¤Video tutorial for this dungeon is probably not gonna happen for quite awhile but we'll see¤
Understanding the route:
The design of Ghost Ship is all about branching pathways. One will continue on the path toward the end of the dungeon, and the other(s) will lead you to a dead-end with something important for you to collect (like an orb). Basically, think of it like a "pick a door/pipe" level in Mario Maker, just without the trollish BS.
Where the dungeon starts changing the format a little is everything past "31", but even in this case it's obvious where to go thanks to room "30" requiring a green key.
To put it simply, this dungeon is actually fairly straightforward in understanding the route. Room memorization is the main thing with this dungeon.