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                    <<<<<<xx
xx      xxxx         ::     ::  xxxxxxxx
xx        xxxx       ::     ::  xxltxxxx
xxxx        xxxx>>>>>>>>>>>>    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 DOOR, you can blaze 
through to the left.  Open all three green doors except the one hiding 
just the ring and then be sure to get the pink key before entering the 
top left pink door.
(0203r2)--If you enter from the MIDDLE LEFT PINK DOOR, you can follow 
roughly the same procedure as for the upper left.  Just leave as you 
came in.

The two lower rings are accessible although you must drop the safe on 
the left-hand side to safeguard against falling and trapping yourself.

Map for (0304):

XXXXXXXX                          XXXXXX
XXXXXXXX  ::              XXXXXX  XXXXXX
****      ::      ^^      XX      ******
xx        XXXXXXXXXX  XXXXXX      xxxxxx
xx                    ||              xx
DK                    ||              DK
BL          XXXXXX    ||  XX          BL
xxxx        ||LI      ||  ||        xxxx
xx          ||FE      ||  ||          xx
**          ||ye X    ||  ||          **
XX          ||lo  ....||  ||          XX
XX          ||ye  ++++||  ||          XX
XX          ||loXXXXXXXX  ||          XX
PI  wa      ||            ||          XX
NK  rr      ||            ||          XX
XXXXXXXXXXXXXXXXXXXXXXXXXXXX          XX
XX          XX            XX          XX
GR          GR            GR          GR
EN          EN            EN          EN
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

This is probably best described as a transition room.  The two yellow 
keys are nice, but if you don't have a dark blue you can go back up, but 
your game is probably still in serious trouble.  The best bet to make 
progress is to exit to the left, where you can make a short loop that 
may net a red key.

(0305d1)--If you enter from the HOLE ABOVE TO THE CENTER, push the crate 
to the left and jump to the left ledge.  Use the dark blue key to open 
the door to the left.  If you want, you can detour by jumping right from 
the ledge, falling to the right and swerving left, falling left and 
jumping back up and back onto the ledge.
(0305d2)--If you enter from the HOLE ABOVE TO THE RIGHT, steer left and 
hope you make it.  I haven't tried this but noticed it was possible.  
Steering right if you have a dark blue key and two reds will work out as 
well if you can land.  If neither works, you can go all the way right 
and things will be OK--if you have a lot of keys.  Probably you should 
back up, though.
(0404l1)--If you enter from the TOP RIGHT DARK BLUE DOOR, jump left and 
fall down and follow the detour above.
(0303r1)
(0404l2)--If you enter from the LOWER RIGHT GREEN DOOR, you've probably 
wasted a key as you'll have to trade off three greens for a blue.  
Harsh!
(0204r3)--If you enter from the LOWER LEFT GREEN DOOR, you've already 
made that mistake.
(0204r2)--If you enter from the LEFT PINK DOOR, you're probably thinking 
you trapped yourself nastily.  Relax and see what's written up for the 
room to the left.
(0204r1)--If you enter from the UPPER LEFT DARK BLUE DOOR, you're 
backtracking.

Map for (0305):

XXXXXXXXXXXXXX                        XX
XX$$  $$  $$                          XX
XX$$  $$  $$                          XX
YE        XXXXXXXXXX^^^^XXXXXXXXXXXXXXXX
LO        XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX        XXXXXXXX############XXXXXXXXXX
XX        ##########XXXXXXXX##########XX
XX                    <>        ##    XX
XXXX                  ^v        ##    XX
XXXXXX        <<<<<<  XXXX      ##    XX
XXXXXXXX                        ##XX  XX
XXXXXXXXXX                      ##    YE
XXXXXXXX    >>>>>>>>      XXXXXX##    LO
XXXXXX      XXXXXXXX        XXXX##  XXXX
XXXX        XXXXXXXX^^XX      XX##    XX
XX        XXXXXXXXXXXXXXXX      ##    XX
XX      XXXX                          XX
YE    XXXXXXlt    bibi        XX  SA  XX
LO  XXXXXXXXbl    shsh      XXXX  FE  XX
XXXXXXXXXXXXXX  XXXXXXXXXXXXXXXX##XXXXXX

That light blue key would be nice, but those pesky bishops are in the 
way.  Moving the lift up and falling under it seems creative, but you 
don't want to get stuck where you'll wind up falling.  How to drop the 
safe on the bishops?  NOTE--before falling through you'll want to have a 
dark blue key.

If you have a dark blue key, then your goal is to drop through the hole 
where you will double your investment.  If not, it's a fun puzzle to get 
the light blue key, but avoid the hole.  I'll assume you have a dark 
blue key for the puzzle, because if not, you are likely in serious 
trouble anyway.  If you've already been through this room then you are 
probably at the stage where you need a red key, so just exit to the 
right for that detour.

You can also go up the elevator to trade a green key for a pink, which 
may help ease your way back to less hectic areas after you get the red 
key.

You may also just be using this as part of a re-tread to pick up a blue 
key.  If so, ignore this.

Note in any case that getting rid of the bishops establishes a bit of a 
loop from here, down/left/up/right.

(0306d1)--If you enter FROM ABOVE, follow the instructions.
(0405l1)--If you enter the room FROM THE YELLOW DOOR TO THE RIGHT, 
follow the instructions.
(0205r1)--If you enter the room FROM THE UPPER LEFT YELLOW DOOR, follow 
the instructions.
(0205r2)--If you enter the room FROM THE LOWER LEFT YELLOW DOOR, follow 
the instructions.
  Instructions
  The safe seems to be a bogey here, but you can run the block through 
the conveyor belt, crush it with the elevator, and push the safe all the 
way down if you want.  This way's simpler.
  1.  Get to the right side of the pulley block.  Push it left when you 
can.
  2.  Drop down and follow it on the conveyor belt.  Push right until it 
is on the elevator.  Then jump left and push right when the block 
resurfaces.  Go up the elevator and circle around on the conveyor belts.
  3.  Push the pulley block right until it falls all the way down.
  4.  Push it left so that both bishops are squashed.  Jump left to get 
the key.
(0304u1)--If you enter the room FROM BELOW, it may be best to go back 
down unless you have no dark blue keys--in which case you'd better hope 
there are some left at the beginning stages of the game.

Map for (0306):

XX                              XX    XX
YE                              XX    XX
LO                            XXXX    XX
XXXXXX                    XXXXXX      XX
XXXX    XXXXXXXXXXXXXXXXXXXX        \/XX
XX      XX                        \/  XX
XX      XXriri                  \/    XX
YE      XXngng                \/      XX
LO  XX  XXXXXX%%%%XXXXXXXXXXXX~~~~~~~~XX
XXXXXX  XXXXXX%%%%XX    ju  XXXX~~~~~~XX
XX      XXXX      XX    g.    XXXX~~~~XX
LT      XX        XX    ju  wi  XXXX~~XX
BL      XX        XX    g.  tc  XXXXXXXX
XXXXXX  XXpi      XX    ju  XX    XXXXXX
XXXX    XXnk      XX    g.  XX    XXXXXX
XX      XXye      XX    ju  XX    XXXXXX
XX      XXlo      XX    g.        XXpiXX
PI      YE        XX    ju  wi    GRnkXX
NK      LO        XX    g.  tc    EN  XX
XXXXXXXXXXXXXX    XX^^^^XXXXXXXXXXXXXXXX

There's a few keys above the drop-in from the center-right.  There are 
two doors to exit through in this case--the middle or bottom yellow 
doors.  The puzzle in the lower right is rather tough, but if you need a 
pink key, it can be worth it.  Best not to open the doors on the left if 
you can help it, as falling down leads to a pleasant loop.

(0305u1)--If you enter from the MIDDLE ELEVATOR BELOW, and you need a 
pink key more than a green, you should be able to destroy the witches 
with patience.  First, as you go up, you can push each jug a square 
right.  This may require a bit of timing.  Then push the top one two 
right.  Then the second-top one can go two right, and that will nail the 
witch.  Every jug below that can be pushed one right, and if you can't 
get the witch on the bottom, simply drop off the elevator and push the 
lowest jug one right at the appropriate time.  Now that doesn't help you 
get to the pink key, but leaving and returning can take care of that.  
However, you have to leave and return quite a bit.  (By the way, if the 
witches summon anything, you can leave and return then as well.)  Once 
the witches are destroyed you are free to destroy the jugs one at a 
time.  Here's how you do it:
  1.  Push the top one to the right so it falls.  Do the same for the 
second-top.  Push the third-top one to the left onto the elevator.  When 
it's crushed by the ceiling, jump down.
  2.  Push the third jug one unit right.  Jump over the fourth jug and 
push it onto the elevator.  You *could* push the second jug one unit 
right but then it would just destroy the third jug and the fourth would 
drop on you if you weren't careful.
  3.  Push the second jug one unit right, jump over the third jug, push 
it on the elevator.
  4.  Now you can jump over the jugs, get the pink key with the green, 
and jump back over the jugs.
  I'm not sure what happens if you destroy the top jug and then slowly 
push each bottom jug left and move out of the way.  This might require 
only two theres-and-back.
(0307d2)--If you enter FROM ABOVE, TO THE FAR RIGHT, just get the rings 
and fall through the floor.  Get the yellow and pink keys on the way.  
Fall through the hole--there are more frugal and not terribly more 
roundabout ways to go left.
(0307d1)--If you enter FROM ABOVE, TO THE MIDDLE RIGHT, not much choice 
here.  You will want to go through the light blue door if you haven't 
been to the "gravy train" yet, or you can go through the lower yellow 
door and loop back into action.
(0206r4)--If you enter from the LOWER LEFT PINK DOOR, consider backing 
up.
(0206r3)--If you enter from the MID-LOWER LEFT LIGHT BLUE DOOR, also 
consider backing up.  It's not as big a loss as going through the pink 
door, but it will still hurt your bottom line.
(0206r2)--If you enter from the LOWER OF THE TWO LEFT YELLOW DOORS, 
return and go up the escalator.
(0206r1)--If you enter from the UPPER LEFT YELLOW DOOR, you can't back 
up to save the key, and you've probably completed the loop to the far 
left, so choose between the middle or bottom yellow door to open, and 
leave through it.

Map for (0307):

XX                XX    XXXXXXXX      XX
XX                XX    XXXXXXXX      XX
XX    XXXXXXXXXX  XX    XXXXXXXX      XX
YE  XXXX      XX  XX  ^^XXXXXXXX    ^^XX
LO  XX        XX  XX  XXXXXXXXXXXXXXXXXX
XXXX      XX  XX  XX    XXXX          LT
XX      XXXX  XX  XX    XXXX          BL
YE    XX      XX  XXXX  XX          XXXX
LO  XXXX          XX    XX          XXXX
XXXX              XX    XX  XXXXXXXXXXXX
XX                XX  XXXX  XXXXXXXXXXXX
XX    XX        XXXX  XXXX  XX        LT
XX    XX              XXXX  XX        BL
YE  XXXX              XX    XX  XX  XXXX
LO  XXXX      ca    XXXX    XXyeXX  XXXX
XXXXXXXX      ts    XX      XXloXX  XXXX
XXXXXXXXXXXXXXXXXXXXXX      XXltXX    XX
YE                        ^^XXblXX    LT
LO                        ||XXgrXX    BL
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXenXX  XXXX

Another neat room where paths can cross.  The upper right room means 
you'll have to stay in the nasty puzzle of 0308 and have to surrender a 
light blue key.  The other elevator also sticks you there.  It may be 
worth going through the lower right twice--through the left and right 
chutes--to get as many keys as you can.  But it may take serious time.

Note that falling into where the attack cat roams is a bad idea and you 
may want to commit suicide to get out of that situation.  Otherwise a 
light blue key will be lost.

(0207r2)--If you enter from the SECOND-UPPER LEFT YELLOW DOOR, note:  DO 
NOT GO TOWARDS THE ELEVATOR.  Turn around, or you'll wind up in the 
puzzle room you can't solve entering from below, and you'll use a light 
blue key getting out in the process.
(0207r1)--If you enter from the TOP LEFT YELLOW DOOR, go right and fall 
down the shaft.  Jump left across the gap and enter the yellow door, and 
see you in a few seconds when you enter through the lowest door.  
Speaking of which...
(0207r4)--If you enter from the LOWER LEFT YELLOW DOOR, go right, up the 
elevator, and through the light blue door.  Not much choice, really.
(0207r3)--If you enter from the SECOND-LOWER LEFT YELLOW DOOR, you've 
probably backtracked and have nowhere constructive to go anyway.
(0407l1)--If you enter from the TOP LEFT LIGHT BLUE DOOR, you're 
backtracking.
(0407l3)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR, you should 
probably fall to the left where you can replenish a pink key.  Retro 
analysis shows you may have lost a few recently.
(0407l2)--If you enter from the MIDDLE RIGHT LIGHT BLUE DOOR, fall down 
the left shaft if you haven't already--you can always loop back and fall 
down the right shaft later.

Map for (0308):

XXXXXXXXXXXXXXXXXXXXXXXXXX            **
XX                      XX            RE
XX    rere              XX    ju      D!
XX    d!d!      XX  XX  XX  XXg.  ju  **
XX              XX  XX  XX    ju  g.  **
XX              XX  XX  XX    g.  ******
XX            XXXX  XX  XXXXXXXX      **
XX            XXXX            XX      **
XXXX        XXXXXX  ju        XX  ju  **
XX          XXgrXX  g.        XX  g.  **
XX$$ricr    XXenXX  XX^^XX    XX  ******
XX$$ngos    XX  XX  XX||XX            RE
XX          XX      XX||XX            D!
XX          XX      XXXXXX            **
XX          XX                    **  **
XX          XX                ju      **
XX        XXXXXXXXXXXX        g.      **
LT                  ::        ju  ju  **
BL                  ::        g.  g.  **
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  ******

Another nasty room where you must enter from one door(top right in this 
case) to solve it, and you don't get enough of a reward for it.  If 
you're a hard-core CastleQuest playa, this is the sort of room that you 
would've been waiting all game for, except 0309 probably took a lot out 
of you as things stand.

(0208r1)--If you enter from the BOTTOM LEFT LIGHT BLUE DOOR, you can't 
do much here.  You'll need to return or back the game up.
(0307u1)--If you enter this room from the ELEVATOR BELOW IN THE MIDDLE, 
back the game up if you can but just leave to the left if you can't.
(0307u2)--If you enter this room from the ELEVATOR BELOW TO THE RIGHT, 
just jump on the jug, stand on left edge, jump left, and move the crate 
left, jump over it, and leave.
(0408l2)--If you enter this room from the MIDDLE RIGHT RED DOOR, you 
just need to leave, too.
(0408l1)--If you enter this room from the UPPER RIGHT RED DOOR, you can 
get all three keys.  You have to pitch a lot of jugs down the shaft and 
then do some fancy footwork, but it's possible and really rather clever.
  1.  Push the two jugs across the shaft from the red door down the 
shaft.  Start with the top one, of course.
  2.  Push the middle jug on the right down the shaft.
  3.  Jump down the shaft, steering left and pushing the crate left, 
jumping over it, and turning it around.  Leave it one unit from the jug 
to the right, jump on it, and push the jug above it one to the right.
  4.  Jump on the jug you moved, up the platform on the right.  From the 
left edge, jump up/left/right again.  Another up/left jump, then up, 
then left allows you to drop the jug from the top.  Now you can push 
that jug to the left from the two-unit platform.  But only to above the 
very bottom jug.
  5.  Push the jug in the lower right one square left.  Then jump on it 
and push the middle jug to the left a square left.  Jump onto the 
platform above and then onto the jug.
  6.  From there you can jump to the elevator area.  You can push the 
jug there off to the left.  Then you can jump down to the right, get on 
the crate you pushed over, flying jump left and then push the jug two 
squares left.  Stand on its left edge to jump and get the green key.  
Then if you have trouble standing on the right edge to jump to the 
elevator, go back to the three stacked jugs(stop thinking that!!!!) and 
jump to the elevator area.
  7.  Now you may only be able to nab one red key at a time per jump.  
No big deal, notice the ledges on the left and right you can jump back 
and forth BETWEEN.  After you get the two red keys, go to the ledge in 
the middle near the bottom.  Stand on edge and jump left to clear the 
treasures.  Leave to the left.

Map for (0309):

XX                        ca          xx
XX                        nd          DK
XXca  ca  ()  ()  ()    ******        BL
**nd  nd  ()  ()  ()  ()    ()  ()    xx
********************  ()    ()  ()    xx
**************************  ******    xx
**        ju                          xx
DK        g.            ju          xxxx
BL      XXXXX           g.            xx
xx                    XXXX    XX      xx
xxxx                                  xx
xx        ju    ju  ca                xx
xx        g.    g.  nd                xx
xx      ****    ****************      xx
xx                  ::        ****    xx
xx                  ::        ****    xx
xx                                    xx
DK                                  ****
BL  ************************************
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

This may be the wickedest puzzle in the whole game.  It took me a 
tremendous amount of thought to figure it out, and there are many false 
trails.  The most notable is that you can push all the barrels off to 
the right, but you will wind up a unit BELOW the door, so you can't open 
it with your key.  There are also ways to trap yourself if you don't 
notice subtleties even in the ORDER you move objects about.  For 
instance, if you move the candle on top over to the right hoping to 
climb over it to get to the door, you are in trouble!  Nasty details 
like that pop up all over.  You even have to push some items around 
several times before they wind up in their ultimate correct positions.  
Be careful out there!

You probably want to solve this puzzle once you've faced it, as falling 
down the shaft to the right of this room will get you a couple of red 
keys(although you net only one, as you enter through a red door,) 
providing you solve another tough puzzle!

(0409l1)--If you enter FROM THE UPPER RIGHT BLUE DOOR, you are 
backtracking.  There's a deep drop to the right but don't make me push 
you off!
(0209r1)--If you enter FROM THE UPPER LEFT DARK BLUE DOOR, the solution 
is listed below.
  1.  Push the candle to the right so that it is almost under the two-
unit platform.
  2.  Fall down to the bottom and push the crate so that the jug above 
and to the left will be halfway on it when it falls.
  3.  Jump up on the far right, then jump onto the two-unit 
platform(up/right/left from the right edge of the long platform) and 
jump off to the left.
  4.  Drop the jug on the crate.
  5.  Drop the jug above IT on the jug.
  6.  On the precariously balanced jug, move right to push the other jug 
over.
  7.  Move left to push the balanced jug over.  You now have a new way 
to jump back up if you fall into the right corner.  You'll need it.
  8.  Push the candle so it's on the right edge of the platform.
  9.  Push the jug so that it is between the two-unit and four-unit 
platforms, i.e. it can support two objects.
 10.  Drop the jug just near it down.
 11.  Jump to the top and drop the barrel below the candle through the 
hole.
 12.  Drop to the lower right, Jump on the crate and jug, and push the 
barrel that just fell to the right.  Now you have a path for the next 
barrel, sort of.
 13.  Jump back up to the top and push the only barrel you can to the 
left.
 14.  Jump over all the barrels and when you get to the second candle 
from left, push it left.
 15.  Going right, push each subsequent barrel two to the right.
 16.  Now you can push the barrel that seemed stuck before.  Push it 
down the chute, then go around to where you're to the left of it, and 
push it off the right edge.  It will fall on the candle.
 17.  Now jump up, push the candle on top left, jump over it, push it 
right, go back around so you're to the left of it, and push it right so 
it's on the barrel's edge.  Well, you can just barely jump back up the 
hatch.  Do so.
 18.  Push the barrel to your right off the right edge.  Now there are 
three barrels to push to the right.
 19.  Push the third barrel from the left down the hatch.
 20.  Do the same for the second barrel, leaving you a walkway.
 21.  Push the final barrel so it is on the edge of the extended 
platform you made with a previous barrel falling.  BUT-DON'T-LET-IT-
FALL-OFF!!! :)
 22.  Walk across it and open the dark blue door with a key.  Which I -
hope- you have.
(0209r2)--If you enter from the LOWER LEFT DARK BLUE DOOR, you can't 
really start the pizzle effectively.  You are at a dead end as far as I 
can tell.  To start the puzzle you need to push the lower left jug onto 
the crate.  But to get to it, you need to place the crate to the far 
left to get on the platform.  Won't work.  You can't even open the dark 
blue door to the left--no way to line the jugs up unless I'm missing 
something brilliant.

I've zoomed in on the final result below in case it's trouble to 
visualize--6 and 1 should be candles.  2 and 3 should be jugs.
                  xx
                  DK
    ******        BL
               aa xx
               aa xx
******99******77  xx
      99      77  xx
      88     66 xxxx
      88     66   xx
  XXXX3344XX55    xx
      3344  55    xx
       22  11     xx
       22  11     xx
************      xx

Map for (0400):

xxxxxxxxxxxxxxxxxx    xxxxxxxxxxxxxxxxxx
PIye                                yePI
NKlo                                loNK
xxxx                                xxxx
xxxxxxxxxxxxxxxxxx    xxxxxxxxxxxxxxxxxx
xxgr        xx            xx        ltxx
xxen        xx            xx        blxx
xxxxxxxx    YE            YE    xxxxxxxx
xxxxxxxxxx  LO            LO  xxxxxxxxxx
xx$$LIxxxxxxxxxx  ^^^^H2xxxxxxxxxxLIdkxx
xx$$FExxxxxxxxxx   || -OxxxxxxxxxxFEblxx
xx    xxxxxxxxxxxxxxxxxxxxxxxxxxxx  dkxx
xx  xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxblxx
xx==                                  xx
xx      xxxxxxxx        xxxxxxxx      xx
xxxxxx        xx  {}{}  xx            PI
xx  xx        xxxxxxxxxxxx        xx  NK
YE  DK        PI        PI      xxxxxxxx
LO  BL        NK        NK    xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

This room does not look pretty with all those doors below;  however, 
entering from the upper right, you can clear out quite a bit, netting 
two keys.  You must take the oxygen for the room above;  however, that 
room has some nice treasures as well.  Entering from the lower left will 
eat up a lot of keys;  however, it can get you pretty far in the game if 
you've picked enough keys in other places.

You probably don't want to go through the top part of this room twice, 
as the only way out that doesn't cost a pink key is a one-time 
deal(using the oxygen.)

(0500l1)--If you enter from the UPPER RIGHT PINK DOOR, you can't really 
go back, so grab the two yellow keys.  Then open the yellow doors to get 
the green and light blue keys.  Get the water and jump on the elevator 
as it's going up.
(0300r1)--If you enter from the UPPER LEFT PINK DOOR, then you must have 
exited from it--there's a drop on the other side.  You've probably 
wasted a key, but you should leave where you came unless you forgot to 
trade yellow keys for pink above.
(0500l2)--If you enter from the LOWER RIGHT PINK DOOR, you are again 
going seriously backwards.
(0300r2)--If you enter from the LOWER LEFT YELLOW DOOR, you'd better 
have some serious pink keys or you'll need to turn back--in fact, if you 
really want to solve the game and not just explore, you'll want to turn 
around and admit to the loss of "just" a yellow key.  You can easily 
jump to the ledge above and then to the ledge near the money and life 
potion.  Then drop and go through the pink doors to the other side.  
Stand, not next to the pink door, but on the ledge just above and to the 
left, on the right edge.  When the platform is not there, jump up and 
right.  You should just make it.  When you land, jump left and make sure 
the platform's nowhere in sight before your right jump clears two dark 
blue keys.

Map for (0401):

xxxxxxxx    xxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxLI              ||||            ca  xx
xxFE{}            ||||            nd  xx
xxxxxxxx    xx  ********  xx    xxxxxxxx
xxpixxxx    xx~~~~~~~~~~~~xx    xxxxpixx
xxnk  YE    xx~~~~~~~~~~~~xx    YE  nkxx
xx    LO    xx~~~~~~~~~~~~xx    LO    xx
YE    **^^^^xxxx~~~~~~~~xxxx    xx    GR
LO  ****XXXXxxxx~~~~~~~~xxxx    xxxx  EN
********      xxxxxxxxxxxx      xxxxxxxx
********      xxxxxxxxxxxx      xxxxxxxx
xxH2              ||||                xx
xx-O              ||||                xx
xx          xx  ********  xx          xx
xx          xx~~~~~~~~~~~~xx          xx
xx          xx~~~~~~~~~~~~xx          xx
xx          xx~~~~~~~~~~~~xx          xx
LT    xx    xxxx~~~~~~~~xxxx    xx    xx
BL  xxxx    xxxx~~~~~~~~xxxx^^^^xxxx  xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

The life potion seems to be a cruel hoax.  I can't see any way to push 
anything onto the plant guarding it.  However, it's worth trading a 
yellow key for a pink here(twice) especially if you've come from below, 
and the pools aren't too treacherous.  This room is a one-timer.

(0400u1)--If you enter from the ELEVATOR BELOW you should jump right and 
jump up and turn right at the apex of your jump, falling onto the 
elevator.  You will have plenty of time to unlock the yellow door to the 
right, grab the pink key, and wait for the elevator to come down.
  NOTE:  a sort of finesse is to grab the oxygen just as the elevator on 
the right has started rising.  It's worth an extra thousand points but 
you'll have to wait around a bit longer.
  When it is level with you quickly run left and jump left when you're 
fully on it.  This will lead to the water above, where standing on the 
left ledge and jumping will allow escape.  From there open the yellow 
door to the left if you haven't gotten the pink key--of course, get on 
the elevator when it's descending to do so.  (Don't worry if this 
doesn't work out perfectly.  Even if this fails, you will get to re-
start with the oxygen you had before, and the second time through will 
be a cinch.)
(0301r1)--If you enter from the YELLOW DOOR TO THE LEFT you should get 
the pink key and leave.  It's probably all you can do.  Only open one of 
the yellow doors to get this key.
(0301r2)--If you enter from the LIGHT BLUE DOOR TO THE LOWER LEFT you 
have probably wasted a key, although you can try to trade two yellows 
for the pinks as in the entrance from below.  It's quicker to go this 
way, but in the long run you want to conserve keys unless you are sure 
you won't need them all.
(0501l1)--If you enter from the LEFT GREEN DOOR(not recommended) you are 
probably at a dead end, as there's no oxygen for miles around, but the 
pink key could be useful for the pink door to the right on the next 
screen.

Map for (0402):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXxxxxxxxxxx
XX~~XX~~XX                            xx
XX~~XX~~XX                            xx
XXXXXXXX          XX                  DK
XXXXXXXX        XX~~XX  ye  xxxxxxxx  BL
XX\/\/\/      XXXXXX    lo    xxxxxxxxxx
XX          XXXXXX                    xx
XX        XXXX  XXXX                  XX
XX      XX                            XX
YE    XX                              XX
LO  XX                                XX
XXXX        XXXXXXXXXXXXXXXXXX  XXXX  XX
XX          XXXXXXXXXXXXXXXXXX  XXXX  XX
XX                                    XX
XX                          ::  ::    XX
XX                        ::::  ::    YE
XX                        ::XX^^XXXX  LO
XX                        XXXXXXXXXXXXXX
XX                      XXXXXXXXXXXXXXXX
XXXXXXXX^^^^XXXXXXXXXXXXXXXXXXXXXXXXXXXX

Ooo, this is a goodie.  This may be the last puzzle I --fully-- solved.  
Even the "initial" solution(the first I found and probably the less 
obvious of the two) that destroys a crate and may eventually force you 
to use a key somewhere else is a doozy.  You have lots of waiting for 
elevators and moving the crates to the middle here.  I'm including the 
two solutions here to show the good/better contrast and give a glimpse 
of my suffering.

