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Chaos Strikes Back Level 03

Map

Dungeon Master and Chaos Strikes Back - DME Dungeon Key

Chaos Strikes Back (Amiga) - DME Dungeon Level 03

Items

01 (05,08) Chest [Eye Of Time (Charges=7)], Chest [Powertowers], Chest [Ful Bomb (2), Gold Key]
02 (06,10) Rock
03 (05,12) Dragon Steak, Gold Key, Magical Box (Blue), Magical Box (Green), Slayer, Sar Shield, Armet, Leg Plate, Mace Of Order, Serpent Staff (Charges=15), Boots Of Speed
04 (09,22) Rock
05 (16,10) Square Key
06 (20,13) Square Key
07 (26,10) Square Key
08 (12,14) Dragon Steak
09 (19,18) Rock (2)
10 (20,19) Rock
11 (22,18) Rock
12 (22,17) Rock
13 (20,22) Rock
14 (23,30) Shield Of Ra
15 (17,30) Gor Coin
16 (16,31) Gor Coin
17 (15,30) Gor Coin
18 (16,29) Gor Coin
19 (09,31) Scroll (“Fighters charge”)
20 (13,23) Bones
21 (12,25) Bones
22 (36,23) Gold Key
23 (34,09) Emerald Key
24 (25,19) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details.
25 (16,30) 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 (07,24) “Diabolical Demon Director”
I02 (23,25) “Neta”
I03 (21,06) “Dragon den”
I04 (26,13) “Do you have the power”

Locks

L01 (06,22) Sapphire Key
L02 (06,18) Gor Coin
L03 (10,28) Cross Key
L04 (11,33) Gold Key
L05 (14,30) Gold Key
L06 (16,28) Gold Key
L07 (20,30) Gold Key, Lock Picks
L08 (21,25) Tourquoise Key
L09 (22,21) Gold Key, Lock Picks
L10 (08,09) Square Key
L11 (20,08) Square Key, Lock Picks
L12 (26,13) Powertowers

Notes

A. A Falchion on the floor is required to open the door at (21,24). See Chaos Strikes Back Level 02 notes for more information on how to do this.
B. Taking the Shield Of Ra at (23,30) will launch Fireballs from (25,30).
C. Kill the Red Dragon while it is standing at (10,14) or (10,16). This will close a pit at (13,14) or (13,16). Then get the Dragon Steak at (12,14) and throw it to (10,15) to close the pit at (11,15).
D. The pit at (12,24) will open if you walk on it 8 times. The other pit at (15,25) will open if you walk on it 10 times.

Creatures

01 (07,09) Skeleton [Square Key]
02 (16,08) Dragon
03 (17,12) Dragon
04 (22,13) Dragon Generator (1)
05 (25,12) Dragon
06 (26,08) Dragon
07 (10,15) Dragon
08 (16,16) Mummy Generator (1-4)
09 (19,18) Skeleton Generator (1)
10 (24,26) Skeleton
11 (20,28) Giggler
12 (15,23) Dragon
13 (29,25) Dragon
14 (34,26) Dragon
15 (29,21) Dragon
16 (33,20) Dragon [Gold Key]
17 (35,17) Dragon
18 (32,14) Dragon
19 (35,11) Dragon

Hint Oracle

H006 - JUST HALL
This is just another corridor.
H022 - PIT RETURN
There may or may not be treasure here, but there is only one way out.
H039 - GOLD KEY
A Gold Key is needed for this lock.
H042 - EXIT ONLY
There is no way to open the passage from this side.
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.
H047 - SQUARE KEY
This lock requires a Square Key.
A nearby monster has the key. Defeat the monster to obtain the key.
H050 - TURQUOISE KEY
The Turquoise Key is needed to open this lock.
The Turquoise Key can be found on the Way of NETA.
H063 - WELCOME
You stand at the threshold of the Diabolical Demon Director. Stay low, look both ways, and good luck.
H070 - CROSS KEY
The Cross Key is needed to operate this lock.
You must exchange valuables to obtain the Cross Key.
H075 - 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.
H076 - 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.
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.
H079 - 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.
H080 - SPECIAL DELIVERY
The teleporter only works on monsters.
Teleport a group of Skeletons if 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 upstairs to the left.
H081 - 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.
H082 - 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.
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.
H107 - JUST A ROOM
A treasureless, puzzleless room. Watch for monsters and pits.
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.
H132 - 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.
H133 - TIGHTROPE
Be quick and careful, for there may be Dragons breathing down your neck.
H134 - VENDING ALCOVE
Use Gold Coins in the slot to sometimes get treasures.
The other place objects appear is behind an imaginary wall.
H135 - 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.
H136 - THE POWER
Towers.
Hold the Power Towers up to the eye sensor.
H137 - 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.
H138 - EASY COME
The Giggler has entered one of the teleporters. They both are safe, and other than the pits they are the only exit.
H180 - DEMON DIRECTOR
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
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.
H181 - 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.
H189 - TWISTER
This area has a teleporter that reorients the party.
Use a compass or place objects on the floor to stay on course.
H196 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
H200 - 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!