CastleQuest FAQ/Walkthrough version 1.0.0 by Andrew Schultz schultza@earthlink.net ================================ This document is copyright 2001 Andrew Schultz. Please do not reproduce for profit without my permission. If you wish to use my FAQ contact me(please use my first name and refer to this FAQ specifically) and I will probably grant your request. I have also written a CastleQuest page that currently has pictures of all rooms as they are before you enter them. http://www.geocities.com/SoHo/Exhibit/2762/cq/castlequest.htm I may put animated GIFs in there soon, but that would require moving some files(I have "only" 2 MB left right now.) ** AD SPACE ** If you enjoyed my CastleQuest page, maybe you'll enjoy other pages I made: My home page http://www.geocities.com/SoHo/Exhibit/2762 My maps page(Apple games mostly) http://members.fortunecity.com/cartographics Feel free to mail me ANY mistakes I may have made while writing this FAQ. It is to be expected in such a detailed game as CQ. This is the biggest FAQ to date I've written and although it will probably have the most errors, I'd like to cut down on that as much as possible. Also, if many people mail me about something they don't understand, it is likely a stylistic concern that I need to fix. Don't assume you're "just missing it." Castlequest may already make you feel stupid enough and this FAQ wasn't meant to make you feel even dumber. ================================ OUTLINE BASIC BORING STUFF AUTHOR'S STATEMENT ABOUT THIS DOCUMENT/TERMINOLOGY SCORING NOT REALLY CHEATING, BUT SETTING YOU UP FOR BIGGER AND BETTER THINGS AND FINALLY, CHEATING OPTIONS, TO LIVEN UP THE BORING STUFF CONTROLS AND STRATEGY GENERAL TIPS/MISCELLANEOUS GUIDE TO USELESS DOORS STUFF YOU CAN PUSH OR SNEAK AROUND THE MONSTERS NEATO ITEMS TEXT MAPS + WHAT TO DO IN EACH ROOM LEGEND ANNOTATIONS AND THEIR PURPOSES--HOW TO NAVIGATE THIS DOCUMENT THE ROOMS, WITH DESCRIPTIONS AND RECOMMENDED PATHS THE OVERALL WALKTHROUGH, HOARDING AS MUCH AS POSSIBLE TABLES AND STATISTICS VERSIONS AND CREDITS ================================ BASIC BORING STUFF AUTHOR'S STATEMENT I hope this is not too pompous and that it does not cross too far into review territory, but I wanted to address briefly some of the major virtues and shortcomings of CastleQuest. Many of the bad parts are a little too obvious. The sound is terrible and nonfunctional. The game is front-loaded with some annoying quick dexterity puzzles and probably gets too tough too quick after the first two keys, which are not too tough to get. Many of the rooms are also "stoppers." You'll have to perform an action very quickly. Now given that the stoppers are frontloaded, you will seem to lose a lot more men early on than later on; the lives at the beginning test dexterity more, and later on you're more likely to lose a life resetting a board in an impossible situation, although you can usually back out of this sort of board. So the fifty lives seem to be adequate, until you find puzzles that you must complete, otherwise you will be stuck, and you make little errors even when you know the solution. Yet parts of the layout are wonderful. The opening scene, with the two easy doors to open, has a green key and yellow key above where you can't quite reach. However, the green key seems to be meant to open a door to the underground, and the yellow key is clearly intended to open the door to get the map you can see above. Then the next room has a yellow key and three yellow doors--which one to enter? Many puzzles also have elegant solutions, even though the solving may be ruined by a slip on the controller or the keyboard(if you have an emulator. Although you may wind up running in circles, and many puzzles don't get you anywhere when you solve them(the game doesn't even recognize you when you open certain doors) there is still a good deal of imagination in the puzzles. The nonlinearity is also fascinating; in several rooms, you will need to take one route through if you enter on one path or another--that actually crosses--on another path. The game teases you a lot with "bet you can't get over here." Overall, a game like Lolo is superior overall as a game, but CastleQuest managed to throw in some tough abstract puzzles that reach beyond the usual gaming experience. If that's your cup of tea and you can get past the video-game aspect, this is one wonderful game. The walkthrough I have is hopefully tolerable. However, looking into the game requires an exhaustive effort, and you will perpetually find wrinkles where your performance becomes more efficient, and if I've made any inaccuracies, I'd love to hear about them. I believe all the major puzzle rooms have correct info but there are many places to slip up or just overlook a clever tactic to save a key. As for this guide, I wanted to cover the game from every useful angle I can think of. I've tried to arrange things so that you can see as many hints as you want. Formatting experiments were thought through and made. If anything looks very wrong, tell me and I'll try to modify it. This game has a lot of wild quirks and I'd like to capture as many as I can as comprehensively(and comprehendably) as I can. There are still questions about CastleQuest that are tough to prove or answer and some that are fun and some that are both. What's the minimum number of rooms to visit? What's the highest score you can get? What's the maximum of any one key you can have at game's end? The maximum total keys? Can you visit every room and win the game? Pick up every key? (I doubt this one. There are too many red doors.) Where are the "bad" doors to open? ABOUT THIS DOCUMENT/TERMINOLOGY It's a bit unromantic to refer to castle rooms by boring numbers but it allows quicker searching. To find any castle room type its location in parentheses, i.e. (0004)- -Horizontal, then vertical. You start at 0002, for instance. Each entrance will also be described. Examples, possibly hypothetical, are below. 0203u1 would be the leftmost entrance to the room at (2,2) from above. 0501d2 would be the second-leftmost entrance to the room at (5,2) from below. 0407r1 would be the top entrance to the room (4,8) from the right. 0801l2 would be the second-top entrance to the room (7,1) from the left. The entrance will never perfectly correspond to the room number, but I wanted to make the document searchable, so that if you go from, say, 0606 down, you can search for 0606d1 and continue reading through the walkthrough/room summaries. Eventually you will be able to search for entrances by this key number. Note that although, say, 0505r1 is the same door as 0605l1, 0505u1 is not necessarily the same as 0605d1 as there are one-way passages down(falling through, or lift above, nothing below) or up(lift below, nothing above.) This is important in the walkthrough, which describes which rooms to go to in what order. The rooms give the details as to what to do. The coordinates only references the rooms and ways to arrive. You will need to search for the phrase(i.e. 0102l1) to find what you are supposed to do there. The start of the game is 0002l1, as it is assumed Rafael comes in from the left. The walkthrough/room detail do not have good advice on what to do if you're low on keys. They only discuss abstract solutions. Look in the controls/strategy part for conservation, etc. In general there are several places where you can stock up on keys, and you'll do well to use them. It's possible to finish a game with over 20 keys but that is only if you are familiar with the game. IN-DOCUMENT TERMINOLOGY **square or unit=1/2 of Rafael's height/width. **"back up" vs. "back the game up" may be confusing sometimes. However, "back up" after you've opened a useless door probably means "back the game up" with the options from the game menu on controller two. **'pulley block' or 'lift block' will be the block with arrows that moves a lift up and down when it's next to a pulley. **object=something you can push **monster=something that will touch and kill you **platform=thing that moves back and forth and kills you if you jump into it, or it can be what you walk on. synonym: ledge **up/left/right or up/right/left jump: In the following position, with X being platforms and ! being Rafael, you want to jump up a level. XXXX !! !! XXXX To do so, you execute an up/right/left jump. Start off by jumping right, but quickly move back left when Rafael is just above the higher platform. **up/left or up/right jump Often you will not want to move right or left in a jump until a certain point. See below. XXXX !! !! XXXXXX Going left too soon here will block Rafael, so an up/left jump is the term used to describe how he should move here. **left or right broad jump: Rafael goes all-out here, hitting left or right just along with the jump button. **comeback jump: You can jump off a ledge one direction, then steer yourself back. This is useful when there is a key that seems off to the side. Often it isn't, really. **on the edge, or half-standing on something: It's critical to try standing on an edge as often one icon can make a difference in jumps. On the edge !! !! !! OR !! XXXX XXXX Not on the edge !! !! !! !! XXXX XXXX **creeping: the way by which you can move a consort of two or three blocks in one direction, slowly. 11 22 11 22 Observe above, you can push 2 to the left and then 1 to the left, but you need 2 spaces. With the formation below, you push the blocks one square right in order to displace the whole set-up. 33 33 22 11 22 11 **suicide: killing Rafael for advantage. This is different from reset or back in that it seeks to establish a gain instead of to reset an error. Sometimes you may want to get a key but will be trapped when you do or need to use a key to get out. If you can kill Rafael without leaving, you'll have gained a key normally thought impossible. This is a bit of a sacrifice, as you're trading a life for security at the end-- if you make it. There are some rare cases where suicide works out, but often you'll be able to get the key, etc. without doing so. Only use suicide to get a key. You may not be able to kill Rafael. SCORING --800 for picking up money --1000 for picking up oxygen --400 for picking up a ring --200 for picking up a cross --1000 for picking up a life potion(plus an extra life) --1000 for picking up the map --100 for picking up a key(any color) --NO POINTS for stabbing an enemy or opening a door or solving a tough puzzle(except if there's an item at the end) or even rescuing the princess(hey, you score anyway in that last case, and for an ugly mug as Rafael is in the final scene, that's not half bad...) --you get an extra man for every 10000 points, so sometimes when you get a life potion you can get two extra lives. AND FINALLY, CHEATING OPTIONS, TO LIVEN UP THE BORING STUFF He-e-ey! Oh, all right. So maybe you just want to solve this game and have done with it. Understandable! Seeing as how you'll have to solve some pretty tough puzzles in any case to get to certain elevators that lead to the upper rooms, cheating as described below only gets you so far. However, with the advent of emulators come things called SAVE STATES. The only emulator I'm really secure with is called NESTICLE. I'm not sure if save states are the same across emulators--I suspect not--but I'll show how to cheat at NESTICLE and then how I figured this out. It should help you. However you need to realize that you will need to know some rudimentary computer-operating techniques. 1. Get a hex editor. Kahei's freeware editor(www.kahei.com) is great for this sort of thing. Microsoft Visual C++ Studio 5 should do the trick too. 2. Make a save state(0/f5 with NESTCL will save to castlequ.sta, 1-9 will save to castlequ(1-9).sta.) 3. Open the file. Go to the offset 2005(in hexadecimal.) 4. Change this byte and the next five to 09. That will give you nine keys of everything. Of course you can futz with the values as you please! 5. Have fun! But beware that this can remove some of the game's challenge as well as its frustration, and solving it 100% honestly feels better. Other values you can change include lives or your score. 2005 = # of red keys 2006 = # of dark blue keys 2007 = # of yellow keys 2008 = # of light blue keys 2009 = # of green keys 200a = # of pink keys 200c/200b=high byte, low byte for (score/10) 2013 = # of lives Also, keep a backup in case you edit something incorrectly and the save state is corrupt. For other save states with other emulators, the following experiments will tell you where the critical information is located. 1. Save the game if you enter a room with, say, a yellow colored door. 2. Go over and open it. 3. Go back to where you were in 1. 