(0502l2)--If you enter through the LOWER RIGHT YELLOW DOOR, you're 
backtracking and have wasted a key.
(0502l1)--If you enter through the UPPER RIGHT BLUE DOOR, you're 
backtracking.  The action is in the next room and the room above that.
(0302r1)--If you enter through the LEFT YELLOW DOOR, you can drop down 
to pick up the yellow key, allow yourself to commit suicide getting 
crushed by one of the elevators, and then jump across to the dark blue 
door if you have that key.  That is the ultimate goal--don't waste a 
crate getting back up.
(0401u1)--If you enter FROM BELOW, see either crate/elevator trick 
below.  Note that you'll have an agonizing wait for elevators.

  MY IFFY SOLUTION:
  1.  If there are three crates left, push the rightmost one off its 
ledge and push the next-right one all the way to the right.
  2.  Then push the leftmost one left, push it on the elevator, jump 
over it(be sure you can get on the elevator--if not, fall down the 
shaft) and push it right.
  3.  Make sure the crate is on the left edge of the elevator.  Get on 
the left edge of the crate and jump up/left/right one square below when 
you are about to be crushed.  Hold down the left button just before 
jumping and it should just work.  I don't think you can make it off the 
screen in time to save the block, but you shouldn't need to use this 
screen too often.  This is very tricky and made me find an alternate 
solution.
  4.  If there are two crates left, and they are adjacent, push the 
right one all the way right and push the left one left.  Get it on the 
elevator and proceed as in step one.  Otherwise just push the left crate 
all the way left onto the elevator and see step two.
  5.  With one crate left it must be pushed left;  get it on the 
elevator and see step two.

  ALTERNATE(AND BEST) SOLUTION, which requires almost no timing:
  1.  Bring a crate up to the top as before.  Be sure you do NOT push 
the center crate up against the right crate.  You'll need the two 
crates.
  2.  Push the crate past the right elevator, but be sure you can jump 
over it to push it back left.
  3.  Push the final crate up the left elevator and drop it so one unit 
separates it from the elevator.
  4.  Push the crate to its right left.  The elevator will pick you and 
it up.  Push it left three squares.  Now you can jump on the upper crate 
and the jump up and to the right is not so bad.  But waiting for the 
elevator can be a total nuisance.

Map for (0403):

XX      XXXXXXXXXXXXXXXXXXXXXXXX      XX
PI            X   \XX/   X    ::      GR
NK            \X X XX X X/    ::      EN
XXXX           \X  XX  X/     XXX    XXX
XXX/            \XX  XX/      XX     \XX
XX      XXXX     \ XX /       XX      XX
XX      \XXX      X  X        XX      XX
XX       \XX+.LI.+XXXX        XXXX    XX
XXXX          FE  XXXX        XXX/    XX
XX/               XXXX        XX    XXXX
XX                XXXX        XX    \XXX
XX                  pi        XXXX    XX
XX                ::nk        XXX/    XX
XX                ::XX  <<<<<<XX      XX
XX        ::  ::  XXXXXXXXXXXXXX    XXXX
XX      XX::  ::  XX/                 XX
XX       XXXXXXX  XX                  XX
PI            ::                      PI
NK            ::                      NK
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

All this for one single stinkin' pink key!  Well, really, it's not the 
most gruelling puzzle you could have gotten.  I think you want to enter 
from the top, even though you will have to fall down.  The green key 
isn't quite as valuable.  Fortunately you can jump all the way back up.

(0303r1)--If you enter from the UPPER LEFT PINK DOOR, you are 
backtracking.
(0303r2)--If you enter from the LOWER LEFT PINK DOOR, you are 
backtracking.
(0503l1)--If you enter from the LOWER RIGHT PINK DOOR, see the solution 
below.
(0503l2)--If you enter from the UPPER RIGHT GREEN DOOR, see solution 
below.
  1.  Fall down if you haven't already.
  2.  Push the crate on the bottom to two squares away from the left 
pink door.  Jump over it.
  3.  Jump onto the ledge with two crates.  Move the right crate a 
square right.  Jump back off the ledge
  4.  Push the lower crate back to the other side.  Place it to the left 
of the lower far-right ledge.
  5.  Jump up/right, up/left, up/right, up/left, up/right and then left.
  6.  Push the crate left and hold left.  You should make it to the 
alcove with the pink key.  Push the crate left far enough so you can 
jump over it.  Do so.
  7.  Push the leftmost crate a square right.  Jump over it and the 
crate above it.
  8.  While on the top crate you can jump straight up to get the life 
potion.  Don't move left or right!
  9.  Push the crate you jumped over to the left as far as it can go 
without falling.  Jump on it.
 10.  Stand on its edge and make a hard jump to the left.  You should 
make it to an upper right ledge.  Jump up/left and up/right to exit top 
left.

Map for (0404):

XXXX    XXXXXX                          
XX        XX                            
**        **    XXXXXXXXXXXXXXXXXXXX    
xx        xx    ++      ++      ++++    
xx        xx    ..      ..      ....    
DK        YE        ca      ca          
BL        LO        ts      ts          
xxxxxxxxxx**xx      xx      xx        xx
xx        ||                            
**        ||    ca      ca      ca      
XX        ||    ts      ts      ts      
XX        ||    **      **      ****    
XX        ||                            
XX        ||                            
XX        ||                            
XX        XX                            
XX        XX                            
GR        PI        ju                  
EN        NK        g.                  
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Oh, those pesky kitties!  They are tough to shake, and in fact, only a 
well-timed jump and drop will get you by them and onto the ground.  Even 
when you do, one may walk on top of another and make things hard for 
you.  Then you have to do things correctly on the screen to the right 
and make a bunch of other long jumps.  However, it's worth toasting them 
all, because there's a red key(net) in it for you at the end.

(0405d1)--If you enter from ABOVE LEFT, then you should go to the edge 
of the platform you're on.  One cat should fall.  Hopefully it will fall 
to the right but if not you may want to exit to the left(if that door is 
open) and re-try.  On the ledge edge, jump quickly left and down(don't 
hold the button down) and then steer left.  You should be well below the 
cat, so go to the right and knife left when it comes down to kill it.  
The other cats can be nailed with the jug, but beware of surprises.  
Hey, you know cats.  Exit to the right.  If you are utterly baffled, you 
can always just fall down, steer left, and use a pink key to evade it.  
Jump up to shake it, and then it will bounce off the walls and be going 
away from you.  The first cat is the huge problem so once it dies you're 
set.  But only use this tactic if you can't use the other, as a pink key 
can be valuable.
(0405d2)--If you enter from ABOVE RIGHT, you have likely done what you 
came here for and probably want to exit to the left even if it costs you 
a dark blue key.  Going right may cost you a bit of time and a green key 
so avoid it unless you haven't opened the door to the left--see the 
notes for room 0504 for a further explanation.
(0304r1)--If you enter from the LOWER LEFT GREEN DOOR, well, you've 
thrown away some keys, but you can still go right with minimal feline 
interference.

Map for (0405):

XXXX    xxxxxxXXXXXXXXXXXXXXXXXXXX  XXXX
XX        DKri    cr          cr    tiPI
XX        BLng    os          os    ngNK
XXXX    xxxxxxXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX    xxxxxx                          
XX        **                            
XX        **                            
XX        YE    XXXXXXXXXXXXXXXXXXXXXXXX
XX        LO  XXXX                      
XX      ********                        
XX        ||                            
YE        ||                            
LO        ||                            
XXye    ye||LI                          
XXlo    lo||FE                          
XX        ||                XX          
XX        ||                            
XX        ||                            
XX        ||                            
XXXX^^^^XXXXXX                        XX

The two yellow keys are the nicest thing about this room specifically.  
Note that there's nowhere constructive to go the first time through but 
down.  If you can get to the open area to the right, you're doing pretty 
well.  Going up kicks you back down, and none of the corridors to the 
right are worthwhile, so you may backtrack from this room.  But 
eventually it will be a transition to something more helpful.  The 
treasure above is not worth it as you trade keys for it.

(0406d2)--If you entered from THE RIGHT HOLE ABOVE you may wish to back 
up and solve the room above.
(0406d1)--If you entered from THE LEFT HOLE ABOVE you should pick up the 
two yellow keys first.  If you've got two reds and a pink or dark blue, 
you can drop under the shaft.  Of course, you might not have a choice 
but to do so.
(0305r1)--If you entered from THE LEFT YELLOW DOOR, you probably already 
got the keys, and unless you're hunting for red keys you'll want to 
backtrack.
(0505l1)--If you entered from the RIGHT PINK DOOR, you've wasted a lot 
of keys, so you might as well go left and finish the mess off.  That 
corridor is a good example of trading keys for ultimately less valuable 
treasure.
(0505l2)--If you entered from the SPACE TO THE RIGHT, you can get on the 
edge of the lower right platform, jump up/left, get on the edge of the 
platform you made it to, jump up/left, and snag a life potion.  Then 
you'll need to leave.

Map for (0406):

XX    XXXXXXXXXXXXXXXX  XXXXXXXXXXXXXXXX
XX                      XX            XX
XX                      XX            XX
XXXX^^XXXXXXXXXXXXXXXXXXXXXX  XX      XX
XXXXXXXX####################          XX
XX          ##      <>            XX  XX
XX          ##      ^v        XXXXXX  XX
XX          ##  XXXXXXXXXXXX          XX
XX          ##      SA                XX
XX          ##      FE                XX
XXXX    XXXX##XX  XXXXXXXXXX    XX    XX
XXXX  ==  XX##      lt          XX    XX
XXXX      XX##      bl      ^^XXXX    XX
XXXX==    XX##  XXXXXXXXXXXXXXXX      XX
XXXX      XX                          XX
XXXX  ==  XX                      <<<<XX
XXXX      XX        wi                XX
XXXX    ==XX##      tc                PI
XXXX      XX  XXXXXXXXXXXXXXXX>>>>    NK
XXXX    XXXXXXXXXXXXXXXXXXXXXXXXXX  XXXX

This puzzle requires precision and is not terribly obvious, although it 
at least lets you get a quick key.  Note that pushing a block to the 
left will stop the platforms moving.  The witch is easy enough to kill 
but the puzzle itself is bizarre.  The safe and the pulley block really 
move around.

(0407d1)--If you enter from the HOLE ABOVE, there's not much choice.  
Climb on the elevator and get out.
(0405u1)--If you enter from the HOLE BELOW, you'll just fall back to 
0405.
(0506l1)--If you enter from the RIGHT PINK DOOR, you have an interesting 
challenge.  You will want to drop the safe down the shaft where there 
are several platforms going back and forth, as that will stop them and 
allow you down.  But it is not so easy.  The alternative (falling in the 
safe hole) costs you a key, but this gets you one.
  1.  Jump left and knife the witch.
  2.  Jump into the lift and, leaning halfway out, jump up/left/right.  
Get the blue key.  Jump to the top and push the pulley block three units 
right.  This number is VERY important, as the lift must be in a specific 
position.
  3.  Go down a platform and wait for the elevator to descend.  Then 
push the safe onto it.  Walk over the safe and stay there.  When you are 
able to, jump on the safe and go left to the nook in the upper left.  
When the safe comes by, push it right and off the ledge.  Now you're on 
the other side of the pulley block, so push it all the way left and make 
it fall.  You now have a slope to push the safe down.
  4.  Jump over the elevator and get to the right of the safe.  Push it 
all the way left.  It should fall onto the top platform, the pulley 
brick, the lift floor, the floor(one unit below the lift floor) and then 
down into the shaft.  All the platforms will stop.  It doesn't matter 
which side they're on;  the brick will disappear, and you can fall down 
the center.

Map for (0407):

XX            XXXXXXXXXXXX  XXXXXX    XX
XX                      ||  XXXX      XX
XXXXXX                  ||  XX        XX
XXXXXXXXXXXXXXXXXXXXXX  ||            XX
XX            XXXXXX    ||            XX
LT            XXXXXX    ||            XX
BL      XXXX  XXXX      XX            XX
XXXXXXXXXX    XXXX    XXXX            XX
XXXXXXXX      XX      XXXX^^          XX
XXXXXX              XXXXXXXX          XX
XX                  XXXXXXXX          XX
LT                XXXXXXXXXXXX        XX
BL    XX        XXXXXXXXXXXXXX        XX
XXXXXXXX                        bi    XX
XXXXXXXX                        sh    XX
XX    XX            XXXXXXXXXXXXXXXXXXXX
XX    XX            XX                XX
LT    PI            PI                PI
BL    NK            NK    {}    {}    NK
XXXXXXXXXXXXXXXXXXXXXX  XXXXXXXXXXXXXXXX

Another interesting room where two paths cross but can't be switched.  
It's a bit of a hub, but there aren't any really major decisions to make 
here, with the only trick being a swerving jump after you shadow the 
bishop.  The bottom doors are all useless.

(0406u1)--If you enter from BELOW, TO THE LEFT, the safest bet is just 
to exit left.  You'll gain a few keys that way and if you haven't 
accumulated keys on the far left, this is a good chance to do so.  
However, you can also open the pink door and jump back up and catch the 
elevator which leads to the upper right.  See the 
(0408d1)--If you enter from ABOVE LEFT, fall right and when you get to 
the bottom of the structure, jump left and open the light blue door.  
You should net some keys and you can circle back, although you may want 
to drop all the way to the bottom and get the elevator next time 
through.
(0408d2)--If you enter from ABOVE RIGHT, steer for the left and then 
wait for the elevator to come down to jump on it.  You might want to use 
the back command if you opened the light blue door to fall down this 
hatch.
(0307r1)--If you enter from the UPPER LEFT LIGHT BLUE DOOR, go right and 
fall off.  Jump onto the ledge when the bishop's back is about to turn 
and then follow him.  When you are out of the tunnel, jump up and swerve 
left.  Wait for the elevator to come down and jump up/left again.  
You're on your way.
(0307r2)--If you enter from the MIDDLE LEFT LIGHT BLUE DOOR, you're 
backtracking.
(0307r3)--If you enter from the LOWER LEFT LIGHT BLUE DOOR, you probably 
want to back up the game.

Map for (0408):

**    ******             X**          XX
RE        RE              RE          XX
D!        D!              D!    bi    XX
****    ******          ******  sh  ^^XX
**************XX      XX**********XXXXXX
**************          ******  ltlt  XX
************              **    blbl  XX
**        LT              LT          YE
**        BL              BL          LO
**      XXXXXXXX      XXXXXXXXXXXXXXXXXX
**      XXXXXXX/          XX          XX
RE      XXXXXX            LT          XX
D!      XXXX              BL          XX
****    XXXX          XXXXXXXX        YE
****    XXXX            XXXXXX        LO
****    PIPI              XXXX      XXXX
**X/    NKNK                XX      \XXX
**/   ..XXXX  ()  bi        XX....   \XX
**    ++XXXX  ()  sh        XX++++    XX
**    XXXXXXXXXXXXXXXXXXXXXXXXXXXX    XX

A little creative amd knowledgeable jumping will go a long way.  The top 
part, if you are wondering, is utterly useless although it looks 
important with all those red keys.  The lowest of the light blue doors 
does not need to be opened, and the yellow door below it doesn't either, 
but you should probably open the two above them(there are other ways to 
get to the upper right side of the map, but this is the least wasteful, 
I think) and the blue one to the left--of course it is less costly than 
climbing on the barrel and opening the pink doors.  The left light blue 
door leads down a chute where you may loop around.  To the right, some 
fancy footwork is needed to navigate that room.

(0407u1)--If you entered from BELOW, ON THE ELEVATOR, immediately jump 
left to clear the bishop.  Climb over the barrel and push it into him.  
That way he'll be gone if you come back.  Jump onto the ledge from the 
barrel, stand on edge, jump up/left/right.  Open the light blue door and 
get the two keys.  Dropping down to the left through the blue door 
should net you a green and a yellow key ultimately, but you can also 
just pick up the keys and barge right if you don't need those.
(0508l1)--If you entered from the UPPER RIGHT YELLOW DOOR, get the light 
blue keys and go back right.  If you managed not to open the blue doors, 
congratulations!  You've found something I couldn't.
(0508l2)--If you entered from the LOWER RIGHT YELLOW DOOR, go back to 
the previous screen so you don't lose that one.
(0409d2)--If you entered FROM ABOVE, IN THE CENTER, drop off to the 
upper right light blue door and open it.
(0409d1)--If you entered FROM ABOVE, IN THE LEFT, open the door to the 
left if you've got a red key.  You'll be rewarded with a chance to get a 
couple back.
(0308r1)--If you entered from the UPPER LEFT RED DOOR, get back in there 
and solve the puzzle.
(0308r2)--If you entered from the MIDDLE LEFT RED DOOR, use the back 
option to regain the key you used.

Map for (0409):

xxxxxx********            xxxxxxxxxx****
DK        ****            xxxx    DKRERE
BL        ****            xxxx    BLD!D!
xx        xxxx            xxxx  xxxx****
xx        xxxx            SA    xxxx****
xx        DK              FE    PI    **
xx        BLSA            XXXX  NK    **
xx    xxxxxxFE            XXXXXXXXXX  XX
xx    xxxxxxxx            XXXXXXXX    XX
xx    ********            XXXXXXXX    XX
xx    ******                    XX    XX
xx      **                      XX  XXXX
xx      **          X X X X X ^^XX    XX
xx      RE          XXXXXXXXXXXXXX    XX
xx      D! X X X    XXXXXXXXXXXXXX    XX
xx    XXXXXXXXXX            ********  **
xx    XXXXXXXXX             ******    **
**    XXXXXXXX/             RE        **
**    XXXXXXX/    X X X X   D!        **
XX    XXXXXX/     XXXXXXXX**************

If this room is not a complete waste of keys for nosey parkers who 
insist on poking around then I don't know what is.  Some doors look 
utterly useless, and even though the room to the right has a ton of 
keys, I don't think that it is physically possible to open all the red 
doors here and to the right in order to get those keys and solve the 
game.  There are 13 keys total, minus two to get the three-key haul, 
minus one for the lower right fairy, minus one for dropping left from 
here to get two reds, minus another for the chute loop in the upper 
right.  Four keys go to the princess's room.  Going from left to right 
gets rid of three red keys.  With the rarity of dark blue keys(which 
you'll also need in this area) as well, you will have to work very hard 
at making travels to the right useful.

(0408u1)--If you enter FROM BELOW, TO THE RIGHT, you've already wasted 
one red key, so hit the back button before you waste one more red or--at 
the very least--a pink key before you push the safe away and jump out.
(0309r1)--If you enter FROM THE UPPER LEFT DARK BLUE DOOR, you may want 
to drop down, and if you have an extra dark blue key, circle back.  
Then, the second time through, open the dark blue door to the right, 
push the safe off, and fall through.  You will actually be pretty close 
to the princess's room as a result, but hopefully you'll have been able 
to conserve a dark blue key, which you'll need.
(0509l1)--If you enter FROM THE UPPER RIGHT RED DOOR, go back to the 
room to the right, unless you can't use your keys to get through.  You 
might as well get the keys you suffered for.

Map for (0500):

xxxxxxxx    xxxxxxxxxxxxxxxxxxxxxxxxxxxx
PI              xx$$                  GR
NK            xxxx$$                  EN
xxxx        xxxxxx                  xxxx
xxxxxxxxxxxxxxxxxxxx            xxxxxxxx
xxgr      ye                          xx
xxen      lo                          xx
xx                      xxxx          xx
xx        wa                          xx
xx        rr                          xx
xxxxxxxxxxxxxxxxxxxx            xxxxxxxx
xx                                    xx
xx                                    xx
xx                                    xx
xx        xx  xxxxxxxxxxxxxxxxxxxxxxxxxx
PI      xxxx  ++++++++++  ++++++++++++xx
NK    xxxxxx  ..........  ............xx
xx  xxxxxxxx  bi    bi                GR
xx  xxxxxxxx  sh    sh                EN
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

The best part about this room is the smallest, in the upper left.  
Still, if you enter from the lower right, you can keep on track although 
the lower right door beyond the colliding bishops is the better bet of 
the two.  The money is a pedestrian puzzle, as are the keys.

(0501d1)--If you FALL FROM ABOVE then you don't have much choice but to 
enter the pink door to the left, where you'll gain a key(net) in the 
end.
(0600r1)--If you enter from the UPPER RIGHT GREEN DOOR then you can pick 
up the green and yellow keys after you kill the warrior.  Unfortunately 
there's no way to get to the pink door to get the two dark blue keys to 
the left, so you will need to backtrack.
(0600r2)--If you enter FROM THE LOWER RIGHT GREEN DOOR you are a glutton 
for punishment and probably retracking.  There's no way to get by the 
bishops and nowhere to go if you did.
(0400l1)--If you enter from the UPPER LEFT PINK DOOR there's nothing to 
be done, so turn around.
(0400l2)--If you enter from the LOWER LEFT PINK DOOR then the warrior is 
your first order of business.  Time it so you can jump onto the ledge 
and shadow him--knife before he runs into you and the green and yellow 
keys are easy pickings.  To practice your broad-jumping try for the 
money bag way up there but the upper right green door is not for you.
  So next, you'll probably want to(that's a relative term!) jump over 
the bishops.  The upper right green door will get you to the same 
location but waste more and more valuable keys in the process.  To get 
past the bishops, stand left of the pit where you drop in on them and 
wait until you can see them collide.  After the left bishop turns right, 
drop in.  Jump twice over him when he returns and then follow him right.  
You'll need to go right and jump twice again to avoid the other bishop, 
then run for the green door to the right.  Whew!

Map for (0501):

xxxxxxxxxxxxxxxxxxxx    xxxxxxxxxx  xxxx
xxxxxxxxxxxxxxxxxxxx    xxxxxxxxxx  xxxx
xx$$  $$$$  $$xxxxxx    xx            xx
xx$$  $$$$  $$xx        xx            xx
xx            xx        xx            xx
xx==          xx                      PI
xx                                    NK
GR                                  xxxx
EN          xxxx          xxxxxxxxxxxxxx
xxxx    xxxxxx                        xx
xx    xxxx                            xx
xx    xx                              LT
xx    xxxx                            BL
xx      xxxxxx  LI..        xxxxxxxxxxxx
xx          xxxxFE++                pixx
xx          xxxxxxxx                nkxx
xx                                    xx
xx              ::                    LT
xx              ::                    BL
xxxxxxxx^^^^xxxxxxxxxxxxxxxxxxxxxxxxxxxx

This is a weird, barren looking room.  However, at the end of your 
travels, it will net you a key and allow you to trade a yellow for more 
valuable ones.  Going through it twice will allow to different runs to 
accumulate keys.  Some tricky jumping and use of the crate is needed.

The money in the upper left can't be gotten in the course of the 
standard walkthrough without wasting a key.

(0502d2)--If you enter from the ABOVE RIGHT, you may want to back up.  
No matter which door you opened to fall this way, you either didn't have 
to open it(green door) or slipped majorly(yellow door.)
(0502d1)--If you enter from the ABOVE CENTER, you have a couple of 
choices based on where you want to go.  I offer the options in 
recommended order.
  1.  Going right:  the best door to enter is the middle light blue 
door.  However, first, you'll need to push the crate left across the 
elevator as you'll want to pick up the key.  Once it's on the other 
side, jump over it, and wait for the elevator to come back down to push 
the elevator right.  You may have to wait for the elevator to go up and 
down again before pushing the box further, but when you push it, line it 
up so that you can jump up and swerve right onto the platform above.  
You can probably jump hard left, get the life potion, jump right and 
then, if you fall all the way back down, up.
  2.  Going under the elevator below:  this is not too terribly tough.  
Just push the crate left and slip under the elevator at the right time.  
You may want to get the pink key as well.  This is actually a one-shot 
deal due to the water and oxygen tanks you'll see below.
(0401r1)--If you enter from the LEFT GREEN DOOR, you probably want to 
back up.  Even if you ran out of water in the scene to the left, you can 
retry.
(0601l1)--If you enter from the TOP RIGHT PINK DOOR, consider backing 
up.
(0601l2)--If you enter from the MIDDLE LIGHT BLUE RIGHT DOOR, consider 
backing up.
(0601r3)--If you enter from the BOTTOM RIGHT LIGHT BLUE DOOR, consider 
backing up.

Map for (0502):

xxxxxxxxXXXXXXXXXXXX    XXXXXXXXXXXXXXXX
xx                                    XX
xx                ca                  XX
DK                ts                  YE
BL            XXXXXX^^^^XXXXXX        LO
xxxxxx          XXXXXXXXXXXX          XX
xxxxxxxx          XXXXXXXX          XXXX
XXXXXXXXXX          XXXX          XXXXXX
XXXXXXXXXXXX                    XXXXXXXX
XXLIri  XXXXXX                XXXXXXXXXX
XXFEng  crcrXXXX            XXXX  crriXX
XX      ososXXXXXX        XXXXXX  osngXX
XXXXXX          XXXX    XXXX          XX
XXXXXXXX%%%%%%%%XXXX    XXXX%%%%%%%%XXXX
XXcr  XX                            XXXX
YEos  XXXXXX                    XXXXXXXX
LO        XX                    XX  piXX
XXXX      GR                    GR  nkYE
XXXX      EN                    EN    LO
XXXXXXXXXXXXXXXXXXXX    XXXXXXXXXX  XXXX

Falling down this shaft is a somewhat one-way ticket but nets some keys 
and is also the most efficient way to get to the bottom right of the 
castle, I feel.  Getting the treasure is very possible with the force 
field dead although you'll want to wait for a couple of iterations.  You 
simply get next to the rooms below it, jump on the platforms, and jump 
again.  Wait for the force field to stop and go to the other side.

I think you should run through this room twice in the game--once to 
circle back up and down to get some keys, and once to go off to the 
right to explore the castle further.

(0402r2)--If you enter from the LOWER LEFT YELLOW DOOR, backtrack and 
try again.  A yellow and a green don't quite add up to a dark blue at 
this stage.
(0503d1)--If you enter from ABOVE, you may want to go back on the 
elevator to solve a puzzle in the room above, or you may have goofed 
coming down here.  There's no need to return here from upstairs although 
you may come through the dark blue door twice.
(0602l1)--If you enter from the UPPER RIGHT YELLOW DOOR, you might want 
to backtrack unless you are compelled to use the elevator here.
(0602l2)--If you enter from the LOWER RIGHT YELLOW DOOR, you could 
backtrack if you've used the green key(in which case you should not have 
missed the pink key) but otherwise a yellow for a pink is a good trade.
(0402r1)--If you enter from the UPPER LEFT DARK BLUE DOOR, you may want 
to detour to above, then drop down with the intention of heading left 
and back around for the first pass.  For the second pass, drop down 
intending to go right.

Map for (0503):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
GR                XXXXXXXXXXXXXXXXXXXXXX
EN              .+XXXX++XXXXXXXXXX++XXXX
XX==              XX  ..  ++XX++  ..  XX
XX                XX  $$  ..  ..  LI  XX
XX                    $$          FE  XX
XX                                    XX
XXXX                                  XX
XXXXXXXXXXXXXXXXXX  XXXXXX..^^..XXXX  XX
XX              ::    riXX++||++XXLI  XX
XX              ::    ngXXXXXXXXXXFE  XX
XX              ::      XXXXXXXXXXXXXXXX
XX    XXXXXX    ::      XXXXXXXXXXXXXXXX
XX              ::                    XX
XX              ::                    XX
XX    XXXXXX    XX^^XXXXXXXXXXXXXX    XX
XX              XXXX      XX  ltXX    XX
PI              grXX      YE  blLT    YE
NK              enXX      LO    BL    LO
XXXXXXXXXXXXXXXXXXXX^^^^XXXXXXXXXXXXXXXX

This level should be seen as a cul-de-sac, as you want to get a green 
key and get out, but you'll need to re-enter it after destroying a 
crate.

