Guide for usage of keys in CSB

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EricFr
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Guide for usage of keys in CSB

Post by EricFr »

In my last game, I ended up with many keys left.
This is partly due to the fact I've been lucky enough to obtain lock picks quite early in the game.
However, I was wondering, during all the game, whether I should use my keys or not.
This gave me the idea to write a short guide about key usage in Chaos Strikes Back.
Feel free to comment and to correct any mistake I made.


Key of B
--------
Four of them to be found in VI Altars near to the Junction.
A fifth is held by a giggler but is not mandatory.
Four keys of B are very usefull in level 0 to open a shortcut (0,46,39).
This shortcut avoid entering the Daemon Chamber close to Ful Ya Pit.

Cross Key
---------
Cross key is found in the DDD (2,15,29).
It may also be used in the DDD (2,13,28) but lock picks work also.
It can also be used in level 3 (3,10,28).
Using cross key there opens a wall, yielding a shortcur in DDD in level 2.

Emerald Key
-----------
The emerald key is the main key of Ros.
It is located in the fake walls and dragons area in level 3.
It is used in DDD (2,20,18) and is mandatory to open the second part of Ros way.

Gold Keys
---------
There are nine gold keys that can also be obtained.
There are two more random gold keys, for a total of eleven.

In level 2, a gold key can be used to access random items (2,14,10).
Lock picks can be used instead but open a pit and the fall leads to Death Row.

Four gold keys can be used to access the random items in the four alcoves (3,16,30).
One gold key can be used to access random items in (3,22,21) though lock picks work also.

In level 6, a gold key is needed to access the water elemental rooms in Dain way.
Another one can be used, to obtain a Ful bomb in alcove (6,16,26).

Gold keys are in sufficient number to be used anytime one is needed.

Iron Keys
---------
There are in total 21 iron keys in the dungeon.
Iron key is the most abundant type of key.
Iron keys can usually be replaced by usage of lock picks, if available.
Several locations for iron key usage are either not mandatory or completely useless.
Use them when really needed, without taking too much care since they are numerous.

Master Key
----------
Despite the name, there are two master keys in the dungeon.
Furthermore, none of them is mandatory to reach the Ful Ya Pit and win.

A master key can be used to open the way from the Daemon chamber to Lord Chaos Room.
However, it is not advised to open this door, since another way is possible.
It would grant access to waves of daemons and worms to Lord Chaos Room.

A master key can be used to open the end of the shortcut to Lord Chaos Room (0,32,43).
However, a topaz key is preferable, since it also deactivates poison traps.

The first master key is held by one Daemon wandering in level 0.
The second master key is obtained by solving the "vexirk puzzle".

Onyx Keys
---------
There are 4 onyx keys in ST versions, a fifth one on Amiga.
These are used to open a some of eight shortcuts at various levels.
The shortcuts are located at levels 0,0,5,5,6,8,8,9.
A choice must thus be made for onyx keys usage.

In level 9, Ku way, the door (9,8,37) gives access to some equipment, includind random one.
But it can be opened with lock picks, if available.
There could be interest if lock picks are supposed to be localed at (9,9,37).

In level 8, Ros, way, the door (8,31,17) can be opened with iron key or lock picks.
An invisible wall makes opening this door useless anyway.
In the same area, the door (8,30,15) can be opened with lock picks.

In level 6, an onyx key could be used to opened a short cut in the Cistern (Dain).
It only grants a Ful bomb and the short cut is not very usefull.

Shortcut in level 5, Dain way, at (5,15,02) is pretty useless.
The one is (5,17,8) is much more usefull to progress in Dain way.

In level 0, opening the door (0,44,21) is not very useful.
It may avoid fighting three daemons, which can also be avoided using skeleton key.

In level 0, opening the door (0,35,24) is not very useful either.
The door (0,42,24) can easily be used.

To sum up, two onyx keys are really usefull in level 9 and 5.
The other ones can be spared or used at will.

