371 lines
16 KiB
Standard ML
371 lines
16 KiB
Standard ML
=-=-=-= The Realm Of The Rogues =-=-=-=
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(415) 941-1990
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*** D R A G O N ' S L A I R ***
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---------------------------------------
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--- COMPILED BY THE IRISH ROGUE ---
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---------------------------------------
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COPYRIGHT (C) - 1983
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THE SOLUTION LEGEND --
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S - SWING DIRK'S SWORD
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F - MOVE THE JOYSTICK FORWARD
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B - PULL THE JOYSTICK BACKWARDS
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L - MOVE THE JOYSTICK TO THE LEFT
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R - MOVE THE JOYSTICK TO THE RIGHT
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(R) - THE ROOM CAN BE REVERSED BY THE COMPUTER. EACH LEFT MOVE MUST BE
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CHANGED TO A RIGHT AND VICE VERSA. FORWARD, BACKWARDS AND SWORD REMAIN THE
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SAME.
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(H) - A HINT GIVING TIPS ON TIMING OR HOW TO SPOT ROOMS THAT HAVE BEEN
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REVERSED.
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---------------------------------------
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IN DRAGONS LAIR DIRK (YOU) MUST CORRECTLY NAVIGATE EACH OF THE ROOMS ONCE.
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ROOMS THAT CAN BE REVERSED MUST BE COMPLETED ONCE REGULAR AND ONCE REVERSED.
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THE ELEVATOR IS AN EXCEPTION TO THE RULE AS YOU MUST COMPLETE THE NORMAL
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ELEVATOR SIX TIMES AND THE REVERSED SCREEN ONCE. ONLY AFTER YOU HAVE DONE THIS
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WILL YOU REACH YOUR GOAL... THE DRAGONS LAIR... WHEN THERE YOU MUST KILL THE
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DRAGON AND THEN THE GAME ENDS...
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---------------------------------------
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THERE ARE TWO SECRETS NEEDED TO SOLVE DRAGONS LAIR.. ONE INVOLVES LISTINING
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AND THE OTHER INVOLVES TIMING AND WATCHING. THE FIRST IS LISTINING. EACH TIME
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YOU MOVE THE DRAGONS LAIR JOYSTICK ONE OF THREE AUDIBLE RESPONSES OCCURS. ONE,
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NO SOUND AT ALL. TWO, A LOW FREQUENCY BUZZ EMINATES FROM THE SPEAKER, OR THREE,
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A HIGH PITCHED "DING" COMES FROM THE SPEAKER. EACH tone (or lack of tone) means
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something. the first (no sound) means that no movement at that time is needed
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so none is looked for by the computer. it simply doesen't know you moved the
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joystick. the second "buzz" sound TELLS YOU THAT THE COMPUTER DOES NOT ACCEPT
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THE MOVE... (YET) OFTEN THIS IS CAUSED BY A TIMING PROBLEM AND ANOTHER MOVEMENT
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IN THAT DIRECTION WILL OFTEN CORRECT THIS. THE THIRD SOUND IS THE "BEEP". THIS
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SOUND MEANS THAT THE COMPUTER HAS ACCEPTED YOUR MOVE. IT DOES NOT MEAN THAT IT
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IS WRONG OR RIGHT. JUST THAT IT HAS BEEN REGISTERED. MANY TIMES I HAVE BEEN
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KILLED AND REALIZED I WASN'T LISTENING FOR THE BEEP. I CANNOT OVEREMPHASIZE THE
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IMPORTANCE OF THESE SOUNDS.
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THE OTHER IMPORTANT THING TO LEARN ABOUT DRAGONS LAIR IS THAT IN SOME OF THE
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ROOMS, THE DESIGNERS MAKE PARTS OF THE SCREEN FLASH (A DOORWAY FOR EXAMPLE).
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THIS IS OFTEN USED TO HELP THE PLAYER THROUGH A DIFFICULT SCREEN. THIS IS NOT
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ALWAYS THE CASE AS IN A FEW ROOMS IN THE GAME THE FLASH SHOWS THE WRONG WAY (AND
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YOU THOUGHT THIS WAS EASY!). OFTEN I WILL GIVE YOU TIMING HINTS BASED UPON THE
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FLASHES. USUALLY YOU WILL BE MOVING IN THE DIRECTION OF THE FLASH DIRECTLY
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AFTER YOU SEE IT.