The life vials on the right are rather annoying to get and probably not 
a good idea on the actual console.  Don't trust your eyes;  the shaky 
collision detection will psyche you out.  I figured what to do by 
process of elimination.  They are perhaps the toughest in the game.  
Even with the miracles of emulation I am hard-pressed to get there and 
back again.  You basically want to stand as far right as you can, jump 
right--release the button, but not too quickly--to land on the elevator.  
When it is on a level with the ledges, do the same jump again.  Drop 
down to get the potion, then quickly jump to get the potion below the 
spikes.  Reverse the procedure to go left and get out.

If you have trouble getting out, even if you get killed you've gained 
1.2 lives, in effect.  You'll also have reset the room with a slight 
gain.

(0502u1)--If you enter FROM BELOW, you can trade a yellow for a green, 
very useful in the early stages.  This requires re-entry.
  1.  Open the yellow door, get the light blue key and open the light 
blue door.  You can actually leave and come back to reset the elevator, 
which may save some time if you're quick with controls.
  2.  On the elevator, push the top crate left so it falls.
  3.  Push the next-top crate left so it falls.
  4.  Push the new-top crate onto the elevator so that it's on edge--
well, it doesn't have to be, but that saves time.  Wait for the crate to 
be crushed.  Leave below and come back.
  5.  Jump on the elevator, run over the boxes, and get the green key.
  6.  Jump on the ledge to the left of the key.  Jump up/left/right from 
there.  Then jump right and back down the elevator.
  I don't know if going left through the green door is viable here, but 
my first "big break" never considered this room, so I generally use this 
room as a safety valve and not as part of my walkthrough.  If you are 
not trying to salvage the green key, just get to the top and jump on the 
top left ledge to the platform and open th green door.
(0603l1)--If you enter FROM THE LOWER RIGHT YELLOW DOOR, chances are 
that you are recovering from some key-draining rooms.  You'll probably 
want to exit through the green door.
(0403r2)--If you enter FROM THE LOWER LEFT PINK DOOR, try backtracking 
in case you just used a key to preserve it.
(0403r1)--If you enter FROM THE UPPER LEFT GREEN DOOR, see above.

Map for (0504):

                          **************
                            RE        RE
                            D!        D!
                      ^^  ******    ****
                    ************    ****
                            **        **
  ca            ca          ||        XX
xxts            ts          ||        XX
  xx            xx          ||        XX
                            ||        XX
                            ||        XX
          ca                ||        XX
          ts                ||        XX
          XX                ||LI    piXX
                            !!FE    nkXX
                            XX        XX
                            XX        XX
                      ()    PI        PI
                      ()    NK        NK
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

There's something behind them thar red doors--three red keys!  First 
you'll need to dispose of the cats and you should have just enough 
vertical to make it.  After that, either your safety valve to the lower 
right or a backtrack to the left should keep your net keys in line.

(0604l1)--If you enter from the UPPER RIGHT RED DOOR, congratulations!  
You just gained a red key(net.)  If you want to go back to where you 
were, take the elevator up and get ready for some serious leaping.  
Eventually you will have to spend a dark blue key(go back left) or a 
pink key(the whole ordeal of dropping down between where the two red 
doors were leads to that once your path loops back.)
(0604l2)--If you enter from the LOWER RIGHT PINK DOOR, you are 
backtracking.  Jump off to the right, as you will otherwise waste a pink 
key getting back where you were.  Make sure to get the life potion first 
though.
(0505d1)--If you enter from ABOVE, FALLING, see how to jump back up 
below.
(0404r1)--If you enter FROM THE LEFT, here is how to jump up.
  1.  Kill the cats.  They should fall quickly, so just stab them.  If 
you can get over the barrel and run it into them, great!
  2.  Place the barrel below and to the side of the lowest platform.  
Jump up and swerve onto the platform at your apex.  You'll just make it.  
Then do two up/right jumps.  Open the two red doors.  Trust me.  There's 
good stuff behind them.

Map for (0505):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
PI  ri    PI      LILI      PI    ri  PI
NK  ng    NK      FEFE      NK    ng  NK
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
                          XXXXXXXXXXXXXX
                          XXXXXX    XXXX
                            XX        XX
XXXXXXXXXXXXXXXXXXXXXXXX    YE        XX
                      XXXX  LO        XX
                        XXXXXXXX    XXXX
                            ||        XX
                            ||        XX
                            ||        XX
                            ||        XX
                            ||gr    yeXX
          XXXX              ||en    loXX
                            ||        XX
                            ||        YE
                            ||        LO
XX                    XXXXXXXXXXXXXXXXXX

Only useful if you are entering from below(circling back to the regular 
path) or the lower right(netting a green key.)  The top looks impressive 
until you see there are no keys there whatsoever--remember, never trade 
keys for treasure.

(0605l2)--If you entered from the LOWER RIGHT YELLOW DOOR, pick up the 
green and yellow keys and leave.
(0504u1)--If you entered from the ELEVATOR BELOW, you can jump to the 
ledge above to the left, then jump and drop below to the left.  Exit 
left to take a shot at a life potion.
(0605l1)--If you entered from the PINK DOOR TO THE UPPER RIGHT, you 
probably want to go back.  You'll waste a lot of pink keys getting to 
the other side.
(0405r1)--If you entered from the PINK DOOR TO THE UPPER LEFT, you may 
want to go back.  You'll waste a lot of pink keys, again.
(0405r2)--If you entered from the HALL SPACE TO THE LEFT, there's worse 
than opening the yellow door and falling to get two keys.
(0405r3)--If you entered JUMPING FROM THE LEFT, there's nowhere to go 
really but back left.

Map for (0506):

XX                                    XX
XX    ca    ::    ::    SA    SA      PI
XX    nd    ::    ::    FE    FE      NK
XXX  XXXX  XXXX  XXXX  XXXX  XXXX   XXXX
XX                                    XX
XX                                    XX
XXX  XXXXXXX    XXX  XXX    XXXX      XX
XX                                    XX
XX                                    XX
XX                                    XX
XX                                    XX
XX    XXXXXX^^   XXXXXXXX       XXXXXXXX
XX    XXXXXXXX   XXXXXXXX         XXXXXX
XX      pi          dk              piXX
XX      nk          bl              nkXX
XX                                    XX
XX                                    XX
PI                                    PI
NK  ................................  NK
XXXX++++++++++++++++++++++++++++++++XXXX

Hoo-hoo!  This is an interesting one.  If you enter from the lower left 
or right pink doors then obviously you can't get the dark blue key in 
the center.  However if you can drop the boxes in the right places, you 
can escape alive.  If you can't figure the puzzle fully(i.e. leave 
without dying,) you can grab each key, committing suicide in the 
process--which is still not trivial!

You really do need to get the keys here, though, as you have just gone 
through some rooms that have drained your pink key supply.

(0606l2)--If you enter from the LOWER RIGHT PINK DOOR, you may want to 
back up, actually, and try the previous room's puzzle again.  If not, 
grab the pink key, exit, and go down the chute in 0606.
(0406r1)--If you enter from the LOWER LEFT PINK DOOR, you can kill 
yourself getting the pink key(if it's there--you've probably 
backtracked) and exit.  Not much else to do.
(0606l1)--If you enter from the UPPER RIGHT PINK DOOR, you can proceed 
as follows.
  1.  Drop off to the left, run for the elevator, and jump all the way 
to the right when it gets to the top.  You can make it to the elevator 
right off the bat if you're quick.
  2.  Jump up to the top and push the far right safe off to the right.
  3.  Drop down to the left, jump left to the three-unit platform, jump 
up and push the safe to the right.
  4.  Jump right and fall off.  Climb on the safe you originally pushed 
in (2) and now jump back on the platform above.  That safe gives you the 
height you need.  Push the other safe off to the left.
  5.  Jump left until you are between the two crates, jump up and push 
the right crate to the right.
  6.  Circle around to the right, push the crate left, fall left onto 
it, drop to the left, and push it right onto the spikes.
  7.  Get to the left of the other crate.  Push it right.  Then get to 
the right of it(platform-jumping again) and drop it off to the left.
  8.  Jump all the way to the right and push the safe in (2) off to the 
left.  Then jump back to the gap right of the elevator and fall down.
  9.  Push the top crate to the left after dropping right of it.  Get on 
the right edge of your two-crate platform and jump all the way right to 
get the blue key.  Repeat for the pink key.  Then jump all the way left 
from the edges.  You should make it to the pink door.  If not, well, you 
can just jump from the top left and with the keys gone it's easy to fall 
off.

Map for (0507):

XX          ju  ju  ca  ()  ()  <>    XX
XX          g.  g.  nd  ()  ()  ^v    XX
XX                                  XXXX
XX                                  XXXX
XX         XXX  XX  XX  XX  XX  XX    XX
XXXX$$XXX  XXX  XX  XX  XX  XX  XX    XX
XXXX$$XXX  XXXXXXXXXXXXXXX  XXXXXX  XXXX
XX                  ju  ca  ca  ju  juPI
XX                  g.  nd  nd  g.  g.NK
XXXXXXXXXXXXXXXXXX  XX  XX  XX  XX  XXXX
XXXXXXXXXXXXXXXXXX  XX  XX  XX  XX  XXXX
##################  XXXXXX  XXXXXX  XXXX
XX##LI  LI          ()  ca  ()  ()    XX
XX##FE  FE          ()  nd  ()  ()    XX
XX##XX  XX  XXXXXX  XX  XX  XX  XX  XXXX
XX  XX  XX    XXXX  XX  XX  XX  XX  XXXX
XX  XXXXXX    XXXX  XXXXXX  XXXXXX  XXXX
PI                                    XX
NK##                                  XX
XXXXXXXXXXXXXXXXXX^^>>>>>>>>XX<<<<^^XXXX

This is a crazy one where you have to balance a barrel on a candle 
flame.  How poetic.  But it requires tons of analysis and the right 
start, followed by some split-second timing, and if you do not watch it 
you can even get yourself stuck just before it's time to leave.  It's 
perhaps the third-hardest puzzle in the game behind 0308 and 0309, and 
it's only slightly more useful if you want to solve the game.

(0508d1)--If you arrive from the LEFT HOLE ABOVE, reset the game and 
take the loss of life.
(0508d2)--If you arrive from the RIGHT HOLE ABOVE, reset the game and 
take the loss of life.
(0407r1)--If you arrive from the LOWER LEFT PINK DOOR, you don't have 
much choice.  The lift is in your way.
(0607l1)--If you arrive from the RIGHT PINK DOOR, you have a serious 
puzzle on your hands.  You will also have plenty of waiting to do.
  1.  Drop the jug to your left onto the elevator.
  2.  Go to the top ledge, wait for the jug to come by, and push it left 
into the hole.
  3.  Go back down the elevator and push the two barrels in the bottom 
right left.  The one barrel will move right because of the conveyor 
belt.
  4.  Go onto the other elevator.  Jump on the conveyor belt to get 
there.  Then push the barrel into the hole and the candle one square 
right.  Do not let it fall.  For future reference, with the barrel and 
candle blocking the way, in order to move between the two you need to go 
back up to the top and jump over the obstacles.  Be sure to avoid 
landing on the candles.
  5.  Push the jug and the candle directly above to the left.  Go up 
top, around, and to the elevator.
  6.  Push the jug and candle right of the ones in (5) to the right.  If 
you are clever you can save some time for step 7 by jumping up ledges.
  7.  Push the barrel just left of the lift-moving block left.  When the 
elevator goes up, push the lift-moving block left into the hole, which 
should be gone now.
  8.  Now deal with the items on top.  Sadly you can't dump the candle 
in the hole, so push the barrel left and the jugs right.  Then push the 
candle left until it falls.  Jump over where it is to the far left.
  9.  Push the candle right onto the elevator.  Let it drop.  Time your 
fall down the shaft so that the candle base is three squares below the 
platform where the pulleys are--two below and you'll get burnt.  Be sure 
to hold left while you fall.
 10.  Fall off the platform to the left, come back to the right, and 
send the candle onto the conveyor belt.  There's enough time for this, 
but you can't dawdle either.
 11.  Wait on the elevator, and go right to where the half-balanced 
candle is.  Push it off.  Blammo!  The cube to move the lift is now 
pushable.  When the elevator comes back down, you have more than enough 
time to grab the potions to the left.  Do so, catch the elevator up, go 
up and around, and push the lift-moving cube left.  It will raise the 
lift.  Just be sure not to let the cube fall, or it will block you exit.  
Whew, you're done!

Map for (0508):

XXpire            XXXX                XX
XXnkd!            GRLT                YE
XXyelt            ENBL                LO
XXlobl          XXXXXXXXXX          XXXX
XXXXXX        XXXXXXXXXXXX          XXXX
XX                                    XX
XX                                    XX
YE                                    YE
LO                {}{}                LO
XXXX      ==      ****            ==XXXX
XX                                    XX
XX                                    XX
XX                                    XX
YE                {}{}                YE
LO  XX        == XXXXXX     ==    XX  LO
XXXX                                XXXX
XX                                    XX
XX        wa                wa        XX
XX        rr                rr        XX
XXXX  XXXXXXXXXXXXXXXXXXXXXXXXXXXX  XXXX

Man, those keys sure look tempting.  Whatever you do here, don't fall 
all the way down, or you will need to use the "reset" or "back" option--
of course, use it anyway if you fall from the top.  The room below will 
be impossible if you do.  The thing to remember about the platforms is 
that the ones on a level with each other bounce around the same amount 
of space--so there is no waiting for timing.  They move such that you 
can only jump to the left on top and to the right on bottom.

(0509d1)--If you arrive FROM THE HOLE ABOVE you will really want to go 
left eventually, but first land to the right, explore to the right(green 
keys if you don't have any,) come back, take a huge leap to the left 
standing on the edge, open the doors, make another huge leap standing on 
the edge, and get the keys.  If you don't have a light blue key then you 
are in big trouble, and if you have only one, open the double-doors to 
the left first before exploring the light blue door on the screen to the 
right.  You won't want to drop a level here--do so on the screen to the 
right.
(0608l1)--If you arrive from the UPPER RIGHT YELLOW DOOR you will have 
the same assignment as above.
(0408r1)--If you arrive from the MIDDLE LEFT YELLOW DOOR you'll want to 
drop down to cross to the right.
(0408r2)--If you arrive from the LOWER LEFT YELLOW DOOR(which shouldn't 
be opened) you can jump across twice to the right.  Although the 
platforms are synchronized with each other they are not synchronized 
with the plants, so feel free to time your jump for when you're sure you 
can clear the plants.
(0608l2)--If you arrive from the MIDDLE RIGHT YELLOW DOOR you may want 
to back up if you've already gotten the blue keys a screen left.  
Otherwise you can jump left twice to get them.
(0608l3)--If you arrive from the LOWER RIGHT YELLOW DOOR you can't do 
much, so back up.
--If you arrive FROM BELOW, you can only avoid falling down by standing 
on the edge of the elevator as it comes up.  However, you won't be able 
to jump up from there anyway, so you are trapped.

If you're curious, the only way to leave through the lower left yellow 
door is to fall off a platform above and duck in.

Map for (0509):

**************xxxxxxxxxxxxxxxxxxxxxx+.  
RE      RE  RE  DKyeltgrgr        xx    
D!      D!  D!  BLloblenen        xx    
****  ********xxxxxxxxxxxxxxxxxx  **    
****  ********xxxxxxxxxxxxxxxxxx  **  XX
****  ******xxxxxxyeltltgr        **  XX
XX      **  xx  xxloblblen        XX  XX
XX      RE  DK  DK          xx    XX  XX
XX  **  D!  BL  BL          xx    XX  XX
XX  **********xxxxxxxxxxxxxxxx    XX  XX
XX  **********xxxxyeyeltgr        XX  XX
XX      PI  RE  DKloloblen        XX  PI
XX      NK  D!  BL        xx      XX  NK
XX  **********xxxxxxxxxxxxxx      XX^^XX
XX  **********xxxxxxxxxxxxxx      XX||XX
**  ********xxxxyeyeltlt          XXXXXX
**  **  **  xx  loloblblSA            XX
**  GR  PI  DK          FE            PI
**  EN  NK  BL        xxxx            NK
************xxxxxxxxxxxxxxxxxxxxxxxx  XX

Look at all the choices!  Unless you have a lot of red keys when you 
enter from the left, go down.  Despite the choices this room is on 
closer inspection an utter waste of time and (valuable) keys no matter 
where you enter from.  Any one passage nets you a key, but you trade 
rarer ones for commoner ones.  This reminds me of the Shel Silverstein 
poem where the guy trades a dollar for two quarters for three dimes for 
four nickels for five pennies.

(0609l1)--If you enter from the MIDDLE RIGHT PINK DOOR there's nowhere 
to go but back to the other screen.  It may allow you to the top of 0609 
but there are more frugal ways to get there.
(0609l2)--If you enter from the BOTTOM RIGHT PINK DOOR then you probably 
want to fall down as there will be a whole lot of keys below.  Still 
you'd have been better off falling on the screen to the right--where you 
came from.
(0409r1)--If you enter from the UPPER LEFT RED DOOR then you probably 
want to drop all the way to the bottom and pick up all they keys you can 
find.  Push the safe over and leave.  You simply can't afford to give up 
two red keys so quickly unless you've been very conservative previously.

Map for (0600):

xxxxxxxxxxxxxxxx    xxxxxxxxxx  xxxxxxxx
GR                  xxLI              xx
EN                  xxFE      bi      xx
xxxx                XX        sh      xx
xxxxxx          ^^^^XX     XXXXXXXXX  xx
xx            XXXXXXXX            SA  xx
xx            XX    XX            FE  xx
xx            PI           XXXXXXXXX  xx
xx            NK                  LI  xx
xxxxxxxxxxxxxx**                  FE  xx
xx          ^^^^        ....XXXXXXXX  xx
xx           ||       ..++++XXXXXX    xx
xx  ju       ||       ++XXXXXXXX      xx
xx  g.       || xxxx  XXXXXXXX        xx
xxxxxxxx     ||       XXXXXX          xx
xx           ||       xxxxxx          xx
xx           ||       xxxxxx          xx
GR           ||       xxxxxxca        YE
EN      ^^^^ ||       xxxxxxts        LO
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

This room isn't terribly useful for the main-line walkthrough, but if 
you've come from the bottom left there's a neat puzzle to get all the 
way right.

(0500r1)--If you enter from the UPPER LEFT GREEN DOOR, you will have to 
spend a pink and a yellow to get to the pulley room any way you look at 
it.  I'd recommend just jumping on the elevator and going right and 
down.  It's easier than the solution below, which is an instance of 
where the programmers let you save a key in return for solving a puzzle.
(0700l1)--If you enter from the LOWER RIGHT YELLOW DOOR, maybe you are 
just backtracking from the pulley room.
(0500r2)--If you enter from the LOWER LEFT GREEN DOOR, you will want to 
jump on the elevator and jump up to the ledge.  If you can move the jug 
on the elevator as it goes up, great.  Push it off onto the descending 
elevator and then push it to the right edge of the platform to the 
right.  Get on its right edge and jump up/right.  You should just make 
it.  Now you need to get to the left edge of the platform you're on and 
jump up/left/right, preferably as the bishop has turned around.  A sharp 
left jump followed by a return right will net you the life potion.  Now 
to fake out the bishop.  Jump up/left/right and if need be make a 
running jump right into the niche so that the bishop passes under you.  
From there you can drop down and hit left when you see the life potion.  
The cat below may be annoying but your best bet is to fall down when he 
is on the far left.  The drop takes enough time that he will be away 
from you.  Knife him for sadistic fun and leave.

Map for (0601):

xxxxxxxxxxxx    xxxx    xxxxxxxxxxxxxxxx
xx                                    xx
xx                                    xx
xx                                    xx
xx                                    xx
PI                                    LT
NK  ::  ::                            BL
xxxx::  ::                            xx
xxxxxxxxxxxx            xxxxxxxxxxxxxxxx
xx                            xx      xx
xx                                    xx
LT          ^^^^    ^^^^          xx  xx
BL          ****    ****      xxLILILIxx
xxxxxxxx********************  xxFEFEFExx
xx    pi                      xx    caxx
xx    nk                      xx    tsxx
xx                            xxxxxxxxxx
LT                                    PI
BL                                    NK
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

A little tricky footwork with the crates here.  The three life potions 
are nice, and they're surprisingly easy and low-risk to get as I tell 
you when to jump below(be sure to move right and knife just before you 
hit the floor.)  Still, if you enter from an above left door, it's your 
best hope;  there's a jackpot above if you've got a dark blue key.

(0501r3)--If you enter through the LOWER LEFT LIGHT BLUE DOOR, you may 
want to back up, close it, and try to enter through the middle door.  It 
won't save you on this board but could allow you to explore other 
lucrative areas, i.e. upstairs.
(0701l1)--If you enter through the UPPER RIGHT LIGHT BLUE DOOR, you've 
probably just given away a blue key for treasure.  Unless you are out of 
yellow keys(go up then to find one) go backwards and use a different 
key.  
(0701l2)--If you enter through the LOWER RIGHT PINK DOOR, you've been 
backtracking.
(0501r1)--If you enter through the UPPER LEFT PINK DOOR, see below, 
where it may have been slightly better to enter.
(0501r2)--If you enter through the MIDDLE LEFT LIGHT BLUE DOOR, there's 
quite a bit to do here.  You can get the pink key for free and maybe 
even the three life potions.  To get the pink key for free, do the 
following:
  1.  Push the right crate onto the elevator and then to the gap between 
them.
  2.  Jump under the elevators and push the crate one right.  It will 
now support you pushing the other crate across.
  3.  Drop the other crate onto it.  Push the other crate as far to the 
right if you can, although you will probably want to stand on the left 
edge of the crate below with the right edge of the other crate on the 
other side.
  4.  When the elevator is nowhere near, push the crate all the way 
right and off the ledge.  Yippee!  Now you can jump for the pink key, 
jump on the crate, and back to the ledge near the elevators.
  5.  This is optional but low-risk;  to snatch the three life potions 
from where the cat is, drop down just as the cat is on the left edge.  
Before you land, turn to the right and stab.  If it works, great, three 
free lives.  If not, you net 1000 points.  You can also jump to the 
middle platform and fall off the right to try again with no risk.
--If you enter from ABOVE LEFT, jump over to the right elevator and look 
around there.
--If you enter from ABOVE RIGHT, it's time to open the lower right pink 
door and go onward.

Map for (0602):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX                                  ltXX
XX                    SA            blXX
YE                    FE              LT
LO                    XXXXXX          BL
XXXXXXXX          wi                XXXX
XX$$$$            tc                  XX
XX$$$$        XXXXXXXX                XX
XX              ||||                  XX
XX              ||||        XXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXX              ltltXX
XXdkpi                            blblXX
XXblnk      bi    bi                  XX
XX          sh    sh                  XX
XXXXXXXXXXXXXXXXXXXXXXXXxxxxxx        XX
XXye            XXXX        xx        XX
XXlo            ||||        xx        XX
YE              ||||        DK::      LT
LO              ||||        BL::      BL
XXXXXXXXXXXX^^^^XXXX^^^^xxxxxxxx********

This room is a handy treasure trove if you've got a dark blue key.  You 
get it back, plus a pink key and a light blue key and possibly an extra 
yellow or pink key.  However, you need to circle to the room to the 
right.

(0502r1)--If you enter from the UPPER LEFT YELLOW DOOR you are 
backtracking, as the door can only be opened from this side.
(0502r2)--If you enter from the LOWER LEFT YELLOW DOOR you are again 
backtracking, but maybe you netted a nice pink key from the deal.  Fall 
through the elevator shaft and go up the right one.
(0702l2)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR you are 
backtracking.
(0601u1)--If you enter from the LEFT ELEVATOR you should get the yellow 
key and fall back down under the shaft.  If you have opened the green 
door on the next screen, don't open the yellow door.  Otherwise there 
will be a pink key waiting to the left, worth trading a yellow key for.  
You'll then come right back here.
(0601u2)--If you enter from the RIGHT ELEVATOR you must beat a quick 
retreat if you have no dark blue key, but if you've got it, push the 
safe over four squares and jump up for the two light blue keys.  Exit 
lower right.  You'll come back soon to kill the bad guys.
(0702l1)--If you enter from the UPPER RIGHT LIGHT BLUE DOOR, get the 
light blue key, jump across, drop the safe on the witch(exit and retry 
if necessary) and drop the safe onto where the bishops are.  Whether you 
split them or they both wind up on one side, you should be able to crush 
them with the safe:  plow it to the left if they both wind up there, or 
stand on the safe and drop left when the left bishop turns away before 
pushing the safe right--if you're lucky you can jump over the safe, come 
back, and nail the bishop and even get the keys.  If you are not so 
fortunate, and you stick the safe in the corner, go to the lower right 
exit and circle back up again.  Remember to pick up the money bags some 
time.

You may wish to use a yellow key and exit to the left if you've already 
passed through the water in the very lower right.

Map for (0603):

XX        ||                            
XX        ||          pi                
XX        ||          nk                
XX        ||          $$                
XX        ||          $$                
XX        ||          ri                
XX        ||          ng                
XX        ||                            
XX        ||                            
XX        ||                            
XX        ||                            
XX      ye||    XXXXXXXXXXXXXX          
XX      loXX                            
XX        YE                            
XXXXXX    LO                            
XXXXXXXXXXXXXXXXXXXX      XXXXXXXXXXXXXX
XX  cr    ri    cr          cr    ri  XX
YE  os    ng    os          os    ng  GR
LO                                    EN
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Looping to get the pink key above is a good test of your skill.  
However, the yellow door on the left provides you the most graceful exit 
from the 0603-0604-0703-0704 complex, of which this is the only sane-
looking room.

(0604d1)--If you enter from ABOVE LEFT, just fall down, get the yellow 
key, loop right/up/left/down if you want that pink key, and go through 
the yellow door.  Once you're back, go right and jump for the treasure 
before unlocking the yellow door to the left where you'll find yourself 
in a saner room.
(0604d2)--If you enter from ABOVE, just wait to pick up the key, etc.  
Then exit left.
(0703l1)--If you enter from THE RIGHT, you'll probably just want to 
leave.  
(0703l2)--If you enter from the RIGHT GREEN DOOR, get the treasure and--
again--may I recommend to Monsieur the loop for the pink key?

Map for (0604):

**********                            XX
RErerere                              PI
D!d!d!d!**                            NK
****                                XXXX
**********                            XX
**$$$$                                XX
XX$$$$                fi              XX
XX                    re            XXXX
XXXXXXXXXX                            XX
XX$$$$                                GR
XX$$$$                                EN
XX                                  XXXX
XXXXXXXXXX                            XX
XXLI                                    
XXFE                                    
XXXXXXXXXXXXXXXXXXXXXX%%%%%%%%%%%%%%%%XX
XX            LI                      XX
PI            FEbi            wa      XX
NK              sh            rr      XX
XX        XXXXXXXXXXXX  XXXXXXXXXXXXXXXX

You can probably tell this room's major purpose by looking at it.  Yup--
those three tantalizing red keys, which actually only net you one, since 
two red doors guard them.  Man, this game is cruel sometimes.  The fire 
is a bit of a nuisance but shouldn't be too much danger as long as you 
don't let it get too close.  It makes opening the worthless pink door a 
challenge, I suppose.  The best exit from this mess is probably down, 
but you can pick up the treasure if you want.

