01 (11,23) Water Flask 02 (10,18) Sapphire Key 03 (15,29) Cross Key 04 (20,23) Boulder (3), Rock (2), Stone Club 05 (19,15) Storm Ring (Charges=15), Elven Boots 06 (08,13) Speedbow 07 (20,11) Slayer (4) 08 (20,09) Rope 09 (31,22) Water (Charges=3) 10 (30,23) Dragon Steak 11 (32,23) Dragon Steak 12 (31,24) Dragon Steak 13 (12,08) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details. 14 (14,20) Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details. 15 (31,23) Some randomly placed items can be here (in one or two of the four alcoves). Read the notes of Chaos Strikes Back Level 07 for details.
Inscriptions
I01 (12,23) “Fighter charge” I02 (13,28) “Value in exchange for valuables” I03 (17,22) “Trust me… Enter the pit” I04 (20,28) “Dain” I05 (22,25) “Ku” I06 (23,30) “Dead end” I07 (20,17) “Ros” I08 (11,13) “Launch it catch it snatch it”
A. A Gold Key will open the door but Lock Picks will open a pit dropping you into the Death Row. B. Let the Deth Knights corner you because only them can activate the pad that opens the wall. C. How to close the pit at (02,16,20) (based on hints by Paul R. Stevens)
Step on the pressure pad at (03,31,23). This will activate the teleporter at (03,06,10) which will teleport a Rock to (03,06,11). This will also close the walls at (03,20,23) and (03,29,29).
Step on the stairs at (03,09,24). This will open the False Wall at (03,29,29).
Go to (03,22,22) and use War Cry to corner a Skeleton at (03,21,23). Then quickly press the button at (03,22,22). It will activate the teleporter at (03,21,23), transporting the Skeleton to (03,21,25) where he will be killed by Lightning Bolts shot from (03,29,27) and teleported to (03,21,25). He will drop its Falchion on the floor which will open the door at (03,21,24). If the false wall at (03,29,29) is closed when you press the button, the Lightning Bolts will be blocked and the Skeleton still alive. However, you can kill him with Des Ven spells through the door.
Walk to (03,21,25) and present any item to the Eye Switch. This will activate the teleporter at (03,06,11) that will transport the Rock to (02,08,28). The pressure pad there will then permanently close the pit at (02,16,20).
Creatures
01 (10,22) Black Flame Generator (1) 02 (10,21) Black Flame Generator (1) 03 (11,21) Black Flame Generator (1) 04 (12,21) Black Flame 05 (10,20) Black Flame Generator (1) 06 (11,20) Black Flame 07 (10,19) Black Flame 08 (11,19) Black Flame Generator (1) 09 (10,18) Black Flame 10 (11,24) Rock Pile Generator (2) 11 (15,21) Demon Generator (1) 12 (15,22) Demon Generator (1) 13 (19,23) Stone Golem Generator (1) 14 (14,26) Black Flame Generator (1) 15 (16,26) Black Flame Generator (1) 16 (18,28) Black Flame 17 (12,30) Demon 18 (24,30) Deth Knight Generator (2) 19 (22,09) Demon 20 (17,11) Demon (2) 21 (08,08) Giggler 22 (07,09) Giggler 23 (08,09) Giggler 24 (09,09) Giggler 25 (08,10) Giggler
Hint Oracle
H006 - JUST HALL
This is just another corridor.
H037 - SOLID KEY
This lock takes the Solid Key.
A Dragon met early on the Way of KU will yield a Solid Key when defeated.
H039 - GOLD KEY
A Gold Key is needed for this lock.
H048 - 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.
H058 - 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.
H059 - DEAD END
Do not give up hope when the party is cornered.
Assumptions can maintain a wall where there is none.
After you are cornered, wait an instant, then retreat down the newly opened corridor.
H060 - ZOOM TOO
There are several exits from the zoom path.
There are several things you can do in passing. Timing is essential.
Some exits may not be obvious.
You must kill the single Demon to continue on your path.
H063 - WELCOME
You stand at the threshold of the Diabolical Demon Director. Stay low, look both ways, and good luck.
H064 - BLACK FLAMES
Battle the Black Flames at a distance to avoid getting trapped.
H065 - 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.
H066 - 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.
H067 - ENTER THE PIT
Trust the text.
H068 - ROCKS TO RICHES
The pressure plate 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.
H069 - TAKE THE TREASURE
And run.
As soon as you grab the flask, step back to avoid falling in the pit.
H070 - CROSS KEY
The Cross Key is needed to operate this lock.
You must exchange valuables to obtain the Cross Key.
H071 - INSULT TO INJURY
To combat the Deth Knight, it is helpful to leave an object on the pressure plate to stop the launcher.
H072 - 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.
H073 - RUBY KEY
The Ruby Key is needed to open this door.
The Ruby Key is in a chest in the Couatl Chamber.
H074 - 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.
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.
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.
H139 - 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.
H140 - DEAD END
I sense an exit nearby.
Search for hidden switches.
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.
H142 - SAFETY NET
These pathways will catch the party if they fall from the level above.
H143 - 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.
H144 - 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.
H145 - 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.
H147 - 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.
H148 - 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.
Throw poison clouds at the grate door, these will kill the Demon and close the pit.
H149 - LOOK BACK
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
There is a good chance that a Demon may appear behind you in this area, so be careful.
H150 - 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.
H151 - 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.
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.
H188 - 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.
H199 - 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.