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---------------------------------------
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EACH ROOM HAS A DESCRIPTIVE TITLE WHICH WILL ALLOW YOU TO DETERMINE THE ROOM
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PATTERN YOU NEED. THE ROOMS ARE ALWAYS PLAYED IN A SEMI-RANDOM PATTERN.
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---------------------------------------
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ROOM #1: THE ROOM WITH THE BRICK WALL FORMING IN FRONT OF YOU.
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MOVEMENT -- F.
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(H) -- YOU MUST VERY QUICKLY MOVE FORWARD TO MAKE IT THRU THE WALL. THIS IS
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NOT DIFFICULT TO DO IF YOU ARE PREPARED....
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---------------------------------------
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ROOM #2: THREE ROPES SWINGING OVER THE FIRE PITS.
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MOVEMENT -- R-R-R-R.
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(H) -- THE FIRST JUMP SHOULD BE MADE WHEN THE ROPE NEAREST TO YOU IS CLOSE TO
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YOU. OTHER JUMPES ARE MADE WHEN DIRK REACHES HIS HAND OUT TO GRASP THE NEXT
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ROPE. (YOU WILL NOT SEE THE NEXT ROPE YET...)
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(R) -- THIS ROOM CAN BE REVERSED. YOU MUST MOVE INSTEAD L-L-L-L TO CROSS THE
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PIT. IT IS FAIRLY OBVIOUS TO SPOT THIS ROOM REVERSED AS DIRK APPEARS ON THE
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LEFT SIDE OF THE SCREEN WHEN IT IS NORMAL AND ON THE RIGHT WHEN IT IS REVERSED.
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---------------------------------------
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ROOM #3: THE ROOM WHERE ROCKS FALL ONTOP OF YOU.
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MOVEMENT -- R-R
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(H) -- MOVE RIGHT AS SOON AS YOU RECOGNIZE THE ROOM AND AGAIN AFTER THE FLASH
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IN THE RIGHT-HAND DOORWAY (SEE BEGINNING ABOUT FLASHES).
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---------------------------------------
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ROOM #4: DRINK ME ROOM.
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MOVEMENT -- R
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(H) -- MOVE RIGHT AS SOON AS YOU ENTER THE ROOM. THIS IS AN EXAMPLE OF THE
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ROOMS IN WHICH FLASHES ARE NOT SHOWING THE CORRECT PATH.
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---------------------------------------
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ROOM #5: THE ROOM WITH JUMPING SKULLS OOOZING TAR, AND BIG HANDS.
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MOVEMENT -- F-S-F-S-L-s
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(H) -- MOVE FORWARD AS SOON AS YOU SEE THE SKULLS (BE SURE TO LISTEN FOR THE
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"BEEP"). PRESS SWORD WHEN DIRK LANDS FROM HIS JUMP FORWARD. CONTINUE THROUGH
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THE ROOM NORMALLY FROM HERE (LISTEN CAREFULLY AS THIS IS A NOISY ROOM.)
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(R) -- THE ROOM CAN BE REVERSED. ONLY ONE MOVE IN THIS ROOM MUST BE CHANGED
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TO ACCOUNT FOR THE SWITCH AND THAT IS THE MOVE AFTER DIRK SWINGS THE SECOND
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TIME. SIMPLY LOOK WHICH WAY HE IS FACING AFTER HE SWINGS AND MOVE THAT WAY.
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(NOT TERRIBLY DIFFICULT IS IT..)
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---------------------------------------
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ROOM #6: BREATHING DOOR WITH DIAMOND.
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MOVEMENT -- R-R
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(H) -- MOVE RIGHT WHEN DIRK GETS PULLED INTO SECOND ROOM AND RIGHT AGAIN WHEN
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THE DOORWAY ON THE RIGHT SIDE FLASHES.
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---------------------------------------
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ROOM #7: DUNGEON WITH SKULL HANGING FROM A ROPE.
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MOVEMENT -- S-S-S-F
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(H) -- SWING FIRST THREE TIMES AND KILL SNAKES. DIRK WILL ALWAYS MISS THE
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THIRD SNAKE. AFTER HE SWINGS THE SWORD THE THIRD TIME PUSH FORWARD QUICKLY
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AGAIN AS DIRK ESCAPES THE DUNGEON.