(0504r1)--If you enter from the UPPER LEFT RED DOOR, well, you know what 
to do.  Enjoy the three red keys.
(0704l2)--If you enter from the MIDDLE RIGHT GREEN DOOR, you're just 
backtracking.  Try again.
(0704l1)--If you enter from the UPPER RIGHT PINK DOOR, you've wasted a 
pink key(can't even back up) and are backtracking.
(0704l3)--If you enter from the LOWER RIGHT, there are a few things you 
can do.
  1.  Drop down to kill the warrior.  Then jump across and stalk the 
bishop, jump to get the life potion, and turn around.  Jump up and 
swerve right at the right edge when the floor turns itself off if you 
want, or you can fall through the hole to get a pink key and some 
treasure before coming back up..
  2.  Loot a left ledge, go to the edge, jump up/left/right, and repeat 
until you get to the top.  Agonize over how close those red keys are.
  3.  Four units left of the right edge, jump and swerve right at the 
apex.  Enter the green door for an interesting puzzle.
(0504r2)--If you enter from the LOWER LEFT PINK DOOR, hopefully it's 
because you got the red keys and this is your escape route.  Fall down 
and exit left at the next screen.

Map for (0605):

XXXX  xxxxxxXXXXXXXXXXXXXXXXXXXXXXXXXXXX
PI    DK                  ::      LT    
NK    BL                  ::      BL    
XXxxxxxxxx                        XXXX  
XXxxxxxxxx          ::  XXXX      XXXXXX
XX                  ::                XX
XX                                    XX
XX                XXXXXX              XX
XX                                    XX
XX                                    XX
XX                                    XX
XXXXXX  ::::                XX        XX
XXlt    ::::    XX                    XX
XXbl    ::::                          XX
XX      ::::                      XXXXXX
XX      ::::                          XX
XX      ::::                          XX
YE      ^^^^                          PI
LO  XXXX ||                           NK
XXXXXXXXXXXX>>>>>>XXXXXX^^^^XXXXXXXXXXXX

This board is tricky and doesn't even really get you a whole lot.  
However, it's an interesting puzzle requiring you to leave.  The 
puzzle's object here is to get to the light blue door in the upper 
right(bringing you back to more main-line areas,) although sneaking out 
below the elevator is OK, and whatever you do to leave you'll want to go 
the the left to net a quick key.  The upper left wastes serious keys.  
This room has a bit of melodrama what with the crates falling a square.

(0505r2)--If you enter from the LOWER LEFT YELLOW DOOR, jump on the 
platform and get the light blue key.  Wait for the two crates on the 
left to get smashed.  Leave and return.  Jump on the platform and then 
on the remaining left crate.  Jump from there on top of the three 
stacked crates.  Run to the left and then push the crate off just in 
time.  Fall after it and see below for the solution.
(0505r1)--If you enter from the UPPER LEFT PINK DOOR, keys have been 
lost.  You'll probably want to go through with this puzzle if you can, 
though.
(0606d1)--If you enter from the HOLE ABOVE, open the dark blue door(the 
alternative leads to a dark blue door and wastes a few pink keys) and 
wait for the top crate to get where you can push it off.  Do so, and 
jump on top of it.  Then follow the instructions below.
(0705l1)--If you enter from the UPPER RIGHT LIGHT BLUE DOOR, you have 
been backtracking.
(0705l2)--If you enter from the LOWER RIGHT PINK DOOR, you should run 
across to the yellow door.  IF you have no yellow key, the game is 
likely unsolveable, but backtracking or falling through the elevator 
shaft is the only hope.

Solution to the puzzle:
    Your final arrangement should look as follows:

      LT
      BL
   55
   55
4433
4433
 22
 22
11
11
XX

  How to get there?
  1.  Move the crate that fell from the elevator(where there were six) 
onto the platform to the right of the right-hand elevator.
  2.  Jump on the crate on the left elevator--use the small platform 
between the two elevators.  Get to the top, and push that crate to the 
right.  Push this crate into position two.
  3.  Jump on the left elevator and push this crate into position three.
  4.  Push the second-highest crate remaining to position four.
  5.  Push the remaining mobile crate off to the right and into position 
five.  Walk over it and open the light blue door.

Map for (0606):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
PI          ju    ju      XX    ju    PI
NK          g.    g.            g.    NK
XX    jg   XXXX   XXXX        XXXXXX  XX
XX    u.            XX                XX
XX    jg            XX                XX
XX    u.            XX                XX
XX    jg  ju        XX                XX
XX    u.  g.  {}    XX                XX
XX    XXXXXXXXXXXXXXXX  <<<<<<XXXXXXXXXX
XX      XXXXXXXXXXXXXX  XXXXXXXXXXXXXXXX
XX        XXXXXXXXXX    XXXXXXXXXXXXXXXX
XX                        XXXXXXXXXXXXXX
XX                          XXXXXXXXXXXX
XX                            XXXXXXXXXX
XXXX                            XXXXXXXX
XX                                XXXXXX
PI                                  XXXX
NK            ^^^^<<<<<<<<XXXXXXXXXXXXXX
XXXX  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

The object of this room is to get from the top right pink door to the 
top left pink.  It looks impossible at first, but the solution makes 
sense.  Of course, it has nuances.

Note that in the solution, the jug you push onto the belt gets crushed, 
meaning you can only go through this room to the upper left once due to 
that little overhand in the ceiling.

(0506r1)(0506r2)--If you enter through the TOP LEFT PINK or BOTTOM LEFT 
PINK doors you are just retracing your steps.  Dropping down through the 
hole from the BOTTOM LEFT PINK DOOR will waste a key but is probably not 
a killer.
(0706l1)--If you enter through the TOP RIGHT PINK DOOR, the solution is 
below.
  1.  Jump over to the jug and push it onto the conveyor belt.  Follow 
it, holding left as you jump.
  2.  Jump before the jug falls, to get to the ledge in the object 
suspended in space.
  3.  Drop down, move the jug left one to crush the plant, and jump over 
it to the three jugs lined in a row.
  4.  There are now three jugs horizontally aligned.  Push them each one 
square left, from left to right.  The jugs should now look like this:
       66
       66
  11  XXXX
  11
  22
  22
 33  44   55
 33  44   55
  5.  Now we can use numbers to tell which to push where.  Assume you 
push a jug one square left unless told otherwise.  Push 2 left.  Push 6 
off the platform above and onto 4.  Push 4 left.  Push 1 left.  Jump 
back up and push 4 left.  Push 5 left.  Push 6 left.  Push 4 left.  Push 
5 left two squares.  Push 6 all the way left.  Jump on 6 and push 1 left 
two squares.  You should now be able to walk on 1 and get to the pink 
door above.

Map for (0607):

XX        XX                XX        XX
XX        XX                XX        XX
XX        XX%%%%XX%%%%XX%%%%XX        XX
XX      XXX/                \XXX      XX
XX      XX+.                .+XX    ^^XX
XXXX  XXX/                    \XXX  XXXX
XX    XX+.                    .+XX    XX
PI    XX+.  >>>>>>    <<<<<<  .+XX    XX
NK    XX+.                    .+XX    XX
XXXX  XX        fi    fi        XX  XXXX
XX    XX        re    re        XX    XX
XX    PI                        PI    XX
XX    NK  ........    ........  NK    XX
XX    XXXX++++++++{}{}++++++++XXXX    XX
XX    XXXXXXXXXXXXXXXXXXXXXXXXXXXX    XX
XX    ++++++++++++    ++++++++++++    XX
XX    ............    ............    XX
XX                        bibi        PI
XX^^                      shsh        NK
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Grr!  The sub-room in the center is very annoying and it seems to be a 
permanent trap.  You may pass through this room in the lower parts, as 
the bishops are not so bad.  

(0608d1)--If you enter from the TOP CENTER, you will be forced onto the 
magic floors and into the center chamber.  You are in big trouble and 
should reset the screen.  Although it appears you can get out by jumping 
on the elevator and then falling off and steering to the side, in 
practice, I have never been able to do this.
(0707l1)--If you enter from the LOWER RIGHT PINK DOOR, stay and wait 
until the bishop passes by.  Then move two units in.  Jump just after 
you see the bishop and be prepared to jump again.  Move left quickly 
until you pass the spikes, and two more jumps will see you past the 
bishops.  Get on the elevator going up, stand halfway on it, jump and 
steer right and then left.  Exit through the left pink door.
(0507r1)--If you enter from the UPPER LEFT PINK DOOR, it can be proved 
you are backtracking from the difficult puzzle room to the left.  Well, 
you'll have to go back there some time anyway.

Map for (0608):

XX      XXXX                XX  grgr  XX
YE      XXXX                XX  enen  LT
LO        cr                cr        BL
XXXX      os                os      XXXX
XXXXyeyeXXXXXXXX        XXXXXX^^    XXXX
XXXXloloXXXXXX            XXXXXX    XXXX
XX        cr                cr        XX
YE        os                os        LT
LO                                    BL
XXXXXXXXXXXXXXX          XXXXXXXXXXXXXXX
XXXXXXXXXXXXXX            XXXXXXXXXXXXXX
XXXXXXXXXXXX                XXXXXXXXXXXX
XX                                    XX
YE                                    LT
LO  XX  XXXXXXX          XXXXXXX  XX  BL
XXXXXX  XXXXXX/          \XXXXXX  XXXXXX
XXXX                                XXXX
XX                                    XX
XX                                    XX
XXXXXXXXXXXX                XXXXXXXXXXXX

Knowing which doors to open in this room is a good idea.  Note you can't 
move up from one set of ledges to the next and absolutely DO NOT want to 
fall down to the lowest.  Still, your first time through you can get the 
yellow keys, and te second time through may be more lucrative as you can 
get to the top.

(0609d1)--If you entered FROM THE HOLE ABOVE, then you'll want to land 
on the top ledge, get the green keys, and probably go off to the left 
through the top yellow door first.  You really should have a yellow key 
at all times at this point but if not drop down to get them and go 
right.  You can cycle back with relative ease, since you've opened a lot 
of doors in the princess's chamber.  At this point I am assuming you 
have light blue keys in abundance.  If not, then at the second platform 
from the top you can jump left which may lead you to a couple of light 
blue keys if you haven't been in that area before.  In either case, rich 
key troves lie to the left and the right at the very top.  Just NEVER 
fall into the hole below.
(0508r1)--If you entered FROM THE UPPER LEFT YELLOW DOOR, go right if 
you haven't opened the top right light blue door.  Then drop down and 
enter whichever light blue door might be open--if neither is, go for the 
top one.
(0508r2)--If you entered FROM THE MIDDLE LEFT YELLOW DOOR, jump for the 
two yellow keys and get the crosses.  Jump across and enter an opened 
blue door or the top one if both are closed.
(0508r3)--If you entered FROM THE BOTTOM LEFT YELLOW DOOR, not much 
choice.  Jump across to the left and exit through the lower right blue 
door.
(0708l1)--If you entered FROM THE BOTTOM RIGHT BLUE DOOR, I don't 
believe you can go too much further left productively.  The room to the 
right should allow you to step up to the middle blue door.
(0708l2)--If you entered FROM THE MIDDLE RIGHT BLUE DOOR, there are some 
keys to the left, but not much, and you'll probably wind up coming back 
this way.
(0708l3)--If you entered from the TOP RIGHT BLUE DOOR, you may have to 
jump down eventually, but explore to the left first.  There's keys in 
them thar hills.

Map for (0609):

                        X \/\/\/\/\/\/\/
                        XXXXXXXXXXXXXXXX
                        \XXXXXXXXXXXXXXX
                         \XXXXXX      PI
XX X X X X X X X           XXX        NK
XXXXXXXXXXXXXXXX            PI      XXXX
XXXXXXXXXXXXXXX/            NK      \XXX
XX    XXXXXXXX/           XXXXXX     \XX
XXpipi\XXXXXX             XXXXXX      XX
XXnknk \XXXX              XXXXXX      XX
XX      XXXX               XXX        XX
PI        PI                PI        XX
NK        NK                NK        XX
XXXX    XXXXXX            XXXXXX      XX
XXXX    XXXXX/            \XXXXXyeyeyeXX
XXXXXX  XXXX               XXXXXlololoXX
XX        XX                XX        XX
PI        GR                GR        PI
NK        EN                EN        NK
XXXXXXXXXXXXXX            XXXXXXXXXXXXXX

If you have three yellows and a red when you get to the lower pink 
door(and you should;  you've gotten around the castle a bit, and there 
are three yellows above you!) then you will want to go right and unlock 
all the doors in preparation for being able to enter the Princess's room 
the other way.  All the pink doors except the far right ones are 
worthless, to the best of my knowledge.

Being so close you may be worried that you can't solve the game.  If you 
don't quite have enough red keys yet, though, don't worry.  There are 
enough places where you can get them.

(0709l1)--If you enter from the TOP RIGHT PINK DOOR, fall down and jump 
up to get all three yellow keys if this is your first time through.  
Then go through the PINK DOOR if you have a red and three yellows.  If 
you've got two greens, use them to get to the pink keys on the left 
after ledge-hopping.  If you've only got one green key, just fall off 
the ledge to the left below.  You probably should have a red key if you 
looped around in 0808-0809-0909-0908 and exhausted the three chutes on 
0809.  If not, be sure to come back here before going to 0708 and using 
the elevator up, or you'll be trapped.
(0709l2)--If you enter from the LOWER RIGHT PINK DOOR I hope it's 
because you were just unlocking doors as a prequel to the second time 
through this room.
(0509r1)(0509r2)(0509r3)--If you entered through LEFT PINK DOORS or the 
TOP LEFT, you may have to waste some keys, but depending on how many you 
have left you'll want to drop(be sure to fall off close to a ledge) or 
go right and open the doors to the right of the jug in the princess's 
room.  Be sure to get the two pink keys here before falling off.  If you 
have a red key, open the other green door, get the yellow keys, open the 
pink door and open what you can.  Otherwise you may be in big trouble, 
but at least you have a way to get to the bottom of the princess room 
without opening all the doors on top.

Map for (0700):

xxxxxx    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xx        ############################xx
xx            <>              ##      xx
xx            ^v              ##      LT
xx  xx^^^^xxxxxxxxxxxxxxxx    ##      BL
xx  xxxxxxxxxxxxxxxxxx        ##      xx
xx                          xx##xxxx  xx
xx                            ##      xx
xxSA  SA  SA                  ##      xx
xxFE  FE  FE                  ##      xx
xxxxxxxxxxxx              xx  ##      xx
xxxxxxxxxxxxxx                ##  xxxxxx
xx                  SA              xxxx
xx                  FE                xx
xx              xx^^xxxxxxxxxx        xx
xx              xx||xxyeyeltxx^^SA  xxxx
xx        xxxxxxxx||xxlolobl    FExxxxxx
YE      xxxxxxxxxx||xx          xxxxxxxx
LO    xxxxxxxxxxxx||xxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

  This room is the first really serious pure puzzle in that you don't 
have to worry about monsters but just about moving what where.  If you 
destroy anything be sure to reset the game, as you need each block to 
pass to the right.  You are rewarded for your puzzle-solving with the 
net gain of two yellow keys and the prospect of more in the rooms to the 
right.

(0600r1)--If you enter from the YELLOW DOOR, you have an interesting 
puzzle ahead of you that I describe below.
(0701d1)--If you enter from ABOVE, proceed as below.
(0800l1)--If you enter from the RIGHT LIGHT BLUE DOOR, you've just 
completed this room and shouldn't be here.  There is no need to return.  
Proof?  In order to get into this room this way, you must get by the jug 
blocking the door to the right.  But the only way to do that is to move 
it right, and the only way to do that is to enter from the left.
  1.  In all cases I will ignore waiting for the elevator(unfortunately 
you can't.)  There's a lot of running over the elevator area and back, 
as well as waiting.  First move is to move the safe right of the lower 
elevator left so that its left side is hanging off the edge.
  2.  You will also want to push the pulley-block left a couple of 
squares.  This allows you to...
  3.  Push the safe near the bottom onto the lift.  Move the pulley-
block to the right so that the pulley-block is level with the two 
platforms near the top of the lift.  Push the safe off to the right.  
This forms a third of your support.
  4.  Brief detour to get the three keys below.
  5.  Push the pulley-block so the lift floor is level with the safe 
that's on the edge.  Push the third-left safe to the right until it's in 
the lift.  Push the pulley-block back to where it was in 3.  Then push 
the block off to the right.
  6.  Repeat 5. but with the second-left safe.
  7.  Walk across and open the blue door!  Hooray!

Map for (0701):

xxxxxxxxxxxxxxxx    xxxxxxxxxxxx  xxxxxx
xxxxxxxxxxxxxxxx    xxxxxxxx          xx
xxxxxxxxxxxxxxxx    xxxxxxxx          xx
xxrixxxxxxxxxxxx      xxxxxx          GR
xxng  xxxxxxxxxx        xxxx  xxxx    EN
LT      xxxxxx                xxxxxxxxxx
BL                            xxxxxxxxxx
xxxx                          xxxxxxxxxx
xxxxxx                        xxxxxxxxxx
xxxxxx                        xxxxxxxxxx
xxxxxx                        $$$$$$xxxx
xxxx                          $$$$$$xxxx
xx        xxxxxx          xxxxxx  crLIxx
xx      xxxxxxxxxx      xxxxxxxx{}osFExx
xx    xxxxxxxxxxxxxx  xxxxxxxxxxxxxxxxxx
xx  xx        YE            xx        xx
xx  xx        LO            xx        xx
PI  xx      xxxxxx          LT()      PI
NK  xx    xxxxxxxxxxxxxxxx  BL()      NK
xxxxxx^^^^xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Hmmph.  Another dead-looking room, but you can pick up some nice 
treasure easily if you do things right.  Although the light blue and 
pink doors lined up look important and do in fact lead to an important 
room, you can't do anything significant there, so they are a waste of 
keys.  This room may also be passed through a few times if you are 
trying the key-hogging walkthrough.

(0702d2)--If you drop from ABOVE, TO THE RIGHT, you'll want to open the 
green door.
(0702d1)--If you drop from ABOVE, TO THE CENTER, you may be in trouble, 
and it may be too late.  Likely you've already passed through 0900 and 
such, and you can't back up.  If not, exit through the yellow door.  If 
you have, you're not trapped, but you will need to open a few doors to 
the left to get back to the elevator to 0503, which will take a toll on 
your key count.
(0700u1)--If you enter from BELOW, ON THE ELEVATOR, there's not much to 
do.  The real action is in the pulley puzzle room below, which is a pure 
puzzle without any keys required of you.
(0601r1)--If you enter from the LEFT LIGHT BLUE DOOR, you have 
backtracked and probably wasted the light blue key for this door too.
(0601r2)--If you enter from the LOWER LEFT PINK DOOR, go right, jump and 
swerve right, and then jump to the top of the hill.  On the left edge of 
the hill, jump up/left and repeat.  You should be under the ring, so 
reach up and grab it.  Fall off to the right and jump over the pit and 
get the first money bag.  Now you can jump and hit right to get the 
goodies back there.  To get out, stand to the right of the plant and 
jump up, hit the ceiling, and go hard left.  Exit through the yellow 
door and sneak under the elevator.
(0801l2)--If you enter from the LOWER RIGHT PINK DOOR, you are 
backtracking.
(0801l1)--If you enter from the UPPER RIGHT GREEN DOOR, you are 
backtracking.

Map for (0702):

XXXXXXXX  XXXXXX    XXXXXXXXXXXXXXXXXXXX
XXXXXXXX  XXXXXX$$                  LIXX
XX    ::  XXXXXX$$                  FEXX
LT    ::    XXXXXXri              riXXXX
BL    XX    XXXXXXngcr          crngXXXX
XXXX  XX      XXXXXXos          osXXXXXX
XXXXXXXX^^    XXXXXXXXXX      XXXXXXXXXX
XXXXXXXXXXXX  XXXXXXXXXX      XXXXXXXXXX
XX              .+XXXXXX      XXXXXXXXXX
XX              .+XXXXXX      XXXXXXXXXX
XX                          ==XXXX    XX
XXXX              X ca X      XXXX    YE
XX                X nd X      XXXX    LO
XX                X    X        ::    XX
XX                X    X        ::  XXXX
XXXX      XXXXXXXXX    X      XXXX  XXXX
XX        XXXXXXXXXXXXXX      XXXX  XXXX
LT        XXXXXX              XX    XXXX
BL        XXXXXX              XX    XXXX
XXXXXXXXXXXXXXXX    XXXXXXXXXXXX  XXXXXX

That treasure above looks tempting but the best parts of this room are 
the left and lower right, which serve as transitions to a fairy room and 
the upper part of a key-rich room.  Using the platform is an interesting 
puzzle and the candle in the middle seems to be for effect.

(0703d1)--If you enter FROM ABOVE IN THE CENTER, you may wish to back 
up, despite the treasure, unless you've already visited the fairy room 
below and to the right.  If you've been there, you'll still have to muck 
around a bit.  Push the crate over, exit through where the yellow door 
was, re-enter, and fall through--go through the fairy room as before.
(0802l1)--If you enter from the YELLOW DOOR TO THE RIGHT, just drop down 
to the next room.
(0602r2)--If you enter from the LOWER LEFT LIGHT BLUE DOOR, you can jump 
up/left to one ledge then up/right/left to another.  Walk onto the 
moving platform.  Try to be in front of it so you can stop and jump 
straight up under the hole.  When on the elevator push the block left.  
Failure to do so creates a one-way door where you'll waste a green and 
yellow key with some treasure as a very minor consolation before you get 
back here.  Better to hit back if that happens.
(0602r1)--If you enter from the UPPER LEFT BLUE DOOR your way will be 
blocked by the crate, so you must turn back.

Map for (0703):

                                    XXXX
                                      XX
                  ^^^^                ||
                ca || ca              ||
                ts || ts              ||
                || || ||              ||
            ri  ||****||  LI          ||
            ng  ||XXXX||  FE          ||
        ca  ||  ||XXXX||  ||  cr      ||
    $$  nd  ||  ||    ||  ||  os  fi  ||
    $$  ||  ||  ||    ||  ||  ||  re  ||
    ||  ||  ||  ||    ||  ||  ||  ||  ||
    ||  ||  ||  ||    ||  ||  ||  ||  ||
    ||  ||  ||  ||    ||  ||  ||  ||  ||
    ||  ||  ||  ||    ||  ||  ||  ||  ||
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXcr  ri    XXXX    cr  gr  cr  lt    XX
GRos  ng    XXXX    os  en  os  bl    LT
EN          XXXX                      BL
XXXXXXXXXXXXXXXX    XXXXXXXXXXXXXXXXXXXX

There are some tricky jumps here, and the cats aren't too pleasant 
either.  To shake them off land on solid ground and jump a lot, and then 
you can oceed as if they aren't there.  The fire's a bit tougher to 
shake, but you can probably jump over it if it gets too close.  The 
lower right is part of the key-grabbing walkthrough, but you have to 
pass through other similar spots first.

(0603r2)--If you enter from BELOW, TO THE LEFT, you may want to back up.  
However, if you'd like to try getting the treasures, open the green door 
to the left.
(0803l1)--If you enter from the LOWER RIGHT LIGHT BLUE DOOR, backing up 
a screen will do you little good, so just pick up the treasures and fall 
down the hole.
(0603r2)--If you enter from the UPPER LEFT, jump first when you land to 
make the kitties fall into the holes.  Then you can just barely get the 
money, stand on the right edge, jump over the candle(don't go 
immediately right on jumping,) get the ring, jump up, cross to the other 
side, and get the potion and cross.  The only thing you can do then is 
to jump back across and hope you don't fall in the pits, where you'll 
have to reset/backup.  The elevator isn't too useful, but it can get you 
one key back.
(0704d1)--If you enter FROM ABOVE, see the upper left for what to do.

Map for (0704):

XX  lt                    lt        XXXX
PI  bl  ()            ()  bl          XX
NK      ()            ()              XX
XXXXXXXXXXXXXX    XXXXXXXXXX          LT
XXXX            ::            ::      BL
XXXX==          ::            ::      XX
XXXX            XX            XX      ||
XXXXXX          XXXX          XXXX    ||
XXXXXXXXXX    XXXXXXXXXX    XXXXXXXX  ||
GR                                    ||
EN                                    ||
XXXX                                  ||
XXXXXXXX          ^^^^<<<<            ||
                XXXXXXXXXXXX          ||
                                      ||
XX                                    ||
XX                                    ||
XX                                    ||
XX                                    ||
XXXXXX            XXXX              XXXX

What a yucky level.  Even if you manage to escape the whole box you're 
in(light blue door to the left) you face a long trek back to friendlier 
climes as the light blue door has a red door behind it.  Nevertheless, 
it's a decent challenge to get the light blue keys, and if you're stuck 
in this zone, you might as well.

(0703u1)--If you enter FROM BELOW, stand on the platform's edge and jump 
left.  Jump up/left and exit left.
(0604r3)--If you enter FROM THE LEFT, BELOW THE DOORS, turn back.  The 
screen to the left is more fruitful.
(0604r2)--If you enter FROM THE LEFT GREEN DOOR, drop down and jump 
across to the new platform when the elevator is going down.  Jump across 
it and jump slightly on the conveyor belt.  You'll need to get to its 
right, then jump and swerve left to get to the next level.  Jump across 
to the right, then up/right to climb the crate.  From there you can push 
the barrel onto the crate and push the barrel off again.  Jump the gap 
and push the barrel to the edge to get the other light blue key.  Drop 
onto the barrel when you know the platform won't hit you and push the 
crate to the right.  Push it again to the right but be sure to jump 
first if the platform is coming.  Now the platform will pass to the 
right.  Jump up to the top and now, with a bit of timing, fall off to 
the right and push the crate right while on the platform.  It might take 
a few failures but when you do you can push the crate down two flights, 
jump when the platform comes, walk over it and run into the blue door.  
Got it!  Go east to perform most of a fruitless loop.
(0604r3)--If you enter FROM THE UPPER LEFT PINK DOOR, go back.  You've 
wasted a pink key.
(0804l1)--If you enter FROM THE UPPER RIGHT LIGHT BLUE DOOR, you might 
as well get the blue keys if you haven't already.

Map for (0705):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
                                      XX
                                      XX
                                      XX
XX          ==                        XX
XX                                    GR
XX                                    EN
XX                ==                XXXX
XX                                  XXXX
XX                                  grXX
XX                                  enXX
XX                      ==            XX
XX    wa                        wa    XX
XX    rr                        rr    XX
XXXXXXXXXXXXXXXXXX    XXXXXXXXXXXXXXXXXX
XX  ++++++++++++++    ++++++++++++++  XX
XX  ..............    ..............  XX
PI    bi    bi                        PI
NK    sh    sh                        NK
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Two colliding bishops.  Nothing fancy here.  You can't jump up to get 
the green key, sadly, so you'll need to complete the puzzle to the left.  
The warriors look menacing but with proper movements you should get the 
green key with no problem and exit.

