CastleQuest FAQ/Walkthrough
version 1.0.0
by Andrew Schultz [email protected]

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

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.