Contents

Chaos Strikes Back Hint Oracle (English Release 3)

Description

Chaos Strikes Back - Hint Oracle
The Hint Oracle is found on the Chaos Strikes Back Utility disk. It looks in your saved game and gives you hints based on the location of your champions in the dungeon.
Thanks to Paul R. Stevens (prsteven@facstaff.wisc.edu) who decoded the data files of the Atari ST version, the complete Hint Oracle text is now available on this web page.
The hints on this page were supplied with later versions of Chaos Strikes Back for Amiga version (named 'English Release 3' on this web site).
Note: You can also consult the Chaos Strikes Back Hint Oracle (English Release 1). Release 2 was a test version for French and German translations that was mistakenly distributed with some versions of the game and later replaced with Release 3.

Hints

H000 - FULYA PIT
This is where Lord Chaos mined the deadly Mana-absorbing Corbum.
Throw the Corbum over the pit into the flame ring. You will need to destroy all four to foil Chaos' plan.
Be forewarned that anything thrown into the FULYA Pit other than Corbum could have fatal results.
H001 - ZO WHAT
The Oitus come at the party from all sides. Moving from the intersection will allow the Oitus to come in behind the party.
By casting ZO spells at three of the doors you can prevent the party from being trapped.
When the attacking Oitu is killed, the party can explore that pathway.
H002 - QUICKSTOP
There are many supplies to gather in this room.
Whenever you hear a click don't stay too long or a pit will open under you.
H003 - HARVEST
I know that the Oitus here cultivate Screamers for themselves.
If you harvest their Screamers, the Oitus will come for you. How hungry are you?
Do not kill the Screamers.
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.
H005 - MUSICAL LOCK
It will take two identical keys to open this lock.
They are the Keys of B.
Bring more Keys of B if you find any.
H006 - JUST HALL
This is just another corridor.
H007 - THREE STRIKES
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
To throw an object through the teleporters, release it the instant the teleporter blocks its path. Do not fear: all the objects can be recovered.
H008 - GIVE UP
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
If you are out of objects and cannot find more, the lever will provide a combat path to the other side of the puzzle. There, you will find all the objects you have thrown.
H009 - MASTER KEY
The Master Key is needed for this lock.
One of the Demon groups in this room has the key.
Kill the Demon to obtain the key.
H010 - WAIT HERE
The pit to the East will close if the party waits here a short while. If you cross you will need to "run and jump" again to return.
H011 - RUN AND JUMP
At the writing face West down the corridor. Quickly click off seven steps and the pit will close just in time.
This will not work for parties that are overburdened or injured.
Speed Boots may cause trouble here.
H012 - HEAVY ARTILLERY
The pressure plate in the back corner will launch a top level fireball.
To direct this power at the large Scorpions around the corner, the lever on the wall should be pulled.
The fact that this puts the party in the path of the fireball deserves careful consideration.
To safely launch a fireball from the wall, face the lever, back up one step, step forward, wait half a second, then pull the lever.
H013 - GAUNTLET OF FIRE
Time your passage well. Prepare a fireshield or two.
Step through the firecourses at their ends.
You can blast open the door on the Northeast edge of the room.
H014 - OOPS
If you remove the Vorpal Blade, the fireballs become larger, and the Rives will attack the party. The Onyx Key works in this lock and releases Slime Devils.
The Slime Devils are useful to absorb fireballs and allow the party to exit the room. Be careful not to release too many Slime Devils.
H015 - LAST LEG
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Out, two to the right, forward and left before the pit.
H016 - FIRECOURSE
This is the path of the fireballs. It is wise to seek a safe corridor to the side.
H017 - CORRIDOR OF FIRE
Be wary of fireballs coursing down this hall. Seek shelter to the sides.
Prepare fireshields for every Champion.
H018 - FIRST LEG
The room ahead redirects the fireballs into every square.
To dodge the fireballs, step where they have just passed.
H019 - SECOND LEG
Beware of the pit around the corner.
Sprint up to the pit, face it, and wait.
When the wall opens to the right, enter this new cul-de-sac.
H020 - THIRD LEG
You can close the pit from here.
Push the hidden button and move.
Step to the left, then two steps forward, one left, one forward and one more left.
Be sure none of your champions are wounded or carrying too much, or they will be too slow to cross the pit.
H021 - FOURTH LEG
This one is different. The next safe spot is defended.
It is possible to eliminate the Mummy on the first attack, but failure is dangerous.
