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*** D R A G O N ' S L A I R ***
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--- COMPILED BY
THE IRISH ROGUE
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THE SOLUTION LEGEND --
S - SWING DIRK'S SWORD
F - MOVE THE JOYSTICK FORWARD
B - PULL THE JOYSTICK BACKWARDS
L - MOVE THE JOYSTICK TO THE LEFT
R - MOVE THE JOYSTICK TO THE RIGHT
(R) - THE ROOM CAN BE REVERSED BY THE COMPUTER. EACH LEFT MOVE
MUST BE CHANGED TO A RIGHT AND VICE VERSA. FORWARD, BACKWARDS AND
SWORD REMAIN THE SAME. (H) - A HINT GIVING TIPS ON TIMING OR HOW
TO SPOT ROOMS THAT HAVE BEEN REVERSED.
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IN DRAGONS LAIR DIRK (YOU) MUST CORRECTLY NAVIGATE EACH OF THE
ROOMS ONCE. ROOMS THAT CAN BE REVERSED MUST BE COMPLETED ONCE
REGULAR AND ONCE REVERSED. THE ELEVATOR IS AN EXCEPTION TO THE
RULE AS YOU MUST COMPLETE THE NORMAL ELEVATOR SIX TIMES AND THE
REVERSED SCREEN ONCE. ONLY AFTER YOU HAVE DONE THIS WILL YOU
REACH YOUR GOAL... THE DRAGONS LAIR... WHEN THERE YOU MUST KILL
THE DRAGON AND THEN THE GAME ENDS...
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THERE ARE TWO SECRETS NEEDED TO SOLVE DRAGONS LAIR.. ONE INVOLVES
LISTINING AND THE OTHER INVOLVES TIMING AND WATCHING. THE FIRST
IS LISTINING. EACH TIME YOU MOVE THE DRAGONS LAIR JOYSTICK ONE
OF THREE AUDIBLE RESPONSES OCCURS. ONE, NO SOUND AT ALL. TWO, A
LOW FREQUENCY BUZZ EMINATES FROM THE SPEAKER, OR THREE, A HIGH
PITCHED "DING" COMES FROM THE SPEAKER. EACH TONE (OR LACK OF
TONE) MEANS SOMETHING. THE FIRST (NO SOUND) MEANS THAT NO
MOVEMENT AT THAT TIME IS NEEDED SO NONE IS LOOKED FOR BY THE
COMPUTER. IT SIMPLY DOESEN'T KNOW YOU MOVED THE JOYSTICK. THE
SECOND "BUZZ" SOUND TELLS YOU THAT THE COMPUTER DOES NOT ACCEPT
THE MOVE... (YET) OFTEN THIS IS CAUSED BY A TIMING PROBLEM AND
ANOTHER MOVEMENT IN THAT DIRECTION WILL OFTEN CORRECT THIS. THE
THIRD SOUND IS THE "BEEP". THIS SOUND MEANS THAT THE COMPUTER HAS
ACCEPTED YOUR MOVE. IT DOES NOT MEAN THAT IT IS WRONG OR RIGHT.
JUST THAT IT HAS BEEN REGISTERED. MANY TIMES I HAVE BEEN KILLED
AND REALIZED I WASN'T LISTENING FOR THE BEEP. I CANNOT
OVEREMPHASIZE THE IMPORTANCE OF THESE SOUNDS.
THE OTHER IMPORTANT THING TO LEARN ABOUT DRAGONS LAIR IS THAT IN
SOME OF THE ROOMS, THE DESIGNERS MAKE PARTS OF THE SCREEN FLASH
(A DOORWAY FOR EXAMPLE). THIS IS OFTEN USED TO HELP THE PLAYER
THROUGH A DIFFICULT SCREEN. THIS IS NOT ALWAYS THE CASE AS IN A
FEW ROOMS IN THE GAME THE FLASH SHOWS THE WRONG WAY (AND YOU
THOUGHT THIS WAS EASY!). OFTEN I WILL GIVE YOU TIMING HINTS BASED
UPON THE FLASHES. USUALLY YOU WILL BE MOVING IN THE DIRECTION OF
THE FLASH DIRECTLY AFTER YOU SEE IT.
