01 (12,13) Leather Pants 02 (19,11) Iron Key 03 (24,13) Rock 04 (27,12) Claw Bow 05 (27,15) Rock 06 (28,15) Leather Jerkin 07 (31,15) Boulder 08 (29,22) Sling 09 (27,30) Iron Key, Gor Coin, Chest [Vi Potion, Calista, Shank, Moonstone] 10 (11,26) Rock 11 (14,24) Rock 12 (18,25) Bones 13 (06,28) Rock 14 (06,33) Iron Key 15 (09,31) Rapier 16 (10,31) Boulder 17 (14,30) Boulder 18 (16,34) Bones 19 (09,37) Ful Bomb (4), Ven Potion (4), Magical Box (Blue), Magical Box (Green), Slayer (2), Some randomly placed items can be here. Read the notes of Chaos Strikes Back Level 07 for details. 20 (21,30) Onyx Key 21 (28,37) Chest [Master Key, Rabbit’s Foot, Ee Potion, Gor Coin], Ekkhard Cross 22 (30,37) Magical Box (Green), Mirror Of Dawn
Inscriptions
I01 (21,28) “Surrender your possesions”
Locks
L01 (07,36) Onyx Key, Lock Picks
Notes
A. You only have to surrender Leather Boots and turn around for the wall to open. The items you surrender will be teleported to the alcoves at (04,17,27). [Credits: Beowuuf] B. See note about the “Vexing Vexirk” on Chaos Strikes Back Level 08 C. Any creature entering this square is teleported to a wall at (07,30,21) and killed (if not allowed on map 7) or trapped there.
Creatures
01 (28,18) Worm Generator (2) 02 (27,25) Worm Generator (2) 03 (13,28) Worm Generator (2) 04 (13,31) Dragon [Solid Key, Hosen, Mithral Mail, Mithral Aketon, Basinet, Axe] 05 (14,32) 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.
H023 - SURRENDER
Place the objects the party is carrying on the floor of the dungeon. When enough equipment has been surrendered, a wall will open up.
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.
H088 - TRAPPED
All of the walls that are there are solid.
Not all of the walls are there.
To escape, back up.
H089 - TREASURE TIME
Relax and collect your treasures.
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.
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.
H191 - PIT RETURN
No treasure here, and two ways out.
H192 - MOUSETRAP
Champions: Here’s one clue only, no more no less. Once you learn it, there will be nothing to guess.
Be very careful when attempting to obtain the chest.
H193 - MONGOR
The largest, fiercest Dragon I have sensed inhabits this room. I fear it may be necessary to challenge him.
Mongor has the Solid Key in his possession.
H206 - 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.
WORM: New-armored and spiked as it slithers through space, its body topped by a fang-covered face.
DRAGON: Foe to man and elven kin, great red lizard strikes again–and again!