The Fairyland Story/Rounds 81-90

Round 81
The eighty-first round contains two 700-point Salamanders, four 700-point Golems and one 1000-point Cleric, and its randomly-generated powerup shall appear above the gap in the centre of the fifth level of the only platform; the Cleric can also prolong Ptolemy's time over the round by duplicating himself.

Round 82
The eighty-second round contains one 700-point Wizard, two 700-point Salamanders, and five 700-point Golems, and the randomly-generated powerup will appear on the second platform at the top of it; both of the Salamanders must also be killed quickly before they have the chance to "bubble" Ptolemy.

Round 83
The eighty-third round contains two 500-point Orcs and two 700-point Golems, and its randomly-generated powerup shall appear on the right side of the platform on the fifth level; the second Orc will also fall to the ground at the start, so the only way you can reach the powerup is to jump up to the platform on the fourth level, wait for one of the Orcs to jump onto it as well, jump onto his head, jump to the left to land on the second level of the second platform on the ground, drop down to the first level of that platform, jump up to the first platforms on the second and third levels in turn, jump up to that left side of that aforementioned platform on the fifth level, jump over its centre onto the right side, then collect it. Also, if Ptolemy falls to that tiny first platform on the ground (or the ground itself on the left side of the screen) after killing either, or both, of the Golems, she shall not be able to escape (as she cannot jump high enough to get back out of there), so she must wait for Horned to appear and "bubble" her (forcing her to restart the round or costing her the game).

Round 84
The eighty-fourth round has four 500-point Orcs, and its randomly-generated powerup will appear to the left of the platform on the ground, which means the only way to reach it is to jump onto either the first or third Orc's head, then jump up to that second platform on the third level, jump up to that second platform on the fourth level and jump over to it to collect it; the second platforms on the first, second and fifth levels, along with the third platforms on the third and fourth levels, are also impossible to get to, which means that the only way to kill the second and fourth Orcs is to stand on the very edge of the second platform on the fourth level, and cast spells at them as they fall. After this round, you shall be treated to a twelfth cutscene of Ptolemy riding into view on the back of her enormous blue wingless dragon, Rodemy, from the right side of the screen, but this time they'll have the text NO ONE KNOWS WHAT LIES AHEAD. displayed above them (the answer to that statement is also "more of the same as the previous rounds for the next sixteen ones").

Round 85
The eighty-fifth round has three 500-point Orcs, three 700-point Wizards, one 1000-point Wraith, and one 1000-point Cleric, and its randomly-generated powerup shall appear on the third level of the Orcs' platform; the Cleric can also again prolong Ptolemy's time taken on the round by duplicating himself.

Round 86
The eighty-sixth round has two 500-point Orcs, four 700-point Wizards (although there initially only appears to be one) and two 700-point Salamanders, and its randomly-generated powerup shall appear on the second platform on the second level; the only way to reach it is, after killing the first Orc, to fall down that first hole in the ground to reappear on the left side of the third platform on the third level, kill the first Salamander, jump over to the doorway in the wall on the first platform on the third level to go through it and come out of the other one that is suspended in mid-air in the underside of that second platform on the second level on the right side of the screen, kill that second Orc, fall down the second hole in the ground to reappear on the right side of that aforementioned third platform on the third level, kill the second Salamander and fall down onto that second platform on the second level to get to it.

Round 87
The eighty-seventh round has five 1000-point Wraiths, and its randomly-generated powerup will appear on the fifth level of the platform on the ground; the second Wraith shall also drop to the ground at the start, which means the only way to reach the powerup is to jump onto one of the Wraiths' heads, then jump up to the second platforms on the first, second and third levels in turn, jump over to the fourth level of the platform on the ground, and finally jump up to the fifth level of the platform to collect it. You will also have to watch out for the Wraiths randomly disappearing, as they could "bubble" you.

Round 88
The eighty-eighth round contains three 500-point Orcs, two 700-point Golems, and a Worm (who'll emerge from the doorway in the wall on the first level of that platform on the third level), and the randomly-generated powerup shall appear on the right side of the third level of that platform on the third level; this means the only way to get it is, after killing the third Orc, to go through the doorway in the wall on the left side of the first platform on the first level to come out of the other one on the first level of that platform, jump onto the second Golem's head immediately afterwards (due to the Worm) and jump up to the third level of the platform to collect it (but if the Worm eats the second Golem before the powerup appears, it will become impossible to collect it).

Round 89
The eighty-ninth round contains two 500-point Orcs and four 700-point Salamanders, and the randomly-generated powerup for it will appear on the small platform on the third level; you must also wait for the first Orc to jump off the platform in question before collecting the powerup as he could "bubble" you.

Round 90
The ninetieth round contains three 500-point Orcs and two 700-point Wizards (although, again, there initially only appears to be one), and its randomly-generated powerup will appear on the second platform on the fifth level; the second and third Orcs also cannot jump out of the spaces they are trapped in, so you shall have to cast a spell on them before they descend again (but if Ptolemy falls into either of these spaces herself after killing them, she will not be able to escape, as she cannot jump high enough to get out of them). You must also make sure to get hit by a Wizard's spell exactly once prior to completing this round (unless you want to keep attempting Round 93 or Round 94 until it gives you a Feather) - otherwise, you'll get stuck at Round 95.