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EACH ROOM HAS A DESCRIPTIVE TITLE WHICH WILL ALLOW YOU TO
DETERMINE THE ROOM PATTERN YOU NEED. THE ROOMS ARE ALWAYS PLAYED
IN A SEMI-RANDOM PATTERN.
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ROOM #1: THE ROOM WITH THE BRICK WALL FORMING IN FRONT OF YOU.
MOVEMENT -- F.
(H) -- YOU MUST VERY QUICKLY MOVE FORWARD TO MAKE IT THRU THE
WALL. THIS IS NOT DIFFICULT TO DO IF YOU ARE PREPARED....
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ROOM #2: THREE ROPES SWINGING OVER THE FIRE PITS.
MOVEMENT -- R-R-R-R.
(H) -- THE FIRST JUMP SHOULD BE MADE WHEN THE ROPE NEAREST TO YOU
IS CLOSE TO YOU. OTHER JUMPES ARE MADE WHEN DIRK REACHES HIS
HAND OUT TO GRASP THE NEXT ROPE. (YOU WILL NOT SEE THE NEXT ROPE
YET...)
(R) -- THIS ROOM CAN BE REVERSED. YOU MUST MOVE INSTEAD L-L-L-L
TO CROSS THE PIT. IT IS FAIRLY OBVIOUS TO SPOT THIS ROOM
REVERSED AS DIRK APPEARS ON THE LEFT SIDE OF THE SCREEN WHEN IT
IS NORMAL AND ON THE RIGHT WHEN IT IS REVERSED.
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ROOM #3: THE ROOM WHERE ROCKS FALL ONTOP OF YOU.
MOVEMENT -- R-R
(H) -- MOVE RIGHT AS SOON AS YOU RECOGNIZE THE ROOM AND AGAIN
AFTER THE FLASH IN THE RIGHT-HAND DOORWAY (SEE BEGINNING ABOUT
FLASHES).
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ROOM #4: DRINK ME ROOM.
MOVEMENT -- R
(H) -- MOVE RIGHT AS SOON AS YOU ENTER THE ROOM. THIS IS AN
EXAMPLE OF THE ROOMS IN WHICH FLASHES ARE NOT SHOWING THE CORRECT
PATH.
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ROOM #5: THE ROOM WITH JUMPING SKULLS OOOZING TAR, AND BIG
HANDS.
MOVEMENT -- F-S-F-S-L
(H) -- MOVE FORWARD AS SOON AS YOU SEE THE SKULLS (BE SURE TO
LISTEN FOR THE "BEEP"). PRESS SWORD WHEN DIRK LANDS FROM HIS JUMP
FORWARD. CONTINUE THROUGH THE ROOM NORMALLY FROM HERE (LISTEN
CAREFULLY AS THIS IS A NOISY ROOM.)
(R) -- THE ROOM CAN BE REVERSED. ONLY ONE MOVE IN THIS ROOM MUST
BE CHANGED TO ACCOUNT FOR THE SWITCH AND THAT IS THE MOVE AFTER
DIRK SWINGS THE SECOND TIME. SIMPLY LOOK WHICH WAY HE IS FACING
AFTER HE SWINGS AND MOVE THAT WAY. (NOT TERRIBLY DIFFICULT IS
IT..)
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ROOM #6: BREATHING DOOR WITH DIAMOND.
MOVEMENT -- R-R
(H) -- MOVE RIGHT WHEN DIRK GETS PULLED INTO SECOND ROOM AND
RIGHT AGAIN WHEN THE DOORWAY ON THE RIGHT SIDE FLASHES.
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ROOM #7: DUNGEON WITH SKULL HANGING FROM A ROPE.
MOVEMENT -- S-S-S-F
(H) -- SWING FIRST THREE TIMES AND KILL SNAKES. DIRK WILL ALWAYS
MISS THE THIRD SNAKE. AFTER HE SWINGS THE SWORD THE THIRD TIME
PUSH FORWARD QUICKLY AGAIN AS DIRK ESCAPES THE DUNGEON.