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---------------------------------------
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ROOM #8: ROOM WITH GREEN TENTACLE REACHING IN THRU TOP LEFT OF SCREEN.
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MOVEMENT -- S-F-R-B-L-F
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(H) -- AFTER YOU SWING THE FIRST TIME YOU MUST WAIT FOR A FLASH IN FRONT OF
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DIRK. AS SOON AS YOU SEE THE FLASH MOVE THAT DIRECTION. DIRK WILL END UP ON A
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STOOL AFTER HE MOVES LEFT. THEN YOU MUST JUMP THRU THE DOOR THAT IS OPENING AND
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CLOSING HE MUST JUMP WHEN IT IS OPEN. YOU WILL ONLY GET 2 CHANCES AT THIS.
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---------------------------------------
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ROOM #9: DUNGEON WITH LIGHTNING AND FIRE.
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MOVEMENT -- R-F-B-L
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(H) -- IN THIS ROOM THE LIGHTNING ACTS AS THE POINTER TELLING YOU WHEN TO
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MOVE. AFTER THE FIRST BOLT OF LIGHTNING make the first move. same for the
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second and third. after the third is complete move left and dirk will exit
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(exit stage left!).
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---------------------------------------
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room #10: rowboat with rapids and whirlpools
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movement -- r-l-r-l-r-l....ect...ect
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(h) -- this is a very easy room due to the fact that all you must do is follow
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the flashes in the beginning, go to the light colored sections in the middle and
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avoid all whirlpools. the room is even easier since the movements switch
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between right and left at each decision so after you have the first move in a
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set, the rest are easy! be aware of tricks like playing a screen where you do
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nothing followed quickly by a decision screen. only one move other than r or l
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is needed. after the whirl- pools end, simply wait for dirk to be shot out of
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his boat and move forward to grab the chain. i will leave the rest of the room
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to you (i promise it's an easy one)
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(r) -- there is one strange happening on this screen. once in a while, you
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will skip the first whirlpool & have to move the other way to avoid the second.
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don't say i didn't warn you!!!!!
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---------------------------------------
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ROOM #11: THE GIDDY GOONS (PURPLE WITH bent swords) room
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movement -- s-r-f
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(H) -- SWORD FIRST ONLY ONCE! GO RIGHT AND SWORD AGAIN. BE SURE ONLY TO
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SWING ONCE.
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---------------------------------------
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ROOM #12: THE LIZARD KING, WITH THE MAGNETIC GOLD URN.
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MOVEMENT -- R-L-L-L-L-L-F-S-(KEEP USING THE SWORD UNTIL HE IS KILLED)
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(H) -- FOR THE FIRST SEVEN MOVES WAIT UNTIL DIRK HAS STOPPED RUNNING TO MAKE
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YOUR NEXT MOVE. IF YOU TURN BEFORE DIRK GETS TO THE END OF THE PASSAGE BYE BYE!
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---------------------------------------
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ROOM #13: HEADLESS HORSEMAN RIDING TOWARDS YOU.
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MOVEMENT -- L-L-R
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(H) -- MOVE ONLY AFTER YOU SEE THE HORSEMAN APPEAR.
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---------------------------------------
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ROOM #14: MAGICAL HORSE (TRIGGER)
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MOVEMENT -- R-L-R-L-L-L
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(H) -- THE FIRST FIVE MOVES SHOW YOU RIDING DIRECTLY AT A PILLAR. JUST BEFORE
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YOU CONTACT THE PILLAR ONE SIDE WILL BURST INTO FLAMES. MOVE TO THE OTHER SIDE
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USING THE MOVEMENT PATTERN AS SOON AS YOU SEE THE FLAMES TIMING IS CRITICAL.
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(R) -- THE ROOM CAN BE REVERSED THUS CHANGING EVERY MOVE IN THIS ROOM. YOU
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CAN TELL IF IT IS REVERSED OR NOT BY WATCHING WHAT DIRECTION TRIGGER IS FACING
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WHEN DIRK MOUNTS HIM IF TRIGGER IS FACING LEFT IT IS NORMAL, IF HE IS FACING
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RIGHT IT IS REVERSED.
