A. An Orange Gem in your inventory will open the wall at (06,12,26) when walking at (06,12,25). B. Water Elementals moving on this square are drained away (killed instantly).
Creatures
01 (10,29) Water Elemental 02 (08,29) Water Elemental 03 (09,28) Water Elemental 04 (06,28) Water Elemental 05 (10,27) Water Elemental 06 (07,27) Water Elemental 07 (08,17) Rive Generator (1) 08 (30,30) Mummy Generator (1) 09 (10,21) Ant Man (3) 10 (12,23) Ant Man (4) [Gold Key] 11 (15,21) Ant Man (4) 12 (16,21) Ant Man (4) 13 (17,21) Ant Man (4) 14 (18,21) Ant Man (4) [Gold Key] 15 (16,22) Ant Man (4) 16 (18,22) Ant Man (4) [Water (Charges=3)] 17 (17,23) Ant Man (3) 18 (18,23) Ant Man (4) 19 (17,17) Mummy (4) 20 (17,18) Mummy (4) 21 (18,18) Mummy (3) 22 (25,21) Water Elemental Generator (1) 23 (24,20) Water Elemental Generator (1) 24 (24,18) Water Elemental Generator (1) 25 (23,17) Water Elemental Generator (1) 26 (23,16) Water Elemental Generator (1) 27 (24,15) Water Elemental Generator (1) 28 (22,30) Giggler 29 (19,04) A randomly placed Giggler possessing items can be here. Read the notes of Chaos Strikes Back Level 07 for details.
Hint Oracle
H004 - CLOSED DOOR
Remember well the lessons of Dungeon Master: don’t let a closed door stop you.
Some doors can be chopped, while others may be blasted with fireballs.
H006 - JUST HALL
This is just another corridor.
H032 - CURVE BALL
The visible teleporter will deflect any objects or spells cast into it. Thus may the Champions attack the fiends guarding the door.
Cast a poison cloud or a fireball into the teleporter.
H033 - CURVE BALL
Stand where the Ant Men were dispatched and use the deflecting teleporter again. A button-operated grate door is blocking the way.
You can cast a ZO spell to open the door.
Rather than opening the door, cast damage spells through the grate to kill the guards behind it.
H034 - SEE WHY
If you cast an OH EW RA spell on this section of wall, you will see a button which you may push.
By pressing the button, a launcher will cast DES EW spells to destroy the non-material beings inside.
H035 - BACKDOOR
You have located a safe and sure passage out of the Cistern.
H036 - THE CISTERN
Though it has been drained, this ancient reservoir has taken on a life of its own. It is dangerous to let the Water Elementals grow in number.
Consider your options with a minimum of travel, for movement stirs up the Elementals.
All of the visible teleporters are one way the wrong way. Some of them will waver off and on. Make haste and travel North while they are off.
There is an imaginary wall towards the Southwest that reveals a pit. This pit will return the party to the Junction of the Ways.
H038 - LAUGHING PIT
One of the nearby pits is controlled by a Giggler. However, the Giggler moves more quickly than any Champion, so if you try to cross, there is a great risk the pit will open under you.
Use the blue Magical Boxes scattered around the room to freeze life when the pit is closed. You have plenty of time to cross the pit.
H039 - GOLD KEY
A Gold Key is needed for this lock.
H040 - ELEMENTAL ENEMY
If the Water Elementals in this room have not been dispelled or weakened, it is wise to fight to the Green Gem button and hold out there. Push the button if a champion is about to die.
The lever in the far corner will open the door. Be careful not to get trapped.
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.
H105 - GIGGLER GAMES
You are in an area where the Giggler is at home. Be careful when chasing or fireballing Gigglers here, for the dangers outweigh anything they might have stolen.
H107 - JUST A ROOM
A treasureless, puzzleless room. Watch for monsters and pits.
H110 - LAST TEMPTATION
Do not kill the Giggler!
You should be rewarded for your compassion a short distance from here.
H111 - NOW WHAT
I understand your confusion about a secret passage that leads nowhere. Perhaps an OH EW RA spell will make the goal clearer.
If you want to get to the alcove, you must wait for the wall to open.
H112 - ANTHILL
The Ant Men are protected against magic and projectiles until the party advances into the room. Ant Men are not very brave fighters. They do have some valuable treasure here.
Use the War Cry and poison cloud spells to keep the Ant Men away.
H113 - ANTHILL
There is no retreat from where you are. However, the stairs are not too far away if you can keep the Ant Men on the run.
Use poison cloud spells and the War Cry to keep the Ant Men in retreat.
H114 - ORANGE GEM
The Orange Gem grants special passage on more than one occasion.
Sometimes the opening does not appear immediately.
H115 - LOCK UP
The pressure plates in the rooms require the presence of a monster to work.
All four pressure plates must be triggered at the same time to open the exit.
Use the Horn of Fear to chase the Mummies into the rooms, then close the doors to keep them there.
H116 - SOMETHING FISHY
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
The reason the Rives have been disappearing and reappearing is that the party has teleported to a different place and back again.
H117 - SOMETHING FISHY
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
This is a different corridor than the one that continued from the laughing pit, so there is no unpredictable pit to worry about.
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.
H146 - TORCH TRAP
To continue on the Ninja path, take the torch out of the wall sconce.
Don’t panic when the Mummies attack, or you may step into a new pit.
Wait until one group of Mummies is attacking and return the torch to the holder. In this way the party can battle the groups one at a time.
H183 - WET DEATH
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
There are many Water Elementals on this level.
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.
H196 - MEDUSA FOUNTAIN
You can fill your flasks and waterskins here.
H203 - 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.
RIVE: First it is little, then it is much. A mouth that devours, but nothing to touch.
MUMMY: Once a man, now rags and rage. A creature like Chaos, beyond time and age.
ANT MAN: A stalking hulk of vibrant blue, the Ant Man is ordered to hunt for you.
WATER ELEMENTAL: Liquid hatred, rushing hell. The water from Lord Chaos’ well.
H208 - NO ENTRY
The rooms you can see through the walls here may never be entered.
H209 - NETA STAFF
To open a way to the treasure here, seek a hidden button nearby.
The mummies must be locked-up before the button is accessible.