It is possible to dart out, attack the Mummy, and return without getting hit.
H022 - PIT RETURN
There may or may not be treasure here, but there is only one way out.
H023 - SURRENDER
Place the objects the party is carrying on the floor of the dungeon. When enough equipment has been surrendered, a wall will open up.
Surrendered objects are re"supplied" later.
H024 - THE WAYS JUNCTION
Read the text on the walls before stepping up to an Altar of VI. The word is the name of a symbol that describes the Way. All four Ways must be completed for victory.
H025 - NO LOCK DOOR
Because there is no lock, no key will open this door. You must return with a special object to open this door.
Return here with a Corbum.
H026 - IRON KEY
This lock takes an Iron Key. There are several Iron Keys scattered throughout the dungeon.
H027 - ENDLESS CORRIDOR
This hallway is not as long as it seems.
An imaginary wall is nearby.
When you feel you have walked far enough, search for imaginary walls.
H028 - COUATL CAGES
The place where the Couatls were kept.
H029 - MAP
The scroll gives a hint about which button to press.
Press only the button on the West wall of the cul-de-sac.
The West wall is to the left as you enter.
H030 - WINGED KEY
The Winged Key is needed to operate this lock.
The Winged Key is found in an alcove at the center of the "Couatl Chamber."
H031 - RIGHT AND WRONG
The right one is correct.
Do not press the left button.
H032 - CURVE BALL
The visible teleporter will deflect any objects or spells cast into it. Thus may the Champions attack the fiends guarding the door.
Cast a poison cloud or a fireball into the teleporter.
H033 - CURVE BALL
Stand where the Ant Men were dispatched and use the deflecting teleporter again. A button-operated grate door is blocking the way.
You can cast a ZO spell to open the door.
Rather than opening the door, cast damage spells through the grate to kill the guards behind it.
H034 - SEE WHY
If you cast an OH EW RA spell on this section of wall, you will see a button which you may push.
By pressing the button, a launcher will cast DES EW spells to destroy the non-material beings inside.
H035 - BACKDOOR
You have located a safe and sure passage out of the Cistern.
H036 - THE CISTERN
Though it has been drained, this ancient reservoir has taken on a life of its own. It is dangerous to let the Water Elementals grow in number. Consider your options with a minimum of travel, for movement stirs up the Elementals.
All of the visible teleporters are one way the wrong way. Some of them will waver off and on. Make haste and travel North while they are off.
There is an imaginary wall towards the Southwest that reveals a pit. This pit will return the party to the Junction of the Ways.
H037 - SOLID KEY
This lock takes the Solid Key.
A Dragon named MONGOR, found on the bottom of the dungeon on the Way of KU, will yield a Solid Key when defeated.
H038 - LAUGHING PIT
One of the nearby pits is controlled by a Giggler. However, the Giggler moves more quickly than any Champion, so if you try to cross, there is a great risk the pit will open under you.
Use the blue Magical Boxes scattered around the room to freeze life when the pit is closed. You have plenty of time to cross the pit.
H039 - GOLD KEY
Opening this door will yield treasure and nothing more.
A Gold Key is needed for this lock.
It is not necessary to open this door to defeat Chaos. Do not dwell on it.
H040 - ELEMENTAL ENEMY
If the Water Elementals in this room have not been dispelled or weakened, it is wise to fight to the Green Gem button and hold out there. Push the button if a champion is about to die.
The lever in the far corner will open the door. Be careful not to get trapped.
H041 - POISON ROOM
If nothing happened when the party entered the room, then they used the proper key to open the lock.
If the air is thick with poison, be still until you can spot the secret switch that turns off the deadly flow.
H042 - EXIT ONLY
There is no way to open the passage from this side.
H043 - MUNCHER NEST
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
The pit in the corner of the room has an endless supply of Munchers. Choose spells that are effective against them, and run through the room.
H044 - BREAKOUT
You have fallen into Lord Chaos' prison.
Who else would have the key to the cell but the one guard outside the door? Perhaps he will come in if you pretend to be sick.
Maybe he has a short temper, and will come in after you if you taunt him.
Stand next to the door until it opens. You must defeat the Stone Golem to obtain the key which opens the door.
H045 - ROCK AND HARD PLACE
You must defeat the Skeleton to obtain the key to open the door.
Actually, the door is not that hard.
You can blast the door with a fireball.
H046 - SQUARE KEY
This lock requires a Square Key.
A nearby monster has the key. Defeat the monster to obtain the key.