4. Save the game to a different slot. 5. Do a byte-compare of the two save-states. If you had three yellow keys before, look where the save state in 1 has 3 in one byte and the save state in 4 has 2 in one byte. You can also repeat this procedure for *picking up* a key. For instance, enter a room, save the state, get a key, leave and re-enter, and save another state. Byte-compare the two. NOT REALLY CHEATING, BUT SETTING YOU UP FOR BIGGER AND BETTER THINGS Save states on emulators are also good because they allow you to try something many times until you succeed. In a grueling game like CastleQuest without a save option, this is a VERY good thing. They also allow you to stop at some point and pick up where you left off. If you have the cartridge and are frustrated trying to solve the game, find a ROM and an emulator. CONTROLS AND STRATEGY GENERAL YOU AND YOUR ABILITIES There are obvious inabilities, like being able to jump quietly. Having a technical grasp of what you can or cannot do will have a big effect on how you go about solving a problem--some puzzles take a while even if you don't wind up saying "gee, I guess this should work" every two minutes. So how does Rafael move around, and how do you use that to your advantage? Some of these points may be echoed later in the FAQ, but the general points here may help to give you the tools to solve a puzzle without giving spoilers. --The game is played on a 40x20 screen of icons although it must scroll for you to see it all. --Rafael and all his enemies and most objects occupy a 2x2 space of icons. --You can hold down a direction before you press the button to start a scene. This is crucial when an object on a conveyor belt is coming at you or if you want to catch an elevator. --Rafael's maximum vertical is four squares, although he will cut off his jump if you release the button. --When Rafael jumps, he has the ability to move one square horizontally for each unit of time, just like walking. This means he can go diagonally down at a forty-five degree angle, and he can even move while hanging at the top of his jump. He can also make twisting jumps where he moves one way and another, and these are in fact crucial to the game. See the terminology section. --Over the first four squares, Rafael can ascend if you hold the button down. If you hit the ceiling, Rafael's vertical will be limited even if you steer to the side. --To do the very broadest jumps, push left or right just before you jump. That will give Rafael an extra horizontal square. --Remember to release the jump button if you don't want to jump again-- it's left or right you have to hold down. --Rafael cannot open a door unless he is standing next to it--jumping at a door and thrusting the key in the keyhole is, apparently, out. --Remember that Rafael can stand halfway on a crate, halfway off and never worry about his balance. This gives Rafael an extra horizontal unit in range for his jumps that you wouldn't think of intuitively. Crates may also be stacked cockeyed as well. --Suicide can be effective--see the terminology for details. --Water is lethal unless Rafael has recently grabbed oxygen. This is true even if Rafael wades in it(i.e. halfway in.) It lasts for a certain time before Rafael again dies in water. --Water is also just like regular underground. --Graphics can deceive in some cases. Rafael may die unexpectedly jumping over plants or jumping over/swerving during a jump to avoid spikes. On the other hand, spikes from above may brush Rafael and he'll be okay. Weird. --When Rafael has gotten oxygen, there's no warning for when it stops. However, if he kills himself before it's over, the room starts over with the oxygen remaining when he entered the room. --Alternatively, if Rafael gets oxygen, it runs out, and he kills himself, that is big trouble. He'll have to back up, as the oxygen will be gone on restart. Here's some relatively less important trivia: --Rafael can jump one square to the side of a key and still pick it up. This does not work for items. TIPS/MISCELLANEOUS --Monsters don't go through doors. Remember this when dodging them. They also don't fall off ledges, but they can walk over elevators. --Remember that you can walk off a screen and walk back on to reset the board. This only works fully if an item has NOT been destroyed yet. The only items that can be permanently destroyed are crates--safes are OK as are jugs and candles. --You can stick yourself in a trap where you'll always get killed by standing on edge of an elevator when you ascend. If you wind up *inside* a brick or on a spike, you are killed. Of course, you can back the game up, but that wastes lives. --You will probably get frustrated with the game before losing all your lives :D, so use the reset/back option frequently if you use up keys too fast--this may allow you to explore multiple paths at a small price. --Even trades aren't generally worth it. Often when a key is behind a door you don't want to open that door, because you can get around it. --Just because a key is in the same room as a door with its color, don't go opening that door right away. Try to figure where it leads. If it obviously leads nowhere, leave it alone, and if a pit you can't see the top of falls into it, consider that there may be something special above it STUFF YOU CAN PUSH OR SNEAK AROUND Objects are the same size as Rafael, and if next to him they block his way when walking. However, he can jump on them to reach some place he couldn't get before. Rafael can jump the equivalent of two objects in height. Sometimes Rafael will have to push objects into a certain formation to reach a door that is far off to the side. Objects can balance on each other, so something like the below is plausible. How it is done is another matter; Rafael must be careful pushing objects around or they may fall on him. Another thing to be careful of is if you push an object so that it blocks a door. Two things you CANNOT do with them are: 1. push an object down the shaft below a wide elevator platform 2. push an object out the door so it disappears. This is the more serious of the two as it can actually block you from leaving the room. ** ** ** ** ** ** ** ** Example of how an object might fall on Rafael. ** ** !!** !!** XXXX If Rafael moves two squares right, the object above will lose its support below and fall. If Rafael only moves one square, he will be OK. Many objects are identical(safe, barrel, jug, crate) except for the graphics. The only ones truly different are the CANDLE, which you can't walk over, and the PULLEY BLOCK, discussed below. In fact, if you fall above it, you may get singed even if you swerve out of the way. If you have the following situation(X=platform, .=candle, !=Rafael) you will be okay unless Rafael walks right but the one after that is not always. !! !! XX.. XX.. !!(jumping down, trying to go left on the platform will kill you) !!(jumping across is safe if Rafael has the "hops.") ..XX ..XX The PULLEY BLOCK, when connected to a pulley, moves a lift tied to the pulley up and down. Some times you must push the pulley block into place, and you can always push it out if you are careless, ruining its effect. Each unit you push the pulley block will send the lift up or down one if the lift is mobile, and the pulley construction determines which way the lift goes, although it is usually (push the block right, pulley goes down, push left, pulley goes up.) You can push the pulley block back and forth as much as you'd like, and sometimes it's needed several times for a certain room. The pulley block can also be used as a standard object. The "ordinary" objects are a crate, a barrel(heh..crate and barrel) a safe and a jug. They can be pitched down a chute and re-appear if you re-enter the level, but if they are crushed by an elevator then they are gone for good unless you reset the board. This happens even if you die instead of just leaving the room. Sometimes destroying a block doesn't matter or is to your advantage; other times it will render a room unsolveable. Frequently you will need to push an object while on an elevator. Be warned that an elevator pushing you into an object from above is just as deadly as it crushing you against a ceiling. You have eight units of movement for each unit the elevator moves, so you can run a block across an elevator, for instance. XXXXXXXX !!** !!** XXXX^^XX You'd be able to make it across, here, although a refinement might be to push the block on the elevator and then push it when it is at Rafael's waist-height; this eliminates some of the timing needed. You can also push a block one unit above or below you as long as you(or it) is not impeded. ** !!** !! XX In the diagram above you can push the object one unit right. In the diagram below you can push the crate all the way down the stairs. !! !!** XX** XX XX XX XX An object can even support two objects, and you can even climb on any of your ramshackle creations. Both diagrams below are OK--1, 2 and 3 are separate objects. !! !! 1122 ** 1122 ** 33 ** 33 ** THE MONSTERS In general, you will want to knife mortal monsters well before they get to you. This is a total fracture of reality, but hey, it is a fantasy cartridge. I guess they walk up and say "ooh, look, shiny...oww!!!!" You can also drop objects on monsters to kill them or to box them off and finish them later. Monsters never jump off ledges(except Attack Cats in special cases,) so you can see a monster move back and forth if you pin it to the edge of a platform. Monsters usually bounce back and forth, changing direction when they hit each other, the edge of a platform, a wall or an area where a door is/was. They never change directions on a whim. Monsters also consider elevator platforms as an extension of a platform, so they often get fooled and possibly crushed. You can drop an object on a monster(objects fall at the same rate monsters move, which is the same rate you move.) You can also push it into the monster although there is a risk the monster will bounce off it. Once a monster is killed by your knife, you dropping something, spikes, water, or an elevator, it goes off the screen provided you do not reset the level or go back. I've never seen a monster get killed by a candle or force-field floor or falling lift, but I suspect it can. If monsters fall into a gap and vanish, they will re-appear the next time you enter a screen. On rare occasions I've been able to perform a trick where you are running behind a monster and can knife it. The monsters are listed below--each one has a special characteristic. Attack Cats Well, they're called attack cats but for my money "copy cats" would be truth in advertising. They look like they're wearing ruffled shirts, which is kind of funky, but their defining characteristic as it relates to Rafael is that they jump whenever he does. The effect is often random, but if Rafael times his jump correctly, a pesky cat can be tamed pretty quickly. They jump two squares into the air up and two to the side, unless they are boxed in. They also possess the ability to bounce back onto a platform if they sense they will fall, and in one particularly nasty room they will fall when you do, crowding you out a bit. Once on the ground they just move back and forth. The most annoying thing they can do is land on each other. Then one can walk on top of the other and if you stab the lower of the two the one above may fall on you. Still, you can often sucker them into falling where they don't want to go. Fireballs These guys usually appear on screens with wide-open spaces. It's a convenient kludge so that you can't ever actually drop anything on them to kill them, which would be surreal. However, they can get crushed by elevators(the best way to get 'em) and quite frankly in a room near the beginning of the game that is the only way to get rid of one of the things--you get set to crush yourself in an elevator and hope the fireball goes after you, unless you are lucky to be able to move "the right way." Fireballs are relatively rare and move slower than you do. They seem to focus on your horizontal location and move in, so jumping can fool them. If you jump up as they line up with you, they can sail off to the top of the screen. Witches Thankfully, witches do not summon fireballs or plants. However, they summon other monsters in a puff of smoke. If they do so, especially if a bishop appears, leave the room and the summoned monsters vanish, unless you are confident and sadistic. Clearly killing witches is your first order of business in a room--before keys, before other monsters. They have no other special powers and are defenseless by themselves. The summoned monsters are random. Note that with enough summoned monsters they can walk on top of each other which will drive you nuts. Not sure what happens if you kill a witch and not a summoned monster and then you die. Bishops Bishops are invincible to your weapons. You touch them, you die. Frequently you will be required to jump over a bishop in a tight situation(there may be an overhead of just two squares with spikes surrounding it,) and often there will be two bishops bouncing around and against each other that you need to get past. In this case you may need to jump twice in succession. You can often jump at a bishop when you know he's going to turn around and follow him if he is bouncing back and forth guarding something, then run the other way when he turns around. Warriors Warriors shoot arrows at you. The arrows take up two icon spaces and if, for instance, you are one square above the warrior, the arrow will run into the stair and you will not be harmed. The arrows seem to be shot at random--sometimes you suspect the warriors are clever, but either way you will do well to jump when they're near you and run to them before they turn around. Then you can surprise them with a quick knife thrust. Plants Plants may actually be the least special of all the bad guys. However, they will bloom when you least expect it. When they are "closed" they are easier to jump over as they take up a screen height of one icon and a width of two. When open they make weird faces and take a height of two icons. Often they are in corridors of height three, meaning you need to time your jumps. They cannot be killed by your knife, but you may find it useful to plow over them with a crate if you can. NEATO ITEMS Occasionally Rafael will run across some neat items that may help him in his quest--some are necessary, some helpful. I don't count treasure here other than life potions(which allow for more mistakes) but I'll briefly describe the functionality of a few of them. Oxygen: Oxygen makes it possible for Rafael to treat water like air. Even if he wades he gets killed--maybe it is fast acting pneumonia, or the water is toxic. After getting the oxygen he doesn't float but sinks to the bottom and can walk/jump at the same speed. Oxygen can last through several screens although you can only use it once. Often it is in places where you have a one-time shot, so when you see it, be alert and be quick. Pause the game to plot out your course. Rays: Rays make Rafael invincible for a short while. He can touch spikes, enemies...anything. It lasts for a few screens, too. The drawbacks are that the tune that plays when Rafael is invisible ends without warning and that, if you enter a room and die, you are not invincible on restart(i.e. the time left when you entered is not reinstated.) Fortunately this never kills off your game, but it's inconsistent compared to Oxygen. Also on the bright side, Rafael can return to a room to get recharged while Oxygen is a one-off. This more than offsets you not getting 1000 points. GUIDE TO USELESS DOORS This feature is not fully functional, but hopefully when it is I will show you which doors are to be avoided, which probably shouldn't be open, and which are a good idea. TEXT MAPS + WHAT TO DO IN EACH ROOM LEGEND The legend was a bit tricky to finalize, and it may not satisfy everyone as some letters are re-used, but here goes: x X * = different types of walls ~ = water / \ = angled brick | = elevator hoist OR columns ^^^^ ^^ = elevators(wide or small) >> << = conveyor belts(left or right) +. . + .