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---------------------------------------
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ROOM #15: THE TILT ROOM.
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MOVEMENT -- B-F-L
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(H) -- MOVE BACKWARDS WHEN THE ROOM IS RECOGNIZED. THEN WAIT FOR DIRK TO
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SPLIT HIS FEET TO BALLANCE ON TWO TILES THEN MOVE FORWARD QUICKLY AND THEN
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QUICKLY MOVE TO THE LEFT (TIMING IS AGAIN CRITICAL).
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---------------------------------------
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ROOM #16: THE BLACK KNIGHT ROOM
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MOVEMENT -- R-L-F-L-R-L-R
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(H) -- THIS IS A VERY DIFFICULT ROOM FOR MOST PLAYERS. THE FIRST 4 MOVES YOU
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MAY WANT TO KEEP MOVING OVER AGAIN BECAUSE YOU WILL GET A "BUZZ" FOR A WHILE ON
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THEM FOR A WHILE AS IT MAKES YOU WAIT FOR YOUR NEXT MOVE. HOWEVER, THE LAST TWO
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MOVES REQUIRE YOU TO MAKE YOUR NEXT MOVE WHILE DIRK IS IN THE AIR. THIS WILL
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TAKE A LITTLE PRACTICE BUT BE PATIENT, IT'S ALL WORTH IT.
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(R) -- DEFYING US EVEN MORE, THE PROGRAMMERS HAVE DECIDED THAT THIS ROOM MAY
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ALSO BE REVERSED. THIS PROVES TO BE A REAL CHALLENGE TO LEARNING PLAYERS. IT
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IS VERY DIFFICULT TO CATCH THE POINTER TO THE REVERSE YOUR FIRST FEW TIMES BUT
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BEAR WITH IT, YOU'LL GET IT SOMEDAY... TO TELL IF THE SCREEN IS REVERSED, YOU
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MUST WATCH THE FIRST ENERGY BOLT THE KNIGHT SENDS AT YOU. IT WILL COME AT YOU
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AND SURROUND YOU ON THREE SIDES, THE SIDE WHICH IS OPEN IS EITHER THE LEFT OR
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RIGHT SIDE. IF IT IS THE RIGHT SIDE, THE SCREEN IS NORMAL, IF IT IS THE LEFT
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SIDE THE SCREEN IS REVERSED. (GOOD LUCK... YOU'LL NEED IT...)
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---------------------------------------
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ROOM #17: THE ANIMATED WEAPONS ROOM.
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MOVEMENT -- S-S-L-S-S
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(H) -- THE SWORDING IN THIS ROOM IS THE KEY. THE BEST POINTER TO WHEN TO
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SWING IS WHEN THE WEAPON CONFRONTING YOU STARTS DOWN AT YOU TO PRESS THE SWORD
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BUTTON. IT WOULD BE VERY BENEFICIAL TO WATCH OTHERS DO THIS TO GET THE IDEA.
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MOVE LEFT TO AVOID THE ANVIL AS SOON AS YOU SEE IT. WHEN DIRK ENCHANTS HIS
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SWORD AND THE SMYTHE COMES TO LIFE PRESS SWORD AGAIN BEFORE HE BEGINS TO SWING.
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NOTE THAT DIRK CLIMBS UP TO THE POT AUTOMATICALLY AND YOU NEEDENT MOVE FOR-
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WARD.
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(R) -- THIS ROOM CAN BE REVERSED AND THE ONLY DIFFERENCE IS THAT HE MOVES
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RIGHT TO AVOID THE ANVIL THIS TIME. YOU CAN TELL WHICH WAY TO MOVE AT THIS
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POINT BECAUSE FIRE IS ON THE SIDE THAT YOU SHOULD NOT MOVE TO. ANOTHER POINTER
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IS THAT DIRK IS ON THE LEFT SIDE OF THE SCREEN WHEN YOU SHOULD MOVE LEFT AND THE
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RIGHT SIDE WHEN YOU SHOULD MOVE RIGHT.
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---------------------------------------
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ROOM 18: SPINNER ROOM WITH GRUNTS (GRUNTS?!"?)
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MOVEMENT -- F-S-B-F
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(H) -- YOU ARE SHOWN TWO SPINNERS AND DIRK ATTEMPTING TO PASS THROUGH THEM.
