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Chaos Strikes Back Level 04

Map

Dungeon Master and Chaos Strikes Back - DME Dungeon Key

Chaos Strikes Back (Amiga) - DME Dungeon Level 04
Chaos Strikes Back (Atari ST) - DME Dungeon Level 04

Note: The small map at the right is for the Atari ST version (as well as Chaos Strikes Back for Windows and Linux). Walking at (35,16) with a Green Gem in your inventory will open the wall at (32,16). Use Lock Picks in the Lock to open the two other walls.
Other differences in the Atari ST version: there is no magic map at (29,19) and there is only one Ful Bomb instead of two at (32,18).

Items

01 (31,26) Dagger, Torch (2) (Charges=15)
02 (29,27) Storm (Full) (Charges=15)
03 (34,27) Magical Box (Green)
04 (34,28) Magical Box (Blue), Magical Box (Green) (2)
05 (30,23) Torch (Charges=15)
06 (31,23) Chest [Tattered Shirt, Robe (Legs), Sandals, Blue Pants, Tunic, Tattered Pants, Silk Shirt, Tabard]
07 (33,24) Gor Coin
08 (29,22) Gor Coin
09 (34,22) Torch (Charges=15)
10 (28,20) Leather Boots
11 (29,19) Rope, Compass, Scroll (Magic Map)
12 (32,19) Ven Potion
13 (32,18) Ful Bomb (2), Ven Potion (2)
14 (36,22) Leg Mail, Hosen, Mail Aketon, Casque’n Coif
15 (21,21) Scroll (“No creature”, or the name of the creature in front of you)
16 (24,28) Empty Flask
17 (17,28) Claw Bow
18 (18,27) Staff Of Claws (Charges=15)
19 (16,27) Staff Of Irra (Charges=15)
20 (17,26) Sword
21 (18,26) Dragon Steak, Shank, Cheese, Bread, Corn, Apple
22 (15,26) Axe, Mace
23 (20,27) Water (Charges=3), Cheese, Teowand (Charges=10), Ful Bomb
24 (20,25) Vorpal Blade, Vi Potion, Stormring (Charges=15), Ven Potion, Ful Bomb, Cheese
25 (22,25) Ven Potion (4), Iron Key, Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details.
26 (10,15) Flamebain
27 (10,08) Bread (2), Water Flask
28 (28,17) Iron Key
29 (25,10) Chest [Empty Flask, Magical Box (Green), Ven Potion, Gor Coin]
30 (35,18) Green Gem
31 (17,27) 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 (28,26) “Two coins”
I02 (27,20) “Run and jump”
I03 (16,24) “Supplies for the quick”
I04 (19,14) “Death Row”

Locks

L01 (28,26) Gor Coin (2)
L02 (28,23) Torch
L03 (30,20) Gor Coin
L04 (33,20) Gor Coin
L05 (34,26) Gor Coin
L06 (32,26) Iron Key
L07 (30,29) Iron Key
L08 (21,30) Iron Key
L09 (19,27) Iron Key
L10 (21,27) Iron Key
L11 (18,12) Square Key
L12 (27,14) Iron Key

Notes

A. The only way to get in the Death Row is to open the lock at (02,14,10) with Lock Picks.
B. You must have the green gem for the door to open.

Creatures

01 (30,26) Worm, Worm Generator (1)
02 (32,26) Worm, Worm Generator (1)
03 (31,21) Worm [Gor Coin (2), Iron Key]
04 (17,20) Flying Eye Generator (1)
05 (17,29) Flying Eye Generator (1-4)
06 (17,08) Stone Golem [Square Key, Moonstone]
07 (26,12) Scorpion
08 (27,11) Scorpion
09 (28,12) Scorpion
10 (31,10) Scorpion Generator (1)
11 (10,27) Scorpion Generator (1)
12 (10,28) Scorpion [Morningstar]

Hint Oracle

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.
H006 - JUST HALL
This is just another corridor.
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.
H022 - PIT RETURN
There may or may not be treasure here, but there is only one way out.
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 the Green Gem.
H026 - IRON KEY
This lock takes an Iron Key. There are several Iron Keys scattered throughout the dungeon.
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.
H046 - NO KEY
This lock cannot be opened by any key.
You must have an object which opens doors but isn’t a key.
Use lock picks.
H047 - SQUARE KEY
This lock requires a Square Key.
A nearby monster has the key. Defeat the monster to obtain the key.
H053 - DEATH ROW
Be glad you are not behind this door.
There is no treasure or passage beyond the door, so assume no loss in retreat.
H083 - 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.
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.
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.
H125 - CIRCLE OF POISON
It is best to flow with the spells. Prepare anti-poison potions.
Do not step from the circle too soon.
H126 - 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.
H127 - 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.
H128 - COIN SLOT
This slot will accept Gold Coins.
It may take more than one coin.
H129 - 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.
H130 - 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.
H131 - GHOUL GEM
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. Make haste towards the entrance, but be prepared to lower a door or wait beside a Scorpion.
H201 - 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.