+ + . = spikes == = moving platform {} = plant :: MA :: = crate P! = map () ju () = barrel g. = jug SA ca FE = safe nd = candle wi ca tc = witch ts = attack cat bi fi sh = bishop re = fireball wa fa rr = warrior ir = fairy LT lt BL = light blue door bl = light blue key DK dk BL = dark blue door bl = dark blue key RE re D! = red door d! = red key YE ye LO = yellow door lo = yellow key PI pi NK = pink door nk = pink key GR gr EN = green door en = green key $$ ri $$ = money bags ng = ring cr LI os = cross FE = life potion H2 RA -O = oxygen YS = power rays <> ^v = block that moves pullies ANNOTATIONS AND THEIR PURPOSES--HOW TO NAVIGATE THIS DOCUMENT (0000) says the room is 0 above and 0 right of the focus point. You start out 2 above. You can search for any room here by looking for (0x0y). You can search for where any exit out of a room leads by looking for that room number, adding the direction you're going(u/d/l/r for up/down/left/right) and the exit number. For u/d it starts at 1 and increases as you go right. For l/r it starts at 1 and increases as you go down. If you wish to use the walkthrough, you can reference (0x0y) for a room. Then for the walkthrough, reference :0x0y. You'll need to flip back and forth between these for the full walkthrough, so I strongly advise you print the shortened walkthrough out and navigate the rooms by searching for (0x0y). IF you wish to reference a specific exit, you search for (0x0yab) where a and b are the directions and number. Remember 0x0y should be the same as the room you're leaving. You can simulate an actual walk through the castle with this and I hope it is not too non-linear. This format is experimental, so many complaints will result in my writing a short separate walkthrough. THE ROOMS, WITH DESCRIPTIONS AND RECOMMENDED PATHS Map for (0000): xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxx DK xx xxxxxxxxxx xxxx BL xx xxxxxx xxxxxx xx xx xx xxxx xx xx xx xx ltxx xx xx xx xxH2xx xx^^^^xx blxxxx xx xxxx xx xx-Oxx xxxxxxxx SA SA SA xx xx xx FE FE FE xx xx GR XX XXXXXXXXXXXXXXXXxx xx EN XX XXXXXXXXXXXXXXXXxx xx xxxx XXXXXXXXXXXXXXXXXXXXXXXXxx xx$$$$xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx xx$$$$xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx xxxx$$xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx xxdk$$xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx xxbl xxXX~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx xxxxxxxxXXXX~~~~~~~~~~~~~~~~~~~~~~~~~~LT xxxxxxxxXXXXXX~~~~~~~~~~~~~~~~~~~~~~~~BL xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This room has an extra key that's easy to get, so it is worth visiting. Even if you don't get the oxygen(although it makes jumping easier) it's worth trading off a life for a light blue key, although it's really best to enter this room from above. --If you entered through the LIGHT BLUE DOOR, you can only exit the same way. You can't quite jump up the ledge(five units.) --If you entered through the DARK BLUE DOOR, you should perform the following actions. 1. Move the middle safe to the left into the hole. 2. Move the rightmost safe into the hole so you can walk across. Don't worry about wasting the oxygen, which you won't need. 3. Move the left safe and stand on its left half. 4. Jump left, get the key, and continue left. 5. Open the green door but ONLY if you know you need a dark blue key. 6. Get the key and money 7. Jump back across to the safe 8. Jump up the shaft and onto the elevator and exit. --If you entered through the ELEVATOR SHAFT, you can proceed as you did for the DARK BLUE DOOR. First you have to get to the far right, but with a few jumps(note you jump from the pit where the safes go to between the safes, then up onto the next ledge) you can make it. Map for (0001): xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx xx ye xx xx lo ju xx xx g. xx xx xxxxxxxxxxxxxx xxxxxxxxxxxxxxxx xx YE xx bi LO xx sh xxxx xx xxxxxxxxxxxxxxxxxxxxxx xx xx xx xx xx xx YE xx xx :: LO xx xx :: xxxx xx xx X X X X xx xx xx xx xx xx xx xx xx :: :: YE xx xx :: :: LO xx^^^^xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This room has a neat puzzle for getting back up to the top without much pressure. You'll need to go back through the top yellow door to pick up valuable supplies as the way down the shaft leads to a room where the best move is back up, but it's still worth checking. You also will need to drop something on the bishop unless your timing is impeccable, although trapping him is fun too. If you drop the jug at just a certain time the bishop will be trapped and not killed and bounce back and forth on the same square. (0002d1)--If you entered from the SHAFT ABOVE, jump across the hole to the left, push the jug onto the elevator, get the yellow key, jump over the jug, push it back to where it was before, and drop it on the bishop. If you miss, you can always fall down the elevator shaft and try again. You can jump over the bishop and barely make it but this is very risky and less violent. (0000u1)--If you entered from the ELEVATOR BELOW, get the key, push the jug right and hit the bishop, then jump over it and open the top yellow door. (0101l3)--If you entered from the UPPER RIGHT YELLOW DOOR without killing the bishop, you're in trouble. (0101l1)(0101l2)--If you entered from the MIDDLE RIGHT YELLOW DOOR or LOWER RIGHT YELLOW DOOR, you must position the crates on the bottom floor as follows: 1. The crate to the right should be positioned a square to the right of where the crate above it will fall. 2. The crate to the left should be positioned so that the two are one square apart. 3. You then jump onto the two crates, onto the platform with the third crate, over the crate, and push it off to the left. 4. Jump on the crate to the bottom right. Then push the crate on top as far to the left as it can. 5. Jump on the crate on top. Go as far left as you can. Jump left and you'll hit the ledge that will get you to the elevator. 6. Wait for the elevator, then wait for it to get to the top. Then knock off the bishop with the jug if you need to. If you're just trying to solve the game, I don't recommend leaving through the middle yellow door as you have to solve a tough puzzle for only an even trade. Map for (0002): XXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX XX $$$$ riri|| XX $$$$ ngng|| XX wa || XX rr || XXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX XX grye XX MA || XX enlo bi YE P! || XX sh LO || XXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX \XXXlt cr++++XX XXbl os....XX XX wa XX XX rr LT XXXXXXXXXXXXXXXXXX BL XyeXX XXXXXXXXXXXX XloXX XX XXXXX YE GR \XXXX LO EN \XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX \XX This is, of course, the first scene. Boy, the first two keys are easy enough to get. Note the foreshadowing--the green and yellow keys you can almost reach--and the treasure above. All in all, this scene is busier than you'd expect if not as tough, but the game of course wants to make a good first impression. That the green and yellow keys should be used elsewhere for a clean solution is one of the ironic wrinkles of the game. The map is useless, but if you can get to it, you're on your way to winning this game. (0003d1)--If you fall from ABOVE, TO THE FAR LEFT, you will need to roll up your sleeves and re-enter the advanced levels via the room 0502 elevator. (0002l1)--If you enter from the LEFT, jump up and get the yellow key and open the yellow door. Jump right onto the next platform and jump for the cross. Then jump just before the warrior is about to turn back to the left and follow him so that he's less likely to surprise you with an arrow. Knife him a bit before he turns--if you wait until the intuitive time, you'll get killed. Then get the blue key and jump right where you can exit through the light blue door. (0003d2)--If you enter dropping down FROM ABOVE, CENTER, head off to the right to get two rings, and jump left just before the warrior turns. Stab him when he turns around and get the money. Then drop off to the right. Again you will have to jump to the left before the bishop turns, and you will need to jump for the green key. This is a good place not to worry about sacrificing a life. It's more important to get the valuable green key. (0102l1)--If you enter from the RIGHT YELLOW DOOR, you'd better just be resetting 0102. Don't wimp out so soon! :) **I'm going to Be Controversial here and say--DON'T get the map! It's a waste of a yellow key. Also, DON'T use the green door to exit to the dungeons below. You may have to use an extra yellow key, but you already saved that by not using the map. Hey, I got maps for you, so why bother? Map for (0003): XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX crcrcrXXXX XX XX osososXXX/ XX XX XX/ YE XX X/ LO XX XX / XXXX XX XXLI XXXXXXXXXXXXXXXXXX XX XXXXFE XXXXXX riri XX \XXX XXXXX/ XXXXX/ ngng XX \XX XX/ LI XXXX/ XX XX X/ FE XX XX XX XX YE XX^^ XX LO XXXX XX bi XXXXXX XXXX XX sh XXX XXXX XXXXXXXXXX XX XXXX XXX XX XX XXXX ..........XX/ LT XX XXXX^^ ++++++++++XX BL XX XXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX You'll probably go through this room twice, and the upper part is harder. Getting the life potion is slightly tricky, and if you want to pick up the treasures as well you will need to time the elevators, which are not synchronized--so you may be squashed helplessly on the bottom one after getting through successfully the first time unless you're willing to wait. (0004d1)--If you fall from ABOVE, TO THE FAR LEFT, you are in for it. You cannot drop anywhere to climb back up. (0103l1)--If you enter from the BOTTOM RIGHT YELLOW DOOR, jump up and get the rings, then move right to get back on the ledge where you started. Fall off the ledge and open the blue door to the right. Fall down the hole. (0103l2)--If you enter from the TOP RIGHT YELLOW DOOR, just jump off the ledge and be sure to go to the left while jumping. Then you can take a bit of the detour once you get on the second elevator; get the three crosses and the life potion below them. Observe the elevators so you can time your ascent, as I mentioned in the intro, although if you get crushed you can just run directly through this room. The other life potion is rather tough to get. I suppose the best way to get it is, after you've entered the room, to jump hard left from the left edge of the ledge, then let go when you are above the life potion. When you pick it up, go hard left again. If you delay you will touch the tip of the spikes. Map for (0004): XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX GR XXLI EN XXFE XXXX \XXX.. .. XXXXX \XX++ ..++XXXXXX \XXX.. SA ..++XXXXXXXX \XX++ FE ..++XXXXXXXXXX \XXX SA SA ..++XXXXXXXXXXXX XX FE FE ++XXXXXXXXXXXXXX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXX LTSA SA GR BLFE FE EN XXXXXX XXXXXX XXXXXX XXXX grXX XX XX XX enXX== XX== XX== XX XXXX XX XX XX XXgr XX grXX GR XXen XX enXX EN XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX The green keys are worth picking up, although the way the safes block you, the room is cleverly divided in half and you'll have to get one when you enter from the left and one from the right. The puzzle in the top half is more tedious than anything and I don't see any real way to get the life potion without killing yourself or having to backtrack--if you push the safes to the left, it will be tough to push them back to the right, and you can't exit to the right either. (0005u1)--If you fall from ABOVE, TO THE FAR LEFT, you can make it back up. But don't just let yourself fall, as that will put you back at the beginning. (0003u1)--If you enter from the ELEVATOR FROM BELOW you start in the bottom left. Pick up the green key on the ledge just above and then, when halfway on the ledge, jump left and go back right. Open the light blue door and drop the safe so that the moving platform below will wind up to the right(i.e. when it is at the left side)--once it does, it stops. This will allow you to get the green key with ease, as you'll just make it when you stand on the safe and jump out. Then jump up to the room with the spikes and use this pattern: move the lower right safe one square right, then the left safe, then the upper right safe. Repeat until the lower right safe is next to the spikes. Then move the left safe one to the right, jump on it, and move the upper right safe onto the spikes. From there, stand on its right half and jump right. You'll just make it to right by the green door. The life potion in the upper left is only accessible at the cost of a life, so it's not worth it, but you use the same sort of inching strategy. Just remember not to drop the left safe down the hole. (0104l1)--If you enter from the TOP RIGHT GREEN DOOR you are backtracking. (0104l2)--If you enter from the MIDDLE RIGHT GREEN DOOR you can drop onto the platform, move left, and jump to the other side of the chasm. Drop the safe so the platform winds up on the left(i.e. when it's at the far right), get the green key, and leave after an up/right jump on the