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Chaos Strikes Back Level 01

Map

Dungeon Master and Chaos Strikes Back - DME Dungeon Key

Chaos Strikes Back (Amiga) - DME Dungeon Level 01

Items

01 (26,36) Cheese
02 (17,25) Ashes
03 (08,21) Dragon Steak
04 (09,22) Mithral Mail, Mithral Aketon
05 (10,21) Magical Box (Green)
06 (09,20) Empty Flask
07 (08,13) Magical Box (Blue)
08 (12,07) Blue Gem
09 (17,08) Bread (2)
10 (13,14) Magical Box (Green)
11 (20,19) Blue Gem
12 (31,22) Corbum
13 (30,23) Corbum
14 (31,24) Corbum
15 (32,23) Corbum
16 (21,28) Sandals, Fine Robe (Legs), Fine robe (Body), Crown Of Nerra
17 (30,09) Iron Key
18 (09,21) Some randomly placed items can be here (in one of the four alcoves). Read the notes of Chaos Strikes Back Level 07 for details.

Inscriptions

I01 (21,09) “None shall pass the corridor of fire”
I02 (30,27) “Eye lie”

Locks

L01 (17,33) Skeleton Key
L02 (07,22) Skeleton Key
L03 (12,22) Gold Key, Lock Picks
L04 (11,21) Gold Key, Lock Picks
L05 (23,08) Blue Gem
L06 (24,23) Blue Gem
L07 (30,29) Iron Key
L08 (29,18) Skeleton Key

Notes

A. A Gold Key or Lock Picks will open the door but Lock Picks will also open a pit under you.
B. The door will open if you have Corbum in your inventory.

Creatures

01 (30,34) Stone golem Generator (1)
02 (17,28) Hellhound
03 (13,25) Hellhound
04 (16,21) Hellhound Generator (1)
05 (09,23) Stone Golem
06 (13,21) Hellhound (2)
07 (08,13) Mummy
08 (28,11) Hellhound Generator (1)
09 (30,09) Stone golem Generator (1)

Hint Oracle

H006 - JUST HALL
This is just another corridor.
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.
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.
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.
H039 - GOLD KEY
A Gold Key is needed for this lock.
H052 - ALTAR OF VI
A tithing of one Blue Gem is required.
H055 - END RUN
Cross to the other side of the pit via the teleporter in the cul-de-sac to the right.
H084 - 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.
H089 - TREASURE TIME
Relax and collect your treasures.
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.
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.
H107 - JUST A ROOM
A treasureless, puzzleless room. Watch for monsters and pits.
H109 - SKELETON KEY
The Skeleton Key is needed to operate this lock.
A Giggler possesses the Skeleton Key.
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.
H141 - LOOK BEFORE YOU LEAP
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.
H152 - OFF SWITCH
There is a hidden switch that will turn off the fireball launcher for good.
H153 - CORBUM LOCK
This door will open when you have the right object, and not before.
Return here with Corbum and the door will open.
H154 - 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.
H155 - 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.
H156 - CHARGE
Build a bridge at pressure plate, then swift and sure pass the pit. Do not turn, do not wait; grab and go, and you’ll have it.
From the pressure plate, step back, right two, forward two, grab, back one.
H157 - DUCK
There is a secret button nearby.
If the 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.
H158 - THEORY TEST
There is a secret button nearby.
When is not rock, rock?
Not only walls can be imaginary.
H159 - 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.
H160 - 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.
H161 - CORBUM AT LAST
With Corbum you are ready to journey to a higher level and there seek the FULYA Pit.
H162 - 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.
H179 - CORBUM BOMB PILLAR
Chaos’s weapon of vengeance, the Corbum Bomb Pillar, is near!
I sense fewer monsters than usual.
H196 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
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.
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.
H208 - NO ENTRY
The rooms you can see through the walls here may never be entered.