This modification of PoP(1) aims to give some fun with one additional hour of path-finding through the maze of Jaffar's dungeons. There are no extreme hard to play extras and almost no brainfucking logic to solve to make the way through all levels. Some levels offer a quite short path through them besides other more long and challenging ways. Take care, some few dead ends have no way out. It is not necessary but may be advantageous to know the original PoP. Have fun! Enjoy!

I dedicate this modification (i) to my son and (ii) to the programmer of Roomshaker, which enabled me to create this mod. Of cause it is also my kind of Chapeau for the designer and programmer of the original PoP(1).

One plea: I request not to look at the levels maze with Roomshaker before playing and to play it first with a PoP(1) version *without* any look-to-other-rooms- and get-more-health- and stand-up-when-smashed- and kill-that-guard- and shift-to-next-level- or whatsoever-cheats. (I recommend the Prince.EXE from 1. April 1992, 23:00:02 with 125'115 Bytes.) Otherwise it is not really a challenge to walk through this mod. BTW, this PRINCE.EXE from 1992 has in some levels unusual colors but the sound of parried sword hits is so much metallic it reminds me of the Nibelung.

Level 0 - Demonstration level: no changes just not to disturb the demo's autoplay.
Level 1 - Prison level: completely new layout, but simple and nothing too complicated. The idea is to introduce the basics and get comfortable in moving the kid.
Level 2 - Guards level: completely new layout, to reflect the level's designation in almost every room is a guard. A challenge if you do not find the hidden path.
Level 3 - Skeleton level: completely new layout. The restart point will be active when you made it over the big gap, but do not expect too much, it restarts just few steps away from the level's start. The pile of bones going live as fighting but unbeatable skeleton known from the original PoP does its job here too.
Level 4 - Mirror level: almost completely new layout, but the mirror's room and the adjunctive rooms only modified.
Level 5 - Thief level: completely new layout. Nothing too complicated, just another 'find you way'. The annoying thief shows up here too.
Level 6 - Plunge level: widely extended layout. If you do not like to fight the lumpish guard there is a way around - alas a long way.
Level 7 - Weightless level: completely new layout. One of the possible ways is to use the potion.
Level 8 - Mouse level: completely new layout. The mouse will help you here too.
Level 9 - Twisty level: nothing twisted here, just a variation of level 3 with more guards but no sword-fighting skeleton.
Level 10 - Quaid level: completely new layout. I tried to build a symmetrical maze but now it is what it is.
Level 11 - Fragile level: completely new layout. Take care, some falling debris triggers gates.
Level 12 - Tower level: almost completely new layout. No towers here any more only the last rooms are quite similar to the original to make-possible the hard coded FX.
Level 13 - Jaffar level: only slightly modified original. (When doing all those new layouts and modifications I had the impression now and again that the original level is sufficient and so I did not change this and the next level too much.)
Level 14 - Rescue level: only slightly modified original.
Level 15 - Potions level: only slightly modified original to continue with no need to know the correct letter.