(0605r2)--If you enter from the LEFT PINK DOOR, you're probably 
backtracking, but mirror-image the directions below to get by the 
bishops after waiting in the door for the bishop to pass by you.
(0805l2)--If you enter from the RIGHT PINK DOOR, go left two squares and 
jump when the bishop comes by.  Jump again because he will bounce into 
the other bishop and come back quickly.  Then follow him diligently 
until you get to the center.  Jump over a bishop twice more and your 
path to the left is clear...provided you have another pink key.
(0805l1)--If you enter from the RIGHT GREEN DOOR, you just backtracked.  
Get back into that puzzle room.
(0605r1)--If you enter from the UPPER LEFT, your object is to get the 
green key, open the green door, and get out.  First you need to walk on 
the moving platform.  Then you need to drop off it when you can time the 
platform below you to be under you.  Do that again, then walk on the 
platform until you get the green key.  You can afford to wait before you 
jump and swerve right to exit--make sure the platform above is nowhere 
near.

Map for (0706):

XXXXXXXXXXXXXXXXXX      XXXXXXXXXXXXXXXX
PI    XX                XXXXXX        XX
NK    XX            ^^^^XXXXXX        XX
XXXX  XX    XXXXXXXXXXXX######XXXX    GR
XX    XX    XX##############          EN
XX    XX    XX        <>  ##        XXXX
XX    XX    XX        ^v  ##          XX
XX  XXXXXX  DK  XXXXXXXXXX##XXXX  XX  XX
XX      ++  BL  XXXXXXXXXX##XXXX  XX  XX
XX      ..  XX            ##          XX
XXX \/      XX            ##          XX
XX          XX  XXXXXXXXXX  XXXX  XX  XX
XX+.        XX    ::                  XX
XX+.  \/    XX    ::                  **
XX+.        XXXXXXXXXXXXXX##XXXXXXXX****
XX+.        XX++++++++++XXXXXX++++++xxxx
XX+.    \/    ..........      ......  xx
XX+.                                  DK
XX+.                                  BL
XX>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>xx

That elevator up looks important, but it isn't really.  It can waste you 
a few keys, actually.  This room should have you go from lower right to 
upper left, but the upper right room has a neat solution.  You want to 
push the crate so that you can walk on it to get to the light blue door.  
However, once you do, there is the problem of getting rid of the block 
above.  Again, a neat puzzle room that doesn't actually help you solve 
the game much.  Also, if you stand on the left side of the elevator when 
you go up, you will get crushed by a falling safe and may have to hit 
"back."  How sweet of the designers to blindside you!

(0606r1)--If you enter from the UPPER LEFT PINK DOOR there is not a lot 
to do here.
(0806l2)--If you enter from the LOWER RIGHT BLUE DOOR then take a ride 
on the walkway and walk right when you are just left of the first small 
platform.  Jump and go hard left.  Then jump two more times up/left, 
then up/right and up/left.  That wasn't too tough, but the next parts 
will be.
(0806l1)--If you enter from the UPPER RIGHT GREEN DOOR, get ready.  This 
is a good'un, about as tough as you can get for shifting two blocks 
around.  When you need to jump up a platform, stand halfway underneath 
an open space, hold down the correct arrow key, and jump.  Swerve-
jumping is too hard here.
  1.  Push the pulley block three squares left.  Drop off to the right 
and swerve left as you fall.  Go to the left edge, jump while holding 
the left button, and swerve back right.
  2.  Push the pulley block three squares right.
  3.  Push the crate so that it is two spaces away from the right wall.
  4.  Jump over the crate and to its right.  Push it onto the lift.
  5.  Jump up two platforms.  Push the pulley block three squares left.
  6.  Jump down a platform.  Push the crate to the left, but NOT YET so 
that you could stand on it and reach the dark blue door.  Then you'd 
have to drop the pulley block on it.  Wicked!  Also leave the crate so 
it can be pushed to the right.
  7.  Drop a platform, go left, jump up two platforms, and push the 
pulley three squares right.
  8.  Drop two platforms, go right, jump up two platforms, push the 
pulley block off the left edge.
  9.  Drop a platform and push the crate to the left edge.
 10.  Jump up a platform and drop onto the crate.  Open the dark blue 
door.

Map for (0707):

XXXX        XXXXXXXX    XXXXXXXX      XX
XXXX          XXXXXX    XXXXXX        GR
XX              XXXX    XXXX          EN
XX                XX    XX          XXXX
XXLI  XXXX                      XXXXXXXX
XXFE{}XX                          XXXXXX
XXXXXXXX                            XXXX
XXXX                ^^^^              XX
XXXX                XXXX              XX
XXXX              XXXXXXXX            XX
XXXX              $$    $$            XX
XXXX              $$    $$            XX
XXXX              XX%%%%XX            XX
XXXX              GRSA  XX            GR
XXXX              ENFE  XX            EN
XXXX  XX==        XX    XX          XXXX
XX    XX          XX    XX        ==XXXX
PI    XXXX      crXX    PIgr      XXXXXX
NK    XXXXXX  XXosXX    NKenXX  XXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

This is an odd level.  Perhaps you can make a hard-left jump to get the 
life potion, but it only seems to be good for moving from the lower 
right green door to the lower left pink door.  Ascending the elevator 
without opening the pink door to the left in 0708(A tough task) forces 
you to use a red key, so DON'T GO THERE unless you already unlocked that 
pink door.  The upper right green door is utterly worthless.  The middle 
compartment is from a one-way elevator.

(0706u1)--If you enter from BELOW, just back up unless you are sure you 
can make it to the princess's room and are taking a shortcut.
(0807l1)--If you enter from the UPPER RIGHT GREEN DOOR, back up.
(0807l2)--If you enter from the LOWER RIGHT GREEN DOOR, jump to avoid 
the platform, get the green key, jump on the platform, jump up/left to 
get the money, go across the floor(jump if necessary) and drop to get 
the cross if you trust your timing.  Jump off to the left and exit 
through the pink door.
(0607r1)--If you enter from the LOWER LEFT PINK DOOR, you're 
backtracking.

Map for (0708):

XX          piredk||||                XX
LT          nkd!bl||||              ^^DK
BL                ||||              ||BL
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX||XX
XXXXXXXX############XXXXXXXXXXXXXXXXXXXX
XXXXXXXXXX##XXXXXX##########XXXXXXXXXXXX
XX        ##            <>            XX
LT        ##            ^v            XX
BL        ##XX  XXXXXXXXXXXX  XX      XX
XXXX      ##                          XX
XX        ##                          XX
XX        ##  ^^            ^^        XX
XX    XXXX##XX||XX%%%%%%%%XX||XXXX    XX
LT      XX##XX||XXXXXXXXXXXX||XX      XX
BL        ##XXXX  XX  XXXXXXXX        XX
XXXX        XX    PI    **            PI
XXXX    ::::::    NK    **      XX    NK
XXXX    ::::::    XX    RE      XX    XX
XXXX  XXXX^^XXXX  XX    D!  XXXXXX    XX
XXXXXXXXXXXXXXXXXXXXXX******XXXXXXXXXXXX

Lots of waiting here, and those keys above will probably look tempting.  
Of course the elevator is the real treat, but your anticipation will 
disappear as you attack a puzzle here.  It's a lot like 0700 except that 
you have to time the annoying force field floor to move all three crates 
to the right.

(0707u1)--If you enter from the ONE-WAY LIFT BELOW(CENTER,) you may wish 
to consider resetting your man.  Otherwise you'll have to waste a red 
key.  Still, if you'd like to go through with things, you can stand on 
the ledge near the right pink door, jump up/left/right and start the 
procedure below to exit to the right.
(0808l1)--If you enter from the DARK BLUE DOOR RIGHT, don't go up unless 
you've opened the all left doors in the princess's room.  Otherwise 
you'll have to waste a red key to get out--if you have one.  In fact, if 
you don't have a red key and haven't unlocked the red door to the right, 
your game is over and you're trapped.
(0808l2)--If you enter from the RIGHT PINK DOOR, there's not much to do 
here, so turn around.
(0608r1)--If you enter from the TOP LEFT LIGHT BLUE DOOR, just pick up 
the keys and get out.
(0608r2)(0608r3)--If you enter from the MIDDLE LIGHT BLUE DOOR, or the 
LOWER LIGHT BLUE DOOR, then you have a task to open the pink door on the 
right.  It's more time-wasting than difficult, but you won't have to 
redo it on coming back through here.
  1.  Move the pulley-block left until the lift floor is level with 
where you can walk on the magic floor(1st platform)
  2.  Move the block to the right.  If you get on the elevator square 
and it looks like the force field floor is about to dissapate, go left, 
and wait for the timing to be right.  If it isn't, the block will fall 
into the force-field, and you'll have to exit, re-enter, and try again.  
It may take a while to push the block to the right, but make sure it 
falls off to the right.
  3.  Go to the left and push a crate onto the lift.
  4.  Go to the right on the lower platform and push the pulley-block 
left so that the crate is level with the lower platform.
  5.  Push the crate to the right and off the edge, with the same 
stipulations as in 2.
  6.  Jump on the crate, drop to the left, and push it right.  Use a 
pink key and get out!

  NOTE:  You can also open the pink door in the center.  To do so, raise 
one crate, push it to the side, lower the lift, raise another crate, 
push it to the side(drop it on the force-field floor if necessary,) 
lower the lift, walk across and drop the crate to the right.  Jump on it 
and open the pink door.  This is useful as a shortcut back up in case 
you fall down(by accident or to get a red key) later.

Map for (0709):

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
XXXX********xxxxxxxxxxxxxxxx********XXXX
XXXX********xxxxxxxxxxxxxxxx********XXXX
PI      YE    DK        YE    RE      GR
NK      LO    BL        LO    D!      EN
XXXX**************    **************XXXX
XX+.            ||    ||            .+XX
XX+.            ||    ||            .+XX
XX+.          ************          .+XX
XX+.  ca      **      RERE      ca  .+XX
XX+.  ts      **  pr  D!D!      ts  .+XX
XX+.  SA      **  in  ****      SA  .+XX
XX+.  FE       X********X       FE  .+XX
XXXX X X X X    ********    X X X X XXXX
XXXXXXXXXXXX     X****X     XXXXXXXXXXXX
XXXXXXXXXXXX                XXXXXXXXXXXX
XX    XX  XX                **  **    **
PI    YE  YE                YE  REju  RE
NK    LO  LO                LO  D!g.  D!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

You've found her!  But can you get to her?  This room requires a lot of 
keys, so you'll need to have saved them.  If you've proceeded correctly 
in the rooms to the right, this should not be a problem, but of course 
you'll need to enter this room several times to solve it(from above 
right, lower left, and finally from below.)  The actual puzzle and lack 
of guards compared to what might have been(I mean, bishops or wizards 
would seem more practical--but maybe the Mad Mizer skimps on security, 
and only now his sins come home to roost, yada yadi) is almost an 
anticlimax, but the suspended room is a cool effect, and you've probably 
been shocked enough when you entered from the upper right.  Just seeing 
her and not being able to do anything--why, it's...it only increases 
Rafael's yearning and stuff, or something.

(0609r1)--If you entered from the UPPER LEFT PINK DOOR, you have been 
backtracking.
(0609r2)--If you entered from the LOWER LEFT PINK DOOR, open the doors 
to the right of it if you can.  You'll need to, to move the jug.
(0708u1)--If you entered from the ELEVATOR BELOW(RIGHT OF JUG) push back 
unless all the doors to the left are open.  If you're clear, push the 
jug to the left, jump over it, and push it to the right so that you will 
be able to push the safe on top of it.  Jump around a bit so that the 
cats come down and stab them to get them out of the way.  Climb on the 
jug, Jump up to the platform, jump onto the safe and walk off(but 
carefully!) and push the safe so it's halfway off the edge.  You can 
then jump on it, open the two red doors, and WIN THE GAME!!!  HOORAY!!!
(0809l1)--If you entered from the UPPER RIGHT GREEN DOOR, you'd better 
have a lot of keys, or you're in trouble.  If you have them, just plow 
through to the other side.  The two yellow keys will immediately be 
replenished, and if you have an extra green key, so will it.  Note--the 
situation may not be too bad.  You can shemozzle a dark blue and a green 
key in room 0909.  Hopefully you will have a couple of yellow and a pink 
you can scrounge up as well.  If not, you are (sigh) not worthy of the 
beauty in the tower :)
(0809l2)--If you entered from the LOWER RIGHT RED DOOR, well, that red 
key you've wasted, you'll never get it back.

Map for (0800):

xxxxxxxxxxxxxxxxxx  xxxxxxxxxxxxxxxxxxxx
xx            $$      $$    $$      $$xx
xx            $$      $$    $$      $$xx
LTju                          wa      GR
BLg.                          rr      EN
xxxxxx        xxxxxxxxxxxxxxxxxxxxxxxxxx
xx            xx                      xx
xxgrye    H2  YE    ye                GR
xxenlo    -O  LO    lo                EN
xxxxxxxxxxxxxxxx    xx>>>>>>>>>>xx    xx
xxpi                                pixx
xxnk                                nkxx
xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx
xxxx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx
xxxx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx
xxxxxxxx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx
xxxxxxxx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~xx
xxxxxxxxxxxxxx~~~~~~~~~~~~~~~~~~~~~~~~YE
xxxxxxxxxxxxxx~~~~~~~~~~~~~~~~~~~~~~~~LO
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Here begins a huge body of water that seems to divide the "opening" of 
the game from the middlegame.  However, you may actually go through it 
twice by falling from above.  Be sure to move quickly, though.  The 
first time through there are neat finesses where you can kill yourself 
and get an extra key or two for free.  If you're playing for keys, I 
highly recommend doing so.

(0700r1)--If you enter FROM THE LIGHT BLUE DOOR ON THE LEFT, watch out.  
The warrior's a bit pesky.  The first order of business is to push the 
jug forward two, jump over it, and drop to get the green and yellow 
keys.  Jump onto the warrior's platform.  Stick him FIRST before getting 
the money, then open the green door to the right.  In this walkthrough, 
you will return shortly after picking up a valuable additional pink key.
(0900l1)--If you enter FROM THE GREEN DOOR TO THE TOP RIGHT, drop down 
and open the yellow door, then get the yellow key.  Fall into the water 
over the pink key to get it, then swim left and get the pink key in the 
upper corner.  Open the lower right yellow door.  [Note:  you can get 
away with not opening the right yellow door with the embellishment at 
the end of my walkthrough.  However, this is most practical if you just 
want to get through the game.]
(0900l2)--If you enter from the GREEN DOOR TO THE MIDDLE RIGHT, you may 
be lost if the yellow door left of that isn't open.  The oxygen is 
behind the door, you can't jump back to the other side, and water is all 
around you.  But that green door shouldn't be open anyway.
(0900l3)--If you enter from the YELLOW DOOR TO THE LOWER RIGHT, you've 
been backtracking.
(0801d1)--If you enter from the HOLE ABOVE, you can proceed as if you 
came from the left--however, if you haven't picked up the two red keys, 
you are way off course.  If you have, run to the right as fast as you 
can go and don't stop until you're on the elevator in the next screen!


Map for (0801):

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xx                    xxxxxxxxxxxxxxxxxx
xx                      SA    xx      xx
GR            SA  SA    FE    xx      xx
EN            FE  FE  xxxxxx      ::  xx
xx==        ************H2xx      ::  DK
xx          ************-Oxx  xxxxxx  BL
xx          ****    ****              xx
xx          **      fa**          ::  xx
xxxx        **      irX/  xxxxxx  ::  xx
xx          **                xx  xx  xx
xx          RE                xxxxxxxxxx
xxxx        D!        XX      xxxxxxxxxx
xx          ****~~~~****~~~~~~XXXXXXXXXX
xx          ************~~~~~~XX  dk  XX
xx              XXXX~~~~~~~~XXXX  bl  XX
xx              XXXXXX~~~~~~~~XX~~~~~~XX
PI    xxxx          XXXXXX~~~~~~~~~~~~XX
NK  xxxxxx          XXXXXXXX~~~~~~~~~~XX
xxxxxxxxxxxxxxxxxx  xxxxxxxxxxxxxxxxxxxx

For many people, this will be the first room with red keys that you will 
encounter.  Unlike the other fairy room you get TWO keys here instead of 
one, although you can squander one quickly trying to save time.  
Actually, you don't need to.

Be sure to use the oxygen wisely.  It's a neat puzzle to go out the dark 
blue door but dropping through the hole to save a red key may help you 
get through the game more quickly.

(0701r2)--If you enter from the LOWER LEFT PINK DOOR, you should 
probably back up a screen and drop below the shaft in 0701 or go through 
the green door on top, because you will have wasted the pink key.
(0901l1)--If you enter from the UPPER RIGHT DARK BLUE DOOR, you can't 
really do much unless the red door is open, in which case you've already 
done what you needed to.
(0701r1)--If you enter from the UPPER LEFT GREEN DOOR, first walk across 
the platform and then jump over the two safes.  Push the third one down 
the hole to the right.  Fall on it, jump right, and push the crate off 
the ledge to the right.  Fall onto it and push the crate to the left in 
its hole.  Jump over it and push the safe to the left into the water.  
Then stand on the left edge, jump up/left, get the water, and dive down 
for the dark blue key.  Then jump on top of the safe and into the room 
with the fairy.  The fairy will leave two keys, and it seems you need to 
use one of them to open the door to the left.  However, there are three 
ways to get out.
  1)  using one of the red keys to go right
    Now you can't leave through the dark blue door yet, but there are 
two ways to go out through the green door and reset the room--jump back 
up the shaft where you came from, landing on all the ledges, or jump 
left from the red door and stand on the edge of the bottom ledge from 
the right.  Jump up/right/left and then up/left to get where the green 
door was.  Re-enter and drop the safes as follows:
  1.  The leftmost safe should be pushed onto the moving platform so 
briefly that you are on the edge of the "building" where the fairy was.  
It will fall and land on the ledge below, on the edge.
  2.  Then the middle safe can be pushed on the leftmost safe, and you 
can now walk into the fairy's room.
  3.  Push the lower crate right into a hole
  4.  Push the upper crate right(after jumping to get there) over the 
lower crate.  You can now get to the dark blue door, so exit that way.
  2) (DKruzer--thanks for the BIG hint here) you must proceed quickly, 
but if you get the oxygen, get the keys, pick up the dark blue key in 
the lower right, jump back up and fall through the hole, you have time 
to go right and jump out of the water in 0900.  You can then proceed as 
in the walkthrough to get back where you started.
  3)  This wastes a few keys so I should warn you before you try it;  
specifically, if you followed my walkthrough and go down at 0804, you 
lose two greens, a pink, a yellow and a light blue but end up at the 
other fairy room where you can start a lucrative cycle.  Follow the 
exits left, up, right(upper door), left, left, left, left, left and up 
and you'll be at the other fairy room.  

Map for (0802):

XXXXXXXX    XXXXXXXXXXXXXXXXXXXXXX    XX
XX                          XXgrlt    XX
XX                          XXenbl    XX
XX                          XXpi      XX
XX                          XXnk      XX
XX%%XX              XX%%XX%%XX        XX
XX  XXXXXX      XXXXXX  ||LIXXXXXX    XX
XXyeXX~~XX~~~~~~XX~~XX  ||FEXXXXXX    GR
XXlo\XXXXX~~~~~~XXXXX/  ||  \XXXXX    EN
XX   \XXXXXXXXXXXXXX/   ||   \XXXX    XX
XX    \XXX++++++XXX/    ||    \XXX^^^^XX
YE     \XX......XX/     ||     \XXXXXXXX
LO      ++      ++      ||      \XXXXXXX
XXXX    ..      ..      ||       \XXXXXX
XXXX        ..      XXXXXXXXXX    XXXXXX
XXXX        ++        \~~~~/      XXXXXX
XXXX    XXXXXXXXXX     \~~/       XXXXXX
XXXX  riri        wa    RA        XXXXXX
XXXXXXngng        rr    YS        XXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Cool, rays.  If this is your first time through, don't worry.  You'll 
get to the green door in time.  This is a pretty easy room all told.

(0902l1)--If you enter from the GREEN DOOR TO THE RIGHT, you don't 
really have much choice.  There's a dead end two screens back, and so 
you need to get on the elevator, grab the three keys, and exit up.  
Hopefully you have already opened the light blue door above or you'll 
have to waste a red key.
(0803d1)--If you enter from the HOLE ABOVE TO THE LEFT, there's 
obviously one place to exit, but you should have fun with the rays 
first.  Drop down, jump right over the water, and fall through the right 
force-field to get the life potion.  Then drop off the ledge below when 
the warrior hits the right side and follow him.  Stand where the rays 
are.  Woohoo!  You're invincible!  Stab the warrior and get the rings.  
Jump up and then jump up/left again with no fear whatsoever of the 
spikes.  Jump up for the yellow key before you open the yellow door.
(0702r1)--If you enter from the YELLOW DOOR TO THE LEFT, there's nowhere 
really to go, although it can be part of a sequence to net a green key.

Map for (0803):

XXXX    XXXXXX      XXXXXXXXXXXXXX    XX
XX        XX          XXXXXXXXXX      PI
||        ||            XXXXXX        NK
||        ||                          XX
||        ||                          XX
||        ||                    fi    XX
XX%%%%%%%%XX                    re    XX
||        ||                          XX
||        ||                          XX
||        ||                    fi    XX
||        ||                    re    XX
||        ||                          PI
||        ||                          NK
||        ||                        XXXX
||    XXXXXXXXXX              XXXXXXXXXX
XX    **    ltLT              LT  $$  **
XX    **    blBL              BL  $$  **
LT    RE      XXXXXXXXXXXXXXXXXX      RE
BL    D!      XX  ==          XX      D!
XXXXXXXX    XXXXXXXXXXXXXXXXXXXXXXXXXXXX

The exits to the right lead up to an interesting puzzle.  However, 
you'll probably want to hit the light blue door in the center left 
first.  It'll lead you to the first fairy room.  If you're saving red 
keys then open the light blue door on the right first.

(0802u1)--If you enter from the ELEVATOR BELOW TO THE RIGHT, get the 
money and hope you remember you opened the light blue door close to you 
when you fell down the other light blue door.  If not, your whole detour 
to get a red key will have been wasted.  If so, then jump up and jump up 
again to where the lower pink door is.  Enter it.
(0804d2)--If you enter from the TOP, FALLING FROM THE MIDDLE, you can 
easily avoid the fireballs.  You will need a blue key and use it to open 
the light blue door on the left.  Fall left to get the light blue key 
but don't fall through the hole yet.  Jump back up and go to the right 
to unlock the light blue door, which you'll need to pass through later, 
otherwise you'll need to go through the red door.  While it does lose a 
key(light blue and pink vs. red) in the long term, a red key is the most 
valuable of them all, as you'll find when you get to the last board.
(0903l1)--If you enter from the TOP RIGHT PINK DOOR, you backtracked and 
wasted a key to get there.  Use the back button.
(0804d1)--If you enter from the TOP, FALLING FROM THE LEFT, you can't 
really back up anywhere useful.  If you exit through the lower left blue 
door, you'll need to take a contorted path back to more fruitful 
pastures and it will cost you some keys, and going through the red door 
will at best let you break even on red keys for your hard work.
(0903l2)--If you enter from the LOWER RIGHT PINK DOOR, you backtracked.
(0703r2)--If you enter from the LOWER LEFT LIGHT BLUE DOOR, you 
backtracked.
(0903l3)--If you enter from the LOWER RIGHT RED DOOR, you __________.

Map for (0804):

XXXX    XXXXXXXXXX  XXXXXXXXXXXXXX  XXXX
XX        **                          LT
XX        **                          BL
LT        RE                        XXXX
BL        D!  XXXX  XXXX      XXXX  XXXX
XXXX    ******XXri  riXX%%%%%%XXri  riXX
||        ||  XXng  ngXX      XXng  ngXX
||        ||  XX      XX      XX      XX
||        ||  XX      XX      XX      XX
||        ||  XXXX^^XXXX      XXXX  XXXX
||        ||    XXXXXX          XX  XXXX
||        ||                          XX
||        ||                          XX
||        ||LI            ca          XX
||        ||FE            ts          XX
||        ||            XXXXXX        XX
||        ||            XXXXXX        XX
||        ||          XXXXXXXXXX      LT
||        ||          XXXXXXXXXX      BL
XXXX    XXXXXX      XXXXXXXXXXXXXX^^XXXX

Here's a room where you have a serious choice of directions the first 
time through.  Going down leads to a lucrative loop.  The second time 
through, you should probably take the road you didn't travel the first 
time.

The rings on the right are actually not too bad to get if you jump for 
them when the elevator is just below them.  However the ones on the left 
really are tedious to get.

(0904l2)--If entering from the LOWER RIGHT BLUE DOOR, immediately jump 
up left.  That will shake the attack cat off.  You actually have two 
routes you can follow from there.  The left leads(hopefully) to the 
fairy with a path that winds to the upper right if you have enough keys 
and skill--be sure to jump from the second left step to get the life 
potion before you fall down.  Going up you can solve an interesting 
puzzle with barrels and go all over the upper right reaches of the 
castle.  Either way has lots of puzzles, but the second yields a red key 
much sooner.  If you go up, you'll need to have a good supply of pink 
keys.  Note that you can't go up from the left elevator as you will fall 
right back down.
(0904l1)--If you entered from the UPPER RIGHT BLUE DOOR, go back because 
you may have wasted a perfectly good key.  Go up the elevator there and 
face the huge safe puzzle.
(0805d1)--IF you entered from ABOVE, TO THE LEFT, you may want to back 
up.
(0805d2)--If you entered from ABOVE, IN THE MIDDLE, you have the same 
choice as in the first case, as you just fell from your elevator.  The 
cat's a little easier to take care of, though.

Map for (0805):

XXXXXXXXXXXXXXXXXXXXXXXXXXXX  XXXX  XXXX
XX##############XXXXXXXX              XX
XX  ##  <>                            XX
XX  ##  ^v      ()                    XX
XX  ##XXXXXXX   ()          ^^      LIXX
GR  ##         XXX          ||      FEXX
EN  ##                      ||      $$XX
XX           XXX            ||      $$XX
XX                          ||      $$XX
XX                          ||      $$XX
XX  ##          ()          ||      $$XX
XX    ()        ()          ||      $$XX
  ==  ()        XX          XX        XX
XXXXXXXX      XXXXXX  XXXXXXXXXXXXXX  XX
XX              XX        XXXXXX      XX
XX        XX                          XX
XX                                    XX
PI                                    PI
NK                                    NK
XXXX    XXXXXXXXXX  XXXXXXXXXXXXXX^^XXXX

I don't recommend opening any doors in this room, although entering from 
the pink door may be the result of picking up a few extra keys after 
getting a red key.  Moving the barrels to get on the elevator is a 
priority here.  However, you can also arrive in this room from the 
rather tough safe room to the right.  This may be the first puzzle where 
you must have objects stand on each other's edge.

Falling through the left hole is also not a *great* idea.  However, you 
may be able to finagle your way back here.

