Game Guide
Proving yourself to be the budding Bruce Lee can be quite difficult against those fighters, and unless your character is pretty hard you're not going to get very far. So if you're wondering what chambers do what, then this guide will let you know.
SI ZHI BAN (Test of the stick)

In ancient times, students at the Pagoda of Tsan-Wu Ton had to perform the test of the stick. This meant that they had to ward off stick attacks of an opponent without the aid of any weapons whatsoever. Tsan-Wu Ton was a famous fighter who won all his man-to-man combats with his bare hands. This test comprises the first Chamber of Shaolin.

Your master will attack you with the stick, using three different moves: a leg sweep, mid swing and a high swing. The first two can be avoided by jumping in the air and the high sweep is dodged by crouching down. If possible, 60 of these attacks should be dodged so that you can get the maximum bonuses to your attributes, any more will not add to the bonuses. You will be able to sustain 10 hits before you collapse from exhaustion, so care and quick reactions will be needed. I found that a good tip was to take two steps backward just after your master has stopped advancing on you, so it gives you a bit more reaction time before the stick hits, or if you're quick enough you can just walk backwards and out of reach of the attack.
SI ZHI ROU LUANG (Test of agility)

Wu-Fu Khan, many times also named the nimble one once saved the lives of all residents of his home town by performing the test of agility. During that test, he had to evade flying and rolling objects. Later, the evil emperor used this discipline upon his prisoners to entertain himself. With lethal objects, these prisoners all died. This test comprises the second Chamber of Shaolin.

Agility is something you're going to need plenty of if you're to last very long against the opposition. Like the last test, this one improves your strength, defence force and constitution, but it isn't as hard to complete as the "Test of the stick" and you will get a bigger reward at the end of it. Dodging is the name of the game here, and the amount of much energy you have left at the end will decide what bonuses you get (65 % or more will be enough to guarantee maximum bonus points). Circular Yin and Yang signs are the only things that can be touched, and when you do, 20 % of your energy will be restored.
SI ZHI JUN SI (Test of balance)

The evil emperor deviced this test to find out truth in court. If the defendent would collect enough signs within a given time, he was telling the truth - if not, he was a liar. And liars were decapitated in those times. Back then, they used a kind of vicious acid whereas you now have to take care not to fall in the water. This test comprises the third Chamber of Shaolin.

This is the last chance for you to upgrade your defence force (and get a bit more strength in the process). By jumping from one pole to another you must collect ten symbols as quickly as possible. Jumping from a fastmoving pole to a slow one doesn't usually prove to be a problem, but jumping the other way round is much more tricky and care should be taken. Remember you're allowed three goes at this test, so take chances on the first two goes, and if you still haven't completed it, then take a bit more time on the third one; 26 seconds or lower will be enough to get perfect scores on this test which will upgrade your strength and defence force.
SI ZHI KUAI (Test of speed)

Speed surely is a prerequisite when taking on this test, that was also originally to be found in the Pagoda of Tsan-Wu Ton. Cut the ropes by kicking down the axes to stop the water from pouring in or else... Water has no mercy upon those who are too slow! This test comprises the fourth Chamber of Shaolin.

Kick the ball and release both boards within about 25 seconds to complete this test. The idea behind this test is pretty straightforward and so's the method in which you can complete it. The hardest part is quickly turning around, ducking and then kicking it, so that the ball goes in the opposite direction once you've released one of the boards. When the second board has been cut, keep your foot in the air so that the ball doesn't come back and knock you over. Strength and attack force will be affected by this test.
SI ZHI LI SI (Test of strength)

A very common test nowadays indeed trying to smash as many pieces of wood as possible. This test was first done by regular sportsmen and is the only non-martial test to be done. Unlike what most think, this requires much skill as well as pure power. Aim carefully as otherwise injuries will occur! This test comprises the fifth Chamber of Shaolin.