H047 - LAUNCH IT
Launch it with the hidden switch on the opposite wall.
Catch it by stepping on the square pressure plate.
Snatch it by moving towards it, picking it up and moving back before the pit opens.
The puzzle resets after you leave.
H048 - 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.
H049 - TURQUOISE KEY
The Turquoise Key is needed to open this lock.
The Turquoise Key can be found on the Way of NETA.
H050 - TOPAZ KEY
The Topaz Key is needed to open this lock.
I believe the Topaz Key is being carried by a giggler. Which giggler, that is something I do not know.
H051 - ALTAR OF VI
A tithing of one Blue Gem is required.
H052 - DEATH ROW
Be glad you are not behind this door.
You cannot enter Death Row from here. This does not matter at all, for there is no treasure or passage beyond the door.
H053 - POINTLESS PASSAGES
There are two walls here that alternate between open and closed.
Locate the switch on the floor and start from there.
Travel to the end of one hall, then return to the switch. Now retrace your steps to find what has changed.
H054 - END RUN
Cross to the other side of the pit via the teleporter in the cul-de-sac to the right.
H055 - 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.
H056 - RA KEY
The RA key will operate this lock.
I believe a Giggler may have the RA Key.
H057 - GREASED SLIDE
Keep moving away from the pit or end up in it.
There is treasure in the alcove which may be difficult to get under these conditions.
H058 - DEAD END
Do not give up hope when the party is cornered.
Assumptions can maintain a wall where there is none.
Retreat to the end of the corridor and allow the Deth Knights to advance next to you. Wait a short while, then retreat down the newly opened corridor.
H059 - ZOOOOOOM
There are at least five exits from the zoom path.
There are several things you can do in passing. Timing is essential. Align your leader's hand with the button or treasure you wish to grab. Reach for the object in the space before you see it.
Some exits may not be obvious.
You must kill the single Demon and enter that hall space to continue on the ROS path.
H060 - 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.
H061 - 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.
H062 - WELCOME
You stand at the threshold of the Diabolical Demon Director. Stay low, look both ways, and good luck.
H063 - BLACK FLAMES
Battle the Black Flames at a distance to avoid getting trapped.
H064 - HIGH GROUND
Clear the Demons from this area. This will take the pressure off the tough decisions to be made in the adjacent corridors.
The pit towards the entrance can be opened and closed by stepping on the pressure plate next to it.
H065 - PRESSURE COOKER
You must get past the teleporter.
The buttons may help you continue your journey.
Press all four buttons in this hall to turn the teleporter off and continue.
H066 - ENTER THE PIT
Trust the text.
H067 - ROCKS TO RICHES
To cross the pit in the SE corner of the room the pressure plate two squares North of it must be held down by a monster. The safest, slowest, and most convenient monster is probably a Rock Pile, so do not kill them.
There is a secret button nearby that will close the pit in the middle of the room.
H068 - TAKE THE TREASURE
And run.
As soon as you grab the flask, step back to avoid falling in the pit.
H069 - CROSS KEY
The Cross Key is needed to operate this lock.
You must exchange valuables to obtain the Cross Key.
H070 - INSULT TO INJURY
To combat the Deth Knight, it is helpful to leave an object on the pressure plate to stop the launcher.
H071 - VALUE EXCHANGE
An object placed on the pressure plate will be accepted as value towards the exchange.
Several objects are needed to obtain the key.
H072 - RUBY KEY
The Ruby Key is needed to open this door.
The Ruby Key is in a chest in the Couatl Chamber.
H073 - EMERALD KEY
The Emerald Key is needed to open this door.
The Emerald Key is hidden in an imaginary wall maze on the Way of ROS.
H074 - DISTURBING CLICK
The Dragon here is large and has no treasure.
Each time your party triggers a sensor, they risk that a pit may suddenly appear to block any retreat. Leave this area as soon as possible.
H075 - SOLID WALL MAZE
To get through this maze check for imaginary walls by running into them. Be careful, though: it is easy to end up next to a Dragon without any warning.
The entrance is in the North, the exit towards the South. There are at least four small Dragons here. It is probably better to run around them than to confront them.
The Emerald Key is to the Northeast.
H076 - 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.
H077 - 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.
H078 - SHIELD OF RA
The shield is trapped. The launcher at the end of the hall is triggered by removing the shield.
It is not possible to step towards the launcher and around the corner in time to avoid getting hit.
Step into the imaginary wall to the North to avoid the fireballs.
H079 - SPECIAL DELIVERY
The teleporter only works on monsters.
