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Chaos Strikes Back Level 05

Map

Dungeon Master and Chaos Strikes Back - DME Dungeon Key

Chaos Strikes Back (Amiga) - DME Dungeon Level 05

Items

01 (15,27) Iron Key
02 (17,24) Iron Key
03 (20,24) Chest [Screamer Slice, Cheese, Corn, Bread (2)]
04 (11,27) Key Of B
05 (08,27) Tourquoise Key, Scroll (“Holy one step forward with purpose and trust that I will guide you through the purgatory that awaits.”)
06 (03,02) Key Of B
07 (05,04) Key Of B
08 (03,06) Key Of B, Scroll (“Pray for a miracle”)
09 (08,10) Scroll (“Map spell Oh Gor Ros”)
10 (15,01) Scroll (“Map spell Oh Gor Dain”)
11 (15,09) Vorpal Blade, Onyx Key
12 (17,11) Gold Key
13 (25,11) Scroll (“Press westward”)
14 (24,14) Winged Key
15 (28,23) Chest [Ful Bomb, Ruby Key, Magical Box (Green), Gor Coin (2), Ven Potion]
16 (17,10) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details.

Inscriptions

I01 (20,27) “To the junction of the ways”
I02 (20,15) “Wrong Right Left”

Locks

L01 (19,27) Iron Key, Lock Picks
L02 (21,27) Iron Key
L03 (15,01) Onyx Key
L04 (17,08) Onyx Key
L05 (27,05) Zokathra spell
L06 (23,20) Winged Key

Notes

A. An Orange Gem in your inventory will close the pit at (05,19,12) when walking at (05,18,11).

Creatures

01 (08,22) Slime Devil Generator (1)
02 (00,16) Slime Devil Generator (1)
03 (10,16) Slime Devil
04 (12,15) Slime Devil
05 (12,17) Slime Devil (2)
06 (15,04) Slime Devil Generator (1)
07 (15,05) Rive Generator (1)
08 (27,06) Couatl
09 (27,07) Couatl
10 (27,08) Couatl
11 (24,10) Couatl
12 (25,11) Couatl Generator (1)
13 (19,13) Couatl [Orange Gem, Rabbit’s Foot]
14 (22,19) Couatl Generator (1)
15 (26,22) Couatl
16 (27,22) Couatl [Ra Key]
17 (28,22) Couatl
18 (03,16) A randomly placed Giggler possessing items can be here. Read the notes of Chaos Strikes Back Level 07 for details.

Hint Oracle

H006 - JUST HALL
This is just another corridor.
H013 - GAUNTLET OF FIRE
Time your passage well. Prepare a fireshield or two.
Step through the firecourses at their ends.
You can blast the door to the East.
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.
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.
H028 - COUATL CAGES
The place where the Couatls were kept.
H029 - MAP
The scroll details which hidden doors will be opened by which buttons in the cul-de-sac. The party is standing at the O. The A button will open the A door, etc.
The A door is important to getting through the puzzle so leave it open.
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.
H086 - 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.
H087 - 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, or in an alcove on the Way of DAIN.
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.
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.
H107 - JUST A ROOM
A treasureless, puzzleless room. Watch for monsters and pits.
H114 - ORANGE GEM
The Orange Gem grants special passage on more than one occasion.
Sometimes the opening does not appear immediately.
H118 - 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.
H119 - THE SPIRAL
Tread carefully. Do not panic when the Couatls come.
Find a map to help choose the correct button. Investigate how the dungeon changes and keep a watchful eye for pressure plates that may aid.
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.
H121 - PRAY FOR A MIRACLE
Kneel at the Altar of VI and pray.
Wait next to the Altar of VI until an exit appears.
H122 - MESSAGE FROM GOD
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
Save the key.
H123 - 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.
H124 - BRIDGE
To cross the pits, one must build a magical bridge.
After pushing the button, stand on the square called BRIDGE.
H177 - 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.
H182 - SNAKES AND SLIMES
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
Be careful not to enter combat on this level without VI BRO potions. Many of the monsters here are poisonous.
H186 - 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.
H187 - 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.
H190 - 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.
H194 - SHINING PATH
You should heed the words on the scroll closely.
From the entrance, travel straight with no turns and no sidesteps.
H195 - 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.
H196 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
H202 - 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.