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THERE ARE TWO SEPERATE VERSIONS (ALTHOUGH THEY LOOK THE SAME, THEY ARE DIFFERENT
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AND YOU MUST PASS BOTH TO GET TO THE DRAGON) BUT BOTH USE THE SAME SOLUTION. AS
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DIRK APPROACHES THE SPINNERS, HE WILL GRUNT ALOUD AS HE WALKS LIKE "UUUHHH",
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"UOOOHEH". WAIT FOR THE SECOND GRUNT AND THEN MOVE FORWARD. IF YOU DO IT RIGHT
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HE WILL SPRINT THROUGH AND JUMP FORWARD. PRESS SWORD AS HE JUMPS, PULL BACK AND
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WAIT FOR THE VIEW TO SWITCH. FINALLY PUSH FORWARD AND HE WILL EXIT.
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---------------------------------------
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ROOM #19: THE LAVA MONSTERS (MUDHENS)
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MOVEMENT -- S-F-F-F-ECT..ECT..
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(H) -- PRESS SWORD AND WAIT FOR HIM TO SWING AND CATCH HIS SWORD. THEN MOVE
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FORWARD QUICKLY OVER AND OVER. IN THE WHOLE ROOM ONLY ONE MOVE MUST BE TIMED.
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YOU RUN OUT ONTO THE END OF A PROJECTION AND MUST JUMP ACROSS A LAVA PIT TO THE
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OTHER SIDE. WAIT FOR THE OPPOSITE SIDE TO FLASH AND THEN JUMP. AFTER THAT JUMP
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CONTINUE MOVING FORWARD QUICKLY UNTIL YOU EXIT THE ROOM.
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---------------------------------------
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ROOM #20: THE ELECTRIFIED GROUND WITH A STEEL DOOR SLAMMING IN FRONT OF DIRK.
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MOVEMENT -- F-L
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(H) -- MOVE FORWARD OVER AND OVER UNTIL DIRK MAKES IT THRU THE DOOR AS YOU
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ONLY HAVE A SPLIT SECOND TO MAKE THE MOVE AND YOUR CHANCES ARE GOOD IF YOU KEEP
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MOVING THE JOYSTICK FORWARD. THEN DO THE SAME FOR THE LEFT AS THE SAME
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CIRCUMSTANCES ARE PRESENT.
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---------------------------------------
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ROOM #21: ROOM WITH THE SQUARE POOL AND CRUMBLING FOUNDATION.
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MOVEMENT -- L-F-R-F-L-F-S-R-F
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(H) -- THE FIRST MOVE MUST BE MADE QUICKLY AND YOU MUST BE VERY QUICK TO
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DECIDE IF THE ROOM HAS BEEN REVERSED. ALL THE MOVES REQUIRE YOU TO RESPOND AS
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SOON AS THE LAST MOVE TAKES EFFECT. WHEN YOU SWORD THE SPIDER AS SOON AS YOUR
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SWORD CONTACTS HIM GO RIGHT AND THEN KEEP GOING FORWARD UNTIL DIRK IS SAFELY
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OUT.
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(R) -- TO DETERMINE WHICH WAY TO GO AT THIS ROOM YOU MUST RECOGNIZE IT QUICKLY
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AND LOOK AT ONE THING. DIRK IS WEARING A SWORD ON ONE SIDE OF HIMSELF. THAT IS
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THE SIDE YOU SHOULD JUMP TO ALL OTHER MOVES MUST BE ADJUSTED ACCORDINGLY. THE
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NORMAL SCREEN HAS HIS SWORD ON THE LEFT SIDE.
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---------------------------------------
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ROOM #22: THE ROOM WITH STAIRS GOING TO THE LEFT AND BATS THAT ATTACK.
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MOVEMENT -- S-L-L-S-L
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(H) -- PRESS SWORD QUICKLY. MOVE LEFT. WAIT FOR FLASH AND MOVE LEFT AGAIN.
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REST IS ELEMENTARY.
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---------------------------------------
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ROOM #23: ROOM WITH CRUMBLING PATHS IN CAVERN WITH BATS.