Teleport a group of Skeletons any way you can.
Destroying one of the Skeletons behind the door will open it. Priests should turn left. Ninjas should show the "eye" on the wall any object. This will close the pit back upstairs and to the left in the Diabolical Demon Director.
H080 - DRAGON DEN
There is more firepower in this room than anywhere else in the dungeon. Be careful.
Tease a Dragon long enough and it will come after you.
An important item is in one of the three rooms that branch from here. I do not know which one.
H081 - DRAGON DANCE
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Seek an imaginary wall. Look ahead to avoid surprises.
H082 - START
There is treasure in this room. Some is scattered on the floor. Some must be purchased with Gold Coins that can be found.
Beware the trap that brings in more enemies.
The Worms hold the key to your escape.
Once enlightened, a better exit becomes clear.
Put the torch in the sconce and an exit will appear.
H083 - LIGHTNING LANE
There is a button which can be pushed but need not be.
The button on the South wall starts a lightning launcher.
It is possible to deal with the Hell Hounds by starting the launcher and going though the nearby door for awhile. Starting the launcher is a bad idea if the party is moving slowly.
H084 - ANTEROOM
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.
H085 - PIT RAILROAD
Once they have you, the pits will not let you go. Take time to make sure you do all you can to reduce the number of guardian monsters before you cross the room.
Use poison clouds when lined up with the grate doors to kill some of the the Couatls before they are released.
H086 - ONYX KEY
The Onyx Key is needed to operate this lock.
An Onyx Key can be found among the Vexirks on the Way of KU, on a Deth Knight on the the Way of ROS, or in an alcove on the Way of DAIN.
H087 - TRAPPED
All of the walls that are there are solid.
Not all of the walls are there.
To escape, back up.
H088 - TREASURE TIME
Relax and collect your treasures.
H089 - 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.
H090 - 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 over the same square, do not step between them.
H091 - THROW IT AWAY
This is a throwing test.
Perhaps you should try a different direction.
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.
H092 - 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.
H093 - BLACK ROOM
These Mummies are tough. If you can toss an object onto the pressure plate in the rear of the room, a useful exit is made available.
If you can open the secret passage, the Mummies can be lured over the pit operated by the lever.
H094 - 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.
H095 - 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.
H096 - 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.
H097 - 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.
H098 - 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.
H099 - HERE AND THERE
You are there.
To go somewhere else, locate a short-lived teleporter and enter it.
H100 - 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.
H101 - 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.
H102 - 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.
H103 - 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.
H104 - GIGGLER GAMES
You are in an area where the Giggler is at home. Be careful when chasing or fireballing Gigglers here, for the dangers outweigh anything they might have stolen.
H105 - HARD WAY
This passage connects both ends of the Ninja throwing test.
H106 - JUST A ROOM
A treasureless, puzzleless room. Watch for monsters and pits.
H107 - OITUS
Magic and projectiles will have no effect until the party can advance into the room.
The Oitus have no treasure.
Lost objects and champions will be found when the room is cleared.
H108 - SKELETON KEY
The Skeleton Key is needed to operate this lock.
A Giggler possesses the Skeleton Key.
H109 - NOW WHAT
I understand your confusion about a secret passage that leads nowhere. Perhaps an OH EW RA spell will make the goal clearer.
If you want to get to the alcove, you must wait for the wall to open.
H110 - ANTHILL
The Ant Men are protected against magic and projectiles until the party advances into the room. Ant Men are not very brave fighters. They do have some valuable treasure here.
Use the War Cry and poison cloud spells to keep the Ant Men away.
H111 - ANTHILL
There is no retreat from where you are. However, the stairs are not too far away if you can keep the Ant Men on the run.
Use poison cloud spells and the War Cry to keep the Ant Men in retreat.
H112 - ORANGE GEM
The Orange Gem grants special passage on more than one occasion.
Sometimes the opening does not appear immediately.
H113 - LOCK UP
The pressure plates in the rooms require the presence of a monster to work.
All four pressure plates must be triggered at the same time to open the exit.
Use the Horn of Fear to chase the Mummies into the rooms, then close the doors to keep them there.
H114 - SOMETHING FISHY
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
The reason the Rives have been disappearing and reappearing is that the party has teleported to a different place and back again.
H115 - SOMETHING FISHY
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
This is a different corridor than the one that continued from the laughing pit, so there is no unpredictable pit to worry about.