(0804u1)--If entering from the MIDDLE ELEVATOR you will fall back down.
(0804u2)--If entering from the RIGHT ELEVATOR you will start the barrel 
puzzle.
(0705r1)--If entering from the UPPER LEFT GREEN DOOR you can again start 
the barrel puzzle.
(0705r2)--If entering from the LOWER LEFT PINK DOOR you can start 
the...drumroll...barrel puzzle!
(0806d1)--If entering from the HOLE ABOVE TO THE RIGHT, ditto, although 
you probably just solved the puzzle...if you're in a hurry, just back up 
the game.
The barrel puzzle works as follows:
  1.  Jump on the left barrel.  Jump onto the lift, then right onto the 
three-unit platform.  Jump up and push the pulley block left two.  Do so 
one square at a time.  You need to make sure that the platform is not 
under the lift when you push it across the second square.  If you push 
it too far left you won't be able to push it back right.
  2.  Then get on the lift and push the barrel to the bottom floor.
  3.  Get on the lift edge and jump up/right/left and jump up and steer 
right.  You'll be on the top of the lift.  Push the block one square so 
the platform is released.
  4.  Drop down and land on the platform.  Walk right on it and push the 
barrel one square right.  This takes timing.
  5.  Now get back on the lift and jump right and push the barrel above 
off its platform.
  6.  Jump on that barrel and lean on its right edge.  When the upper 
right elevator is going down and one square from the bottom, jump hard 
right.  Now you have a nice low-risk little detour where you can jump 
right and get the life potion and money.  Just return to get on the 
elevator and go to the next level.

Map for (0806):

XX  relt    XX                        XX
XX  d!bl    GR                        PI
XX          EN                        NK
GR        XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
EN  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXX                                PI
XX                                    NK
XX  {}        {}                      XX
XX  XX%%%%%%%%XX%%%%%%%%%%%%%%XXXXXX  XX
XX  ......................            PI
XX  ++++++++++++++++++++++            NK
XX  XXXXXXXXXXXXXXXXXXXXXX          ::XX
XX        dk||dk                  XX::XX
**        bl||bl                    ::XX
**%%%%%%XX  ||                      ::XX
xx          ||            XXXXXXXXXX^^XX
xx          ||            XXXXXXXXXXXXXX
DK          ||  ca        XX          PI
BL          ||  ts        XX          NK
xxxxXXXXXXXXXXXXXXXXXX<<<<XXXXXXXX  XXXX

A cool puzzle, and the only one where you get to kill plants.  So here's 
your chance!  You actually only need one crate but the other is 
certainly a nuisance.  Remember to keep the crate on solid ground if the 
force fields look like stopping, and be sure to jump back there as well.

(0706r2)--If you enter from the LEFT DARK BLUE DOOR, you are probably 
backtracking, and there's nothing you can really do in this room anyway.
(0807d1)--If you enter from ABOVE, IN THE MIDDLE, by all means go 
through the green door to get the red key.
(0805u1)--If you enter from BELOW, TO THE RIGHT, jump over the gap and 
enter the pink door.
(0906l4)--If you enter from THE LOWEST PINK DOOR, you have been 
backtracking.  If in fact you have not, back up and save that pink key, 
as you will drop to a room where the best route is back up here.
(0906l3)--If you enter from THE SECOND-LOWEST RIGHT PINK DOOR, the first 
time through, push the crate left as far as you can.  When the elevator 
comes back down, circle around to the right of it and push it off the 
edge onto the conveyor belt.  If you hit the cat, great.  If not, be 
sure you jump up/left for the dark blue key when it will not jump at 
you, or you will die.
(0906l2)--If you enter from THE SECOND-HIGHEST RIGHT PINK DOOR, you will 
want to check that one of the crates has been crushed.  Once you are 
sure it is, push the other one off the elevator and when the elevator 
goes back down push the other crate to the left.  Now some timing is 
required to get past the force-field floors.  You want to push the crate 
to the left to pick off the plants, but you don't want it to fall into 
the spikes if the force field floor stops.  There's no hurry, so wait 
until just after it starts up and run to the left.  You should be able 
to nail both plants.  Now if you drop the crate off to the left you will 
trap yourself and have to kill yourself(suicide is not trivial, so here 
are instructions just in case:  jump from the crate to the two-unit 
platform, wait for the force field to come back, jump up/right into the 
spikes) so why not go back where you came from and re-enter?  A-ha!  Now 
the plants aren't there any more and the crate is re-set, and you can 
run across the force fields at your leisure.  Don't worry if the cart 
gets crushed;  you're free to go left in the unlikely event that you do 
re-enter.  As for the dark blue key to the lower left, you can go to the 
right side of the lower left compartment and jump up to get it.  Then 
you are free to leave the room.
(0906l1)--If you enter from the TOP PINK DOOR, it's probably another 
backtrack, but get the keys just in case.
(0706r1)--If you enter from the TOP LEFT GREEN DOOR, you've been 
backtracking.  I don't recommend that you exit through this door, as 
there is another tough puzzle to the left after it that costs a dark 
blue key.

Map for (0807):

XX                          cr  ri  $$**
GR              ca          os  ng  $$**
EN              ts    XXXX            **
XXXX      XXXXXXXXXXXXXX    ************
XXXXXXXX    XXXXXXXXXX        **********
XXXX            XXXX            ********
XXXX            XX    ca          ******
XX    XXXXXXXX  XX    ts            XXXX
XX    X    X    XX  XXXXXXXX          XX
XX    X    X    XX    XXXXXXXX        GR
XX  XXX {} X  XXX/        XXXXXX      EN
XX  XXXXXXXX                XXXXXXXX  XX
XX      XXXX          XX    XXXXXX    XX
GR        XXXXXX      XX    **LI**    **
EN                    XX    **FE**~~~~**
XXXX..              ..XX    **~~**~~****
XXXX++..          ..++XX    **~~**~~~~**
XXXXXX++          ++XXXX    **~~~~~~~~**
XXXXXXXXXXXXXXXXXXXXXXXX    **~~~~~~~~**
XXXXXXXXXXXXXXXXXXXXXXXX    ************

Falling from above allows you to drop below and find a red key.  Coming 
from the right, you may have time to pick up a life potion.  The cat 
below is annoying but the cat above is rather stupid and will land on 
the spikes if you let it.  That treasure in the upper left is easy to 
get if you fell from above.

(0907l1)--If you enter through the RIGHT GREEN DOOR, you have probably 
just gone through the water and so you might as well try to get the life 
potion and come back up alive.  If not, you've got an extra 1/10th of a 
life anyway.  If you don't want to try for the life potion, stand and 
jump in the doorway until the attack cat jumps goofily and leaves you a 
clear path.  Then jump across and drop down--steer left of the spikes.  
When near the green door on the left, jump straight up and go hard left 
once you can avoid the spikes.  Exeunt left.
(0707r2)--If you enter through the LOWER LEFT GREEN DOOR, there's 
nothing to do.  You'll need to turn around.
(0707r1)--If you enter through the UPPER LEFT GREEN DOOR, you'll 
probably have wasted a key, but you can drop down(after getting the 
treasure to the right and coming back) and fall left and right.  Jump 
right and fall down the tunnel, where you will be close to a red key--if 
you have an extra few green keys.  If not, just go through the lower 
left green door.
(0808d1)--If you enter FROM FALLING ABOVE, see advice for the upper left 
green door, only feel better because you haven't lost a key.

Map for (0808):

xx              **          XXXX      XX
DK              RE          XX        YE
BL        wa    D!          XX        LO
xxxx      rr  ****          XX      XXXX
xxxxxxxx**********          XX        XX
xxxx            **          XXXX      XX
xx              **  XXXX    XX        XX
XX              XX    XX    XX        GR
XX    XXXXXXXX  XX    XX    XX        EN
XX    XXXXXX    XX    XX    XX      XXXX
XX  XXXX        XXXX  XX    XX        XX
XX  XXXX              XX  XXXXXX      XX
XX  XX                XX    XX        XX
XX  XX                XX    XX        XX
XX  XX  XX....    XXXXXX    XX        XX
PI  XX  XX++++              XX        XX
NK  XX  XXXXXX            XXXXXX      XX
XX  XX      XX      bi                XX
XX  XX      XX      sh              ^^XX
XX^^XXXXXX  XXXXXXXXXXXXXXXXXXXXXXXXXXXX

There are some divergent paths here, and unless you need a red key and 
have fallen from above your next step should be logical.  Just don't go 
left through the dark blue room unless you've been to the princess room 
already--instead go right(you should have a red key) and fall through 
the hole.  It's easy enough to loop back here.

(0708r1)--If you enter from the UPPER LEFT DARK BLUE DOOR, you've been 
backtracking.
(0708r2)--If you enter from the LOWER LEFT PINK DOOR, go up the 
elevator, fall down(sorry, you can't go left!) and steer right--to avoid 
the bishop drop down when he passes by.  Then jump over him and onto the 
elevator if you can.  If not, jump onto the ledge near it, and then on 
the elevator, then shoe-string up-left, up-right and so on up to the 
yellow door, which I recommend(yellow keys are less rare than green, 
blah, blah.)
(0809d1)--If you enter falling FROM ABOVE, TO THE LEFT, stay behind the 
warrior and knife when he turns around.  If it's your first time 
through, open the red door(you should have a red key if you've fallen 
from above.)  Then you can drop directly down after going through the 
red door--this allows you down the shaft, as you can jump across the 
spikes--or you can pass the bishop and go after the red/blue keys 
remaining.
(0809d3)--If you enter falling FROM ABOVE, TO THE RIGHT, you goofed a 
bit, so cycle back around to the screen above.
(0809d2)--If you enter falling FROM ABOVE, IN THE MIDDLE, you goofed a 
bit, as you should have fallen and gotten a key.  You have the same 
choice as falling from the left.
(0908l1)--If you enter FROM THE RIGHT YELLOW DOOR, you are backtracking.
(0908l2)--If you enter FROM THE RIGHT GREEN DOOR, you are backtracking.

Map for (0809):

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX$$      XX
GR                          XX$$      PI
EN                ca      $$XX        NK
XXXX              ts   X  $$XXXX      XX
XX            XXXXXXXXXX  XXX     XXXXXX
XX                XXXXX    X    cr    PI
XX                XXXX          os    NK
XX    XX  XX  XX  XX      ::        XXXX
XX  reXXdkXXreXX  XX      ::        XXXX
XX  d!XXblXXd!XX  XX    XXXXXX  cr  XXXX
XX    XX  XX  XX  XX    XX      os    XX
XX    XX  XX  XX  XX    XX            XX
XX    XX  XX      XX    XX            XX
XXXX  XX  XX      XX    XX      cr  XXXX
XX    XX  XXXXXX  XX  XXXXXX    os  XXXX
RE                XX    XX    wi    XXXX
D!                XX    XX    tc    XXXX
XX  XXXXXXXXXXXXXXXXXX  XXXXXXXX  XXXXXX

You may go through this room several times, although the optimal 
solution has you go through twice--once before you've opened the doors 
in the room to the left and once after.  With best play, you can snag a 
net of the two red keys here, but you won't pick up the dark blue until 
JUST before you are ready to complete the game.  The trick of getting 
two red keys in one trip is worth learning as you don't want to fall 
lower left until the time is right.

(0909l1)--If you enter from the TOP RIGHT PINK DOOR, get the money and 
fall down to the platform with the crate.  At first you may wish to jump 
so that the cat to the left is confused and falls off its platform.  
Push the crate so it's hanging off the left edge, jump on it and up 
through the shaft.  Now here is where I have found a great time-saver.  
It's worth it to save the time and keys that a conventional approach 
would cost you.  Of course, you can loop a bit and get the red, dark 
blue, and red keys in the chutes.  However, it will cost you a red key 
when you fall below.  THEREFORE:

  **** The anteroom suicide finesse! ****

  1.  Make the cat jump to the left and fall.  The best way to do it is 
to jump a bunch at the start, pause the game, and see where the cat is.  
If you entered through the lower right pink door you can move left to 
track the cat's movement.  DON'T let him jump toward you.
  2.  Fall down to collect the red key on the LEFT.
  3a.  Fall off to the right so that you will be able to follow the cat 
very closely.  Jump when under the dark blue key.  Go to the left edge 
and jump up/left.  Get the key up there.  Fall off.  Get killed by the 
cat.  Voila!  You're back where you started, but those two extra red 
keys have been magically added!
  3b.  If you can't get 3a to work perfectly, no problem.  Just get one 
red key, get killed, get the other red key, and get killed.  It's only 
one life.  The two red doors can unlock the non-Princess doors in the 
room to the left.
  4.  Next time through, make sure you have two red keys, and then get 
the dark blue key, fall through(kill the cat as revenge for past 
slayings :) ) and go left and up.  Bam, you're at the final room.

  The extra red and dark blue keys should help you to open all the doors 
to the left of the green door.  Since you're up here you should have an 
extra green key.  If not, go through the whole water scenes loop--fall 
through the middle, go right, and follow the path.

  If you're near the end of the game, and you need a red key, fall 
through the middle hole and you will find one as you follow the path.

(0909l2)--If you enter from the LOWER RIGHT PINK DOOR, see above.  
You'll be one money bag poorer, but the trade-off is that you can exit 
the screen if the jumping trick doesn't work as you'd planned.
(0709r1)--If you enter from the TOP LEFT GREEN DOOR, you've probably 
been backtracking, but if you haven't already, why not pick up the keys 
in the chutes?
(0709r2)--If you enter from the LOWER LEFT RED DOOR, you've probably 
wasted a key.  Note backing the game up puts you in a spot where you're 
stuck.

If you really want to get the crosses, you can, and you can still jump 
back up the ledges, from left to right to left, etc., or alternatively 
you can loop around.  But do it immediately and kill the witch first or 
the witch will start summoning other monsters.

Map for (0900):

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx    xxxx
xxxxxxxxxxxxxxxxxxxxxxye            xxxx
xx              xxxxxxlo            xxxx
GR              grxxxxlt            xxxx
EN  xxxxxxxx    enxxxxbl            xxxx
xxxxxxxxxxxx      pixxxxxx          xxxx
xx                nk                xxxx
GR                                  xxxx
EN                              ^^^^xxxx
xxxxxxxxxxxxxxxx                xxxxxxxx
xx                            xxxxxxxxxx
xx                            xxxxxxxxxx
xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~xxxxxxxxxx
xx~~~~~~~~~~~~~~~~~~~~~~~~~~xxxxxxxxxxxx
xx~~~~~~~~~~~~~~~~~~~~~~~~~~xxxxxxxxxxxx
xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~xxxxxx~~~~
xx~~~~~~~~~~~~~~~~~~~~~~~~~~~~xxxxxx~~~~
YE~~~~~~~~~~~~~~xxxxxxxxxxxx~~~~~~~~~~xx
LO~~~~~~~~~~~~~~xxxxxxxxxxxx~~~~~~~~~~xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Overall, this is quite a nice room.  You need a green and a yellow key 
to enter, and you get them--plus a pink and a light blue key--back!  You 
may have to cycle through twice but fortunately the water is easy to 
navigate.

(0800r1)--From the UPPER GREEN DOOR:  here's a good place for strategic 
suicide.  I assume you have not used the water yet, which is best used 
to get the pink key on the previous screen.  Fall off the top ledge and 
go to the right side of the one below it.  Jump up and go right to get 
the green and pink keys.  If you *must* you can go back through the 
lower green door, but I feel the key is too valuable to waste.
(0801r1)--From the LOWER GREEN DOOR:  there should be no reason to enter 
the room like this.  In fact, there should be no reason to open this 
door.  You cannot jump up to the next highest ledge, and you can't jump 
into the water, either.  How wimpy.  In fact, if you can't swim and you 
haven't unlocked the yellow door to the left, you're out of luck and 
will have to start over.
(0802r1)--From the YELLOW DOOR:  Jump onto the submerged ledge, then 
jump up to the ledge that will have you half-filled with water.  Of 
course you will want to get the yellow and blue keys to the side.
(0901d1)--From ABOVE:  go back whence you came.

Map for (0901):

xxxxxxxxxxxxxxxxxx    xx    xxxx    xxxx
xxLI                  xx    xx$$    $$xx
xxFE                  xx    xx$$    $$xx
xx                    xx    xx$$    $$xx
xxxxxxxxxxxxxxxxxx    xx    xx$$    $$xx
DK    xxxxxxxxxx      xx    xx        xx
BL                    xx    xx+.    .+xx
xx          ()        xx    xx        xx
xx          ()        xx    xxri    rixx
xxxxxx    ****  **^^^^**    **ng    ng**
xxxxxx    **************    **ri    ri**
xx                          **ng    ng**
xx                          **        **
xx                          **+.    .+**
xxxxxxxxxxxxxxxxxxxxxxxx    ****    ****
xxLI    ++++++++                      xx
xxFE    ........                      xx
xx                  ==xx    xx        xx
xxxx                xxxx^^^^xxxx    xxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx^^^^xxxx

Greed is bad!  Moving quickly is good.  I'm not sure if there's any 
tougher life potion to get in the game than the one here in the lower 
left.  Not that the treasure is a picnic either.  There's also a clever 
equivalent of a one-way door here.

(0900u1)--If you enter on the elevator FROM BELOW, you will want to jump 
left as soon as possible.  You can probably make it onto the other 
elevator, after which you can only wait, but if not, the wait for the 
elevator to come back down is worth it, as you will have to use one less 
pink key if you go to the left.
  It's actually physically possible to get the money bags and the rings, 
but it is tempting fate, and you will waste a lot of time and probably 
lives doing so.  They are best picked off as follows--
--bottom rings/money:  When the platform is well below them, jump up, 
swerve to get them, and jump back onto the platform.  You should be able 
to pick off either side this way.
--top left money:  It's possible to pick these off as you jump for the 
bottom rings/money and in fact you may catch the rings/money on the way 
down from jumping to get these if your timing is good.  Wait until the 
platform is near it, move half off, and move left to fall off.  Then 
quickly go right and wait for the platform to go back down.  The same 
procedure is used, essentially, for the top left/right money and rings 
but I wanted to give a specific illustration.
  As for the life potion, it is tough, but follow the platform as 
closely as you can and when you are past the spikes jump straight up in 
the air.  Land on the platform, jump left, and run across the platform 
to the right and drop off before the spikes.  Follow it and jump 
straight up once past, then right after the platform goes by again.
(0902d1)--If you enter FROM ABOVE, there's nothing you can do to get out 
any other way.  The barrel blocks the way through to the lower left.
(0801r1)--If you enter from the DARK BLUE DOOR, drop down and jump over 
the gap.  Push the barrel into the hole, jump over it, get on the 
elevator, pick up the potion to the left, and wait for the elevator to 
go up again.

Map for (0902):

XXXXXXXXXXXXXXXXXXXXXXXX            XX  
XXXXXXXXXXXXXXXXXXXXXXXX            XX  
XX        LI          XX            XX  
XX        FE          XX          ^^XX  
XX                    XX        XXXXX/  
XX                    XX      XXXXXX/   
XX                    XX      XXXXX/    
GR      wi            XXXX    XXXX/     
EN      tc            XX      XXX/      
XXXXXXXXXXXXXXXXXX    XX      XX/       
XXLI                  XX      XX        
XXFE                  XX    XXXX        
XX      wi            XX      XX        
XX      tc            XX      XX        
XXXXXXXXXXXXXXXXXX    XX      XX        
XX$$                  XXXX    XX        
XX$$                  XX      XX        
XX                    XX      PI        
XX                    XX      NK        
XXXXXXXXXXXXXXXXXX^^^^XXXXXXXXXXXXXXXXXX

Here you get to brush up on your ledge-hopping while you are tantalized 
by where the elevator to the left goes.  Or if you are lucky you will 
get a little treasure and beat up some witches.

(0901u2)--If you enter in the LOWER RIGHT LEFT OF THE PINK DOOR, you 
can't do much except jump on the ledges--stand to the side and jump on 
them--and use the elevator to go up.
(0901u3)--If you enter in the LOWER RIGHT RIGHT OF THE PINK DOOR, will 
have to open the pink door(wasting a key) and proceed as above.
(0903d2)--If you enter FALLING FROM ABOVE on the right, your only 
recourse is to go back up as previously mentioned.
(0903d1)--If you enter FALLING FROM ABOVE in the middle, not much to do 
but go back up.
(0901u1)--If you enter ON THE ELEVATOR, you will want to kill the 
witches first.  I'd actually go after the top one, and if a new monster 
is summoned(this seems to be random) then go out the green door or fall 
under the elevator and come back to reset the screen.  If all goes well 
you can nail the witch, jump down a level, and nail the other witch.  
Once the scene is a bit quieter, feel free to pick up the two lives and 
the money.  Keys are on their way to the left.
(0802r1)--If you enter from the GREEN DOOR ON THE LEFT, you will need to 
go back from where you came, although it may be strategic to leave 
through it and come back if you entered from the elevator.  Under the 
elevator is a dead end.

Map for (0903):

XXXXXXXXXXXXXX      XX              XX  
PI    crcr          XX              XX  
NK    osos          XX              XX  
XXXX              ^^XX            ^^XX  
XXXXXXXX        XXXXXX        XXXXXXX/  
XXXXXXXX        XX~~XX    XXXXXXXXXX/   
XXXXXXXX        XX~~XX        XXXXX/    
XXXXXXXX        XX~~XX        XXXX/     
XXXXXXXX        XX~~XX        XXX/      
XXXXXXXX        XX~~XX        XX/       
XXXXXXXXXXXX    XX~~XXXXXX    XX        
PI              XX~~XX        XX        
NK              XX~~XX        XX        
****            XX~~XX        XX        
**********      XX~~XX        XX        
**********      XX~~XXXX      XX        
**          ::  XX~~~~XX      XX        
RE          ::  XX~~~~XX::    YE        
D!          ^^^^XX~~~~XX::    LO    XX  
XXXXXXXXXXXXXXXXXXXXXXXX^^^^XXXXXXXXXX  

Pretty simple platform-hopping although it starts out with a twist.  You 
can let the chest on the left get crushed but the one on the right is 
necessary.

(0803l1)--If you entered from the TOP LEFT PINK DOOR, jump for the 
crosses and then jump from the one elevator to the other.
(0803l2)--If you entered from the LEFT RED DOOR(a bad idea in any case--
the red keys are too valuable!) then you should wait for the elevator to 
come down, jump on it, and jump right to the next elevator.
(0902u1)--If you entered from BELOW, right of the yellow door, go 
through it, jump on the elevator, jump over the box, and push it to the 
right so that it will not be crushed when the elevator reaches the top.  
If you fail to get on the elevator, exit below the elevator so the box 
is not crushed permanently.  Once on the block, stand directly on it 
until you pass a ledge, walk one square left, and jump when it's at its 
apex.  Steer left and right to make it to the next ledge, and from there 
the elevator to the next level should be straightforward.
(0904d1)--If you FELL FROM THE UPPER RIGHT, this is your last chance to 
steer left, or you will waste a pink key on the floor below.

Map for (0904):

XX                  XXlt            XX  
LT                  XXbl            XX  
BL                  XX              XX  
XXXX                XX            ^^XX  
XXXX              ^^XX        XXXXXXX/  
XXXX    XXXXXXXXXXXXXX        XXXXXX/   
XXXX    XXXXXXXX          XXXXXXXXX/    
XXri    riXXXXXX          XXXXXXXX/     
XXng    ngXXXX    XXXXXX  XXXXXXX/      
XXXX    XXXX      XX  XX  XXXXXX/       
XXXX    XXXX          XX    XXXX        
XX                          XXXX        
XX                      XX  XXXX        
XXXXXXXXXXXX        XX  XX  XXXX        
XXXXXXXXXXXX      ..XX  XX    XX        
XX                ++          XX        
XX              ..XX      XX  XX        
LT              ++    XX  XX  LT        
BL              XX    XX  XX  BL    XX  
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  

There's an easy way(keys) and a hard way(looping from below) to get to 
the elevator on top to the left.  First time through, though, you'll 
just be able to exit left as above there is just an extra yellow 
key(net.)

(0903u1)--If you entered BELOW THE SPIKES, FROM BELOW, you can jump on 
the square to the right, then jump all the way up and go left.  Then 
standing on the left of that square, jump the chasm and pick up the two 
rings(you've got just enough vertical if you veer to the side and might 
as well do a broad jump to get the other ring) before standing halfway 
on one of the rings' ledges, hitting right(or left) and jumping up to 
the next one.  Get on the elevator and get ready for some safe-pushing.
(0903u2)--If you entered RIGHT OF THE LOWER RIGHT BLUE DOOR, FROM BELOW, 
you can jump on the rectangles with the goal of hitting the elevator, or 
you can jump up/right until you're on the inverted deformed U, after 
which you can fall down and left and open the light blue door to the 
right.
(0804r1)--If you entered through the UPPER LIGHT BLUE DOOR ON THE LEFT, 
you might as well use the elevator.  However, the more contorted way to 
get there saves keys.
(0804r2)--If you entered through the LOWER RIGHT BLUE DOOR ON THE LEFT, 
there's nothing productive to do.
(0905d1)--If you FELL FROM THE UPPER RIGHT, this is a good chance to 
steer left, as the blue door is probably already open.

Map for (0905):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX    XX  
XX              SA  SA        XX    XX  
XX              FE  FE        XX    XX  
XX%%%%XX%%%%XX  SA  SA   XXX  XX    XX  
XX              FE  FE        XX    XX  
XX              SA  SA        XX  ^^XX  
XX              FE  FE        XX  XXXX  
XX  XXXXXX      **  SA        YE  XXXX  
XX              **  FE        LO  XXX/  
XX              **  SA        XXXXXX/   
XX              **  FE        XXXXX/    
XXXXXXyeye      **  SA      XXXXXX/     
XX    lolo      **  FE        XXX/      
XX              **  SA    piyeXX/       
XX              **  FE    nkloXX        
XX              **  SA        XX        
XX              **  FE        XX        
PI              **  **        PI        
NK              **  **        NK    XX  
XXXXXXXXXXXXXXXXXX^^XXXXXXXXXXXXXXXXXX  

This room is a bonanza once you get on the elevator and figure it out!  
You net two yellow keys and a pink key.  You may need two lives to get 
all the keys and exit right, or you can just exit left with three extra 
yellow keys and no lives lost.

(0904u1)--If you entered FROM BELOW, FROM THE MIDDLE ELEVATOR, you have 
a monstrous puzzle ahead of you.  It really is possible to get all the 
goods and leave to the right with only one suicide(you can actually 
leave to the left and make a huge loop, but losing one life right now is 
more practical.)  You don't even have to kill yourself to leave to the 
left.  I'll give the solution for getting the keys, then for leaving to 
the right.  The only safes that really matter are the top seven.  I'll 
label them as follows:
11  44
11  44
22  55
22  55
33  66
33  66
    77
    77
    TO GET THE KEYS:
  1.  Push safe 1 off to the left
  2.  Push safe 2 off to the left
  3.  Drop down left and jump off the safe to get the keys.  Stand on 
the left edge of the stacked safes and push left and down quickly.  
You'll just make it to the ledge.  Jump back up and onto the elevator.
  4.  Push safe 6 one square to the right
  5.  Push safe 5 one square to the right
  6.  Push safe 4 off to the right
  7.  Push safe 5 off to the right
  8.  Push safe 6 off to the right
  9.  Push safe 7 off to the right
 10.  Drop down, and you can jump from the ground to get the two keys.  
Then you can jump up the stacked safes two at a time.  Let the elevator 
crush Rafael at the top.
    TO GET OUT:
  1.  Push safe 2 one square to the left
  2.  Push safe 1 so that it is on the right edge of the upper left 
platform.  If the force fields are dead, be sure to push safe 1 two 
squares left so the elevator doesn't crush you.
  3.  Push safe 6 one square right
  4.  Push safe 4 two squares right so that it falls
  5.  Loop back around left, falling through the force field, and jump 
onto the platform to the left of the safe.
  6.  Push it all the way right when the field starts again.  Push it 
down the elevator shaft if you want but be sure to push it across the 
elevator afterwards, all the way right until it falls down and--voila!--
you can now open that yellow door.
(0904u2)--If you entered FROM BELOW, TO THE RIGHT, you can quickly gain 
a yellow key, but since pink keys are so valuable you should wait until 
you can get on the elevator in the center.
(0805r1)--If you entered FROM THE PINK DOOR ON THE LEFT, there's nothing 
you can do.
(0906d1)--If you FELL FROM THE UPPER RIGHT, just keep falling.  You 
can't get to another room through the pink door.