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ROOM #8: ROOM WITH GREEN TENTACLE REACHING IN THRU TOP LEFT OF
SCREEN.
MOVEMENT -- S-F-R-B-L-F
(H) -- AFTER YOU SWING THE FIRST TIME YOU MUST WAIT FOR A FLASH
IN FRONT OF DIRK. AS SOON AS YOU SEE THE FLASH MOVE THAT
DIRECTION. DIRK WILL END UP ON A STOOL AFTER HE MOVES LEFT. THEN
YOU MUST JUMP THRU THE DOOR THAT IS OPENING AND CLOSING HE MUST
JUMP WHEN IT IS OPEN. YOU WILL ONLY GET 2 CHANCES AT THIS.
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ROOM #9: DUNGEON WITH LIGHTNING AND FIRE.
MOVEMENT -- R-F-B-L
(H) -- IN THIS ROOM THE LIGHTNING ACTS AS THE POINTER TELLING YOU
WHEN TO MOVE. AFTER THE FIRST BOLT OF LIGHTNING MAKE THE FIRST
MOVE. SAME FOR THE SECOND AND THIRD. AFTER THE THIRD IS COMPLETE
MOVE LEFT AND DIRK WILL EXIT (EXIT STAGE LEFT!).
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ROOM #10: ROWBOAT WITH RAPIDS AND WHIRLPOOLS
MOVEMENT -- R-L-R-L-R-L....ECT...ECT
(H) -- THIS IS A VERY EASY ROOM DUE TO THE FACT THAT ALL YOU MUST
DO IS FOLLOW THE FLASHES IN THE BEGINNING, GO TO THE LIGHT
COLORED SECTIONS IN THE MIDDLE AND AVOID ALL WHIRLPOOLS. THE
ROOM IS EVEN EASIER SINCE THE MOVEMENTS SWITCH BETWEEN RIGHT AND
LEFT AT EACH DECISION SO AFTER YOU HAVE THE FIRST MOVE IN A SET,
THE REST ARE EASY! BE AWARE OF TRICKS LIKE PLAYING A SCREEN
WHERE YOU DO NOTHING FOLLOWED QUICKLY BY A DECISION SCREEN. ONLY
ONE MOVE OTHER THAN R OR L IS NEEDED. AFTER THE WHIRL- POOLS END,
SIMPLY WAIT FOR DIRK TO BE SHOT OUT OF HIS BOAT AND MOVE FORWARD
TO GRAB THE CHAIN. I WILL LEAVE THE REST OF THE ROOM TO YOU (I
PROMISE IT'S AN EASY ONE)
(R) -- THERE IS ONE STRANGE HAPPENING ON THIS SCREEN. ONCE IN A
WHILE, YOU WILL SKIP THE FIRST WHIRLPOOL & HAVE TO MOVE THE OTHER
WAY TO AVOID THE SECOND. DON'T SAY I DIDN'T WARN YOU!!!!!
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ROOM #11: THE GIDDY GOONS (PURPLE WITH BENT SWORDS) ROOM
MOVEMENT -- S-R-F
(H) -- SWORD FIRST ONLY ONCE! GO RIGHT AND SWORD AGAIN. BE SURE
ONLY TO SWING ONCE.
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ROOM #12: THE LIZARD KING, WITH THE MAGNETIC GOLD URN.
MOVEMENT -- R-L-L-L-L-L-F-S-
(KEEP USING THE SWORD UNTIL HE IS KILLED)
(H) -- FOR THE FIRST SEVEN MOVES WAIT UNTIL DIRK HAS STOPPED
RUNNING TO MAKE YOUR NEXT MOVE. IF YOU TURN BEFORE DIRK GETS TO
THE END OF THE PASSAGE BYE BYE!
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ROOM #13: HEADLESS HORSEMAN RIDING TOWARDS YOU.
MOVEMENT -- L-L-R
(H) -- MOVE ONLY AFTER YOU SEE THE HORSEMAN APPEAR.