H116 - CAREFUL PLANNING
You can gather important information about the Couatl Chamber at many places along this hall. This information may save the party, so take heed.
Use an OH EW RA spell to help map the rooms to the West.
H117 - THE SPIRAL
Tread carefully. Do not panic when the Couatls come.
Find a scroll to help choose the correct button. Investigate how the dungeon changes and keep a watchful eye for pressure plates that may aid.
H118 - IMAGINATION
I sense an imaginary wall near the party.
H119 - PRAY FOR A MIRACLE
Kneel at the Altar of VI and pray.
Wait next to the Altar of VI until an exit appears.
H120 - MESSAGE FROM GOD
Save the key.
H121 - MOMENT OF TRUTH
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Take the key and find the way to the IR lock. Make haste, for the guardians will be angry.
H122 - BRIDGE
To cross the pits, one must build a magical bridge.
After pushing the button, stand on the square called BRIDGE.
H123 - CIRCLE OF POISON
It is best to flow with the spells. Prepare anti-poison potions.
Do not step from the circle too soon ..
for the Flamebain can be found here.
H124 - SCORPION LAIR
It is dangerous to run past the Scorpion, for he will then stand between you and the Altar of VI.
There is treasure to be gained following the defeat of the Scorpion.
H125 - WORM AMBUSH
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
The pressure plate by the door teleports in more of Chaos' vicious Worms. Avoid it or be prepared to fight.
H126 - COIN SLOT
This slot will accept Gold Coins.
It may take more than one coin.
H127 - SCORPION CAGE
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
The small stone in the wall is a button that will open a new exit.
H128 - FIREWOOD
The doors can be used to help protect the Champions.
The doors can be closed to prevent the Scorpions from chasing the party to the end.
The doors can be used to trap a Scorpion in the hall.
The doors and the Scorpions can be used as barriers between the party and any fireballs that may come down the corridor.
H129 - EVIL EYE
Plan an escape if you decide to test the Green Gem in the wall.
The gem is easily removed, but doing so will spring the trap. Do not close all of the doors in the hall or your escape may be more difficult.
To exit the room, prepare fireshields first. If the doors in the hall are intact, make haste towards the entrance between the fireballs. Be prepared to lower a door or wait beside a Scorpion until it is destroyed by a fireball, then continue on out.
H130 - DRAGON UNDER THE DDD
It is unwise to combat this Dragon, for the dungeon may change around you, and what was a room may become a real dead end.
H131 - TIGHTROPE
Be quick and careful, for there may be Dragons breathing down your neck.
H132 - VENDING ALCOVE
Use Gold Coins in the slot to sometimes get treasures.
The other place objects appear is behind an imaginary wall.
If no treasure is being returned, then save your coins.
H133 - SAPPHIRE KEY
A Sapphire Key is needed to operate this lock.
There are two keys for this lock. I sense one in a room nearby.
This is the only lock that takes the Sapphire key.
H134 - THE POWER
Towers.
Hold the Power Towers up to the eye sensor.
H135 - EASY COME
The Giggler has entered one of the teleporters.
Both teleporters are safe to use but the party will lose much ground.
Unless you must recover the item, turn back.
H136 - EASY COME
The Giggler has entered one of the teleporters. They both are safe, and other than the pits they are the only exit.
H137 - BATTLE TO THE DEATH
The corridor might not go on forever.
You can either fight the Deth Knights every step of the way, or run far enough away that they may not follow.
I believe they should be dealt with now, for they may appear later at the worst time.
H138 - DEAD END
I sense an exit nearby.
Search for hidden switches.
H139 - LOOK BEFORE YOU LEAP
You are very near the Corbum. To continue, you must take both high roads and low.
When below, find the pit openings in the ceiling that are above the floor and not another pit.
Look where it is, relative to other ceiling pits and the stairs.
Go upstairs and drop an object in. Go downstairs and check for the object, then go back up and climb in.
H140 - SAFETY NET
These pathways may catch the party if they fall from the level above.
H141 - FIGHTER CHARGE
Charge to the East.
If the party completes a charge from the wall writing to the East, they should find themselves at the exit from the Diabolical Demon Director.
With the proper timing, the pit can be crossed.
H142 - OTHER WAYS
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
Wizard, bear right. Priest and Ninja, move hard right and up.
H143 - PIT STOP
Search the walls.
A nearby secret door can be opened.
A hidden switch turns off a teleporter that keeps objects from landing on the pressure plate below it.
H144 - TORCH TRAP
To continue on the Ninja path, take the torch out of the wall sconce.
