The Black Sage/The 36 castle rooms

Each room is numbered, but the numbers are out of order.

The castle can be organized in vertical tiers of rooms: your character always enters from on the left, and  is the farthest away from the entrance.

Room 1
The best option is B, that involves a dexterity roll. If your dexterity is lower than your luck, choose A, that requires a luck roll instead, but gives you far less points. The other options mean death.

Exit doors:
 * 1)
 * 2)
 * 3)  (go to room 29 before coming here)

Room 7
A peaceful room, where all options are harmless. Remember well: this room stays the same when you visit it again.

Exit doors (rooms 7 and 8 are the only ones with less than three doors):
 * 1)
 * 2)
 * 3) C) Climb up the stairs

Room 7.2
Quickly go back down! You should better come here after you found the fire lizards, so that the special option n.4 becomes available.

Exit doors (rooms 7 and 8 are the only ones with less than three doors):
 * 1) Go back down the stairs

Room 8
A peaceful room, where all options are harmless. Remember well: this room stays the same when you visit it again.

Exit doors (rooms 7 and 8 are the only ones with less than three doors):
 * 1)  (this is also the only entrance)
 * 2) C) Climb up the stairs

Room 8.2
Quickly go back down! You should better come here after you found the fire lizards, so that the special option n.4 becomes available.

Exit doors (rooms 7 and 8 are the only ones with less than three doors):
 * 1) Go back down the stairs

Room 24
You should better stay away from this room, unless your intelligence quotient is high. In fact, your best option is C, that implies a die roll against that attribute. If you fail, or if you choose any other option, you are foirced to choose between losing all your money or losing your life fighting the painted warrior.

Exit doors:
 * 1)
 * 2)
 * 3)

Room 29
Choose A for a good reward.

Exit doors:
 * 1)  (avoid it unless your intelligence quotient is high)
 * 2)
 * 3)  (this is where you came from)

Room 30
Choose option A, and confirm it. The treasure is minimal, though. All options are harmless, but the spell is wasted here: its effect is the same as option A.

Exit doors:
 * 1)
 * 2)  (this is where you came from)
 * 3)  (avoid it unless you learned the "What a Blast" spell)

Room 19
Exit clue: powder jar n.4 in is an acid neutralizer. Let it be known that has a pool of acid.

Room 14
Exit clue: make friends with the fire lizards (in ), then go to a tower (either or ).

Room 28
Exit clue: take the diamond in and use it in.