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 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 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.

If you choose to stay in the castle after your lizards beat the demon, you will start a dummy combat. You can run from it, go to room 13, come back on top of the room 7, and repeat indefintely, and earn 50 points every time. It is unnecessary, though.

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 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

Tier II
Sorted from top to bottom.

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 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 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)

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)

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
You can learn one way to exit the castle if you quietly watche the show. The other options lower your charisma.

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

Room 32
Take the treasure with no problem! If you pick up the bones, you will learn what happened to the dragon.

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

Room 2
The easiest option is D: Carl Sagan was also known for his skepticism. Alternatively, you can blast the ghost. In either case, you can get some treasure and, if your character's intelligence quotient is good enough, also get a clue about.

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

Room 31
Did you wonder where are the orcs of the "Ogres and Orcs Adventures" subtitle? This is one answer. Also, if you visit a room that you entered already, you can occasionally meet a wandering monster, and it can be an ogre or an orc.

By the way, in this room you want to avoid the full horde of orcs. The only way to earn points here is to try and leave: you have to pass a luck die roll, and you can earn 20-25 points, or die. The safest way out is to use magic: this is the only room where "Seal Shut" can be cast, but it grants no points at all.

All in all, avoid this room unless your character has a high luck attribute.

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

Room 28
This man is not the Black Sage. Ask him how to get to Havana, and he will tell you one way to leave the castle, instead. The other options have negative effects on you.

Exit doors:
 * 1)  (avoid: minimal gain, high risk)
 * 2)
 * 3)

Room 33
The void in this room can nullify things. Leave (D), or you will regret it!

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

Room 10
The fire elemental can only be destroyed if you use the powder in jar n.1 (elemental fire extinguisher), found in. Otherwise, you have to run away to survive.

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

Room 34
Either attack the clothes or search the pockets. The spell is wasted here. The last option (B) causes a game over.

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

Room 11
All four options are harmless. If you choose to read the book and you pass the intelligence quotient roll, you can learn a random spell.

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

Room 17
Kill the half-dead goblin for the largest amount of points from this room. Instead, if you have pity of the creature, it will kill you: it was a trick!

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

Room 20
Beg mercy (D), or it will be game over.

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

Room 12
Try and catch one butterfly, then bring it to to earn some easy points. Otherwise, you can exit the castle with it, but you will get less points. The other three options (B, C, D) in this room are harmless.

Exit doors:
 * 1)  (only if you have good dexterity)
 * 2)
 * 3)

Room 35
The only convenient choice is D, that grants you several points. The other three options end up with a fight or death.

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

Room 36
This is the only room where the "Detect Magic" spell can be cast, and it is the best option indeed. Lacking that spell, either send smoke signals or run away: one of your attributes will suffer, but at least you will get out alive.

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

Room 18
A clue about this room is given just before you enter the castle: "A figure in skating plus Bo Derek". The former is 8, whereas Bo Derek was an actress in the movie 10. The Black Sage is invincible. Whatever you do, the result is the same: the Black Sage will block you with an ice spell and ask for all your gold coins. If you give any other amount, he will kill you, but if you give him exactly that much, he will mercifully give it back to you and let you leave.

Exit doors:
 * 1)
 * 2)
 * 3)  (avoid unless your dexterity is high)

Room 22
You should better avoid this room. The only way out is across the bridge, and only if you pass a dexterity die roll.

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

Room 23
A rare room with a sub-set of choices. First, look for girls (D), then go for it (4), then decide to leave (N); this is the only way to earn a good amount of points. The second best option is the sand castle, that increases your intelligence quotient. Any other option is far less favorable: you will get nothing at best, but you can also get attacked or an instant game over.

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

Room 26
Cast the spell, and you will obtain a nice amount of gold, plus a magic ankh (unrelated to the '' series). Unfortunately, this item has no impact on your final score.

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

Room 3
Just remember the puppet show in, and act accordingly.

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

Room 25
There are two ways to survive this room, and they both involve an item found in another room. If you captured a butterfly in, stand still (B) and let the insect act; if you got the jar n.2 in , you can use it here (E): it is a weedkiller.

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