The Quest of Ki/Floors 21 - 30

Floor 21
Time: 71, Treasure: Ring

On this level, from bottom to top, you have a snail with it's very high shell, two bees flying left and right, and two Will o'Whisps at the very top moving quickly up and down. Both the exit door, and the key that opens it, are above the bees and to the right of the Will o'Wisps. Unprotected, it's impossible to move through the Will o'Whisps. It is possible to slip past the bees and collect the key, but it takes a lot of experience and good control over Ki to accomplish this.

Instead, you can simply jump up to where the treasure chest is, and collect the ring. The ring allows you to pass safely through the Will o'Wisps without fear. Jump up to the right of the snail, and then jump to the chest when the lower bee is flying back to the left. Collect the ring, and then drop down to the bottom when it's safe. Then cross over to the left, jump up the left side, and walk through the wisps to collect the key and proceed straight to the door.

Floor 22
Time: 50, Treasure: Poison

This floor introduces you to the fire cannons that are attached to the walls. After the bottom cannon shoots a fireball, jump up and collect the key. Wait for the second cannon to fire, and then jump up to the second platform. If you're not careful and touch the chest, you will open it to find Poison inside, which will start draining your timer faster. Avoid the chest and jump up to the exit door as quickly as you can.

Floor 23
Time: 180, Treasure: Cross

Ishtar's preamble: A Cross will banish Vampires.

This level is divided into two parts, one on the right and one on the left. The right side contains the key, and the exit door, but the path is blocked by a Vampire. On the left side, you'll find a set of different passages to the left, and a treasure chest on the bottom. The chest contains the Cross which will remove the Vampire from the path to the exit, allowing you to leave the floor. How you get to the chest is up to you. Among the three paths you can choose, you will encounter: The bottom path is the fastest, but the middle path is arguably the safest. As long as you don't jump too high, you should be able to leap over the stationary anemones without getting close to the jagged ceiling above. When you are ready to drop down to the floor with the chest, make sure you watch the timing of the Salamander's fireball. Collect the chest, and then take any path back to the right, collect the key, and make your way to the exit.
 * 1) A Salamander who belches fire at regular intervals on the bottom path.
 * 2) Two anemones on the middle path, positioned under a platform with a jagged bottom.
 * 3) Two worms on a platform along the highest path, with a Beholder that floats back and forth below the ceiling.

Floor 24
Time: 39, Treasure: Time Stop

From the start of this level, watch the timing of the Salamander above you, and jump up to his platform after a fireball flies above you. Be sure to land on the right side of the platform, as there is a nasty surprise waiting for you up in the ceiling. A Giant Leech will drop down when you get close. While standing on the right ledge, jump over the next fireball that the Salamander fires, and then approach the Salamander when you land. Prepare to jump over both the Salamander's next fireball, as well as the Salamander himself as you move to the left to pick up the Time Stop item from the chest near the wall. Once you collect it, everything on the floor will freeze, including the fire cannon near the exit. Take your time and rise carefully up to the top platform where you will find the exit.

Floor 25
Time: 63, Treasure: none

Floor 25 is a considerably long stage. On the left side, where you begin, you can see the key, an orange Beholder, and a Raven who flies back and forth below the exit. To the right, you will find a veritable maze. If you are truly determined, you can attempt to navigate this long and trecherous maze. If you are skilled enough to reach the end of it in the upper right corner, you will find… a Mimic, a creature that only looks like a treasure chest in an effort to lure uncautious adventurers to their doom.

Making your way to the Mimic should only be a recreational goal for players who wish to test their ability. Since there is no actual treasure on this floor, you should collect the key, and jump up to the platform above when the Beholder is near the left wall. There is a very small segement of the floor that is jagged and must be avoided. In addition, the Raven flies up and down while it travels back and forth, so you must be extra careful when timing your passage along the platform. When it's safe, make your way up to the top platform, and exit the floor as soon as possible.

Floor 26
Time: 148, Treasure: Barrier

With the number of enemies present on this floor, it make look as though your chances of surviving the trip to the exit door are dim. However, the Barrier that you obtain from the chest will even the odds a bit. First, run to the left and collect the key, and then run back to the right. If you do this quickly enough when you arrive, you can collect the key and be out before the bat even starts reacting to you. Then, when the bee is travelling back to the left, jump up to collect the chest at the top. Once you obtain the barrier, you can sustain one hit without dying.

Land to the right of the right red slime. When you're ready, hold down, and jump over both red slimes and the middle anemone to reach the wall on the far left. Stay low enough so that you don't get hit by the bee or its blasts of fire. You may hit the left slime, or you may get hit by one of the vertical spells, but you should be alright thanks to the Barrier. Finally, when the bee is moving back to the right, jump up to the exit and escape.

Floor 27
Time: 92, Treasure: Gift

Once again, you are introduced to a new enemy, the smaller of the two types of Rock Men. This one patrols the platform which contains the key. But first, you must avoid the lower Raven that flies back and forth between the bottom and first platform. Jump up just to the left of the platform edge while the bird is flying to the left wall.

When you arrive on the platform, time your jump over the Rock Man so that it is in the process of walking. When it stops, it has a tendancy to jump up, and you don't want to be directly over it when it decides to do so. You must also watch out for the anemone hanging from the ceiling. After you collect the key, head back to the left edge of the platform, and wait for the higher Raven to fly to the left. Then jump up to the top platform and make your way to the exit, collecting the 10,000 point gift along the way.

Floor 28
Time: 47, Treasure: Warp

You only need to concern yourself with the Salamander on the floor if you wish to collect the treasure chest which contains a warp to. If you do wish to warp, wait for the Salamander to spit a fireball, then drop down and run to the right, jumping up to collect the chest before the next fireball follows.

Otherwise, watch out for fire that comes from the two cannons on the left. The lower cannon is closer than the one above. The safest thing to do is to jump all the way up to the top platform with the exit after both fireballs pass. Then hold down and leap all the way across, just under the ceiling, to collect the key. Watch the timing of the higher cannon so that you know where to safely land. Then jump back across the gap to the exit.

Quox's warp: There are some treasure boxes that you should avoid.

Floor 29
Time: 87, Treasure: Special Flag

This level introduces the Rust Monster, whose mythical properties allow it to turn perfectly good armor into worthless rust. However, in this game, they are just another enemy that must be avoided. From your starting point, you must jump up to the platform with the lower Rust Monster while it is walking to the left. Then, as it walks back to the right, you must leap over it. Drop down to the floor on the left to find a key. Then return to the platform with the lower Rust Monster, and jump up to it when the monster is walking to the right. Move to the middle of the platform and, when both monsters begin walking to the left, jump up to the platform with the higher of the two monsters. From there, continue jumping up to the ledge on the left with the treasure chest. Inside, you will find a Special Flag which grants Ki one extra life. Now, while holding, you should be able to launch yourself over the anemone and the entire segment of jagged floor, and safely reach the exit door beyond.

Floor 30
Time: 30, Treasure: Timer

On this floor, you will find blue ghosts who remain visible at all times. First, run to the right and collect the key. Then, to safely reach the platform above, run back to the left, and stand closer to the left wall. When the lower ghost moves back to the right, jump up and collect the contents of the chest, which is a Timer that adds 60 more seconds to the clock. Before the higher ghost has a chance to fly back to the left, quickly jump up to the top platform with the exit door, avoiding the Roper that hangs from the ceiling.