Actually, it's a bit closer to:
1) Make the jumpy thing face left on entering the death screen in Eolis. Lord Tom takes his first hit on frame 1900, with it facing right on entering the screen. I can get a small improvement by having it face and jump left, because it will hit me sooner.
2) Die
3) Golds, initial buys, etc.
4) Mattock
5) Wing Boots (2800 Golds)
6) Sky Fountain
7) 2x Wing Boots from bees
8) Joker Key
9) Tower Fountain
10) Death Warp
11) Long Sword
12) Kill two mages to buy Key Q
13) Joker Fountain, Ruby Ring
14) 4500 Golds --without gaining a level-- from slaying at most 6.25 Wyverns
15) Misted Lands Ahoy
16) Picking up the difference in Golds from riflemen and mages.
Also, I came across a disassembly of the game here:
http://www.the-interweb.com/serendipity/index.php?/archives/30-Faxanadu-Disassembly.html and it suggests that this is the random number generator:
ROM:CA6E GetRandomNumber:
ROM:CA6E LDX byte_DA
ROM:CA70 LDA $8000,X
ROM:CA73 EOR PressedKey_1 ; Key pressed by the player
ROM:CA73 ; Bit 0: Right
ROM:CA73 ; Bit 1: Left
ROM:CA73 ; Bit 2: Down
ROM:CA73 ; Bit 3: Up
ROM:CA73 ; Bit 4: Start
ROM:CA73 ; Bit 5: Select
ROM:CA73 ; Bit 6: B
ROM:CA73 ; Bit 7: A
ROM:CA75 INC byte_DA
ROM:CA77 RTS
ROM:CA77 ; End of function GetRandomNumber
I /believe/ that it means:
X <- 0xDA
0xDA's value + value in 0x8000 = memory address's value to load into accumulator
Acc XOR PressedKey_1
Inc byte_DA
but I am no expert in assembler.