 Using a joystick or keyboard , the player moves his or her character through Barbarian II 's world . Each of the four stages — wasteland , caves , dungeon , and inner sanctum — is a series of interconnected rooms , populated by monsters , traps , and items . The game displays one room at a time in a flick @-@ screen manner : as the protagonist leaves a room , the screen is updated to display the next . The connections among rooms are disjointed : the exit on the left of one room might be connected to the entrance on the same side of another . A compass at the bottom of the interface serves as a directional guide , always pointing to the north . The player directs his or her player through the rooms , seeking the exit to the next stage while avoiding traps and collecting items . 
 Using a joystick or keyboard , the player <a href='uninflect' title='1'><mark>moves</mark></a> his or her character through Barbarian II <a href='null_genetive' title='2'><mark>'s</mark></a>world . Each of the four stages — wasteland , caves , dungeon , and inner sanctum — <a href='drop_aux' title='3'><mark>is</mark></a>a series of interconnected rooms , populated by monsters , traps , and items . The game <a href='uninflect' title='4'><mark>displays</mark></a> one room at a time in a flick @-@ screen manner : as the protagonist <a href='uninflect' title='5'><mark>leaves</mark></a> a room , the screen is updated to display the next . The connections among rooms are disjointed : the exit on the left of one room might be connected to the entrance on the same side of another . A compass at the bottom of the interface <a href='uninflect' title='6'><mark>serves</mark></a> as a directional guide , always pointing to the north . The player <a href='uninflect' title='7'><mark>directs</mark></a> his or her player through the rooms , seeking the exit to the next stage while avoiding traps and collecting items . 
Usin a joystick or keyboard , the player move his or her character through Barbarian II  world . Each of da 4 stages — wasteland , caves , dungeon , and inner sanctum — a series of interconnected rooms , populated by monsters , traps , and items . Tdagame display one room at a time in a flick @-@ screen manner : as the protagonist leave a room , the screen is updated to display the next . The connections among rooms are disjointed : thdaxit on the left of one room mite be connected to the entrance on thedame side of another . A compass at the bottom of the interface serve as a directional guide , always pointing to the dath . The pdaer direct his or her player through the rooms , seeking the exit to the nxt stage while avoiding traps and collecting items .