Interesting take on an very old classic. For those wondering about the full ruleset, you need to find the shotgun and the shotgun shell first, move adjacent to the wumpus room, load the shotgun, and select the wumpus lair.
Sometimes you have to enter a bat room on purpose to get out of a stuck situation, but hazard markers don’t appear if you don’t get the white ring around the bat room.
The two pits, the two bats, and the wumpus lair can overlap. The shotgun shell and shotgun cannot be in a room with a hazard but they can be isolated by hazards requiring a bat gamble to enter the isolated branch.
Maps can be impossible or not deducible because the layout doesn’t allow more information to be gained. Unless you are restart scumming for safer maps, you should expect to lose about 1 in 6 times about 2/5ths from unwinnable/losing a forced gamble maps, and 3/5ths getting ganked right after spawn. This one, I had no shotgun or shell, or bats to gamble with, so I was trapped.

I wish I could place markers or colors on where I thought pits, bats, and the wumpus were. It would also be helpful to autocollect the shotgun and shell. Usually I am focused on the map, so I’ve missed the collect prompt.