Map for (0906):

XXXXXXXXXXXXXXXXXXXXXXXXXX          XX  
PI  $$              $$  XX          XX  
NK  $$              $$  XX          XX  
XX                      XX        ^^XX  
XX    ******  ******    XX      XXXXX/  
PI  ****    ca  ^^****  XX    XXXXXX/   
NK    **    ts  ||**    XX    XXXXX/    
XX    **  ******||**    XX  XXXXXX/     
XX  ****    pi  ||****  XX    XXX/      
PI    **    nk  ||**    XX    XXX       
NK    **^^******||**    XX    XX        
XXXX  **************    XXXX  XX        
XXXX        ||++      XXXX    SA        
XX          ||..      .+XX    FE        
XX          ||        .+XX    XXXX      
XX==        ||        ==XXXX  XX        
XX          ||          XX    XX        
PI          ||  $$LI$$  PI    XX        
NK          ||  $$FE$$  NK    XX    XX  
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  

This may require a few goes through especially as the treasure is worth 
a try if you've entered from the left.  The cat should get crushed 
quickly making the pink key a gimme.

(0905u1)--If you CAME UP VIA THE ELEVATOR TO RIGHT OF THE BOTTOM RIGHT 
PINK DOOR, just jump on the ledges and get to the top.  You'll have to 
stand halfway on the ledges, but persistence should win out over any 
possible unlucky falls.
(0907d1)--If you FELL FROM THE UPPER RIGHT, you can keep falling, but 
moving back up should be key unless you have a good idea of what you 
need to explore below.  You'll need to jump to the ledge with the safe 
from the small ledge at the far right, but once you drop the safe, 
proceed as in the entry right of the pink door.
(0806r4)--If you CAME FROM THE BOTTOM PINK DOOR, don't try to time your 
jump to get on the platform.  Time it so it's almost under you then walk 
over it.  Walk on it until you know you can jump to the ledge above it.  
Getting the pink key just requires jumping on ledges.  The cat in the 
middle will probably kill himself but if not jump a lot until he winds 
up on an elevator and--squoosh!  The pink key in the middle requires 
patience to get, as there'll be a lot of elevator waiting.  Be sure to 
run for the pink key before the elevator gets all the way down so you 
won't get crushed.  Getting the life potion is probably more trouble 
than it's worth, but if you must, drop down to the right from the tree 
structure and time your drop to the very bottom so that you land on the 
moving platform when it's going right.  When you're in the center, 
release the controls.  Get the goodies and jump up--you'll probably need 
to move horizontally at the apex of your jump to get on, then jump 
immediately again, heding for the ledge above.  You'll just make it.  
The only door you can open an exit to is the second-bottom pink door, so 
go there.
(0806r3)--If you came FROM THE SECOND-BOTTOM PINK DOOR, you may just 
need to go right back.
(0806r2)--If you came from the SECOND-TOP PINK DOOR, you are probably in 
a puzzle in the room to the left.
(0806r1)--If you came from the TOP PINK DOOR, you are likely well on 
your way to solving this game!  Leave via any door you choose, but the 
pink door on the right seems the best choice for getting back upstairs.

Map for (0907):

**~~~~****gr    gr          $$**X     XX
**~~~~****en  **en          $$**      XX
**~~~~~~****    **  **      **X     ^^X/
**~~~~~~****      **    **  **      XX/ 
**~~~~~~~~****~~~~~~~~~~~~**X   riXXX/  
******~~~~****~~~~~~~~**~~**    ngXX/   
**  ****~~~~~~**~~**~~~~**X   crXXX/    
XX    **~~~~~~~~~~~~~~~~**    osXX/     
XX    **~~**~~~~~~~~**~~**    XXX/      
GR    **~~~~**~~**~~~~~~**    XX/       
EN    **~~~~~~~~~~~~~~****    XX        
XXXX  **~~**~~~~~~**~~~~****  XX        
XX    **~~~~~~**~~~~**~~**    XX        
**    ****~~~~~~~~~~~~~~**    XX        
**~~~~**~~**~~~~**~~~~~~**    XX        
****~~**~~~~**~~~~**~~******  XX        
**~~~~~~~~~~~~**~~~~~~~~**    XX        
**~~~~~~~~~~~~~~~~~~~~~~**    YE        
**~~~~**~~**~~~~~~~~**~~**    LO    XX  
**************************XXXXXXXXXXXX  

Whoah, all that water on the left is confusing.  If you enter on the 
right you'll be able to see it soon unless you chicken out, err, 
backtrack falling off to the right--but you might as well go forward if 
you've got a few pink keys.  A trove of green keys awaits.

(0906u1)--If you CAME UP VIA THE ELEVATOR, you will need to open the 
yellow door, jump on ledges(on the first ledge, stand halfway on it, 
jump right and left) and get the cross and the ring(might as well) and 
get to the elevator at the top.
(0807r1)--If you came in THROUGH THE GREEN DOOR there's probably nothing 
to do except go backwards.  The invincibility that got you through this 
has probably long since worn off.
(0908d1)--If you CAME DOWN VIA THE WATER, note that the ledges below are 
annoying because they can block quick movement, and time is of the 
essence.  Find the right ones and it's a breeze.  On the final platform 
in the water, remember to stand half on it and jump.
          The = signs in the map below show where to jump.
**~~~~****gr    gr          $$**
**~~~~****en  **en          $$**
**~~~~~~**==    ==  ==      **X
**~~~~~~****      **    **  **
**~~~~~~~~**==~~~~~~~~~~~~**X
**====~~~~****~~~~~~~~==~~**
**  ****~~~~~~==~~==~~~~**X
XX    **~~~~~~~~~~~~~~~~**
XX    **~~**~~~~~~~~**~~**
GR    **~~~~**~~==~~~~~~**
EN    **~~~~~~~~~~~~~~****
XX==  **~~**~~~~~~**~~~~**
XX    **~~~~~~==~~~~**~~**
**    ****~~~~~~~~~~~~~~**
**~~~~**~~**~~~~==~~~~~~**
**==~~**~~~~**~~~~==~~****
**~~~~~~~~~~~~**~~~~~~~~**
**~~~~~~~~~~~~~~~~~~~~~~**
**~~~~==~~==~~~~~~~~==~~**
**************************

Map for (0908):

XXye        crcr    XXXX  XX      lt  XX
YElo        ososXX    ca  XX  ca  bl  XX
LO      XXXXXXXX      ts  XX  ts      XX
XXXX    XXXX    ca  XXXX  XX  XX      XX
XX              ts^^      XX  XX      XX
XX              XXXX          XX      XX
XX    XXXXXXXXXX              XX      XX
GR                            XX    ^^XX
EN                ..XXXX  ..XXXX  ..XXXX
XXXXXX          {}++XXXX  ++XXXX  ++XXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX                      XX            XX
XX        XXgr      XX  XXH2          XX
XX          en  XX      XX-O          XX
****~~~~~~~~**~~~~~~~~~~**      <<<<  XX
**~~~~**~~**~~**~~~~**~~**~~~~~~****%%XX
**~~~~~~~~~~~~~~~~**~~~~~~**~~~~~~**  XX
**~~**~~~~~~~~~~~~~~~~~~~~~~~~**~~**  XX
**~~~~**~~~~**~~**~~~~**~~~~~~~~~~**  XX
**~~********************************XXXX

Except for the random factor of jumping onto the force field, this level 
is not too bad.  Even the part above is a bit dippy, although you'll 
need to run through it a couple of times, and you can't go from left to 
right all at once.

(0907u1)--If you enter in the LOWER RIGHT, be prepared for some random 
jumping.  You must time your jump so that you wind up on top of the 
force-field floor when it starts up again.  Once you do, jump on the 
conveyor belt but hold right when you do.  When you've regained your 
bearing, jump all the way left to get the water.  Then travel through it 
and pick up the green key.  There is a map below of where to jump--just 
like in real air, Rafael may need to stand halfway in space for some 
jumps.

XX                      XX            XX
XX        XXgr      XX  XXH2          XX
XX          en  XX      XX-O          XX
****~~~~~~~~==~~~~~~~~~~**      <<<<  XX
**~~~~==~~**~~==~~~~==~~**~~~~~~****%%XX
**~~~~~~~~~~~~~~~~==~~~~~~==~~~~~~**  XX
**~~==~~~~~~~~~~~~~~~~~~~~~~~~**~~**  XX
**~~~~==~~~~==~~==~~~~==~~~~~~~~~~**  XX
**~~********************************XXXX

(0808r1)--If you enter through the YELLOW DOOR, jump to get the yellow 
key, jump the chasm and get the crosses, and jump around a lot some 
more.  The cats will follow your lead and jump onto spikes, getting them 
out of the way.  You'll want to take the elevator.
(0808r2)--Do the same thing for the GREEN DOOR(not quite as good as the 
yellow door IMO,) but drop to the bottom ledge first before jumping to 
eradicate the cats, and then pick up the yellow key and crosses.
(0909d1)--If you FALL FROM ABOVE, guide Rafael to the right.  Then when 
he is on the ledge, jump to get the blue key.  I think the plant gets 
you if you try to circle back left, so you can gain a key on a suicide 
mission here by going up the elevator in your next life.  If it doesn't 
kill you, even better!


Map for (0909):

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX          grXXdk            piXX    XX
XX          enXXbl            nkXX    XX
PI            DK  ca          caLT    XX
NK  XX        BL  ts          tsBL    XX
XXXXXX      xxxxxxxx          XXXXXX  XX
XX                                    XX
PI                                    XX
NK                                    XX
XXXXXX          ca                  XXXX
XXXX            ts                XXXXXX
XX            XXXX            XXXXXXXXXX
XX                              XXlt  XX
XX      crcr        riri        LTbl  XX
XX      osos        ngng        BL    XX
XX                            XXXXXX  XX
XX                              XX    XX
XX                              YEca  XX
XX                              LOnd  XX
XXXXXXXXXXXXXXXXXX>>>>>>>>>>  XXXXXXXXXX

If you are in the middle right, you can risk jumping to get the keys, 
etc.  However, falling through the hole is safer.  If you are in the 
lower right corner to start, you just fell through this room's hole and 
got a light blue key just below, so all in all you'll have netted a 
green key (and a dark blue key if you're slick) from this room.  This 
room stocks you up on keys for another room in the future if you play 
your cards right--there's a non-obvious way to save a key here.

(0908u2)--If you came from BELOW, TO THE RIGHT, Jump onto the next ledge 
up, get the light blue key and unlock the door, stand halfway off the 
ledge and jump up, and jump up ledges some more.

  BRUTE FORCE:  Open the LIGHT BLUE DOOR and get the pink key, then get 
the dark blue key to open the door in front of you.  Then get the green 
key and open the pink door.  Net change:  you've traded a light blue key 
for a green key.
  BETTER BUT TOUGHER:  You can ignore the dark blue door if you are 
resourceful.  You can jump left from the upper right ledge, then jump 
left, then jump up and right to behind the door.  Then you can exit via 
the either left door and save a valuable dark blue key.  Of course, 
since it's easy to recover from a fall, this is worth trying.  If you 
have confidence you can complete the trick I describe in 0809-top, go 
there, otherwise go to the bottom pink door, where you can exit and re-
enter at will to reset the board.
(0908u1)--If you came from BELOW, IN THE CENTER, start jumping right 
immediately and don't worry if you fall in the hole.  It's safe.  When 
you feel braver, try to jump up and get the ledge next to the light blue 
door, but even the ledge by the yellow door is OK as you can start 
jumping up--in fact, you can open the yellow door, drop down, get the 
light blue key, and essentially trade a yellow for a light blue by 
arriving in the lower right and getting the light blue key behind the 
light blue door.
(0809r1)--If you came from the TOP RIGHT PINK DOOR, go back where you 
came and stop chickening out.
(0809r2)--If you came from the MIDDLE RIGHT PINK DOOR, go back where you 
came and stop chickening out, and feel a little extra embarrassed that 
you probably missed the jump above.  If you entered this door AFTER 
entering the top one, you have wasted a pink key.  "Ah, the wastrel 
prince."

By the way, if you jump a certain way in this level, one cat can land 
halfway on top of another and walks on it, which is amusing to watch!

  THE OVERALL WALKTHROUGH, HOARDING AS MUCH AS POSSIBLE

  The walkthrough is largely in code with only bare detail so that 
little is spoiled and you can still try to solve the puzzle available, 
but if you want to, you can see the general path and figure which keys 
to pick up.  
  Re-entries and loops are annotated where I feel it's appropriate.
  The basic part of this walkthrough will leave you with thirty-three 
keys when you get to the princess at the end.  However, there is a bit 
of a tricky move to get one of the red keys, so I have a side loop for 
getting another red key, which essentially trades a green key for a red 
and three yellows.  Of course, you can take this side loop and still use 
the tricks.  I also have a side loop that picks up another key but is a 
bit of a waste of time.  So overall it seems the most keys you can 
conveniently wind up with is thirty-seven.  I haven't officially gone 
through the game in this way, but I've verified the thirty-three key 
walkthrough and each of the side trips individually.

  Remember that you start in (0002.)

 Keys
(start
 with)
 DLPGY:      :
RKTIRE: Exit : Keys
EBBNEL: thru : used,
DLLKNO:      : found
----------------------
000000:0002r1:+Y-Y+LB-LB
000000:0102r1:+Y-Y
000000:0202l1:+Y+P
000101:0102r3:-Y
000100:0202l3:+Y+LB
001101:0102u1:
001101:0103r1:-LB+Y+Y+LB-LB
000103:0203r1:+LB-P
001003:0303d1
001003:0303d1
000003:0302l1:+P+P
000203:0202r1:
000203:0302d1:-P+Y
000104:0301l1:+LB-LB
000104:0201r1:+LB [well, you need to leave the screen and come back to 
get past the boxes and get the key too]
001104:0301d1:-Y+LB-Y+P
002202:0300u1:+Y+Y
002204:0301l1:-LB+G
001214:0201l1:+Y-Y-B
000214:0101l3:+Y-Y
000214:0001d1:
000214:0000u1:+LB-G+DB
011204:0001r1:+Y-Y
011204:0101r1:+B+B
013204:0201u1:
013204:0202l1:
013204:0102u1:
013204:0103l1:-Y
013203:0003d1:-LB
012203:0002r1:+Y+G
012214:0102u1:
012214:0103r1:
012214:0203r1:
012214:0303d1:
012214:0302d1:
012214:0301l1:-G+DB
022204:0201u1:
022204:0202l1:
022204:0102u1:
022204:0103r1:
022204:0203r1:
022204:0303d1:
022204:0302r1:-Y
022203:0402r1:+Y-DB
012204:0502u1:
012204:0503d1:Y+LB-LB+G
012213:0502d2:
012213:0501r2:+P-LB
011313:0601u1:+P
011413:0602l1:+Y-Y
011413:0502r2:+P
011513:0602d1:
011513:0502u2:
011513:0602r2:-DB+LB+LB-LB
002513:0702l1:-LB
001513:0602d2:+LB+DB+P
012613:0601l2:
012613:0501d1:
012613:0500l1:-P
012513:0400u1:+Y+Y-Y+LB-Y+G
013523:0401u1:-Y+P-Y+P
013721:0402r1:
013721:0502d2:
013721:0501r2:
013721:0601r2:-P
013621:0701d1:-Y
013620:0700r1:+Y+Y+LB-LB
013622:0800r1:+G+Y-Y+Y-G
013623:0900l1:+G+P [suicide here after getting the keys]
013733:0800r3:+P+P-Y (6)--suicide trick for extra key
013932:0900u1:+Y+LB
014933:0901u1:
014933:0902u1:
014933:0903u1:-Y
014932:0904l1:-LB+LB-LB
013932:0804u1: (1)--loop for extra keys
013932:0805u1: (2)--loop for extra key
013932:0806r4:-P
013832:0906l3:+P-P
013832:0806r2:-P [crush the two plants here, exit and return]
013732:0906r2:
013732:0806l1:+DB+DB-DB
023732:0706l1:-P
023632:0606l1:-P
023532:0506l1:+P+DB+P-P
033632:0406d1:+LB
034632:0405d1:+Y+Y
034634:0404l1:-DB
024634:0304l1:+Y+Y-DB
014636:0204u1:
014636:0205d1:+DB+DB-Y+Y
034636:0204l2:-LB (3)--loop for extra key
033636:0104l3:+G+G+G+G-G
033666:0004r2:+G-G
033666:0104d1:
033666:0103l1:+Y+LB-Y
034666:0003u1:
034666:0004r1:+G-LB+G-G
033676:0104u1:
033676:0105l1:-LB+G+LB+LB+LB+Y-G
035677:0005r1:-Y+LB+Y
036677:0105r1:-Y+G-LB
035686:0204l1:+G
035696:0104r1:
035696:0204u1:
035696:0205l1:+Y+LB-Y
036696:0105l1:-Y-LB-DB
025695:0005u1:-P+DB
035595:0006u1:-P
035495:0007u1:
035495:0008u2:+Y+Y
035497:0009d2:+Y+LB+Y+Y+Y
03649b:0008u2:
03649b:0009r1:+LB+LB+LB
03949b:0109d1:-G+DB
04948b:0108l1:
04948b:0008d2:
04948b:0007r2:
04948b:0107r1:-G
04947b:0207u1:
04947b:0208d1:+Y+LB
04a47c:0207r1:-Y
04a47b:0307l3:-Y
04a47a:0207r4:+P+P-Y
04a679:0307r1:-LB
049679:0407u1:
049679:0408r1:-LB+LB+LB-Y (4)--loop for extra key
04a678:0508r3:-Y
04a677:0608r3:-LB
049677:0708r2:-P
049577:0808r1:-Y
049576:0908u1:+Y
049577:0909d1:-Y
049576:0908u2:+LB
04a576:0909l1:+LB-LB+P+DB+G-P
05a586:0809XX:+R+R (commit suicide)
25a586:0809l1:-G
25a576:0709l1:-R-Y-DB-Y-P
14a474:0609r2:+Y+Y+Y-P
14a377:0709l2:-Y-Y-Y-R
04a374:0609d1:-G-G+P+P
04a554:0608r1:+G+G-LB
04a554:0708l1:+P+R+DB
14a644:0608l1:-Y
149664:0508r1:-LB-G+LB+Y+P+R
259764:0608r2:+Y+Y
259766:0708r2:
259766:0808r1:
259766:0908u1:
259766:0909l1:
259766:0809d1:+DB (5)--loop for extra key
269766:0808l1:-DB
259766:0708u1:
259766:0709++:-R-R 

Left-over:  *059766* = 33 keys.

...and YOU WIN THE GAME!!!!

    ****DETOURS FOR THE GREEDY****

I believe there is a way to get up to 43 keys--maybe 44--expanding on my 
walkthrough.  There are five detours to take;  only number 2 has been 
tested in game play.  The others all look reasonable.  There is a very 
hypothetical sixth.

  1.  When you get to the room under the barrel room, room 0804, go 
down.  Open the pink and light blue doors to the right and go through 
the light blue door to the left.  Pick up the red keys, etc. and go up 
to the safe room(0905.)  Get all four keys there and exit to the left.  
You will now have found a roundabout way to go up, but after all the 
exchanges you've traded a green key for three yellows and a red.
  1a.  If you're just going for keys and not hogging red keys, you can 
choose not to open the blue and pink doors in 0803.  Instead you can 
just follow the pattern and exit through the red door.  You can still 
solve the game with the indicated walkthrough, and you'll have traded a 
red key for a light blue and pink one relative to 1.
  2.  After you complete 1., go down the left hatch of the barrel room.  
It's a LOOONG drop but you can exit left through a light blue door where 
a light blue key and a green key are waiting.  Get the treasure too--and 
the treasure in the room below.  Then fall off and get on the ledge to 
the right.  Push the box off and go through the yellow door you opened 
the first time through.  Go right back.  Woohoo!  Now you can go down.  
Loop back as you did in 1.  Net gain:  a green key.
  3.  When you get to the left side of 0204, exit to the middle light 
blue door.  Come back and drop under the elevator after it rises above 
you.  Go to the right, where you open a pink door to get to 0303, the 
tree room.  Get the obvious pink key, open the green door and recoup the 
green, and behind the next green door there are a pink and a green.  Net 
gain:  one pink key.  Go back to 0204 and exit the elevator through the 
door you opened.
  4.  In 0408, the walkthrough tells you to go right through a light 
blue door.  What if you go through the left one?  Drop through the hole 
and on the next screen follow the trail to the middle light blue door.  
Go through that and you'll have a choice of two drops.  Go through the 
left one first;  blue, green and yellow put your net key total at +1.  
Then enter the light blue door to the left in the room below--you're 
even, but here's the plan.  Restart the cycle from 0206 to 0408(cutting 
out picking up the keys, etc., of course) and go back to the choice of 
two drops at 0307.  Go down the right one.  When you fall you'll see a 
pink and a yellow in the room below.  Drop two rooms down, go left, up 
and up.  You'll be at 0206 and so you should go to 0408 where you can 
finally go into the top left door.  Net gain: green, pink and two 
yellows vs. two light blues.
  5.  This one is the biggie and the last I found.  I'm the least 
confident it works, but it still looks pretty good.  You also need to 
take this detour before truly "solving" the room in order for the gain 
of keys to hold up as you can't exit twice through the upper left.  In 
0606, instead of going left, drop down through the hole.  Open the dark 
blue door and exit through the yellow door quickly.  You'll find two 
keys to recoup your initial investment.  Go back in the room and get the 
light blue key and drop through the shaft--you may have to wait until a 
crate is crushed, leave, and come back to jump over the 2x3 stack of 
crates, and try to fall from the right side(jump over the shaft and fall 
in) so that you'll avoid the fireball.  In this room you'll want to 
enter the pink door to the right is also OK if you can't avoid the 
fireball.  There are two light blue keys in this room.  Get them and 
commit suicide if you opened the green door(much easier than falling a 
level and I don't see any sure way to jump down on a platform and back 
up.)  Leave to the left.  Drop through the force field and nail the 
warrior, then drop through the hole.  Goody, plus three!  Now you'll 
have to go through room 7,3--with the big pedestals, cats and fireballs-
-make it back up to 0704 and then exit off to the right via the light 
blue door.  Fall down--you've been here before in 2.  Work your way back 
around through the doors you've opened previously.  Yeah, this will take 
a while.

  6.  Again, I stress that this is hypothetical, but if you get the 
scuba gear, exit the room, enter the water, get the pink key to the 
left, drown, and restart, you'll get your scuba gear recharged.  Drop 
off to the right and you won't have to enter the yellow door below.  I'm 
not sure if the timing will work out but you seem to get 