safe. That's about all you can do. (0104l3)--If you enter from the BOTTOM RIGHT GREEN DOOR you can jump on the platform and proceed as in the MIDDLE RIGHT GREEN DOOR. You must exit via the top green door, but it's a neat gain on the whole, as you should have picked up two green keys in the previous screen. Map for (0005): XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXye XXXXXXXXXXXXXX XXXXXXlo XXXXXXXXXXXX XXXXXX wa XXXXXXXXXX \XXXXX rr XXXXXXXX \XXXX xxxxxxxxxxxxxx XXXXXX \X xxxxxxxxxxxxxx XXXX X xxlt YE XX xxbl LO XX xxxxxxxxxxxxxx SA XX xxxx wi xxxxFE XXXX xxxx tc xxxxxx XXXXXX xx xxxxxx^^xxxxxxxx XXXXXXXX xx wi||xx XX xx tc||xx XX xx xxxxxx||xx ==XX xx wi ||xx XX xx tc ||xx wa GR xxxx^^xxxxxx||xxxxrr EN XXXXXXxxxxxxxxxxxxxxxxxxxxxxXXXXXXXXXX It's not especially easy to perform what is essentially a swap of a green key for a blue key, but this room is a neat challenge, and it will allow you back to the right room with the safes reset, which can allow a potentially advantageous swap. The warrior starts by shooting an arrow at you, so be on guard. Note that the three witches in the boxed-off part can never get to you. Fun to watch them kick the bucket, though. (0006u1)--If you fall from ABOVE, TO THE FAR LEFT, don't worry too much. You cannot drop anywhere to climb back up until the room below. (0105l1)--Otherwise you must enter from the GREEN DOOR TO THE RIGHT. The warrior to the left fires an arrow immediately, so you may wish to move left and quickly jump. You'll probably have to vault the warrior, then turn around and stab him. From there, you may want to jump on the small ledge before getting on the moving platorm, jumping over the safe, getting the key behind the yellow door, and killing the warrior on the ledge above--jump from the safe to get there. Then jump to get the yellow key, but be sure to leave yourself plenty of time to jump back. It's not a tricky jump but the consequences of failure are annoying. Map for (0006): XX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XX crcrdkXX XX ososblXX XX^^ .. {} XX \XXXXX++ XXXXXXXXXXXXXXXX \XXXXXX.. XX ++++++++++XX \XXXXX++ XX ..........XX \XXXXXX SA XX XX XX FE ^^XX XX XX XXXXXXXXXX XX XX XXXXXXXXXX++++ >>>>XX XX XXXX PI .... XXXXXX xx XX NK ju xx XX XXXX g. DK XX XXXXXX%%%%XXXXXX>>>>>>>> BL XXXX xxxxxx xxxxxxxxxxxxxx XX xx LIxxxxxxxx XX DKbi :: FExxxxxxxx XX BLsh :: ==xxxxxxxx XXXXXXXXxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This one has two time-intensive puzzles--the plant and the jug. It's not particularly fun and getting the life potion, which looks like the least possible thing to do, is actually the easiest. But don't exit through the hole above center. That will force you to use a dark blue key. (0007d1)--If you fall from ABOVE, TO THE FAR LEFT, just reset. Otherwise you may have to go through a bit of a grind again. (0106l1)--The DARK BLUE door on the right is the only one you can enter through. The timing here is tough, as you need to go left, jump on the jug, then jump on the conveyor belt. From there you must jump off, only you can't hit the spikes. In fact, you need to make a bunch of small jumps to leave the conveyor belt, and when you jump off the belt, only go two squares left. From there, there's not much after you open the pink door, although if you like you can go after the life potion below. For that, simply drop on the right side and go hard right. Fall and walk on the platform to get the potion, and when the force field stops again, stand on the left edge of the crate and jump up/left/right. So the dark blue door below is of course useless, but you can go for the crosses and dark blue key in the upper right fairly easily, unless you get impatient(by this point in the game, however, waiting may not be easy.) You just have to wait for the plants not to be blooming and jump right when you're on the top of the elevator. From there, push the safe a square left, get on its edge, and jump left with all your might, except that you need to touch left just after you jump. You'll make it to the elevator that will lead you up. Map for (0007): XX**** **** ****+. **** **** XX**** ** **** ** .+** \X**** ++** ^^**** .+** \**** ..** **** .+** \X**^^****** ** ++ .+** \************%%%%%%**** .. X** \X******** \****** \X**** .... ** ** X** ****++++**** ** XX ******** ** PI $$$$$$LI.. ** NK .. $$$$$$FE++ ** XXX ++******************+. ** **********++**++**++******+. xxxxxx .. .. .. xx DK ** ** BL ** ** **~~~~~~~~~~**** ****xxxxxx**************************** Look out! Don't fall off the left ledge. It'll drop you back a bit and possibly down to the start if you're totally inattentive. This room is a bit of a break if you go up the left with treasure as the only real problem is a timed jump. Off to the right, this serves as a transition room. The dark blue door is useless as you want to explore the two rooms above to get their keys and you can't jump across the pool anyway. Both elevators are potentially useful but the left one is safer. (0006u1)--If you enter from BELOW TO THE LEFT, don't worry about the dark blue door to the right. Just jump on the ledge to the right, then jump up and to the right. Open the pink door and fall down. Then jump over the spikes to pick up the cash and potion. Then with a two-square space between you and the spikes, jump up. Move right at the top of the jump, and then stand with your right half on the ledge above. Jump and when at your apex steer left. From there you need to wait for the elevator. You can also jump over the spikes pointing up, then jump up and left at the apex, then up/right to get on the middle elevator when it's all the way down, but it is such a trick jump. There's an easier way to get to that area. By the way, there's an incredibly inconvenient way to die here; stand on the edge of the elevator when it goes up. Each time you start off, you'll die immediately. Of course you'll have to back up, but it's intriguing to see this peculiarity. Until you have to jump over that darned jug below on the restart. (0006u2)--If you enter from BELOW IN THE MIDDLE, you might want to back up and enter to the left. You probably want to go straight to the upper left here and you are trapped(save using a valuable key) as it stands. (0008d2)--If you enter from ABOVE, TO THE RIGHT, you can just make it to the ledge below the force field, but you must steer left very carefully to avoid the spikes. Then go left and fall off and jump over the spikes. (0008d1)--If you enter from ABOVE, TO THE LEFT, just go back up the elevator to the left. (0107l2)--If you enter from the LOWER RIGHT SIDE, you are backtracking. (0107l1)--If you enter from the UPPER RIGHT SIDE, fall off and exit to the lower right. Although you can jump left--very carefully to avoid the spikes--to pick up any keys you may not have gotten already. Map for (0008): XX** ******** ****** ********** ** XX** ++++**** || **** ** XX** ....++** || ** XX**^^ ..**^^ || ** XX**|| ** || .+ XX**|| || .+ XX****** ** .+ XX**** ju .+ XX** .. g. **** ****%%** XX** ++ ****** **~~~~~~** .+ XX** ************ ****~~**** .+ XX** ++******** ****** .+ XX** ..++**** **** .+ XX** .. ** **%%%%**** .+ XX** **ye ||** ** XX** **loye|| XX**^^ ******lo|| XX**** .. ********|| XX**** ++ ************ XX******** ******************** **** This level is a sampling of the rewards ahead. The biggie's above. This one poses considerable risk as well. You may have to go through it a couple of times as well. The upper left spikes are a nuisance so you may have to cut a jump short. (0007u2)--If you enter from BELOW, IN THE MIDDLE, the two yellow keys are obviously easy to get. Then you can jump up and left to get on a ledge, then up and left again. Push the jug two units left and jump on it, then get on its right edge and jump left/right/up when the elevator above is at its second-from-bottom state. If you get on the other elevator, it will propel you into empty space, and you will fall. (0007u1)--If you enter from BELOW, TO THE LEFT, jump up/left(immediately if possible) then up/right. Jump over the spikes, push the jug over, and jump on it. Wait until the force field activates, and push the jug one left(this means you don't have to jump over the force field and hope it starts up again at the right time--an up/left jump will leave you safe) and wait for the force field to stop. Drop through it, get the keys, jump on the jug, jump back up, and go up the left elevator(stand on the edge of where the jug was and jump left, but not too much height.) Then when you return, jump on the jug and on the elevator from there. (0009d1)--If you fall FROM ABOVE, ON THE LEFT, see the situation above. (0009d2), (0009d3)--If you fall FROM ABOVE, ON THE RIGHT, or IN THE CENTER, don't drop through the force field, which leads to a dead end unless you fall further, which will cause a protracted loop at best. Jump across the water and push the jug left. Get on the jug as in BELOW, IN THE MIDDLE. If you are invincible and already have the keys above you can go through the spikes and to the next screen for kicks. (0108l1)--If you enter FROM THE RIGHT, you have no choice but to fall down. Map for (0009): X \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXX/ XXXXXX/ XX XXXXX/ ****** XX XXXX/ ************ XXXX XXXX ********++**** XXXXXX XX** ** ||****++.. XX XX** ****** || **.. XX** ********ye|| ++ XX** ******lo|| .. ** XX** ****lt|| ****** ** XX****** **bl|| || ** XX****++ **yeye ||lt ** XX**++.. **lolo **bl .. ** XX**.. ****ye **ltlt++ ** XX** ** ******lo YEblbl** ** XX** ****** ****** LO **** ** XX** ****************** ********** ** Eight free keys! Little or no risk! Truly this is a room to be passed through again and again! The biggest nuisance for key-hoggers is the yellow door you don't want to open and--don't worry, if you have more than nine of one color key, the computer remembers even if it doesn't show. If you do open the yellow door, oh well, it probably won't cost you the game. But why do it if you don't have to? (0109l1)--Entering from MIDDLE RIGHT is backtracking. (0008u1)--Entering FROM BELOW, FAR LEFT will just kick you back down but is useful to reset the room. (0008u2)--Entering FROM BELOW, MIDDLE LEFT may need to be taken in a couple of parts, but it is lucrative if done right. Jump one unit up and to the left twice. Then stand on the left edge, jump up, and move left when Rafael has half-passed the spikes. It's a bit tricky to get to this ledge, but it's harmless unless you hold down left too long. Then when above the spikes jump up/right and then up one unit and right twice. Fall off to the right to get the yellow and blue keys. Now hog the trough again--repeat the previous instructions except for the falling bit and jump up/right. Go right until you fall. Now, one time through, you will want to go left after you fall, and one time, you sit there. To get the yellow keys, fall left and drop left off the next platform. Before you fall through the hole, go left, jump up and go left, and fall through the hole. The second time, you just drop through the hole, get the light blue key, jump up and go left, which gets you two blue keys as you drop, jump up and go two squares right, then jump up and go right at the apex. You should fall back below but if not, no big deal. You will want to go through a third time, where you exit to the right. When you drop through the hole where you got the blue keys, land to the left. Then jump to the right to land on the small ledge. Map for (0100): xx xx DK XXXX GR BL |||| cr EN xxxx cr||||cr os xx xxxxxx os||||os XXXX xx xx XXXXXXXX ri||ri xx xx gr || || ng||ng xx xx en || || XXXXXX xx xx || |||||||| XXgr|| xx xx || ||****|| YEen|| xx xx || XX********XX LO || xx ** XXXXXX************XXXX XXXX ** **~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~** **~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~** **~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~** ****~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~**** **~~~~~~~~~~~~~~********~~~~~~~~~~~~~~** LT~~~~~~~~~~~~************~~~~~~~~~~~~GR BL~~~~~~~~~~****************~~~~~~~~~~EN xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Overall, I find this screen to be useless except for gaining points, which don't matter anyway. It costs you keys as well. But it's a nice looking scene--sort of a gem-encrusted city floating on the water. So maybe you can visit it and hit "back." (0000r1)--If you ENTER FROM THE UPPER LEFT DARK BLUE DOOR, you are backtracking. (0000r2)--If you ENTER FROM THE LOWER LEFT LIGHT BLUE DOOR, you will have to exit through the green door. Reversing direction leaves you trapped underwater. But first you can jump on the near ledge to get the green key. Jump up to get the cross from there. Now while you could unlock the dark blue door, you just came from there, so that is pointless. Jump up from the cross and swerve right. Drop down to get the cross. You should have time to get the other three treasures but if you want to play it safe, drop down and open the yellow door. Stand on the edge and jump to get the green key. After you drop, unlock the green door. (0200l1)--If you enter from THE UPPER RIGHT GREEN DOOR, be sure you have a dark blue key to go left or be prepared to commit suicide. Jump to get the cross, jump over the top of the structure and fall down to the left to get the green key. Get the other green key through the yellow door as above. If somehow you got the water on the previous scene, exit through the dark blue door by jumping on the far left shelf and then up/right. If not, accept the loss of a life. Jump to where the green key was and then up/left and you'll need just one jump to get to the green door. (0200l2)--If you enter from the LOWER RIGHT GREEN DOOR, jump on the far right ledge, then up/left and up/left a few times and follow the procedure in the UPPER RIGHT GREEN DOOR case. Map for (0101): xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxltlt ****** yexx xxblbl LI++LI loxx xx FE..FE xx xxxxxxxx== xxxxxx YE LT LO BL ****** xxxx ** .