Don't panic when the Mummies attack, or you may step into a new pit.
Wait until one group of Mummies is attacking and return the torch to the holder. In this way the party can battle the groups one at a time.
H145 - TO STAIRS
This pressure plate controls a pit.
The pit in front of the stairs will remain closed as long as there is weight on this space.
Place an object on the floor to keep the pit closed.
H146 - TO DOOR
There is weight on a pressure plate somewhere nearby that is keeping the pit open.
There is a Demon behind the fireballs exploding nearby.
The door detaining the demon is easy to open.
Zo
Or throw poison clouds at the grate door, these will kill the Demon and close the pit.
H147 - LOOK BACK
There is a good chance that a Demon may appear behind you in this area, so be careful.
H148 - MYSTERY BUTTON
This button is not beneficial for the party.
By pressing this button, you will turn on a fireball launcher which will feed the Black Flame and make it stronger.
I advise you not to press the button.
H149 - THIEF PIT
You must kill a Giggler to step off the pit before it opens.
Recover your objects.
There is a hidden wall and passage that will lead you back upstairs.
H150 - OFF SWITCH
There is a hidden switch that will turn off the fireball launcher for good.
H151 - CORBUM LOCK
This door will open when you have the right object, and not before.
Return here with Corbum and the door will open.
H152 - TEMPTING TREASURE
The ghoul's head makes it clear that the treasure in the alcove is trapped.
You may take all but the last object.
H153 - CORBUM PILLAR
So, you have arrived at the bomb pillar. Good. There is still time left.
The path to the Corbum will test speed and planning.
H154 - CHARGE
Close pit at pressure plate, to make sure you should wait, without a turn, round the pit, grab and go, and you'll have it.
From a standing start on the pressure plate, step back, right two, forward two, grab, back one.
H155 - DUCK
There is a secret button nearby that you may need to press.
If fireballs are hitting the alcove, prepare fireshields.
From the pressure plate, time the first step to the right to the reverse of the changing pit.
Only when you can step forward with no delay, should you take two steps, grab, and one step back.
H156 - THEORY TEST
There is a secret button nearby.
When is not rock, rock?
Not only walls can be imaginary.
H157 - THEORY TEST
There is a hidden button nearby.
When is rock not rock?
Throw an object to be sure the wall is imaginary before risking anything.
H158 - FLEET FAITH
The pit before the pillar will change when the party or an object is placed on the oscillating pit.
Be sure the pit in front of the pillar is open before attempting to cross the oscillating pit.
H159 - CORBUM AT LAST
With Corbum you are ready to journey to a higher level and there seek the FULYA Pit.
H160 - DEMONS AND DOGS
The room will get harder to cross if the battle is conducted at the stairway.
Plan for a long battle but try to run through the rooms without stopping.
H161 - MONSTER FLOOD II
The far Eastern end is the source of all the Worms.
You must fight to the cul-de-sac to destroy their source. Plan for a tough battle.
H162 - DEMONS BY THE DOZEN
Duel at range. Keep a retreat. Do not hesitate to use it. This may be the battle you have saved your magical objects for.
I sense that one of the Demon groups has the Master Key.
If there are too many Demons, see if you can call the "Wrath of God" into the room.
H163 - FINAL DEFENSE
The room you are in seems to collect monsters from all over this level.
It may help later to combat as many as possible before leaving.
H164 - ALTERNATE APPROCH
I believe the part of the maze you are standing in can change greatly.
The entrance to the Demons' Lair might be from either the East or the West.
H165 - ZYTAZ ZONE
Be careful where the party steps in this area, the Zytazes are easily alerted.
Certain objects may help to prevent Zytazes from multiplying.
One of the objects is the Crown of Nerra.
The other object is the Pendant Feral.
H166 - MAZE CORE
You are at the center of the Maze.
The Demons' Lair is to the South.
H167 - BEING FOLLOWED
Be cautious lest any monsters follow you into the Maze.
An imaginary wall is nearby.
Search for the imaginary wall that will give passage to the South and West towards the Demons' Lair.
H168 - SAFE TELEPORTER
"Safe" may not be entirely correct.
The teleporter is a shortcut, but may send the party to a room full of monsters.
H169 - CROSSFIRE
I sense that one of the Demons possesses a Square Key.
Be careful, for it is easy to get trapped here. Fighting at the door allows Demons to attack from the sides.
I see no easy solution.
H170 - THE BEST DOOR
A valuable treasure is needed.