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MOVEMENT -- F-F-S-R-R
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(H) -- BE SURE YOU HAVE RIGHT ROOM BECAUSE LAST TWO ARE MUCH ALIKE IN
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DESCRIPTION. ON THIS ROOM GO FORWARD UNTIL SCREEN SWITCHES. SWORD THE BATS AND
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GO RIGHT. AS SOON AS YOU LAND GO RIGHT AGAIN.
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---------------------------------------
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ROOM #24: THE CRYSTAL BALL ROOM.
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MOVEMENT: R-F-R-R
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(H) -- MAKE FIRST 3 MOVES QUICK. AFTER THRONE ROTATES AND SCREEN SWITCHES GO
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RIGHT AGAIN AND DIRK WILL EXIT.
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---------------------------------------
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ROOM #25: ROOM WITH POT IN THE MIDDLE.
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MOVEMENT -- F-S-B-S-R
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(H) -- MOVE FORWARD. WAIT FOR TOUNGE TO GRAB YOUR ARM. SWING. MOVE BACK
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QUICKLY AND SWING THEN EXIT STAGE RIGHT.
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---------------------------------------
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ROOM #26: THE BOWLING BALL ROOM.
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MOVEMENT -- B-B-B-B-B-B-F
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(H) -- YOU MUST MOVE DIRK TOWARDS YOU WHEN THE SMALL BALL THAT ROLLS DOWN FROM
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THE SIDE PASSES IN FRONT OF YOU... DO NOT WORRY.. MOVE ONLY AFTER THE SMALL
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BALL HAS CLEARLY PASSED THE CENTER AND DIRK WILL RUN AND THE SCREEN WILL SWITCH.
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WHEN DIRK IS IN THE PURPLE SCREEN BE AWARE THAT THAT IS THE LAST SCREEN AND THE
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MOVE FORWARD IS NEXT... MOVE FORWARD AS SOON AS THE SCREEN SWITCHES TO SHOW
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DIRK STANDING BY A PIT....
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---------------------------------------
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*** SPECIAL ROOMS ***
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THE ELEVATOR-
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TO FINISH THIS ROOM ALL YOU MUST DO IS JUMP OFF ON ONE OF THE THREE LANDINGS
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THAT WILL APPEAR ON THE LEFT SIDE OF THE SCREEN. THERE IS NO FOURTH LEVEL SO
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TAKE YOUR PICK, IT MAKES NO DIFFERENCE WHICH YOU CHOOSE. YOU MUST JUMP WHEN THE
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PLATFORM SLOWS AND GIVES YOU A SECOND TO COMPLETE THE JUMP. NOTE THAT YOU MUST
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COMPLETE THIS ROOM MANY TIMES BEFORE GETTING TO THE DRAGON...
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ANOTHER IMPORTANT THING IS THAT YOU MUST ALSO COMPLETE THE SCREEN WHILE IT IS
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REVERSED ONCE. WHEN REVERSED YOU HAVE nine LEVELS TO CHOOSE FROM. Three GROUPS
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OF THREE, two GROUPs ON THE RIGHT AND ONE group ON THE LEFT.
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YOU CAN TELL IF THE SCREEN IS REVERSED BY WATCHING DIRK. WHEN HE FIRST JUMPES
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ONTO THE PLATFORM HE IS NORMALLY FACING RIGHT. IF HE IS FACING LEFT IT IS
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REVERSED.
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---------------------------------------
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D R A G O N S L A I R ! ! !
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MOVEMENT -- L-L-L-B-L-R-R-F-S-??????
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(H) -- ITS FUN TO DO A LITTLE ON YOUR OWN.. IF YOU REALLY GET STUCK DROP ME A
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LETTER THRU THIS BBS...
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NOTE: THE BEGINNING SECTION ON AUDIBLE SOUNDS GENERATED FROM YOUR JOYSTICK
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MOVEMENTS IS VERY IMPORTANT. BE SURE YOU HEAR A "BEEP" OR YOU'LL BE SORRY
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HAVE A GREAT TIME
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--- THE IRISH ROGUE
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address all correspondence to me and send e-mail if you have any questions or
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are unsure about anything. if you have a new solution or a neat feature you
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would like to share, please post in the adventure hints hall...
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special note--- i have only been exposed to machines that are set on the
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"easy" mode of play if the machines in my area are changed and significant
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variations occur, i will post an addendum to this document.
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=-=-=-= The Realm Of The Rogues =-=-=-=
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(415) 941-1990
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