,32) Muncher (4)
16 (29,32) Muncher (4)
17 (27,33) Muncher (4)
18 (28,33) Muncher (4)
19 (17,31) Muncher Generator (2)
20 (18,35) Vexirk [Magical Box (Green)]
21 (22,35) Vexirk
22 (23,38) Deth Knight (2)
23 (16,38) Deth Knight
24 (14,36) Vexirk (3) [Bread, Onyx Key, Choker]
25 (13,37) Vexirk (3) [Gor Coin]
26 (12,38) Vexirk (4) [Cheese, Apple]
27 (11,37) Vexirk [Iron Key]
28 (09,36) Vexirk (2) [Ful Bomb, Ven Potion]
29 (09,38) Vexirk (2) [Gold Key, Magical Box (Blue)]
30 (08,37) Vexirk [Rabbit's Foot, Jewel Symal]
31 (07,34) Deth Knight
32 (09,34) Deth Knight
33 (07,28) Deth Knight
34 (09,28) Deth Knight
35 (17,25) Mummy Generator (1-4)
36 (05,11) Vexirk
37 (20,31) A randomly placed Giggler possessing items can be here. Read the notes of Chaos Strikes Back Level 07 for details.

Hint Oracle

H004 - CLOSED DOOR
Remember well the lessons of Dungeon Master: don't let a closed door stop you.
Some doors can be chopped, while others may be blasted with fireballs.
H006 - JUST HALL
This is just another corridor.
H026 - IRON KEY
This lock takes an Iron Key. There are several Iron Keys scattered throughout the dungeon.
H047 - SQUARE KEY
This lock requires a Square Key.
A nearby monster has the key. Defeat the monster to obtain the key.
H049 - VEXIRK CROSSFIRE
Be prepared to endure some fireballs, since these are rather large Vexirks. It's too bad they can't be reasoned with. Most of the buttons they guard need to be pushed to open the door between them.
H051 - TOPAZ KEY
The Topaz Key is needed to open this lock.
The Topaz Key will be a treasure in an alcove. Which alcove, is something I do not know.
H056 - NO FIREBALLS
The room turns spells and projectiles back towards the party.
For this reason monsters should be battled with swung weapons until lured into the nearby corridors.
H061 - SECRET WEAPON
There is an effective weapon against the Deth Knights on this level, if you can get them to stand in the right place.
Open the lower pit if you do not wish to fight the Deth Knights downstairs.
H062 - DO UNTO OTHERS
The guards will not allow themselves to be attacked without responding in kind.
The Deth Knights are magically protected from projectiles and spells until released.
H077 - ENLIST AN ALLY
It is possible to dodge the Dragon's fireballs long enough to destroy the Mummies.
After the Mummies are gone, the Dragon can be dealt with.
H078 - MONSTER FLOOD
Once started, the only way to stop the Mummies is by fighting to their source, then eliminating remaining groups from there.
If the party leaves the area, the number of Mummies will not increase.
The source of the Mummies is the stairs at one end of the room.
H085 - ANTE ROOM
The room seems a good byway to the source of the Mummies.
The right door of the adjacent doors is closest to the source of the Mummies.
H089 - TREASURE TIME
Relax and collect your treasures.
H090 - THE EXECUTIONER
The axe in the alcove is The Executioner.
All of the Deth Knights will be released to recover the stolen weapon.
You can challenge the guards one at a time before removing The Executioner.
H091 - GHOULS HEAD
The ghoul's head warns that great evil is focused on that spot. It is important to investigate the area around the warning thoroughly, so any traps or byways may be found.
If two ghoul's heads face each other, do not step between them.
H092 - THROW IT AWAY
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Turn to face away from the pit and door. Throw or shoot something small into the teleporter that appears. It may take more than one try to get an object through the grate door to open it.
H093 - VEXIRK CULT
There are many Vexirks here. Most have treasure.
By lining them up, you may get the Vexirks to attack each other.
Look for an imaginary wall.
H094 - BLACK ROOM
These Mummies are tough. If you can toss an object onto the pressure plate in the rear of the room, a secret weapon is made available.
H095 - DEADLY DOORS
This is a good place to battle the Mummies and especially the Deth Knights.
Just lure your attacker under the door and step on the pressure plate, swinging.
Be careful that you are not outflanked.
H096 - VEXING VEXIRK
There is only one Vexirk here. He has the key that lets the party into the rest of the dungeon.
Although the key can be obtained by killing the Vexirk, this is not very civilized. Rather than kill him, you might try extortion.
Corner the Vexirk and he will give the party treasure and teleport to safety. He is not stupid, though, and will not allow himself to be cornered in the same place again.
H097 - SAFE TELEPORTER
It would appear Chaos has an uncharacteristically well developed sense of fair play.
I have seen the ghoul's head marking every teleporter that was evil.
There is no ghoul's head, so I believe it to be safe.
H098 - WHAT IS THE FLAP
An OH EW RA spell will give you an idea what the danger is.
Exit the area without touching the walls.
Take two steps from the alcove and wait a moment. Enter into the teleporter.
H099 - HERE AND THERE
You are here.
To get there, you should proceed at a quick pace from the alcove. You are there when you face the visible teleporter.
H100 - HERE AND THERE
You are there.
To go somewhere else, locate a short-lived teleporter and enter it.
H101 - WAY OF THE NINJA
The Ninja is elusive, and uses many range weapons to kill from the shadows. The Ninja finds the path of least resistance.
H102 - WAY OF THE WIZARD
Science and Magic are the domain of the Wizard. Natural forces both useful and destructive are used by the Wizard. The magic-user is essential for the disruption of non-material and vapor beings.
H103 - WAY OF THE FIGHTER
By strength and blade the Fighter hews all opposition. A well timed charge can catch many enemies off guard. Many will cower when the Fighter sets upon them with a war cry and flashing steel.
H104 - WAY OF THE PRIEST
To be a Priest requires discipline and patience. Combat is a last resort. This is especially true for intelligent adversaries, as much can be gained in negotiation. The Priest should become adept at protection and healing for the good of the party.
H120 - IMAGINATION
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
I sense an imaginary wall near the party.
H185 - MANY MONSTERS
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Many areas of this level are infested with monsters. Mummies, Munchers and worse may grow in number if allowed. I sense one outstanding exception to this constant danger.
H191 - PIT RETURN
No treasure here, and two ways out.
H196 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
H205 - CREATURES
Learn well the shapes and forms dread Chaos makes; Regard the toll of pain and death each monster takes.
GIGGLER: Laughing thief, all leg and arm, steals but does no other harm.
MUMMY: Once a man, now rags and rage. A creature like Chaos, beyond time and age.
VEXIRK: Small, black and hooded, with eyes of red. Throws magic and fire from the land of the dead.
MUNCHER: Three mouths in place of head and claws. Heros fall from its poisoned jaws.
DETH KNIGHT: Sword and sabre, armored wraith. Chaos' bodyguard keeps him safe.

Powered by Drupal   Valid XHTML 1.0 Strict