Ra Key
------
The ra key is found in Dain way, level 5.
It can be used in two locks in level 0, Dain way.
However, in both locks, a ZoKathRa spell can be used.
The ra key can thus be spared (or discarded).

Ruby Key
--------
The ruby key is the main key of Dain.
It is located in a chest in level 5 (5,28,23) and used at DDD (2,19,28).
It is mandatory to open the second part of Dain way.

Sapphire Keys
------------
One sapphire key is found in the black flame part of DDD (2,10,18).
It can open a convenient room in level 3, just before main access to DDD.
A second sapphire key is held by one of the random gigglers, which is useless.

Skeleton Key
------------
The skeleton key is held by one of the random gigglers.
It is very useful to open shortcut at various locations.
In most of them, the key is not withheld by the lock, so can be used further.
It seems that it is withheld only by the local close to Daemon Chamber (0,31,37).
Before open this wall, ensure all other shortcuts have been opened.

Solid Key
---------
The solid key is the main key of Ku.
It is held by the dragon at level 9 and used at DDD (2,23,25).
It is mandatory to open the second part of Ku way.

Square Keys
-----------
In level 0, in the second part of Ku way, a daemon is holding a square key.
This key opens the lock (0,32,20).
However, it is not mandatory since a boulder in inventory opens (0,30,20).

Three keys are found in the second part of Ku way, in Dragon Den, level 3.
Some of them may be used to reopen door (3,21,7) but lock picks also work.

In the second part of Neta way, a skeleton is holding a square key (3,07,09).
This key must be used immediately to open (3,08,09).
This area is accessible only by falling or climbing down from Neta part of level 2.

A square key can found, held by a stone golem in level 4, Ros way.
It is immediately used to open (4,19,13).
This section is the Death Row, which can be reached only by falling from (2,14,10).
The pit at (2,14,10) is closed and opens only if lock picks are used.

In level 8, Neta way, a vexirk is holding a square key, which is used immediately.
The lock is mandatory to remove a wall (8,13,13).

To sum up, square keys are usually immediately used, except in Dragon Den.
In total, four of them may be spared.

Topaz Key
---------
The topaz key is held by one of the random gigglers.
It can be used in level 0 last shortcut to Ful Ya Pit.
Though master key or lock picks can also be used, topaz key deactivates poison trap.

Tourquoise Key
--------------
The tourquoise key is the main key of Neta.
It is found in level 5 (5,8,27) and used at DDD (3,21,25).
It is mandatory to open the second part of Neta way.

Winged Key
----------
The wingedkey is the main key of Dain.
It is located in an alcove in level 5 (Dain) and almost immediately used at (5,23,20).
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Ian Clark
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Re: Guide for usage of keys in CSB

Post by Ian Clark »

Looks good to me.

Technically, either the Solid Key or Emerald Key can be spared. There is a fake pit that allows you to take a shortcut from the Ku corbum to the Ros corbum or vice-versa.
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Antman
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Re: Guide for usage of keys in CSB

Post by Antman »

Nice list!

Cross key: Worth noting you should use it in the lower floor first as the upper floor lock eats the key (if you don't use lock picks).

For gold keys:
A couple can be used at room at 1(12,21) too, but lock picks can be used for both locks. One of the locks need to be used 7 times with lock picks, but if used 8 times a pit opens!
For the for the Ful bomb at 6(16,26) from Ros you mentioned, lock picks can be used instead.
You mentioned you can use one in level 6 to access the water elemental and rive room (not the cistern) in the Dain way, but the door can be blown open instead.

For the square key for the door at 3(08,09), this door can also be chopped or blown open.
Also the door at 3(21,7) can be chopped or blown open.

For the winged key, it can be spared and the Ruby obtained by crossing the pit at 5(27,19), though all members of the party need boots of speed to do so. Also need to open the door first with a Zo spell.

And as Ian mentioned, technically the solid key or emerald key can be spared.
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Antman
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Re: Guide for usage of keys in CSB

Post by Antman »

Oh one other point, the Onyx key lock at 0(44,21) doesn't actually use the key, so it might as well be opened.
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