+** xxxxxx ** **{} {}xxxxxxxx ** ******+. xxxxxxxxxx YE **%%**LILIye.. xxxxxxxxxxxx LO ** FEFElo++ xx ** ** == ** xx **^^** .+** .. xx ****** ** .. ++.. xx **********>>>>>>** ..++******++.. xx YE ++**********++ LT LO ************** BL xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Lots of yellow and light blue keys here. It's not too hard to get the two top life potions either, although the center-left room is so obnoxious that I don't believe I've ever gotten all its treasure safely. Note that you can go from upper right to the lower left exit but lower left to upper right is not feasible. Here though it's okay to open two doors on one boundary. This is also a good early room to get the hang of swerving while you jump. The jump headed right between the plants is also instructive. Also, once you get either life potion on top, fall away from the spikes to safety. (0300l2)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR, you will have to backtrack and enter through the upper left. The spikes are too high. Maybe even reset the game back a scene as it's not necessary to open this door. (0300l1)--If you enter from the UPPER RIGHT LIGHT BLUE DOOR, you will want to stand on the ledge edge one unit down, jump up/left/right and get the yellow key. When the platform comes by, walk on it until you get the life potion. Then drop off and go left when you're past the first spikes. Exit through the bottom yellow door. (0100r3)--If you enter through the LOWER LEFT YELLOW DOOR, you will probably want to backtrack, but you CAN jump over the spikes to the other side. Probably a waste of a key though. (0100r1)--If you enter through the UPPER LEFT YELLOW DOOR, you should drop one ledge and go to the edge. Jump up/right/left and get the two blue keys. Walk onto the platform and drop off after you get the life potion. Land on the platform left of the plant. When on its edge, jump all the way right, and hold down right but NOT the jump button(which would make you jump into the other plant.) Jump up high and go right in the air to get over the other plant, and open the light blue door on top. Remember not to hit your head on the platform in the process. (0100r2)--If you enter through the MIDDLE LEFT YELLOW DOOR, it's probably not worth your while to get everything, but if you must, wait for the force field floor to stop moving. Fall through when you will miss the platform. Go on the conveyor belt and then run opposite to it until the platform passes you by. Jump up to get the potions and key and, if possible, stay on the platform. Jump left off the conveyor belt(don't worry about dying--you're a life potion to the good) and time your jump so you land on the platform and there's no force field floor above. Jump again to leave. Map for (0102): XX XX\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ || XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX || XXXXX/ cr cr cr XX || XXXX/ os os os YE || XXXX LO XX XX XX XX XX XXXX || yeXX || loYE || LO XX^^^^XXXX XXXXXXXXXXXX XXXXXXXXXX LIXX XX FEXX XX :: .+XX LT :: .+XX BL XXXXXXXXXXXX>>>>>>>>>>>>XX XXXX XXXXXXXX/ \XXXXXXXXXXXXXX XX XX XX bi YE XX sh LO XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This room gives a good taste of what's to come. You need to use a variety of strategies and yes, sadly, waiting longer than you'd like for the elevator is going to be a big part of the game, too. Still, you can use the crate in several different ways, pass the bishop in two different ways, hop the islands for treasure(try to jump far right to far left and you'll fall,) and learn that the most obvious door to open isn't the best one. (0002r1)--If you enter from the LIGHT BLUE LEFT DOOR for the first time, there are several things to do. 1. You can jump onto the crate and then jump right to where the yellow key is. Don't open the door to the right; instead, go two squares left, jump up, and steer right, and open THAT door before banging around a bit and coming back two keys richer. 2. Pick up your first life potion. This looks tricky, but it's a good way to familiarize yourself with conveyor belts and jumping tricks. Push the crate onto the belt, then follow it. Jump onto it, and when you're on its right edge, jump, hit right and hit left. Yay! You got it. Now exit the room and return, resetting the crate. 3. You can jump across the gap and over the crate. Push the crate left until it's almost over the hole. When the bishop comes by, drop the crate on him. If you miss, leave the room and try again. Even if you succeed, leave the room and come back to reset the crate. Now drop through the hole and go right to unlock the yellow door unmolested. An alternate solution is to wait over the hole until the bishop goes right and stalk 'im. Wait where the ceiling is raised and jump right over the bishop as he walks by. You'll need to exercise caution when you come back; stand in the doorway until he turns the other way, follow him, wait and jump over him again. 4. But enough clowning around--eventually you'll need to move on. You can move the crate right and then jump from the crate to the elevator shaft(don't let the elevator fall on you) or you can jump right from the crate, jump across the islands to get the crosses, and drop to right of the shaft. (0202l3)--If you enter from the LOWER RIGHT YELLOW DOOR, you're backtracking. (0202l2)--If you enter from the MIDDLE RIGHT YELLOW DOOR, consider backing up the game if you just opened the door.(DKruzer pointed out through his walkthrough that this didn't need to be opened...) (0202l1)--If you enter from the UPPER RIGHT YELLOW DOOR hopefully you just got the pink key or ran through the one-way elevator in the basement. Map for (0103): XX ye XXXX lt XX XX lo XX bl XX XX == XX YE XXXXXX XX LO XX XXXX XX XXXXXXXXXXXXXX XXXXXXXXXXXX XX XXXX XXXX yeXX XX XXXX XXXX loXX XX XX XX XX YE wi XX LO tc XX XXXXXXXXXX XXXXXXXXXXXXXXXXXX XXXXXXXX XX XXX XX ye XXXX lt XX X XX XX XX lo XX bl XX XX XX XX XX XX LT SA YE SA wa LT XX BL FE LO FE rr BL XX^^^^XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX The most obvious way through the bottom of this level is not the easiest. It's probably your first experience with a witch, and you'll want to make it a quick one. The warrior and keys can wait for later. Note the further foreshadowing of something above this room the first time you enter. The top part is pretty easy as even if you fall off the platform you just need to avoid the gaping hole. (0003r2)--If you enter from the BOTTOM LEFT YELLOW DOOR, you just backtracked. Go back to 0003 and follow the instructions there. (0003r1)--If you enter from the UPPER LEFT YELLOW DOOR, you're just backtracking. You really want to avoid falling down the hole, which will undo a lot of your work and cause a lot of backtracking. (0203l1)--If you enter from the LIGHT BLUE LOWER RIGHT DOOR, you may just be finding the right way or timing to jump over that barrel. (0102u1)--If you enter from the elevator shaft in the LOWER LEFT, you have a chance to pick up another key. Although it looks obvious that you just go along the bottom and you'll be OK, in fact, there's a way to do better. Jump over the safe and push it so that you can jump on it and "see" the next ledge up. Go right and knife the witch before she can create anything else, but if she does, just leave and return. Only when the monsters above are cleared should you drop down and pick up the yellow key. Jump back on the safe, go up and right and get the yellow key in the upper corner. Fall through the shaft but go left as you descend. This will put you on top of the safe near the light blue key, which you can get. Push the safe so that it kills the warrior. It shouldn't be tough to time but only push it one square at a time in case you don't nail him right away--you'll get another chance. As long as the safe winds up two or more squares away from the door, you're OK. Sure, you can squash him against the door, but then you'll have to give up a life or a yellow key to get out. Then you can either move the safe back under the hole and jump and go left to trade a blue key for a green(WARNING--if you do it your first time through this screen and you will be stuck without a blue key, forcing you to go through the green door on the first screen and disrupting my walkthrough) or you can go right and through the blue door. (0104d1)--If you FALL FROM ABOVE, it's not too bad to jump on the middle ledge and get both keys. You can either jump and make it back to the ledge in one swoop or jump, fall, and jump back up onto the ledge. Just time your jumps so the platform's nowhere near and jump over it to get to the other side of the ledge if you need. Then open the yellow door to the left. Map for (0104): XXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX GR XXLI gr||||gr LT EN XXFE en||||en BL XXXX XX |||| XXXX XXXXXX^^XX+. |||| XXXX XX XXXXXX XXXXXXXX XXXXXX XX XX XX XX XX XX GR bi bi GR XX XX EN sh sh EN XX XX XXXXXXXXXXXX XXXXXXXXXXXX XX XX XX GR wa LT EN rr BL XXXXXX XXXXXXXXXXXXXXXXXXXXXXXX XXXXXX XX grgr |||||||| crcr XX XX enen |||||||| osos XX XX |||||||| XX GR |||||||| XX EN XXXXXXXXXXXX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX This is a very pleasant place to be once you learn how to time things to trail bishops. You get four green keys for giving up two, and there's more to come. The warrior is your main obstacle, as he seems nastier than in other places. Falling down leads potentially to a nice loop as well. The bishops look daunting, but timing your jumps will help you avoid them. Even if they trap you next to the door on your way out, just let yourself get killed. Before you fall down you might as well veer left and pick up the crosses. (0--If you entered through either of the BOTTOM TWO GREEN DOORS, you have been backtracking, or maybe you just finished collecting a green key. --If you entered through the TOP LEFT GREEN DOOR, there's only one way to go--backtracking to 0004 is a dead end. --If you entered through the MIDDLE RIGHT LIGHT BLUE DOOR, you have a few hoops to jump through to get all the keys. First there is the matter of killing the warrior. Standard jumping when he turns his back. Then you have 3 options: 1. Get the two green keys above the bishops. I present a how-to for the left one, as the right one is a symmetrical idea. Jump up and time your jump so that you're right behind the bishop. Move a bit left and jump to the left. Steering to the right, you should just make it onto the ledge above. Get the key and jump down, or if you want, stand on the edge and jump up/left and swerve back right. Even if you fail you will only lose the bonus life you just got. 2. Jump down through the hole to the left. Get the two green keys and unlock the door. There's another green key to the left, so your net gain is one green key for this cycle. 3. Jump down through the hole to the right. Might as well get the crosses before you fall off this screen--this leads to a very low-risk loop where you get extra keys. --If you entered through the TOP RIGHT LIGHT BLUE DOOR, getting one of the green keys is very easy. However, it's a bit of a chore to get back up. Either way, you will encounter difficulties. Map for (0105): XX yeSA ltSA SA XXXX XX loFE blFE FE XXXX XX XXXX XXXXXX XXXX XXXX XX LTgrGR SA XX XX BLenEN FE XX XX XXXXXXXXXX XXXXXX XX XX SA XX XXXX XX XX FE XX XX XX XX XXXXXXXXXXXXXXXX XX XXXX XX XX XXgrXXpiGRgr XX XX XXXXXX XX XX XXenXXnkENen XX XX XXXXXXXX XX XX YE XX XX LT SAlt XX XXXX LO XX XX BL FEbl ltXX XXXXXXXX XX XXXXXXXX XXXXXXXX blXX XXXXXXXX XXXXXXXX XXXXXXXX XX XXXXXXXX SA LTgrXXXX XX XX FE BLenXXgr XX GR XXXXXXXXXXXXXX XX GRen LT EN XXXXXXXXXXXXXX XX EN BL XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Wow, some puzzles, and some fairly simple free keys if you enter from the left. Four(net,) to be precise: the two on the very top and the two light blue and the green in the corner, before leaving to the right. You can come back through to go through the yellow door and get the green key, but it's a bit of a loop--more tedious than lethal, though. (0205l1)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR, all you can do(immediately) is pick up the green key and leave. In fact, if you can get anywhere much, you've already wasted a key, net. (0005r1)--If you enter from the LOWER LEFT GREEN DOOR, you have an interesting puzzle. First, push the safe into the hole. Now I recommend trading the light blue key for the green one if possible, after which you should push the safe above and to the right(one up-right jump) off to the right for two easy light blue keys. You should be able to jump to the top and push the very top safes to the left; jump up- left, then up-right at the hole, then on the second ledge from bottom in the structure, up-left and then up-left. This will get you a yellow(remember to move back to the right in midair) and a blue. After all this, you may leave to the right and come back to get the easy green key. (0104u1)--If you enter from the ELEVATOR BELOW, see above, but don't go left unless you just want to see all the rooms. NOTE: you _can_ reset the level by going left and right(trading a green key for a blue,) or alternatively going right and back, opening the lower light blue and green doors as well, which wastes a key. However, resetting the board will allow you to trade the yellow for the green(see the yellow door/green key on the left.) As you need to trade a green for a blue to do so(unless you loop the loop rather painfully) it isn't worth the bother. I also ignored the pink key because you seem to waste a key(net) to get it. Basically after dropping the first safe in the hole as you enter from the left, you must get the green key surrounded by the blue and green doors. Then you fall left and push the safe to the right down. Then you push the safe at the top down two platforms(drop to the right and go left to push the second time) and you trade two keys for