  TABLES AND STATISTICS

     TABLE OF KEYS AND DOORS

                              EDGE               INNER
           KEYS               DOORS              DOORS

    |  | D| L|  |  | Y||  | D| L|  |  | Y||  | D| L|  |  | Y|
    |  | K| T   | G| E||  | K| T   | G| E||  | K| T   | G| E|
    |  | B| B| P| R| L||  | B| B| P| R| L||  | B| B| P| R| L|
    | R| L| L| I| E| L|| R| L| L| I| E| L|| R| L| L| I| E| L|
    | E| U| U| N| E| O|| E| U| U| N| E| O|| E| U| U| N| E| O|
    | D| E| E| K| N| W|| D| E| E| K| N| W|| D| E| E| K| N| W|
----+--+--+--+--+--+--++--+--+--+--+--+--++--+--+--+--+--+--+
0000| 0| 1| 1| 0| 0| 0|| 0| 0| 1| 0| 1| 0|| 0| 0| 0| 1| 0| 0|
0100| 0| 0| 0| 0| 2| 0|| 0| 0| 1| 0| 1| 0|| 0| 0| 2| 0| 0| 1|
0200| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 1| 0| 3| 0| 0| 0|
0300| 0| 0| 0| 0| 0| 2|| 0| 0| 0| 0| 0| 0|| 2| 0| 1| 0| 1| 0|
0400| 0| 2| 1| 0| 1| 2|| 0| 0| 0| 1| 0| 0|| 3| 2| 0| 0| 1| 2|
0500| 0| 0| 0| 0| 1| 1|| 0| 0| 0| 0| 0| 0|| 2| 0| 2| 0| 0| 0|
0600| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 1| 2| 0| 1| 0|
0700| 0| 0| 1| 0| 0| 2|| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 1| 0|
0800| 0| 0| 0| 2| 1| 2|| 0| 0| 0| 0| 1| 0|| 0| 0| 2| 0| 1| 1|
0900| 0| 0| 1| 1| 1| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 2| 0| 1| 0|
0001| 0| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 3| 0|
0101| 0| 0| 2| 0| 0| 2|| 0| 0| 0| 0| 2| 0|| 0| 0| 0| 0| 3| 0|
0201| 0| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 3| 0|| 0| 0| 0| 0| 0| 1|
0301| 0| 1| 2| 1| 1| 0|| 0| 0| 0| 0| 2| 1|| 0| 0| 0| 1| 1| 2|
0401| 0| 0| 0| 2| 0| 0|| 0| 0| 0| 0| 1| 0|| 0| 0| 1| 0| 1| 2|
0501| 0| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 2| 0|| 1| 0| 1| 0| 0| 0|
0601| 0| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 3| 0|| 2| 0| 0| 0| 0| 0|
0701| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 1| 1|| 2| 0| 1| 0| 0| 1|
0801| 0| 1| 0| 0| 0| 0|| 0| 1| 1| 0| 0| 0|| 1| 0| 1| 0| 0| 0|
0901| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 0|
0002| 0| 0| 1| 0| 1| 2|| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 1| 0| 2|
0102| 0| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 3| 0|
0202| 0| 0| 1| 3| 0| 2|| 0| 0| 0| 0| 2| 0|| 0| 0| 0| 0| 3| 0|
0302| 0| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 2| 0|| 0| 1| 0| 0| 1| 0|
0402| 0| 0| 0| 0| 0| 1|| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 2| 0|
0502| 0| 0| 0| 1| 0| 0|| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 2| 3| 0|
0602| 0| 1| 3| 1| 0| 1|| 0| 0| 0| 1| 2| 0|| 0| 0| 0| 0| 2| 0|
0702| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 2| 0|| 0| 0| 0| 0| 1| 0|
0802| 0| 0| 1| 1| 1| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 1| 0|
0902| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 1| 1| 0| 0| 0|
0003| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 2| 0|
0103| 0| 0| 2| 0| 0| 3|| 0| 0| 0| 0| 1| 1|| 0| 0| 0| 0| 2| 1|
0203| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 1| 0|| 3| 0| 0| 0| 0| 0|
0303| 0| 0| 0| 2| 2| 0|| 0| 0| 0| 0| 0| 0|| 5| 0| 0| 4| 0| 0|
0403| 0| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 0|| 3| 0| 1| 0| 0| 0|
0503| 0| 0| 1| 0| 1| 0|| 0| 0| 0| 0| 0| 1|| 1| 0| 1| 0| 1| 1|
0603| 0| 0| 0| 1| 0| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 1| 1|
0703| 0| 0| 1| 0| 1| 0|| 0| 0| 0| 0| 1| 0|| 0| 0| 1| 0| 0| 0|
0803| 0| 0| 1| 0| 0| 0|| 1| 1| 0| 0| 1| 2|| 2| 0| 0| 0| 0| 0|
0903| 0| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0|| 2| 0| 0| 0| 0| 1|
0004| 0| 0| 0| 0| 3| 0|| 0| 0| 0| 0| 0| 1|| 0| 0| 3| 0| 0| 0|
0104| 0| 0| 0| 0| 4| 0|| 0| 0| 0| 0| 2| 0|| 0| 0| 3| 2| 0| 0|
0204| 0| 1| 0| 0| 0| 0|| 0| 0| 1| 2| 2| 0|| 1| 0| 1| 0| 0| 0|
0304| 0| 0| 0| 0| 0| 2|| 0| 0| 2| 0| 0| 0|| 1| 0| 2| 2| 0| 0|
0404| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 0|| 0| 1| 1| 0| 0| 1|
0504| 0| 0| 0| 1| 0| 0|| 1| 1| 0| 0| 0| 0|| 1| 1| 0| 0| 0| 0|
0604| 3| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0|| 2| 0| 1| 0| 0| 0|
0704| 0| 0| 2| 0| 0| 0|| 0| 0| 0| 0| 1| 0|| 1| 0| 1| 0| 0| 0|
0804| 0| 0| 0| 0| 0| 0|| 0| 1| 0| 0| 3| 0|| 0| 0| 0| 0| 0| 0|
0904| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 2| 1|| 0| 0| 0| 0| 0| 0|
0005| 0| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 1|
0105| 0| 0| 3| 1| 5| 1|| 0| 0| 0| 0| 1| 3|| 0| 0| 1| 3| 0| 1|
0205| 0| 2| 0| 0| 0| 1|| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 2| 1|
0305| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 3| 0|
0405| 0| 0| 0| 0| 0| 2|| 0| 0| 0| 1| 0| 0|| 1| 0| 0| 0| 1| 1|
0505| 0| 0| 0| 0| 1| 1|| 0| 0| 0| 0| 0| 0|| 2| 2| 0| 0| 1| 1|
0605| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 1| 0| 1|| 2| 0| 0| 0| 1| 0|
0705| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 0| 0|| 2| 0| 1| 0| 0| 0|
0805| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 2| 0| 1| 0| 0| 0|
0905| 0| 0| 0| 1| 0| 3|| 0| 0| 0| 0| 0| 0|| 1| 1| 0| 0| 0| 1|
0006| 0| 1| 0| 0| 0| 0|| 0| 0| 1| 1| 0| 0|| 0| 1| 0| 0| 0| 0|
0106| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 1| 1|
0206| 0| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 1| 0|| 1| 0| 0| 0| 3| 0|
0306| 0| 0| 0| 2| 0| 1|| 0| 0| 0| 0| 1| 0|| 1| 0| 0| 1| 2| 1|
0406| 0| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0|
0506| 0| 1| 0| 2| 0| 0|| 0| 0| 0| 0| 0| 0|| 3| 0| 0| 0| 0| 0|
0606| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 3| 0| 0| 0| 0| 0|
0706| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 1| 0| 0|| 1| 0| 1| 0| 0| 0|
0806| 1| 2| 1| 0| 0| 0|| 0| 0| 1| 0| 0| 0|| 4| 0| 1| 1| 0| 0|
0906| 0| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 0|| 4| 1| 0| 0| 0| 0|
0007| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 0|| 0| 1| 0| 0| 0| 0|
0107| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 0|
0207| 0| 0| 0| 2| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 4| 0|
0307| 0| 0| 1| 0| 1| 1|| 0| 0| 0| 0| 3| 0|| 0| 0| 0| 0| 4| 0|
0407| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 3| 0|| 1| 2| 0| 0| 0| 0|
0507| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 2| 0| 0| 0| 0| 0|
0607| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 2| 2| 0| 0| 0| 0|
0707| 0| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 0| 0|| 1| 1| 2| 1| 0| 0|
0807| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 3| 0| 0| 0|
0907| 0| 0| 0| 0| 2| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 1|
0008| 0| 0| 0| 0| 0| 2|| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|
0108| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 2| 1| 0|| 0| 0| 0| 0| 0| 0|
0208| 0| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 2| 0|| 0| 0| 0| 0| 0| 0|
0308| 2| 0| 0| 0| 1| 0|| 2| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 0| 0|
0408| 0| 0| 2| 0| 0| 0|| 2| 2| 0| 0| 0| 3|| 0| 2| 0| 0| 2| 0|
0508| 1| 0| 1| 1| 0| 1|| 0| 0| 0| 0| 0| 1|| 0| 0| 0| 1| 5| 0|
0608| 0| 0| 0| 0| 2| 2|| 0| 0| 0| 0| 3| 0|| 0| 0| 0| 0| 3| 0|
0708| 1| 1| 0| 1| 0| 0|| 0| 1| 1| 0| 3| 0|| 1| 1| 0| 0| 0| 0|
0808| 0| 0| 0| 0| 0| 0|| 0| 1| 1| 0| 0| 0|| 1| 0| 1| 0| 1| 0|
0908| 0| 0| 1| 0| 1| 1|| 0| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 1| 0|
0009| 0| 0| 4| 0| 0| 4|| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1|
0109| 0| 2| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 0|
0209| 0| 0| 0| 0| 0| 0|| 0| 0| 2| 0| 0| 1|| 0| 0| 0| 0| 0| 1|
0309| 0| 0| 0| 0| 0| 0|| 0| 0| 3| 0| 0| 0|| 0| 0| 0| 0| 0| 0|
0409| 0| 0| 0| 0| 0| 0|| 1| 3| 1| 2| 0| 0|| 0| 1| 0| 0| 0| 0|
0509| 0| 0| 6| 0| 4| 6|| 1| 4| 0| 5| 0| 0|| 2| 2| 0| 1| 0| 0|
0609| 0| 0| 0| 2| 0| 3|| 0| 0| 0| 0| 0| 0|| 4| 3| 0| 2| 0| 0|
0709| 0| 0| 0| 0| 0| 0|| 1| 4| 0| 1| 0| 0|| 2| 0| 1| 0| 0| 5|
0809| 2| 1| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0|| 2| 0| 1| 0| 0| 0|
0909| 0| 1| 1| 1| 1| 0|| 0| 0| 0| 1| 0| 2|| 2| 0| 0| 0| 0| 1|

So here are the key totals listed below:
      |      |DARK  |LIGHT |      |      |      |       |
      |RED   |BLUE  |BLUE  |PINK  |GREEN |YELLOW|TOTAL  |
------+------+------+------+------+------+------+-------+
KEYS  |10(+3)|18    |50    |33    |40    |61    |212(+3)|
------+------+------+------+------+------+------+-------+
INNER |      |      |      |      |      |      |       |
DOORS |19    |20    |24    |27    |24    |34    |148    |
------+------+------+------+------+------+------+-------+
EDGE  |      |      |      |      |      |      |       |
DOORS |6     |11    |27    |42    |27    |35    |148    |
------+------+------+------+------+------+------+-------+
TOTAL |      |      |      |      |      |      |       |
DOORS |25    |31    |51    |69    |51    |69    |296    |
------+------+------+------+------+------+------+-------+

You see that there are almost as many yellow keys as doors, and there 
are almost as many blue keys as doors.  The worst ratio is for red, even 
with the three keys you can get from the two fairies.

Of course inner doors should never be opened unless you see a clear 
purpose for doing so.


      TABLE OF TREASURES

    |  |  |  |  | O| P|
    | C|  | M|  | X| O|
    | R| R| O|  | Y| T|
    | O| I| N| M| G| I|
    | S| N| E| A| E| O|
    | S| G| Y| P| N| N|
----+--+--+--+--+--+--+
0000| 0| 0| 3| 0| 1| 0|
0100| 3| 2| 0| 0| 0| 0|
0200| 0| 0| 0| 0| 1| 0|
0300| 0| 3| 3| 0| 0| 2|
0400| 0| 0| 1| 0| 1| 2|
0500| 0| 0| 1| 0| 0| 0|
0600| 0| 0| 0| 0| 0| 2|
0700| 0| 0| 0| 0| 0| 0|
0800| 0| 0| 4| 0| 1| 0|
0900| 0| 0| 0| 0| 0| 0|
0001| 0| 0| 0| 0| 0| 0|
0101| 0| 0| 0| 0| 0| 4|
0201| 0| 0| 0| 0| 0| 1|
0301| 0| 0| 0| 0| 0| 1|
0401| 0| 0| 0| 0| 1| 1|
0501| 0| 0| 4| 0| 0| 1|
0601| 0| 0| 0| 0| 0| 3|
0701| 1| 1| 3| 0| 0| 1|
0801| 0| 0| 0| 0| 1| 0|
0901| 0| 4| 4| 0| 0| 2|
0002| 1| 2| 2| 1| 0| 0|
0102| 3| 0| 0| 0| 0| 1|
0202| 0| 0| 8| 0| 0| 1|
0302| 0| 0| 0| 0| 0| 1|
0402| 0| 0| 0| 0| 0| 0|
0502| 4| 2| 0| 0| 0| 1|
0602| 0| 0| 2| 0| 0| 0|
0702| 2| 2| 1| 0| 0| 1|
0802| 0| 2| 0| 0| 0| 1|
0902| 0| 0| 1| 0| 0| 2|
0003| 3| 2| 0| 0| 0| 2|
0103| 0| 0| 0| 0| 0| 0|
0203| 0| 0| 4| 0| 0| 1|
0303| 0| 9| 0| 0| 0| 0|
0403| 0| 0| 0| 0| 0| 1|
0503| 0| 1| 1| 0| 0| 2|
0603| 3| 3| 1| 0| 0| 0|
0703| 4| 2| 1| 0| 0| 1|
0803| 0| 0| 1| 0| 0| 0|
0903| 2| 0| 0| 0| 0| 0|
0004| 0| 0| 0| 0| 0| 1|
0104| 2| 0| 0| 0| 0| 1|
0204| 0| 0| 0| 0| 0| 0|
0304| 0| 0| 0| 0| 0| 1|
0404| 0| 0| 0| 0| 0| 0|
0504| 0| 0| 0| 0| 0| 1|
0604| 0| 0| 4| 0| 0| 2|
0704| 0| 0| 0| 0| 0| 0|
0804| 0| 4| 0| 0| 0| 1|
0904| 0| 2| 0| 0| 0| 0|
0005| 0| 0| 0| 0| 0| 0|
0105| 0| 0| 0| 0| 0| 0|
0205| 1| 0| 0| 0| 0| 0|
0305| 0| 0| 3| 0| 0| 0|
0405| 2| 2| 0| 0| 0| 1|
0505| 0| 2| 0| 0| 0| 2|
0605| 0| 0| 0| 0| 0| 0|
0705| 0| 0| 0| 0| 0| 0|
0805| 0| 0| 3| 0| 0| 1|
0905| 0| 0| 0| 0| 0| 0|
0006| 2| 0| 0| 0| 0| 1|
0106| 0| 0| 0| 0| 0| 0|
0206| 0| 0| 0| 0| 0| 0|
0306| 0| 2| 0| 0| 0| 0|
0406| 0| 0| 0| 0| 0| 0|
0506| 0| 0| 0| 0| 0| 0|
0606| 0| 0| 0| 0| 0| 0|
0706| 0| 0| 0| 0| 0| 0|
0806| 0| 0| 0| 0| 0| 0|
0906| 0| 0| 4| 0| 0| 1|
0007| 0| 0| 3| 0| 0| 1|
0107| 0| 3| 0| 0| 0| 0|
0207| 0| 0| 0| 0| 1| 1|
0307| 0| 0| 0| 0| 0| 0|
0407| 0| 0| 0| 0| 0| 0|
0507| 0| 0| 1| 0| 0| 2|
0607| 0| 0| 0| 0| 0| 0|
0707| 1| 0| 2| 0| 0| 1|
0807| 1| 1| 1| 0| 0| 1|
0907| 1| 1| 1| 0| 0| 0|
0008| 0| 0| 0| 0| 0| 0|
0108| 0| 0| 2| 0| 0| 1|
0208| 0| 2| 0| 0| 0| 1|
0308| 1| 1| 1| 0| 0| 0|
0408| 0| 0| 0| 0| 0| 0|
0508| 0| 0| 0| 0| 0| 0|
0608| 4| 0| 0| 0| 0| 0|
0708| 0| 0| 0| 0| 0| 0|
0808| 0| 0| 0| 0| 0| 0|
0908| 2| 0| 0| 0| 1| 0|
0009| 0| 0| 0| 0| 0| 0|
0109| 0| 0| 0| 0| 0| 0|
0209| 0| 0| 2| 0| 0| 0|
0309| 0| 0| 0| 0| 0| 0|
0409| 0| 0| 0| 0| 0| 0|
0509| 0| 0| 0| 0| 0| 0|
0609| 0| 0| 0| 0| 0| 0|
0709| 0| 0| 0| 0| 0| 0|
0809| 3| 0| 2| 0| 0| 0|
0909| 2| 2| 0| 0| 0| 0|
The items are worth points, of course.  Although you cannot pick them 
all up in the course of an efficient game, here are the totals:

         # * value =
Cross:  48 *  200  =  9600
Ring:   57 *  400  = 22800
Money:  74 *  800  = 59200
Map:     1 * 1000  =  1000
Oxygen:  8 * 1000  =  8000
Potion: 56 * 1000  = 56000
[keys]:212 *  100  = 21200
                       300[fairies' 3 red keys]
--------------------------
         max total =178100

    TABLE OF OBJECTS

    |  |  |  |  |  ||  |  |  |  |  | P| P|  |
    |  |  | B| C|  || B| B|  |  | P| L| L|  |
    |  | C| A| A|  || E| E|  | F| U| A| A| W|
    |  | R| R| N| S|| L| L| R| I| L| T| T| A|
    | J| A| R| D| A|| T| T| A| E| L| F| F| T|
    | U| T| E| L| F|| -| -| Y| L| E| M| M| E|
    | G| E| L| E| E|| L| R| S| D| Y| W| S| R|
----+--+--+--+--+--+--++--+--+--+--+--+--+--+
0000| 0| 0| 0| 0| 3|| 0| 0| 0| 0| 0| 0| 1| 1|
0100| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 1|
0200| 2| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 1|
0300| 0| 1| 0| 0| 0|| 0| 0| 0| 1| 0| 0| 1| 0|
0400| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 1|
0500| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0600| 1| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 0| 3| 0|
0700| 0| 0| 0| 0| 5|| 0| 0| 0| 0| 1| 1| 1| 0|
0800| 1| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 0| 0|
0900| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 1|
0001| 1| 3| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 0|
0101| 0| 0| 0| 0| 0|| 1| 0| 0| 1| 0| 1| 0| 0|
0201| 0| 0| 0| 0| 0|| 3| 0| 0| 0| 0| 1| 0| 0|
0301| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0401| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 0| 0| 2| 1|
0501| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 0|
0601| 0| 2| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 2| 0|
0701| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 0|
0801| 0| 2| 0| 0| 3|| 0| 0| 0| 0| 0| 0| 0| 1|
0901| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 0| 3| 0|
0002| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0102| 0| 1| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 1| 0|
0202| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0302| 0| 1| 0| 1| 0|| 0| 0| 0| 0| 0| 1| 1| 0|
0402| 0| 3| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 1| 0|
0502| 0| 0| 0| 0| 0|| 0| 0| 0| 2| 0| 0| 1| 0|
0602| 0| 1| 0| 0| 1|| 0| 0| 0| 0| 0| 0| 2| 0|
0702| 0| 2| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0802| 0| 0| 0| 0| 0|| 0| 0| 1| 3| 0| 0| 1| 0|
0902| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 1| 0|
0003| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 0| 0|
0103| 0| 0| 0| 0| 2|| 0| 0| 0| 0| 0| 0| 1| 0|
0203| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 1| 0|
0303| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 0| 0| 0|
0403| 0| 5| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 0| 0|
0503| 0| 3| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 1| 0|
0603| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0703| 0| 0| 0| 1| 0|| 0| 0| 0| 0| 0| 0| 1| 0|
0803| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 0| 0| 0|
0903| 0| 2| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 2| 0|
0004| 0| 0| 0| 0| 5|| 0| 0| 0| 0| 0| 0| 0| 0|
0104| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0204| 1| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 1| 0|
0304| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0404| 1| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0504| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0604| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 0| 0| 0|
0704| 0| 2| 2| 0| 0|| 1| 0| 0| 0| 0| 0| 1| 0|
0804| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 2| 0| 0|
0904| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 0| 0|
0005| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 2| 0| 0|
0105| 0| 0| 0| 0| 7|| 0| 0| 0| 0| 0| 0| 0| 0|
0205| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 3| 0|
0305| 0| 0| 0| 0| 1|| 2| 0| 0| 0| 1| 1| 1| 0|
0405| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 1| 0|
0505| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0605| 0| 6| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 2| 0|
0705| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0805| 0| 0| 3| 0| 0|| 0| 0| 0| 0| 0| 2| 0| 0|
0905| 0| 0| 0| 0|11|| 0| 0| 0| 2| 0| 2| 0| 0|
0006| 0| 1| 0| 0| 1|| 2| 0| 0| 1| 0| 2| 0| 0|
0106| 0| 0| 0| 0| 8|| 0| 0| 0| 0| 1| 1| 0| 0|
0206| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 1| 0|
0306| 5| 0| 0| 0| 0|| 0| 0| 0| 2| 0| 0| 1| 1|
0406| 0| 0| 0| 0| 1|| 2| 0| 0| 0| 1| 2| 0| 0|
0506| 0| 2| 0| 0| 2|| 0| 0| 0| 0| 0| 1| 0| 0|
0606| 7| 0| 0| 0| 0|| 2| 0| 0| 0| 0| 0| 1| 0|
0706| 0| 1| 0| 0| 0|| 1| 0| 0| 0| 1| 0| 1| 0|
0806| 0| 2| 0| 0| 0|| 1| 0| 0| 3| 0| 1| 0| 0|
0906| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 3| 0| 0|
0007| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 2| 0| 1|
0107| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 2|
0207| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 0| 1|
0307| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 3| 0| 0|
0407| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0507| 3| 0| 3| 2| 0|| 2| 0| 0| 0| 1| 2| 0| 0|
0607| 0| 0| 0| 0| 0|| 2| 0| 0| 3| 0| 2| 0| 0|
0707| 0| 0| 0| 0| 0|| 0| 0| 0| 1| 0| 0| 1| 0|
0807| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 1|
0907| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 1|
0008| 1| 0| 0| 0| 0|| 0| 0| 0| 2| 0| 3| 0| 1|
0108| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0208| 0| 0| 0| 0| 0|| 0| 0| 1| 0| 0| 1| 0| 0|
0308| 8| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0408| 0| 0| 1| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0508| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0608| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 1| 0| 0|
0708| 0| 3| 0| 0| 0|| 0| 0| 0| 1| 1| 3| 0| 0|
0808| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 2| 0| 0|
0908| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 2| 0| 1|
0009| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0109| 0| 0| 0| 0| 2|| 0| 0| 1| 0| 0| 1| 0| 0|
0209| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 2| 0| 0|
0309| 4| 0| 6| 4| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0409| 0| 0| 0| 0| 2|| 0| 0| 0| 0| 0| 1| 0| 0|
0509| 0| 0| 0| 0| 1|| 0| 0| 0| 0| 0| 1| 0| 0|
0609| 0| 0| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0709| 1| 0| 0| 0| 2|| 0| 0| 0| 0| 0| 0| 0| 0|
0809| 0| 1| 0| 0| 0|| 0| 0| 0| 0| 0| 0| 0| 0|
0909| 0| 0| 0| 0| 0|| 1| 0| 0| 0| 0| 0| 0| 0|

  ****SUMMARY STATS****

Jug:Sum total = 36.
Crate:Sum total = 48.
Barrel:Sum total = 19.
Candle:Sum total = 9.
Belt:Sum total = 26.
Safe:Sum total = 62.

Total belts:26 in 18 rooms
Belt-L:
Belt-R:
Rays:3
Field:26 in 16 rooms
Pulley contraptions:7
Wide elevators:73
Narrow elevators:47
Bodies of Water:16 in 15 rooms

So safes are the most popular things to push around.  I was surprised 
there were only nine candles, but there you go.

      THE TABLE OF MONSTERS

    | | | | | |W|
    | | |B| | |A|
    | |W|I|P| |R|
    |C|I|S|L|F|R|
    |A|T|H|A|I|I|
    |T|C|O|N|R|O|
    |S|H|P|T|E|R|
----+-+-+-+-+-+-+
0000|0|0|0|0|0|0|
0100|0|0|0|0|0|0|
0200|0|0|0|0|0|0|
0300|1|0|2|0|0|0|
0400|0|0|0|2|0|0|
0500|0|0|2|0|0|1|
0600|1|0|1|0|0|0|
0700|0|0|0|0|0|0|
0800|0|0|0|0|0|1|
0900|0|0|0|0|0|0|
0001|0|0|1|0|0|0|
0101|0|0|0|0|0|0|
0201|0|0|0|0|0|0|
0301|0|0|1|0|0|1|
0401|0|0|0|1|0|0|
0501|0|0|0|0|0|0|
0601|1|0|0|0|0|0|
0701|0|0|0|1|0|0|
0801|0|0|0|0|0|0|
0901|0|0|0|0|0|0|
0002|0|0|1|0|0|2|
0102|1|0|1|0|0|0|
0202|0|0|0|0|2|0|
0302|0|0|0|0|0|0|
0402|1|0|0|0|0|0|
0502|0|0|0|0|0|0|
0602|0|1|2|0|0|0|
0702|0|0|0|0|0|0|
0802|0|0|0|0|0|0|
0902|0|2|0|0|0|0|
0003|0|0|1|0|0|0|
0103|0|1|0|0|0|1|
0203|0|0|1|0|0|0|
0303|0|0|0|0|0|0|
0403|0|0|0|0|0|0|
0503|0|0|0|0|0|0|
0603|0|0|0|0|0|0|
0703|2|0|0|0|1|0|
0803|0|0|0|0|2|0|
0903|0|0|0|0|0|0|
0004|0|0|0|0|0|0|
0104|0|0|2|0|0|0|
0204|0|0|0|0|0|0|
0304|5|0|0|0|0|1|
0404|3|0|0|0|0|0|
0504|0|0|0|0|0|0|
0604|0|0|1|0|1|1|
0704|0|0|0|0|0|0|
0804|1|0|0|0|0|0|
0904|0|0|0|0|0|0|
0005|0|3|0|0|0|2|
0105|0|0|0|0|0|0|
0205|0|0|0|0|0|1|
0305|0|0|2|0|0|0|
0405|0|0|0|0|0|0|
0505|0|0|0|0|0|0|
0605|0|0|0|0|0|0|
0705|0|0|1|0|0|2|
0805|0|0|0|0|0|0|
0905|0|0|0|0|0|0|
0006|0|0|1|1|0|0|
0106|0|0|0|0|0|0|
0206|0|1|0|1|0|0|
0306|0|2|0|0|0|0|
0406|0|1|0|0|0|0|
0506|0|0|0|0|0|0|
0606|0|0|0|1|0|0|
0706|0|0|0|0|0|0|
0806|1|0|0|2|0|0|
0906|1|0|0|0|0|0|
0007|0|0|0|0|0|0|
0107|0|0|0|0|0|0|
0207|0|0|0|0|0|0|
0307|1|0|0|0|0|0|
0407|0|0|1|2|0|0|
0507|0|0|0|0|2|0|
0607|0|0|2|2|0|0|
0707|0|0|0|1|0|0|
0807|2|0|0|1|0|0|
0907|0|0|0|0|0|0|
0008|0|0|0|0|0|0|
0108|0|0|0|0|0|0|
0208|0|0|0|0|0|0|
0308|0|0|0|0|0|0|
0408|0|0|2|0|0|0|
0508|0|0|0|4|0|2|
0608|0|0|0|0|0|0|
0708|0|0|0|0|0|0|
0808|0|0|1|0|0|1|
0908|3|0|0|0|0|0|
0009|0|0|0|0|0|0|
0109|1|0|0|0|0|0|
0209|0|0|0|0|0|0|
0309|0|0|0|0|0|0|
0409|0|0|0|0|0|0|
0509|0|0|0|0|0|0|
0609|0|0|0|0|0|0|
0709|2|0|0|0|0|0|
0809|1|1|0|0|0|0|
0909|3|0|0|0|0|0|

  END OF FAQ PROPER

================================

VERSIONS AND CREDITS

1.0.0:  submitted to GameFAQs 11/01/2001(tho' it sat around since 
10/10/2001) with text maps and walkthrough complete.  I expect there 
will be errors in such an ambitious document.  Not many features I can 
think of to add other than a Table of Useless Doors or a Cheating 
Walkthrough(i.e. start with 20 of each key) later.

This was the FAQ where it was most clear I could not put the best effort 
forth on my own.  Since this is my biggest FAQ it's no surprise that my 
biggest thanks section is here.
Thanks to DKruzer on GameFAQs for allowing me to reference his 
CastleQuest FAQ on GameFAQs--the original one!  Places where he helped 
are marked DKruzer.
Thanks of course to the creators of the game, for all its flaws and 
shortcomings.  There are some genuinely neat puzzles in here, guys.
Thanks even to the reviewers who trashed this game and the GameFAQs 
denizens who bemoaned its difficulty.  It built up the game that much 
more in my mind!
Thanks to eBay for having this auction and user Youoy11(who frequently 
holds some really nice Nintendo auctions) specifically for holding the 
auction where I got the game for a good price.
Thanks to the makers of NESTICLE whose thoughtfulness allowed me to play 
the game with save states(ahh...) and take PCX screenshots.
Thanks to JASC and PaintShopPro as their product is a wonderful and 
quick PCX to BMP converter.
Thanks to my own company, Stellent Inc. (NASDAQ:STEL,) for the file 
viewing technology and the handy test application that let me page 
through graphic files and for helping me build my programming skills 
that allowed me to create huge chunks of this FAQ(text maps) at once.
Thanks to wotsit.org for the first document I ever saw with the Windows 
BMP format that allowed me to 1)create BMP's from scratch and 2)modify 
some of the screenshots to make the pictures on my website perfect.
Thanks to kahei at kahei.com for the AXE hex editor which helped me 
determine how to modify bitmaps I needed to change.
Thanks to the unknown writer(s) of bmp2gif.exe for writing the command-
line BMP to GIF converter so I could make web-page maps, which made my 
walkthrough easier to visualize.  I actually have two unique BMP2GIF 
applications which is good as one or the other repeatedly gets misplaced 
in my directory structures.
Thanks to djgpp.com for the freeware C compiler that helped hash 
together the graphics, which also made seeing the whole castle easier 
and the prototype text maps possible.
Thanks to GameFAQs(CJayC) for offering a bounty, without which I would 
never have looked twice at this intriguing puzzle game.
Thanks even to Microsoft for WordPad and Visual Studio 5 which helped me 
when I stayed late at work.