Just when your joystick thought it was safe to come out of the cupboard - along comes a waggling event. As long as you can waggle your joystick really fast, then this test is a cinch. Get your hand in the centre of the boards and waggle away, and if your arm is a bit knackered at the end of the stage, have a few minutes rest before you attempt the next set of boards. 4 is the maximum number of boards you will be allowed to break and once you've done this, your strength, attack force and constitution will be upgraded by a lot of points.
SI ZHI HUO (Test of fire)

The final test originates from the war of Beifing, when the city was besieged and the enemy sought to destroy the drawbridge of the city by casting fire on it - this would have cut off the citys supply lines and rendered it helpless. In this test, you have to ward off all fire and make sure you don't touch the fire too long! This test comprises the sixth Chamber of Shaolin.

This is your last chance to boost those skills. Strength, attack force and constitution will be the skills that benefit. As the man throws the flaming baskets onto the bridge (after avoiding them) quickly kick each basket away. Be careful not to get trapped and get rid of the baskets as quickly as possible, for if too many build up on the bridge, you will fail the test. Around 30 baskets and full energy will ensure that you get top marks.
If you've managed to keep up with the guidelines above then you will now have a character whose statistics are all 100 %.

   
Combating your opponents
There are four fighters in all who you will have to kill before you will eventually arrive at the city walls, and each will be that little bit harder than the last one. Although you have quite a few moves available, like most martial arts games you need only use one or two to kill each opponent. I found that the easiest and best way to defeat the fighters was to use just the Tiger Claw and the Jump Kick moves. As a fighter approaches, use the Tiger Claw move, and if you time it right you should be able to keep him at a distance throughout the fight. However now and then the fighter will jump and avoid the blow. If this does happen, quickly do a jump kick and as he lands, your foot will collide with his head and knock him to the ground inflicting a lot of damage. This will work on all opponents if timed right.
   
The city walls...
Pretty easy this. All you have to do is run along as fast as possible and jump each time you see a boulder and duck each time you see a bird. Don't worry too much if you get hit, because you will lose hardly any energy.
   
...and the city gates
This is what you went through all this vigorous training for, but even with all that skill, will you have enough energy left to defeat the dragon? As soon as you see the dragon, go forward and kick him in the head, and keep this up until he opens his mouth and breathes some fire at you. When he does this, run to the left and when the flames are about an inch away from the dragon, run forward straight through the fire and start kicking the dragon again. Keep this up and, provided you didn't get too badly beaten up by the fighters, it'll be a piece of cake.
 

 

Tipps

 

Kämpfer-Doping
Die Werte für die Charaktereigenschaften des Kämpfers sind codiert auf der Charakterdisk gespeichert. Die Tabelle zeigt, wie sich der Code zusammensetzt. Auf der Diskette sind für jede der vier Eigenschaften zwei Bytes (in Hex also jeweils vier Stellen). Jede Stelle hat ihren eigenen Wert (siehe Tabelle). Diese addiert man, um den wirklichen Wert zu erhalten.

Hier ein Beispiel: Um '999' zu erhalten, nimmt man für die erste Stelle das 'E' (7), für die zweite Stelle die '4' (32), für die dritte Stelle '0' und für die vierte Stelle die '5' (960). 'E405' ergibt also 999 (7+32+0+960).

Der höchste erreichbare Wert ist 'FFFF' (2535), von dem aber nur '535' angezeigt wird. Je höher die Werte sind, desto eher kann es zu geringfügigen Problemen mit der Grafik kommen, also sollte jeder für sich das Mittelmaß finden und sich seine eigenen 'genehmen' Werte ausrechnen. Dieses Verfahren kann man auf alle vier Eigenschaften anwenden. Die restlichen 8 Bytes beziehen sich auf die Schläge. Wenn man überall '80' einsetzt, geht alles klar. Hier also die nötigen Tabellen:


  1. Stelle 2. Stelle 3. Stelle 4. Stelle
0 0 0 0 0
1 8 128 48 768
2 4 64 24 384
3 12 192 72 152
4 2 32 512 192
5 10 160 560 960
6 6 96 536 576
7 14 224 584 344
8 1 16 256 1096
9 9 144 304 864
A 5 80 280 480
B 13 208 328 1248
C 3 48 768 1288
D 11 176 816 1056
E 7 112 792 672
F 15 240 840 1440