one--I suppose two light blues for a pink is not too bad. Although I could be missing something. Map for (0106): XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XXXXXXXXXXXXXX YE<>LT XX XXXXXXXXXXXXXX LO^vBL SA XX ############## SA XXXXXX FEXXXX XX## ## FE XX XX XX## ## XXXX XX XX##XXXXXX##XXXXXXXXXXXXXXXXXX XX XX##XXXX############## SA XXX XX XX## FE XX XX## XXXX XX XX##XX XXXXXXXXXXXXXX XX xx XXXX XX xx XX DK SA SA XX BL## FE FE SA XX xxxx ^^XXXXX XXXX XXXXX FEXXXX xx XX XXX XX xx SA SA YE xx FE FE LO xxxxXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This is certainly a fun one. It's pretty much a pure puzzle room and very much a stopper that hides bigger and better levels. Opening the doors and pushing the pulley block isn't good enough. It has to be dropped in to where it touches the pulley, and even then it can't go too far. Of course, you have to unlock the yellow and light blue doors even to get to it. I don't see any way to win without leaving the room, so I'll give my solution here. (0006r1)--If you enter from the DARK BLUE DOOR ON THE LEFT, you'll bump into the trolley if you try to move anywhere. Get on with your quest already :)! (0206l1)--If you enter from the YELLOW DOOR ON THE BOTTOM RIGHT, you have a puzzle in two parts, where you leave the room for an intermission: 1. unlock the yellow and light blue doors 2. push the block down to where it will move the pulleys so that the carriage no longer blocks the door. --The very first order of business is to jump on top of the trolley. The way to do that is to jump onto the ledge just left of the yellow door. Jump left, then onto the safe. From the safe, standing to the left of its center, jump left and go all the way left. You can then jump up and push right at the top of your jump, and the safe to the right should be pushed only ONE SQUARE further. Then you can unlock the yellow door. Then jump back on top of the trolley, go all the way right, and jump on the platform one unit up with the safe. Push the safe a square right, go back to the safe that helped you open the yellow door, and push it off the edge. It should only fall one square. Now you need to go back around--remember the safe you jumped off to get to the upper reaches? Go back on it, jumping right this time. Then go to the right edge of that platform, jump to the next one, and jump over the safe you pushed off the edge. Push it one square right, jump on it, then jump right from it so that you are above the other safe, which you must push so that it is fully on top of the safe below it. Jump onto the piled-up safes and unlock the blue door! Sadly you can't push the up/down block onto the pulley, but if you leave(go all the way left, down, right, down and out.) When back in the room or after re-entering, it is not hard to jump so that you're to the right of the block. However, on the way, push the safe that helped you get the yellow door open off its ledge to the right. Then go all the way back down, jump up(see above) to just right of the block--in this case you may have to be halfway on the ledge below it, then jump up, left and right. But once you start pushing the block, you don't need to stop until it's fallen into the groove. Don't worry; it's already moved the pulley enough. You are free to go left. The elevator seems to be a bogey here, and it may inconvenience you every now and then and even provide a false lead. Map for (0107): ************ ******************XX ************ ******** XX ****/ ririri \X****X XX ** ngngng **** GR ** **** EN ** ****== XX **** ** **** ** **\/\/\/\/\/\/\/\/\/\/**** ** ************************** == ** ************************** ** **X/ ****** ** **/ **** ** **** == ** .. ** ..++** ** ++****~~~~~~~~~~****** ** ** ********~~~~~~**************~~~~**** **************~~******************~~**** **************************************** You must exit and re-enter this room as part of a loop, but it's not one of the sexier rooms in the game. The platforms are rather tough to master especially considering that you may have used an invincibility ray that requires you to get through them in a certain time and that it doesn't replenish if you die. (0108d1)--If you FALL FROM ABOVE, quickly pick up the rings(don't waste more than two jumps as invincibility will soon wear off when you return to this room) and go left. Not much choice here. (0207l1)--If you ENTER FROM THE RIGHT GREEN DOOR, you are backtracking. (0008r1)--If you ENTER FROM THE UPPER LEFT, you obviously have little choice but to turn around. (0008r2)--If you ENTER FROM THE LOWER LEFT, it's probably a good idea to be invincible. If you are not, go back left and up to 0109, maybe even losing a life with the "BACK" option to do so, and GET invincible, as I've ben unable to make the jump. This next part is hard even with save states. You can jump up, curve right, and land right of the spikes, followed by another leap right. Then come the four platforms. These guys are tough. Your best hope is to jump while you are in the middle. Be sure when you estimate where you will wind up that you are ahead of where the platform will be, and remember that you can move horizontally at the same speed as the platforms, so even if your timing is off you can adjust it. Try to swerve left/right onto it and then walk over it. Repeat this process until Rafael gets to the top. Then run him into the green door. By the way, isn't it interesting how Rafael gets briefly stuck in the middle of a platform if he is invincible? Map for (0108): ****+. .+**** XXXXXXXXXX ** ****+. .+**** XXXXXXXX LT **+. .+**** XXXXXXX BL **+. .+**** XXXXXX ** +. ****** XXXX ** +. ****** DKDK **** +. .+****** BLBL **** +. .+****** **************** **LI .+******+. ************** +.FE .+******+. ************ +. ********+. ****$$$$** +. ********+. ****$$$$ +. ******+. ....**** ** +. ******+. ++++**** **** **+. .+**** ********** **** .+**** ********** ****** .+**** .+**** .. .+**** ++ ************ ******************** There are a lot of relatively nondescript transition rooms in the upper left, without keys or doors, and this is another one of them. Fortunately there are some goodies to cheer you up unless you fall from the upper right. (0109d1)--If you FALL FROM ABOVE TO THE LEFT, you should probably be invincible(in fact, it's easy enough to GET invincible above, and it's fun, so why not?) otherwise steering through the spikes is a nightmare. With invincibility it's easy to get the life potion too. After that you must go left. (0109d2)--If you FALL FROM ABOVE IN THE MIDDLE, you can't quite make it right, so just enjoy the parachute ride. There'll be enough fun at the end, and you'll wind up over there soon enough anyway. (0109d3)--If you FALL FROM ABOVE TO THE RIGHT, you might want to consider backing up unless you've opened the light blue door. Two dark blue keys are much too much to waste. (0008r1)--If you enter FROM THE BOTTOM LEFT, well, not much you can do but turn back. (0208l2)--If you enter FROM THE BOTTOM RIGHT, you can save yourself some loops headaches by turning back. (0208l1)--If you enter FROM THE MIDDLE RIGHT, well, same as above. Although you might want to pick up the dough before going back to the invincibility ray. With a swerving jump you should just make it. Map for (0109): \/\/\/\/\/\/\/\/\/ X XXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXX \~~~~/ XXXXXXXX X \/\/\/\/\/ XX \~~/ \XXXXXXX XXXXXXXXXXXX XX RA \XXXXXX XXXXXXXXXXXX XX YS XXXXXX XXXXXXXXXXXX XXXXXXXX XXXXXX XXXX XXXX XXdkXX XXX ca GRblSA SA ts EN FE FE ** **+. XXXXXXXXXX XXXXXX ** **+. ********** XXXXXX ..** **+. ********** XX ++** ** ********X XXdk**** ** ********/ XXbl**** ** ******X/ X X X X ^^XX ++** **** ******/ XXXXXXXXXXXX ..** ****+. .+****** \XXXXXXXXXXX ** ****+. .+****** \XXXXXXXXXX ** First: don't fall to the right, Trust me. This room may be your first experience with an invincibility ray, and the cat to the right isn't as dangerous as he looks. The part to the right is largely useless although you can exploit a bug to access the roof. (0009r1)--If you enter FROM THE LEFT, you should jump first to shake off the attack cat, who will fall into the spiked pit if you jump around a lot. Woo, fun. Then stand on the edge of your small ledge and jump right with all your might. Ah! The jump is pure poetry! Jump up and left when on the edge of your new platform, and you will be able to zap yourself with RAYS! Yippee! You can probably fall down the middle if you'd like to snag a life potion while thumbing your nose at spikes(there's a brief loop) or you can go right to the chase, trading a green key for a dark blue, knocking a safe into oblivion until you enter this room again, and F-A-L-L-I-N-G! (0209r1)--If you enter FROM THE RIGHT, you may want to turn around unless you have opened the blue door below you. See, the dark blue key looks tempting, but there are TWO dark blue doors below. There's a light blue door, but you'll have to jump for it, so if it's not open, the BACK command is your best bet. Map for (0200): xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx GR PI EN ju NK xxxx g. xxxx xxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxx xxH2 xx xx-O ju xx xx g. xx xx xxxxxx xx xx GR xx EN ** ** xxxx xxxxxx xx **~~~~** xx **~~~~** xx **~~~~** xxxx xxxx xx **~~**** xx **~~~~** xx GR~~~~****== xxxxxx xx EN~~~~**** xxxxxx^^^^xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This room seems particularly useless. Unlike 0100, it doesn't even look neat and doesn't have any keys. Given its risks(and that of the next room over) there's really no point in going through it except to see every room. You even lose keys in the process. Nevertheless... (0300l1)--If you enter from the UPPER RIGHT PINK DOOR, push the jug so it falls down, fall on it, push it right, and push it to the bottom. Then jump over to the next ledge and then the ledge before the water. Jump left and up, get the oxygen, and open the green door below. Exiting through the upper left green door is not recommended. (0100r1)--If you enter from the TOP LEFT GREEN DOOR, you probably went that way before. (0300l2)--If you enter from the MIDDLE RIGHT GREEN DOOR, just get on the elevator and wait around. Hopping up platforms should not be too bad, and you can leave through whichever green door on the left you want to-- I recommend the lower left one as slightly less bad. (0100r2)--If you enter from the BOTTOM LEFT GREEN DOOR, jump up/right quickly twice to avoid drowning. You can probably jump to get the oxygen as well. Then jump to the right of the jug and decide whether you want to waste a pink key or a green to leave to the right. Map for (0201): xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx xx++ :: xx xx.. :: xx xxLI >>>>>>>>>>>>>> xx xxFE .+xx ^^xx LT .+xx xxxx BL .+xx xx xxxx .+xxxxxxxxxxxxxx xx xx .+xxxxxxxx :: xx xx YE ye :: xx xx LO lo xx xx xxxxxxxx xx xx xxxxxxxx <<<<<>>>>>>>>>>> xxblxxxx xx xx LT LT BL BL xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This is a time-dependent puzzle without monsters but with a high risk and frustration factor for the novice. Entering from the left, you can't reach the lower right blue door, and it's tough even to get to the upper right. Entering from the right, you need to be quick to get to the other side. The timing takes practice but it's doable, and fortunately, you get as many chances as you want. (0101r1)--If you enter from the UPPER LEFT LIGHT BLUE DOOR, you might as well pick up the life potion. Get under it and jump--but don't hold the button down. Now the only thing to do is to exit to the upper right. To do so, hang off the right edge and jump--it's easier to judge getting by the spikes than standing right next to the door and jumping, since you're closer to safety. I think you need to wait for Rafael to go up two squares, but intuition generally sems to work for me. When you get past the spikes, floor it right. Another big jump will get you to the top conveyor belt. Remember, if you are on the conveyor belt and the elevator is not available to jump on, hold left a bit and maybe even jump left if you're too close to the edge. When the time comes, let yourself slide and jump hard right. (0101r2)--If you enter from the LOWER LEFT LIGHT BLUE DOOR(not a recommended door to open,) you can jump up the ledges on the left, jump up and right, get on the conveyor belt, and exit up. Backtracking won't be much use. (0301l1)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR, jump up to get the light blue key if it's your first time. Then exit and come back. The next time, go left until you're next to where the boxes will fall. Jump up and steer right at the apex--you don't have to be touching the boxes for this to work(which can create problems with timing--you risk pushing the lower box over, which stops your jump and may crush you.) Then jump up again, swerve right and go hard left. You can then get the yellow key to open the yellow door. Follow the instructions above to leave the room to get to the surface, or enter the upper left blue door if you haven't gotten those keys yet. Entering the upper left blue door is also good on general principles as if you hit the spikes jumping, you will start there instead of behind the boxes, which is tricky even if you're experienced at it. Getting the life potion is a gamble, but you might as well. You have nothing to lose but a bonus life you just got. Map for (0202): \/\/\/\/\/\/\/XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXpi pi LI.+XXXX XX ye XXXXnk nk FE.