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 forced 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 5
This is another room that stays the same if you visit it again. The fifth option becomes available after you visit. Talk to the man in to choose the correct powder.

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

Room 9
Throw in a Gold coin in order to earn more points. If you spent all your gold coins before entering the castle, you can find some gold early in the castle; is probably the place that is closer to the entrance. If you throw a different coin, your combat skills (strength or weapon) will be improved, but you want to avoid combat as much as possible.

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

Room 13
As any room with an "unlockable" option, this one remains unchanged if you re-enter it. The old man in explains how to get the special option. Otherwise, laugh at the "other" commoner and you will get past.

Exit doors:
 * 1)
 * 2)
 * 3)  (only if you learned the "What a Blast" spell)

Room 16
Choose option C: it is the only one that improves your score. Option B requires a charisma die roll, therefore visit before coming here; you will get higher dexterity, but no points.

Exit doors:
 * 1)  (only if you learned the "What a Blast" spell)
 * 2)  (the entrance hall)
 * 3)

Room 21
You can survive this room only if you learned the "What a Blast" spell. This is the only room where said spell is strictly necessary.

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

Tier III
Sorted from top to bottom.

Room 4
Unlike the nearby, this water source can be dangerous: if you drink (A) your attributes will be changed randomly, and you can even die of overdose. Choose any one of the other options. There are no points to be gained here, so you can skip this room entirely.

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

Room 15
This room is a tribute to the series "The Prisoner" (1967, United Kingdom). The only way to get out is to stand and wait until Rover leaves. Anything else results in your death.

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

Room 27
Two other rooms give you information about this one: and. The safest choice is C, but you can choose D if your luck is high. Avoid A.

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

Room 6
Each one of the four jars has a different effect. Jar 1 can be used in, jar 2 in (but the "item" found in  gives the same result), jars 3 and 4 in. The character in the nearby tells you more about one of the last two.

For the highest score, choose jar 1.

Exit doors:
 * 1)  (closely related to this room)
 * 2)  (requires either a luck roll or a spell)
 * 3)  (requires either a luck roll or a spell, too)

Room 19
Important information can be obtained in this room, but once you learned it, it will be valid in any future playthrough. Option D is the easiest way to learn it; if choose B you have to roll die against your intelligence quotient, but if you succeed, the outcome will be the same as B. The other options lower your charisma.

Exit doors:
 * 1)
 * 2)  (the information you learned here, in room 19, can be used in room 6)
 * 3)

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.