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ROOM #14: MAGICAL HORSE (TRIGGER)
MOVEMENT -- R-L-R-L-L-L
(H) -- THE FIRST FIVE MOVES SHOW YOU RIDING DIRECTLY AT A PILLAR.
JUST BEFORE YOU CONTACT THE PILLAR ONE SIDE WILL BURST INTO
FLAMES. MOVE TO THE OTHER SIDE USING THE MOVEMENT PATTERN AS SOON
AS YOU SEE THE FLAMES TIMING IS CRITICAL.
(R) -- THE ROOM CAN BE REVERSED THUS CHANGING EVERY MOVE IN THIS
ROOM. YOU CAN TELL IF IT IS REVERSED OR NOT BY WATCHING WHAT
DIRECTION TRIGGER IS FACING WHEN DIRK MOUNTS HIM IF TRIGGER IS
FACING LEFT IT IS NORMAL, IF HE IS FACING RIGHT IT IS REVERSED.
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ROOM #15: THE TILT ROOM.
MOVEMENT -- B-F-L
(H) -- MOVE BACKWARDS WHEN THE ROOM IS RECOGNIZED. THEN WAIT FOR
DIRK TO SPLIT HIS FEET TO BALLANCE ON TWO TILES THEN MOVE FORWARD
QUICKLY AND THEN QUICKLY MOVE TO THE LEFT (TIMING IS AGAIN
CRITICAL).
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ROOM #16: THE BLACK KNIGHT ROOM
MOVEMENT -- R-L-F-L-R-L-R
(H) -- THIS IS A VERY DIFFICULT ROOM FOR MOST PLAYERS. THE FIRST
4 MOVES YOU MAY WANT TO KEEP MOVING OVER AGAIN BECAUSE YOU WILL
GET A "BUZZ" FOR A WHILE ON THEM FOR A WHILE AS IT MAKES YOU WAIT
FOR YOUR NEXT MOVE. HOWEVER, THE LAST TWO MOVES REQUIRE YOU TO
MAKE YOUR NEXT MOVE WHILE DIRK IS IN THE AIR. THIS WILL TAKE A
LITTLE PRACTICE BUT BE PATIENT, IT'S ALL WORTH IT.
(R) -- DEFYING US EVEN MORE, THE PROGRAMMERS HAVE DECIDED THAT
THIS ROOM MAY ALSO BE REVERSED. THIS PROVES TO BE A REAL
CHALLENGE TO LEARNING PLAYERS. IT IS VERY DIFFICULT TO CATCH THE
POINTER TO THE REVERSE YOUR FIRST FEW TIMES BUT BEAR WITH IT,
YOU'LL GET IT SOMEDAY... TO TELL IF THE SCREEN IS REVERSED, YOU
MUST WATCH THE FIRST ENERGY BOLT THE KNIGHT SENDS AT YOU. IT WILL
COME AT YOU AND SURROUND YOU ON THREE SIDES, THE SIDE WHICH IS
OPEN IS EITHER THE LEFT OR RIGHT SIDE. IF IT IS THE RIGHT SIDE,
THE SCREEN IS NORMAL, IF IT IS THE LEFT SIDE THE SCREEN IS
REVERSED. (GOOD LUCK... YOU'LL NEED IT...)
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ROOM #17: THE ANIMATED WEAPONS ROOM.
MOVEMENT -- S-S-L-S-S
(H) -- THE SWORDING IN THIS ROOM IS THE KEY. THE BEST POINTER TO
WHEN TO SWING IS WHEN THE WEAPON CONFRONTING YOU STARTS DOWN AT
YOU TO PRESS THE SWORD BUTTON. IT WOULD BE VERY BENEFICIAL TO
WATCH OTHERS DO THIS TO GET THE IDEA. MOVE LEFT TO AVOID THE
ANVIL AS SOON AS YOU SEE IT. WHEN DIRK ENCHANTS HIS SWORD AND
THE SMYTHE COMES TO LIFE PRESS SWORD AGAIN BEFORE HE BEGINS TO
SWING. NOTE THAT DIRK CLIMBS UP TO THE POT AUTOMATICALLY AND YOU
NEEDENT MOVE FOR- WARD.
