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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 10/30/01 | Printable Version | Search This Guide

    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.