This door will only open for a party with the Fighter Gem.
H171 - THE WRATH OF GOD
This powerful device can cause more harm than good. Use with caution.
With sufficient Iron Keys and Gold Coins, the fireballs from the launcher can be directed into the Demons' Lair.
The launcher takes TWO iron keys to start.
H172 - OUT OF KEYS
If the party is out of keys, this button can be a last resort.
I am aware that the button causes several things to happen, not all good.
The button will open a passage, but will also release Demons.
H173 - VORTEX
The room ahead is like a whirlpool.
Avoid the center of the room and move quickly along the edges to avoid getting sucked down. The cul-de-sacs are safe.
H174 - NINJA RETURN
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
This door will lead to the Ninja entrance to the maze.
H175 - OBVIOUSLY IMPOSSIBLE
The two ghoul's heads are the most concentrated evil I have encountered in the dungeon.
The obvious approach is not necessarily the only one.
Push the stone button and back up three spaces to the bridge.
H176 - THE MAZE
This is Chaos' last defense. His Demon army stands in the way, and is growing in strength. Zytazes are numerous in places.
It is possible Chaos could break free from the Grey Lord long enough to appear here.
The path to the FULYA Pit lies at South center of this level. The actual entrance may change with each return to this level.
The FULYA Pit is beyond the Master Lock.
There is a combination of locks and coin slots that can be used to construct a very powerful weapon against the Demons.
H177 - CORBUM BOMB PILLAR
Chaos's weapon of vengeance, the Corbum Bomb Pillar, is near!
I sense fewer monsters than usual.
H178 - DEMON DIRECTOR
The Diabolical Demon Director guards the entrances of the Ways. There are many paths through here, as well as one exit for each of the Ways.
H179 - DRAGONS
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
There is a Dragon beneath the Diabolical Demon Director that has been well fed, and for this reason it has grown quite large. The others around this level are not as big.
H180 - SNAKES AND SLIMES
Be careful not to enter combat on this level without VI BRO potions. Many of the monsters here are poisonous.
H181 - WET DEATH
There are many Water Elementals on this level.
H182 - THE JUNCTION
There are Gigglers about.
The Junction of the Ways is found on this level. To return to the Junction, you must have the object taken from the Altar of VI that is correct for that Way.
H183 - MANY MONSTERS
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.
H184 - TO THE JUNCTION
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
The teleporter will take you directly to the Junction of the Ways. You may have to step on a pressure plate to turn it on. You may need an Iron Key to turn it off.
H185 - TWO TRIES
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
There are two Iron Keys in this room that will turn off the teleporter. You can return to "Supplies for the Quick" until the Iron Keys are used up.
H186 - FALL BREAKER
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
By closing this pit, you have shortened a fall you may be taking later.
H187 - TWISTER
This area has a teleporter that reorients the party.
Use a compass or place objects on the floor to stay on course.
H188 - SHORTCUT
Champions: Here's one clue only, no more no less. Once you learn it, there will be nothing to guess.
A quick way to return to the Couatl Chamber, if you have been there before.
H189 - PIT RETURN
No treasure here, and two ways out.
H190 - MOUSETRAP
Be very careful when attempting to obtain the chest.
H191 - MONGOR
The largest, fiercest Dragon I have sensed inhabits this room. I fear it may be necessary to challenge him.
Mongor has the Solid Key in his possession.
H192 - SHINING PATH
You should heed the words on the scroll closely.
More than closely - literally.
From the entrance, start North and travel straight with no turns and no sidesteps.
H193 - PROVE YOU ARE WIZARD
You must cast a spell to please the guardian.
The spell you cast must be shown to the guardian.
Cast a ZOKATHRA spell.
H194 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
H195 - CREATURES
Learn well the shapes and forms dread Chaos makes; Regard the toll of pain and death each monster takes.
BLACK FLAME: Black pain, black fire; draw too near--your funeral pyre.
WORM: New-armored and spiked as it slithers through space, its body topped by a fang-covered face.
ZYTAZ: Black-shaped mass with a single eye. Linger, and see yourself weaken and die.
DEMON: Taloned-handed, mace-tailed, head of a man. Frame of a serpent, soul that is damned.
LORD CHAOS: Cloaked in shadow, shrouded in flame. Worlds weep at the sound of his name.
GREY LORD: Mane of white, robe of grey. Your liege lord bids you save the day.
H196 - 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.
HELLHOUND: The Dark Lord's familiar, warlock dog; black and vicious, breathes fiery fog.