+XXXX YE loca XXXX ==XX LO ts XXXX $$ XX XXXXXXXXXX XXXX$$$$ XX XX ye XXXX XXXX$$$$ XX YE lo XXXX XXXX$$$$ XX LO XXXXXX XXXX$$$$ XX XXXX XX XXXX$$$$ XX XXXXXX :: XX XXXX$$$$ XX XXXXXXXX :: XXpiXX XXXX$$$$LT XXXXXXXXXX XX XXnkXXXX XXXX$$BL XXlt XXXXXX XX XXXXXX XXXXXX XXbl XX XXXXXXXX XXXX XXXX XX XXXXXXXXXX XX XX XX XXXXXXXXXXXX XX YE ^^XX LT LO ||XX BL XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This is a very nice room! Not only do you get six keys for having spent three(three ways to get two keys and leave as you came, none difficult) but there's a one-way exit from underground to here(well, you have to do some circling to get to the right, and a two-way would have been PERFECTLY nice, but ahh well.) You can probably waste your light blue key the second time through the lower right as well. (0302l1)--If you entered throught the MIDDLE RIGHT BLUE DOOR, go left and tap the jump button several times in a row to get all the cash. After getting the last bag of money, wait until the platform passes by and jump into the corner for one pink key. When the platform comes back walk across it to get the other pink key, and when you get the life potion, walk off to the left. Leave as you came. Congrats, you've gone through possibly the biggest combined points/lives/keys bonanza in the game. (0302l2)--If you entered through the LOWER RIGHT LIGHT BLUE DOOR, push back to close the door unless you need a pink key in 0302. (0102r2)--If you entered through the MIDDLE LEFT YELLOW DOOR, you might as well pick up the yellow key, but you made a mistake. Reset to the previous room if you can. (0102r3)--If you entered through the BOTTOM LEFT YELLOW DOOR, you can jump on the ledge to get the blue key and quickly move to the elevator, which you ascend. Jump over it to the yellow key and then run back. Go down the elevator and exit as you came. Reverse the order of keys if you're not confident you can do the task quickly. (0102r1)--If you entered through the TOP LEFT YELLOW DOOR, walk right and knife the cat before getting the yellow key. Drop down the shaft, get the pink key, go right and jump all the way back up the diagonal. Leave as you came. Map for (0203): XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX PI XX NK XX XXXX XX XXXXXX == XXXXXX XX^^^^XXXXXX XX XXXXXXXXXXXX== XX XX+.LI PI XX+.FE NK XX+. XX XX== XX XX XX XX XXXXXXXXXX XXXXXXXXXX XX$$$$$$$$ XXXXX XX XX$$$$$$$$XXXXXXXX bi XX XXXXXXXXXXX sh XX XX XX XXXXXXXXXXXX XX XX ()ltXX XX LT ()blXX PI BL >>>>>>>>>>>>>>>>>>>> XX NK XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Here's a simple(in conception) time-critical puzzle followed by another. If you feel you slipped up at any time before jumping the barrel, simply leave to the left and come back. The upper part is relatively relaxed although it's a potential opportunity to get an extra key. (0204d1)--If you enter FROM ABOVE, you can walk onto the platform to the right and open the pink door, where there's a treasure room to increase your score and your total complement of keys. It's a bit tougher to get the potion and money below, but you can drop from the top two platforms pretty easily. Then jump on the platform below and when you almost touch the spikes, jump up as the momentum of the platform does not affect your jumping. Hold the button down--but don't move horizontally- -so the platform passes under you to the right and grab the loot. Jump back up carefully. The jump onto the second platform is tough but jump ahead of where it's going to be and swerve into its path. Remember, DON'T FALL through the hole or you'll probably want to back up the game or meet the bishop. (0103r1)--If you enter FROM THE LOWER LEFT BLUE DOOR, walk right until you're next to the conveyor belt, jump right and when you land jump right again. You'll just miss it. In order to make sure you start right away, hold right and THEN press the button to start the room action. Jump lightly on the conveyor belt while holding right to get the blue key. Now you have a choice--suicide to return to the room to the left, or passing the bishop to go right. If you want to go back to the previous room(Recommended for my walkthrough,) simply let yourself get killed by the bishop. Then you'll be where you entered, you'll have the light blue key, and you can go left to pick up a green key. It may save a bit of time in my walkthrough. To get past the bishop, jump as he runs toward you and is halfway there, and then follow him as closely as possible when he turns, jumping into the hole. You can also jump on the platform, then jump off it and swerve back on im mid-jump when he turns. Then when under the hole, jump into it. The bishop passes under, and you can exit lower right. (0303l3)--If you enter FROM THE LOWER RIGHT PINK DOOR, you've been backtracking. (0303l1)--If you enter FROM THE UPPER RIGHT PINK DOOR, walk onto the platform, back to the elevator and up. Falling through the hole will set you back quite a bit. (0302l2)--If you enter FROM THE MIDDLE RIGHT PINK DOOR, stand half off the edge, jump to the platform above, jump up again, and then walk on it until it deposits you in the upper left. Take the elevator. Map for (0204): XX XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXX LT XX XX BL XX XX XX XX XXXXXX XX XX XX XXXXXX XX XX XX ju XXXX DK XX XX g. XX^^ BL XX XXXXXXXX XXXXXXXXXX XX XX xxxxxxxx XXXXXXXX XX XX xxxx xxxx XXXXXXXX XX XX xx fa xx XXXXXX LT DK DK ir xx XXXXXX BL BL BL xx XX XX XX xxxx xxxx PI XX XX xxxxxxxx ^^ NK XX XXXXXXXXXX ||||dk XXXXXXXXXXXX XX XX ||||bl XX XX XX |||| GR XX XX |||| EN XX^^^^XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Lots going on in this room. The fairy is probably worth it although not strictly necessary to complete the game, and you can get a dark blue key and cycle back quickly if you have none left, but it's tough to leave once you get her red key. I recommend suicide. Downward under the elevator you have the prospect of getting an extra key. Take one of the extra doors to the left to start a rather long loop that will yield extra keys, or if you're fortified enough, will send you to the upper left corner of the castle and then to the right to solve the game. (0304l1)--If you enter from the UPPER RIGHT DARK BLUE DOOR, you can get to the fairy if you have another dark blue key. If not, you can go up the elevator to 0205 to get a couple and loop-the-loop back here later. It's not easy, though. But to get to the fairy, push the jug off the ledge to the right. Stand on it, open the door, and get the red key. Then stand on the jug, jump up and right, and get on the elevator and commit suicide. This will allow you to start next to the dark blue door. Get on the elevator and enter more lucrative grounds. (0304l2)--If you enter from the MIDDLE PINK DOOR, you can sneak out by jumping left off the elevator at the right time. However, you won't have the luxury of an easy exit via the upper right. You need to push the jug just right and jump right from it, unless the leftmost dark blue door is open. (0304l3)--If you enter from the LOWER RIGHT GREEN DOOR, I think you've made a mistake, but at this point just get the dark blue key and get back out unless you can back up the game and save those four green keys you chucked to get here. (0104r1)--If you enter from the UPPER LEFT LIGHT BLUE DOOR, just wait for the elevator to go all the way up. Actually, if you like, you can try to fall under the elevator and detour through 0203 right to a room where you can gain a key. However, the dark blue door to the right of the shaft is worthless. You might as well circle around to right of this room if you want the key. (0104r2)--If you enter from the MIDDLE LEFT LIGHT BLUE DOOR, you're probably backtracking, but if you haven't gone up and circled to the right, do so. (0203u1)--If you enter from BELOW, TO THE LEFT, go to the middle left door unless you want to circle around up and to the right. (0205d1)--If you enter from ABOVE, TO THE LEFT, duck into the middle blue door and drop through the shaft for an extra key. Then go through the door you opened once you're back here. Map for (0205): XXXXXXXXXXXXXXXX XX XXXXXXXXXXXXXX XX fi XX XX re XX XX YE XX LO XX XXXX XX fi XXXX XX re XX XX XX XX XX XX ^^^^ XX XX || XX XXXXXX || XX XX ^^^^ || XX XX XXXXXXXX XXXXXXXX XX XX XXXXXXyecr YEdkdkXXXXXX XX XX XXXX loos LOblbl XXXX XX LT XXwa XXXX XX YE BL XXrr XXXX XXXX XX LO XX^^^^XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This is a queer but rewarding room. You can choose many interesting paths from here, but you should not miss the rewards from falling under the left elevator if you haven't been there. You also should not miss dropping off to the right and looping to get the dark blue keys if you haven't done so already. Avoiding the fire beasts is really not too bad here. I recommend staying on the lower of the two elevators, and if a fire beast chases you, jumping to the other should psyche it out. Eventually you will find a gravy train if you use the elevators although you will need dark blue and pink keys in reserve--although the elevators are one-way, there is a wide loop that will bring you back here, a bit richer for your troubles. If you want to net a red key, the loop above describes how. (0204u2)--If you enter FROM THE ELEVATOR LOWER RIGHT, have a bonanza picking up the keys(net gain, two blue) and exit through the elevator shaft if you haven't already. The elevators are one-way. (0204u1)--If you enter FROM THE ELEVATOR LOWER LEFT, you should probably go up. If you really need a red key, it is off to the right and down. (0305l1)--If you enter from the LOWER RIGHT YELLOW DOOR, there's not much to do except go up. (0305l1)--If you enter FROM THE UPPER RIGHT YELLOW DOOR, you're backtracking. Map for (0206): XX XXXX XXXX XXXXXXXXXX XX YE XX XXXX XXXX LO XX XXXX XX^^ XXXXXX XXXXXX XXXXXXXX XXXX XXXXXX XXXX XXXX^^^^ XX XXXX XXXXXXXXXXXXXXXXXXXX YE XXXXXX XXXXXXXXXXXX LO X X XXXX X X XXXXXX X {} X XXXX LT XXXXXXXX XXXXXX BL XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX XXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXX XXltye XXXXXXXX XXbllo XX YE wi PI LO tc NK XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX The big gravy train is off to the left. Of course, there's an annoying puzzle first which requires a dark blue key, but hey! If you don't have one, back the game up and make the small loop(right-down-left-up) and come back here. If this is your first time through you probably just got a couple below. Note that leaving via the light blue and pink doors gets you the same results, so the pink door can be ignored. In fact you probably won't need the light blue door, either. (0205u1)--If you entered from BELOW LEFT you should probably knife the witch before doing anything else. Then go left and get the light blue and yellow keys. Exit left and get to business! (0205u2)--If you entered from BELOW RIGHT it's the same as BELOW LEFT. (0306l1)--If you entered from the LOWER RIGHT PINK DOOR you have probably wasted a key. But you can still go off to the left--better still is to back up and go down/left/up. (0306l3)--If you entered from the LOWER RIGHT LIGHT BLUE DOOR, just go left. (0306l2)--If you entered from the UPPER RIGHT YELLOW DOOR, the elevator at the end is actually useful as it can put you in a place you could not have gotten to without invincibility. It's better to have invincibility in the first place, but this will do if you've got a glut of yellow keys and are in a hurry. (0306l1)--If you entered from the VERY UPPER RIGHT YELLOW DOOR, you'll probably need to drop down and use the elevator. Quite frankly that door is a waste of a key. Map for (0207): XXXX********** **** **********XX XX ++** ** ******** XX XX ..**** ^^** **** XX GR **** **** **** YE EN **** ** ****LI LO XXXX**** ****FE ****XX ****** ****** ** **** XX ** H2 ********** ****** YE ** -O.+******** **** LO ** **+. .+****** **** **XX ** **** .+**** **** **XX ** **~~~~~~**~~~~~~**** ** **XX ** **~~~~~~~~~~~~****** ****XX ** ****~~~~~~~~~~**** ** YE ** **~~~~~~~~~~** ** LO ** ****~~~~~~**** ** XX ** **~~~~**** ** .+**** XX ** **~~~~** ** ****pipiYE ** ^^****~~**** **** ** nknkLO ************************ ********XX Exiting up the elevator is good here, as if you can leave via the top right yellow door you will be in business. After all this roundabout movement you will go to much more linear parts of the game and, when you get to the right side, will be able to climb up to the castle top. Note that two paths cross around the oxygen tank. (0208d1)--If you entered from ABOVE, you may want to steer to the left, get the life potion, and jump right so that you can exit through the top yellow door. Dropping down may cost a yellow key, and you really want to use it to go to the next area. (0206u2)--If you entered from BELOW, IN THE MIDDLE, you could jump up to the second-top yellow door, but that is just a waste of a key--a couple of keys if you follow the path. Just drop down the shaft instead. (0206u1)--If you entered from BELOW, TO THE LEFT, you can jump up/left/right on the elevator then again to get parallel with the oxygen. Then jump the gap and climb up if you haven't been there before. Otherwise settle for jumping, getting the oxygen(don't hold right down) and going through the water. (0107r1)--If you entered from the UPPER LEFT GREEN DOOR, being invincible will allow you to drop on the spikes to the left and jump right over the gap. Otherwise you should probably drop down, get the water, get out, and come around again after you turn invincible, but take less time about it. It is a one-off respite. (0307l4)--If you entered from the LOWEST YELLOW DOOR, you are backtracking and have gotten the pink keys. (0307l3)--If you entered from the SECOND LOWEST YELLOW DOOR, drop down to get the two pink keys and exit. (0307l2)--If you entered from the SECOND HIGHEST YELLOW DOOR, just jump down the shaft. It's backtracking but it's the right choice and you can't reclose this door and take the yellow key back. (0307l1)--If you entered from the HIGHEST YELLOW DOOR, you may want to go back. A contorted path through there will take you to some important places and slightly augment your key count as well. Map for (0208): ******** ** XXXX LT ** ** XX BL ** .. **** XX **** ++********^^** XX **** **** ****** XXXX **** XXXX ****** XXXX ******** ****** XXXX ****** ************ XXXX ****************** **** XXXX ********yelt**LI **++ XXXX ********lobl**FE ****.. XX ** \~~~~/ **** ++++ XX **** \~~/ **** .... XX ****** RA **ri.. XX **** YS **ng++ **.. XX ********** ri**.. ****++.. XX ng**++ ******++ LT **** ******** BL ************************** ************ There's one place productive to go in this level: down the hatch. Going through the light blue door, you unfortunately cannot get any of the keys in that room. You must approach it from above, and even then, the whole loop loses you keys. Fortunately, dropping down the hatch is never too tough, and you even have invincibility rays to protect you here beforehand. (0209d1)--If you enter from ABOVE, well, you want to fall off into the shaft. Drop onto the platform to the right and then walk off it and the ledge below it. Not very productive at the outset, as you're not currently in the pattern, but you made the right choice in the last room. (0108r2)--If you enter from the MIDDLE LEFT, get under the rays, get the yellow and light blue keys, and jump up to get the rings. The up/left jump for the life potion shouldn't take too much time but recharge yourself under the rays if you miss the first few times. Walk over the spikes and tumble down. (0108r3)--If you enter from the BOTTOM LEFT, do the same thing, except jump to start out instead of falling. BTW just for fun you may wish to pick up the money you saw on 0108. The rays never lose their charge. (0308l1)--If you enter from the BOTTOM RIGHT LIGHT BLUE DOOR, jump straight up and swerve left just before the apex. You should just make it. (0108r1)--If you enter from the UPPER LEFT BLUE DOOR, again, you want to fall down the hatch. You'll need to jump right when you get to the edge of your platform, fall right, and walk off left. Map for (0209): XXXXXXXXXXXXXX XXXXXX$$$$ XX \XXXXX$$$$ XX \/\/\/ X \XXXX ** XXXXXXXX~~~~~~~~~~~~~~~~~~~~XXXX ** XXXXXXXX~~~~~~~~~~~~~~~~~~~~XXXX xx XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX xx XXXXXXXXXXXXXXXXXXXXXXXXXXXX DK \XXXXXXXX BL \XXXXXX/ xxxx ** XXXXX/ SA xxxx ** XXXX/ FE .