The eleventh round contains two 500-point Orcs and two 700-point Golems, and its randomly-generated powerup will appears on the ground to the right of Ptolemy's starting position; also, if either Ptolemy or an enemy goes through one of the two doorways in the wall on the platforms on the second level, they will come out of the other one (and if Ptolemy goes through one at the same time an enemy goes through the other one, she will still get "bubbled").
The twelfth round contains two 700-point Wizards, two 700-point Golems, and three 1000-point Wraiths (who can disappear and reappear at will, and if one of them reappears on top of Ptolemy, he shall automatically "bubble" her unless she can get out of his way); its randomly-generated powerup shall also appear on the first platform on the fourth level, but you'll have to be careful about collecting it if it appears before all three Wraiths have been killed.
The thirteenth round contains two 500-point Orcs, one 700-point Salamander, and one 1000-point Cleric (who can duplicate himself), while its randomly-generated powerup will appear on the top-right platform; also, when either Ptolemy or an enemy falls down the hole in the ground, they shall reappear at the top of the screen (in fact, the Salamander shall do this right at the start of the round). Clerics can also keep Ptolemy on rounds indefinitely until killed.
The fourteenth round contains one 500-point Orc and three 700-point Golems, and its randomly-generated powerup will appear on the second platform on the sixth level; also, if Ptolemy falls into the fifth level of the second platform and kills the Golem, she will not be able to escape, for she cannot jump high enough to get out of there. After this round, you shall get treated to another cutscene of Ptolemy riding on the back of her enormous blue wingless dragon, Rodemy, from the right side of the screen, but this time with the text of BE CAREFUL FOR "WORM"! displayed above them, and the "worm" in question is actually an enormous caterpillar with a long tongue (they also went on to reappear in 16-bit form, still as enemies, in 1989's Don Doko Don).
The fifteenth round contains two 700-point Salamanders, two 700-point Golems, and an indestructible Worm (who shall emerge from the doorway in the wall on the ground), and its randomly-generated powerup shall appear on the second platform on the fifth level; the Worm cannot be killed, but it can kill the enemies for you by wrapping its tongue around (and eating) them. However, if it wraps its tongue around Ptolemy, she will get choked to death by it.
The sixteenth round contains five 500-point Orcs and one 1000-point Cleric (who can, again, duplicate himself, and prolong Ptolemy's stay on this round until she kills all his duplicates without being "bubbled") and its randomly-generated powerup will appear on the third "step" of the staircase-like platform.
The seventeenth round contains two 500-point Orcs, three 700-point Salamanders and one 1000-point Cleric (who can, once again, duplicate himself), and its randomly-generated powerup will appear on the small platform on the second level (which is above the second Salamander's starting position); the Orcs, who are suspended in mid-air, also fall to the first level of the main platform at the start (so Ptolemy cannot immediately jump up to it herself).
The eighteenth round contains four 700-point Wizards (remember that their spells can shrink Ptolemy for a short period of time, something she will need to have done to her on Round 90 to clear Round 95 without collecting a Feather), and its randomly-generated powerup shall appear on the left platform.
The nineteenth round contains three 500-point Orcs and two 700-point Wizards (whose spells can again shrink Ptolemy for a short period of time unless she is already shrunk from a previous one's effect), and its randomly-generated powerup will appear in the centre of the first platform on the fourth level.
The twentieth round contains two 500-point Orcs and three 700-point Salamanders, and its randomly-generated powerup shall appear below the second platform on the second level; Ptolemy must also time her jumps carefully when casting spells at the Salamanders so their spat flames don't "bubble" her.