STONE GOLEM: A man with a club, all hewn from stone. From its soul all compassion has flown.
MUMMY: Once a man, now rags and rage. A creature like Chaos, beyond time and age.
H197 - 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.
ROCK PILE: Chance upon naught but a pile of rubble. Red tentacles grab, teeth flash--trouble!
STONE GOLEM: A man with a club, all hewn from stone. From its soul all compassion has flown.
BLACK FLAME: Black pain, black fire; draw too near--your funeral pyre.
DETH KNIGHT: Sword and sabre, armored wraith. Chaos' bodyguard keeps him safe.
DEMON: Taloned-handed, mace-tailed, head of a man. Frame of a serpent, soul that is damned.
H198 - 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.
SKELETON: Bone rattle, bones walk. A shield flies up; a death sword talks.
DRAGON: Foe to man and elven kin, great red lizard strikes again--and again!
H199 - CREATURES
Learn well the shapes and forms dread Chaos makes; Regard the toll of pain and death each monster takes.
SCORPION: Whip-tailed and golden, insect-like thing. Beware its tail and venomous sting.
FLYING EYE: Winged tail and floating eye, hurls fire and poison from the sky.
STONE GOLEM: A man with a club, all hewn from stone. From its soul all compassion has flown.
WORM: New-armored and spiked as it slithers through space, its body topped by a fang-covered face.
H200 - CREATURES
Learn well the shapes and forms dread Chaos makes; Regard the toll of pain and death each monster takes.
SLIME DEVIL: This lump of green, true to its name, tosses slime that will poison and maim.
GIGGLER: Laughing thief, all leg and arm, steals but does no other harm.
RIVE: First it is little, then it is much. A mouth that devours, but nothing to touch.
COUATL: Snake-shaped being of emerald green. The flap of its wings hides Champion screams.
H201 - 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.
RIVE: First it is little, then it is much. A mouth that devours, but nothing to touch.
MUMMY: Once a man, now rags and rage. A creature like Chaos, beyond time and age.
ANT MAN: A stalking hulk of vibrant blue, the Ant Man is ordered to hunt for you.
WATER ELEMENTAL: Liquid hatred, rushing hell. The water from Lord Chaos' well.
H202 - 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.
SCREAMER: Brown-rooted, many-mouthed thing that screams, the shrieking blossoms of Chaos' dreams.
ROCK PILE: Chance upon naught but a pile of rubble. Red tentacles grab, teeth flash--trouble!
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.
OITU: Spawn from hell these spiders be, golden-widowed misery.
H203 - 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.
H204 - 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.
WORM: New-armored and spiked as it slithers through space, its body topped by a fang-covered face.
DRAGON: Foe to man and elven kin, great red lizard strikes again--and again!
H205 - EMERGENCY EXIT
This teleporter will send you to a safer level.
The teleporter will place you at the entrance to the Diabolical Demon Director.
H206 - NO ENTRY
The rooms you can see through the walls here may never be entered.
H207 - NETA STAFF
To open a way to the treasure here, seek a hidden button nearby.
The mummies must be locked-up before the button is accessible.
H208 - DETOUR
It is not necessary to open this door to defeat Chaos.
H209 - ROAD TO ROS
The pit in the path can be closed by passing a test of Ninja throwing skill.
You must kill a skeleton through a grate door to pass the test.
Down the stairs to the North of the pit there is an eye that awaits proof that you have passed this test.
H210 - NO LOCK DOOR
Because there is no lock, no key will open this door. You must return with a special object to open this door.
Return here with a Green Gem.
H211 - ROS
This way will help you to complete the way of the Ninja.
H212 - DAIN
This way will help you to complete the way of the Mage.
H213 - NETA
This way will help you to complete the way of the Priest.
H214 - KU
This way will help you to complete the way of the Fighter.
H215 - DISTANT LOCK
The lock controlling this door is Southwest of here. You may have to cross two pits on the way.
H216 - THE FAR SIDE
It is not necessary to pass this obstacle to defeat Chaos.
H217 - FORK IN THE ROAD
After waiting at the pressure plate awhile you can cross the pit one time only before it reopens.
The flask to the right is tempting, but the pit behind it will trap you.
I sense that the passage to the left leaves the party many options.
H218 - DECISIONS DECISIONS
Wait on the pressure plate until both pits close. You will then be able to grab the flask and cross the far pit.
The passage to the left will return the party to the start room.
I sense that the passage straight ahead and to the left gives the party many options.

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