Track: 00 Sektor: 01 Head: 0 Cluster: 0  
000- 56 4F 4C 33 02 00 00 00 00 00 00 00 00 00 00 00 VOL3............  
010- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
020- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
030- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
040- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
050- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
060- 00 00 00 00 F2 72 B2 4A 32 82 04 04 04 04 00 60 .....r.J2...... 1. Charakter
070- FA 00 26 00 AA 00 46 00 80 80 80 80 00 80 00 00 ..&...F......... (normal)
080- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
090- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
0A0- 00 00 00 00 AA B2 92 2A 4A A2 04 2A 04 04 00 E0 .......*J..*.... 2. Charakter
0B0- E4 05 E4 05 E4 05 E4 05 80 80 80 80 80 80 80 80 ................ (mutiert)
0C0- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
0D0- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
0E0- 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................  
                                     
Name (hier: "normal" bzw. "mutiert")  
Eigenschaften (Strength, Attack Force, Defense Force, Constitution)  
Ausführbare Schläge  
                                     
Die Charakterdisk ist Atari ST/ Amiga kompatibel.  

ASM 3/91


Charaktermanipulation zu 'Chambers of Shaolin'

Man sollte sich eine Charakterdisk mit einem Charakter erstellen und sich mit einem Diskmonitor den Bootsektor (Track 0, Sektor 1, Seite 0) ansehen. Hier sollte man die markierten Bytes durch FF ersetzen. Beim nächsten Spiel mit diesem Charakter müssten Strength, Attack Force, Defense Force und Constitution jeweils 255 Punkte haben.

0000 56 4F 4C 33 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0060 00 00 00 00 92 4A 04 0A 04 04 04 04 04 04 00 C0 FF 00 FF 00 FF 00 FF 00 00 00 00 00 00 00 00 00
...

ASM 8+9/90

Wer sich das Herumexperimentieren mit dem Hex-Editor nicht zutraut, kann die Arbeit auch einem kleinen Programm für den Atari ST überlassen:

THE CHAMBERS OF SHAOLIN CHARACTER CREATOR

This cool programme was programmed by XENEX (of course by the Atari ST section, else you wouldn't read this text, am I right?). First of all I want to excuse me for the bad menu, but I hadn't the time to write a menu with GEM etc.!

In case you already have a character-disk, press the key '4' in the main menu to read in your character-disk. If you are not the owner of one of these famous character-disks, you have to press the '1' in the main menu to create a new character-disk. But be careful with this option, because all data on the disk will be erased with creating a character-disk! If you press '2' to modify the characters (or create a new one) you will see some more options. Choose one of them and see! When you are requested to type in a character-number, enter a number of one character (you can see the numbers when you press '3' in the main menu to view all characters) or a new number when you want to create a new character! If you want to modify the allowed punches then you may be surprised by the names of the different punches (I don't know other names - if you don't know what is meant with for example: "press away", try a little bit). Now, when you think you created enough batmans, rambos and other damned guys, press '5' in the main menu and all your characters will be saved on the character-disk!

Now load the creator!!! Be creative and have lots of good fights with the four fighters in 'Chambers of Shaolin'!

TITAN of XENEX (14.03.1990)


CHAMBERS OF SHAOLIN CHARACTERDISK MAKER

Information about this program

This program creates the best possible fighter for 'Chambers of Shaolin' (I hope so). I've tested this program and I think it's errorfree. You can't loose fights against other fighters (it's also useful in training and in two player mode). The dragon is a problem - I've not beaten it yet, because your manipulated energy is only available in fights against human opponents. If anyone knows a cheat for beating the dragon, feel free to contact me: Ralf Buml, Kupfstraße 18, 88483 Burgrieden.

Tips for using this program

  • Always take a formatted disk, because the first sector will be overwritten!

  • Remove the write protection (otherwise the program will tell you that it has written the data - but that's wrong).

  • Feel free to spread this program.

Thanks goes to the following dudes:

  • TITAN of XENEX (now in Animal Mine) for writing the first characterdisk maker.

  • An unknown person who released the structure of the characterdisk in the 'ASM' magazine.

Sledge Hammer of Grinder (24.12.1991)