+xxxxxx ** XXXX XXXX .+xxxxxx **** XXXX .+xxxxxx **** XXXX .+xxxxxx **** YELT .+xxxxxx ** LOBL xx ** **** DK ** **** BL ****************^^****^^****** xx This room is pretty useless unless you just want to see all the rooms and uncover a funny bug as well. The least harsh loop starting in the room to the right(right, right, down, left, left) will cost you two blue keys and a light blue for a green. Ouch. Off to the left there's a dark blue key, but you have to pay dearly to get it. It's easy enough to push the safe right and open the yellow and light blue doors, but it isn't worthwhile to jump left and up to the next screen. Getting the money bags is an exercise you should be well familiar with by now, so I leave trying it to your discretion--remember to jump from the elevator. There's actually a way to get to the very top. If you've just immersed yourself in the rays in room 0208 below, quickly get on the elevators, and you WILL NOT BE CRUSHED when the elevator hits the ceiling. Jump then(if you're halfway crushed, nothing will happen) and you'll wind up in the water. An up-left jump will get you on the roof. It's not totally impractical as this will allow you to avoid using the yellow and light blue keys if you want to go left quickly. (0109r1)--If you enter FROM THE LEFT, you are just backtracking. (0208u1)(0208u2)--If you enter FROM BELOW then you probably want to drop back down that way. However, if you *must* see the puzzle off to the right, you'll want to push the safe onto the elevator--the right edge, preferably, as the elevator falls. Then climb on the safe and if you can get on the right edge and jump you are sure to make it to theright. (0308l1)--If you enter FROM THE UPPER RIGHT DARK BLUE DOOR, I don't blame you. That puzzle is tough. (0308l2)--If you enter FROM THE LOWER RIGHT DARK BLUE DOOR, you have probably wasted a key and should hit the back button. Map for (0300): xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx PIye PI NKlo NK xxxx xx xxxxxxxxxxxxxxxxxxxxxxXX xxxx xxririri XX^^^^ xxxx xxngngng ca XXXXXX xxxxxxxx xx ts xx xxxxxxxxxxxxxxxxxxXX xx GR$$$$$$ XX xx EN$$$$$$ XXXXXX xxxxxxxxxxxx xxxx xx xxxxxxxxxxxx :: xx xxLIyeLI ::xx xx xxFEloFE xxxxxxxx%%%%%%xxxxxxxxxx xx xx ++++++++ ++++++++xxxx xx xx ........ ........ xx xx bi bi YE xx sh sh LO xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx This room provides a nice simple challenge as well as your first serious contact with force fields. The points and life potions and yellow keys are also a nice morale booster. This level even kicks you back upstairs easily. I don't recommend opening any of the doors here unless you have to, although going through the yellow door can actually get you pretty far in the game. Wastes too many pink keys in the room ahead, though. Don't worry about losing a life at the very bottom. The important thing is to come back upstairs with two yellow keys, net, and maybe even some treasure, 5800 points worth. (0301d1)--If you enter FROM ABOVE, the first order of business is to pick up the "free" yellow key. Then you drop down and jump around a bit so that the cat is predictable. Drop to the force-field level and knife the cat when he gets too close. You can then pick up the gold and rings at your leisure. Considerably more difficult is the problem of the bishops. They are pesky. Try to time the drop through the force-field so that the bishops are both on the left side. Then you can race up the right side and position the crate to drop through the force field. When it does, you can push the block around--probably it's best to place it to the left and move it that way, as you can reverse the direction in the sub-room to the right to bop the other bishop. If you're nonviolent you can wait until the bishops are on the right, run to the left, and jump against the wall when they approach, following and jumping between the spikes to elude them as they pass back to the left. Either way, get ready to jump over them a lot. (0200r1)--If you enter FROM THE LEFT PINK DOOR, there's nothing to add to the above, except you've probably wasted a key. (0200r2)--If you enter FROM THE LEFT GREEN DOOR, ditto. (0400l1)--If you enter FROM THE RIGHT PINK DOOR, ditto. (0400l2)--If you enter FROM THE RIGHT YELLOW DOOR, ditto. Map for (0301): xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx xxxxxxxxxxxxxx++++LI++++++ xxxxxx xxdkxx xx ....FE...... xxgrxx xxblGR xxbi LTenxx xx EN xxsh BL xx xxxxxxxx xxxxxxxxxxxxxxxxxx xxxxxxxx xxlt xx xxbl YE xx wa () LO xx rr () xxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx xx xx xx xx xx xx xx xxxx xx xx xxxxxx xxxxxx xx xx xxxx xx xxxx xx xx LT xxlt YE xxpi YE LT BL xxbl LO xxnk LO BL xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx You need to evaluate whether or not to get the green/dark blue keys by what you have, and this room may need a second look for you to get all the keys in the right order for the first part of the castle. When you start the journey in earnest, as my walkthrough goes, you will need as many green and dark blue as you can muster. They are in special locations, though. In my walkthrough you will want to pass on getting the dark blue key the first time through as you should only have one green key, and you will want to trade a green for the dark blue key in (0000). Getting the life potion here looked impossible at first, but actually if you jump from the platform to the right of the bishop, follow him, jump between the spikes, go left, jump when he returns, follow, jump between the spikes, and go right, you'll be OK. I actually followed him too closely, jumped immediately, and landed on him, so there's more time than you'd think. (0302d1)--If you entered FROM ABOVE: Wow, there's a treasure trove of keys here. You may not be able to get all the keys here(or want to) but if you do, it should happen. First, drop to the ledge with the warrior and push the barrel onto him. Jump over the barrel and get the light blue key. You may want to drop down below to get a couple of yellow keys. You'll also want to check out the room to the left and get the light blue key in the meantime(worry about the puzzle later.) (0201r1)--If you entered FROM THE LOWER LEFT BLUE DOOR: you are probably just resetting the next room to try again. But you'll have to go that way *some* time to get back to the surface, at least when you're starting. (0401l1)--If you entered FROM THE RIGHT YELLOW DOOR: you probably wasted that key. Oh well. (0401l2)--If you entered FROM THE LOWER LIGHT BLUE DOOR: you probably wasted that key. Even for 1000 points(The oxygen tank next to it) that's not good enough. (0300u1)--If you entered FROM THE ELEVATOR BELOW: wow, you should have two extra yellow keys now. Upgrade them to light blue and pink with the two yellow doors internal to this room. You can get the green or dark blue keys here by putting the barrel on the right edge and jumping right or putting it under the hole and jumping up, respectively. Map for (0302): XX+. .+XXXXXXXXXXXXXXXXXXXXXXXXXX XXXX XX+. .+XXXXXXXXXX XX XX+. XXXXXX XX XX+. \XX/ XX XX+. XX XX XX+. XX :: XX XXXX+. XX ca :: XX XXXX+. XX nd XXXXXXXX XX XX+. XX XXXXXX ye|| XX XX+. XX ||LI lo|| YE XX XX ||FE || LO LT XX || || XXXX BL XX XXXXXXXXXXXX XX XXXX XX |||||||| XX XX XX |||||||| XX XX XX fi||||fi XX XX XX re||||re XX LT PI |||| XX BL NK ^^ |||| ^^^^XXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXX Ahh, your first fireball, your first candle, and probably your first puzzle with a crate. It may soon be your first look at the underworld unless you used the green key as I specifically said not to :). Quite frankly, I hate this room. The fireball to the right is a real doofus-- he gets knocked off soon enough--but the one on the left stinks. Then there is the matter of falling down through the spikes and getting to the ledge on the left, which is at least rewarding, and of course there's a tough jump over the candle--don't fall in that mini-room without dumping the crate first! (0303d1)--If you enter FROM ABOVE TO THE LEFT, you need to swerve to avoid the spikes. The best way to do this is to swerve right after falling two squares. If this is your first time through, once parallel to the spikes on the left, swerve back left. You want to get to the hard-to-get light blue door, which hides two pink keys. (0303d2)--If you enter FROM ABOVE TO THE RIGHT, you will in all likelihood want to go right and back to 0502, which has an elevator back up to the "more advanced areas"(you'll go on a little loop) and what is in my opinion the best way to drop down to the detour in the lower right corner, 0900 et al. But you've probably been there and can't return that way. (0202l1)--If you enter FROM THE MIDDLE LEFT LIGHT BLUE DOOR, drop down and open the pink door. Don't worry, the fireball won't come after you through the pink door! Once you enter the room is when to worry. The fireballs seem to zoom in on your vertical location, and you can often trick them by jumping when they are on the ground. They may search all the way up. The best time to fake them out is when the elevator is low. If it looks like they'll catch you on the elevator, don't lean out. Let them touch you, because if they get crushed by the elevator, they disappear. I always have trouble with the left fireball here, and this seems the most effective way to destroy him. If you're lucky enough to get past him, lean out the elevator, jump up/left/right, and then jump over the candle and onto the crate. The right fireball, who is a putz, will probably be eliminated by the lower right elevator and his own stupidity in the meantime--but about that crate. Push it into the room below, get the key and potion, and jump out. Now there is a bit of a choice here. If it is your first time through the room, explore the underground by jumping off the lower right elevator. Otherwise, take the yellow door to the right--but only if you have a dark blue key. A green key as well wouldn't hurt, although one can be obtained. (0202l2)--If you enter FROM THE LOWER LEFT LIGHT BLUE DOOR, shame on you! You wasted a blue key! Still, see above for dealing with the fireballs. (0402l1)--If you enter from the RIGHT YELLOW DOOR, I'm not sure what you should do. You've probably been backtracking. Make sure you've got all the keys from below, and if so, go right and continue with the meat of your quest. Map for (0303): XX ****** XX PI XXXXXXXXXXXX PI NK ******ri ri**** NK XXXX XXXXXX ng ng****** XXXX XXXX XX XXXXXXXXXXXXXX XXXX XXpi GR ri****ri GRri** XX XXnk EN **ngXXXXng ENng**** XX PI ******gr GRpi XXXXXXXXXXXX XX NK XXXXen ENnk riXX ri XX XXXX **** XXXX ngGR ng XX XXXX ri******gr EN XX XX ngXXXXXXenXXXXXXXX XX XX SA ********ri XX XXXXXXXXFE **xxxx**ng XX XXXXXXXXXX xxxx XXXXXXXXXX XX XX xxxx XX XX XX XX xxxx XX XX PI XX xxxx XX PI NK XX xxxxxxxx XX NK XXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX Look at the pretty tree! The pretty rings! With respect to CS Lewis, how Narnian! The pretty pink doors to exit! Obviously the lower exits, one of which you'll see early on, don't afford much choice, but the upper left ones can net you a key with a little care. The upper right one will let you break even if you haven't pruned the tree yet. You can get all the rings, but it may not be worth it. The ring right behind the green door is of course a waste of time and the lower ones are an interesting challenge, but coming from the left there's an easy way to pick up an extra key. (0203r3)--If you entered from the LOWER LEFT PINK DOOR, just fall through the hole. (0403l2)--If you entered from the LOWER RIGHT PINK DOOR, just fall through the hole. (0203r1)--If you entered from the UPPER LEFT PINK DOOR, drop down to get the pink key. Then open the two green doors to the left; the others will yield no keys and they won't help you go anywhere. Picking off the other keys should not be too bad. You can then return from whence you came with a little ledge-hopping. (0403l1)--If you enter from the UPPER RIGHT PINK