(R) -- THIS ROOM CAN BE REVERSED AND THE ONLY DIFFERENCE IS THAT
HE MOVES RIGHT TO AVOID THE ANVIL THIS TIME. YOU CAN TELL WHICH
WAY TO MOVE AT THIS POINT BECAUSE FIRE IS ON THE SIDE THAT YOU
SHOULD NOT MOVE TO. ANOTHER POINTER IS THAT DIRK IS ON THE LEFT
SIDE OF THE SCREEN WHEN YOU SHOULD MOVE LEFT AND THE RIGHT SIDE
WHEN YOU SHOULD MOVE RIGHT.
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ROOM 18: SPINNER ROOM WITH GRUNTS (GRUNTS?!"?)
MOVEMENT -- F-S-B-F
(H) -- YOU ARE SHOWN TWO SPINNERS AND DIRK ATTEMPTING TO PASS
THROUGH THEM. THERE ARE TWO SEPERATE VERSIONS (ALTHOUGH THEY LOOK
THE SAME, THEY ARE DIFFERENT AND YOU MUST PASS BOTH TO GET TO THE
DRAGON) BUT BOTH USE THE SAME SOLUTION. AS DIRK APPROACHES THE
SPINNERS, HE WILL GRUNT ALOUD AS HE WALKS LIKE "UUUHHH",
"UOOOHEH". WAIT FOR THE SECOND GRUNT AND THEN MOVE FORWARD. IF
YOU DO IT RIGHT HE WILL SPRINT THROUGH AND JUMP FORWARD. PRESS
SWORD AS HE JUMPS, PULL BACK AND WAIT FOR THE VIEW TO SWITCH.
FINALLY PUSH FORWARD AND HE WILL EXIT.
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ROOM #19: THE LAVA MONSTERS (MUDHENS)
MOVEMENT -- S-F-F-F-ECT..ECT..
(H) -- PRESS SWORD AND WAIT FOR HIM TO SWING AND CATCH HIS SWORD.
THEN MOVE FORWARD QUICKLY OVER AND OVER. IN THE WHOLE ROOM ONLY
ONE MOVE MUST BE TIMED. YOU RUN OUT ONTO THE END OF A PROJECTION
AND MUST JUMP ACROSS A LAVA PIT TO THE OTHER SIDE. WAIT FOR THE
OPPOSITE SIDE TO FLASH AND THEN JUMP. AFTER THAT JUMP CONTINUE
MOVING FORWARD QUICKLY UNTIL YOU EXIT THE ROOM.
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ROOM #20: THE ELECTRIFIED GROUND WITH A STEEL DOOR SLAMMING IN
FRONT OF DIRK.
MOVEMENT -- F-L
(H) -- MOVE FORWARD OVER AND OVER UNTIL DIRK MAKES IT THRU THE
DOOR AS YOU ONLY HAVE A SPLIT SECOND TO MAKE THE MOVE AND YOUR
CHANCES ARE GOOD IF YOU KEEP MOVING THE JOYSTICK FORWARD. THEN DO
THE SAME FOR THE LEFT AS THE SAME CIRCUMSTANCES ARE PRESENT.
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ROOM #21: ROOM WITH THE SQUARE POOL AND CRUMBLING FOUNDATION.
MOVEMENT -- L-F-R-F-L-F-S-R-F
(H) -- THE FIRST MOVE MUST BE MADE QUICKLY AND YOU MUST BE VERY
QUICK TO DECIDE IF THE ROOM HAS BEEN REVERSED. ALL THE MOVES
REQUIRE YOU TO RESPOND AS SOON AS THE LAST MOVE TAKES EFFECT.
WHEN YOU SWORD THE SPIDER AS SOON AS YOUR SWORD CONTACTS HIM GO
RIGHT AND THEN KEEP GOING FORWARD UNTIL DIRK IS SAFELY OUT.
(R) -- TO DETERMINE WHICH WAY TO GO AT THIS ROOM YOU MUST
RECOGNIZE IT QUICKLY AND