398 lines
13 KiB
Plaintext
398 lines
13 KiB
Plaintext
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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
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THE IRISH ROGUE
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---------------------------------------
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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
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MUST BE CHANGED TO A RIGHT AND VICE VERSA. FORWARD, BACKWARDS AND
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SWORD REMAIN THE SAME. (H) - A HINT GIVING TIPS ON TIMING OR HOW
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TO SPOT ROOMS THAT HAVE BEEN REVERSED.
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---------------------------------------
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IN DRAGONS LAIR DIRK (YOU) MUST CORRECTLY NAVIGATE EACH OF THE
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ROOMS ONCE. ROOMS THAT CAN BE REVERSED MUST BE COMPLETED ONCE
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REGULAR AND ONCE REVERSED. THE ELEVATOR IS AN EXCEPTION TO THE
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RULE AS YOU MUST COMPLETE THE NORMAL ELEVATOR SIX TIMES AND THE
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REVERSED SCREEN ONCE. ONLY AFTER YOU HAVE DONE THIS WILL YOU
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REACH YOUR GOAL... THE DRAGONS LAIR... WHEN THERE YOU MUST KILL
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THE 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
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LISTINING AND THE OTHER INVOLVES TIMING AND WATCHING. THE FIRST
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IS LISTINING. EACH TIME YOU MOVE THE DRAGONS LAIR JOYSTICK ONE
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OF THREE AUDIBLE RESPONSES OCCURS. ONE, NO SOUND AT ALL. TWO, A
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LOW FREQUENCY BUZZ EMINATES FROM THE SPEAKER, OR THREE, A HIGH
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PITCHED "DING" COMES FROM THE SPEAKER. EACH TONE (OR LACK OF
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TONE) MEANS SOMETHING. THE FIRST (NO SOUND) MEANS THAT NO
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MOVEMENT AT THAT TIME IS NEEDED SO NONE IS LOOKED FOR BY THE
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COMPUTER. IT SIMPLY DOESEN'T KNOW YOU MOVED THE JOYSTICK. THE
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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
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ANOTHER MOVEMENT IN THAT DIRECTION WILL OFTEN CORRECT THIS. THE
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THIRD SOUND IS THE "BEEP". THIS SOUND MEANS THAT THE COMPUTER HAS
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ACCEPTED YOUR MOVE. IT DOES NOT MEAN THAT IT IS WRONG OR RIGHT.
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JUST THAT IT HAS BEEN REGISTERED. MANY TIMES I HAVE BEEN KILLED
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AND REALIZED I WASN'T LISTENING FOR THE BEEP. I CANNOT
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OVEREMPHASIZE THE IMPORTANCE OF THESE SOUNDS.
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THE OTHER IMPORTANT THING TO LEARN ABOUT DRAGONS LAIR IS THAT IN
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SOME OF THE ROOMS, THE DESIGNERS MAKE PARTS OF THE SCREEN FLASH
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(A DOORWAY FOR EXAMPLE). THIS IS OFTEN USED TO HELP THE PLAYER
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THROUGH A DIFFICULT SCREEN. THIS IS NOT ALWAYS THE CASE AS IN A
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FEW ROOMS IN THE GAME THE FLASH SHOWS THE WRONG WAY (AND YOU
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THOUGHT THIS WAS EASY!). OFTEN I WILL GIVE YOU TIMING HINTS BASED
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UPON THE FLASHES. USUALLY YOU WILL BE MOVING IN THE DIRECTION OF
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THE FLASH DIRECTLY AFTER YOU SEE IT.
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---------------------------------------
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EACH ROOM HAS A DESCRIPTIVE TITLE WHICH WILL ALLOW YOU TO
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DETERMINE THE ROOM PATTERN YOU NEED. THE ROOMS ARE ALWAYS PLAYED
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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
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WALL. THIS IS 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
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IS CLOSE TO YOU. OTHER JUMPES ARE MADE WHEN DIRK REACHES HIS
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HAND OUT TO GRASP THE NEXT ROPE. (YOU WILL NOT SEE THE NEXT ROPE
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YET...)
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(R) -- THIS ROOM CAN BE REVERSED. YOU MUST MOVE INSTEAD L-L-L-L
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TO CROSS THE PIT. IT IS FAIRLY OBVIOUS TO SPOT THIS ROOM
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REVERSED AS DIRK APPEARS ON THE LEFT SIDE OF THE SCREEN WHEN IT
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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
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AFTER THE FLASH IN THE RIGHT-HAND DOORWAY (SEE BEGINNING ABOUT
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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
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EXAMPLE OF THE ROOMS IN WHICH FLASHES ARE NOT SHOWING THE CORRECT
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PATH.
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---------------------------------------
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ROOM #5: THE ROOM WITH JUMPING SKULLS OOOZING TAR, AND BIG
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HANDS.
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MOVEMENT -- F-S-F-S-L
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(H) -- MOVE FORWARD AS SOON AS YOU SEE THE SKULLS (BE SURE TO
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LISTEN FOR THE "BEEP"). PRESS SWORD WHEN DIRK LANDS FROM HIS JUMP
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FORWARD. CONTINUE THROUGH THE ROOM NORMALLY FROM HERE (LISTEN
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CAREFULLY AS THIS IS A NOISY ROOM.)
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(R) -- THE ROOM CAN BE REVERSED. ONLY ONE MOVE IN THIS ROOM MUST
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BE CHANGED TO ACCOUNT FOR THE SWITCH AND THAT IS THE MOVE AFTER
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DIRK SWINGS THE SECOND TIME. SIMPLY LOOK WHICH WAY HE IS FACING
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AFTER HE SWINGS AND MOVE THAT WAY. (NOT TERRIBLY DIFFICULT IS
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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
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RIGHT AGAIN WHEN 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
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MISS THE THIRD SNAKE. AFTER HE SWINGS THE SWORD THE THIRD TIME
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PUSH FORWARD QUICKLY 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
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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
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IN FRONT OF DIRK. AS SOON AS YOU SEE THE FLASH MOVE THAT
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DIRECTION. DIRK WILL END UP ON A STOOL AFTER HE MOVES LEFT. THEN
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YOU MUST JUMP THRU THE DOOR THAT IS OPENING AND CLOSING HE MUST
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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
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WHEN TO MOVE. AFTER THE FIRST BOLT OF LIGHTNING MAKE THE FIRST
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MOVE. SAME FOR THE SECOND AND THIRD. AFTER THE THIRD IS COMPLETE
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MOVE LEFT AND DIRK WILL EXIT (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
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DO IS FOLLOW THE FLASHES IN THE BEGINNING, GO TO THE LIGHT
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COLORED SECTIONS IN THE MIDDLE AND AVOID ALL WHIRLPOOLS. THE
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ROOM IS EVEN EASIER SINCE THE MOVEMENTS SWITCH BETWEEN RIGHT AND
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LEFT AT EACH DECISION SO AFTER YOU HAVE THE FIRST MOVE IN A SET,
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THE REST ARE EASY! BE AWARE OF TRICKS LIKE PLAYING A SCREEN
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WHERE YOU DO NOTHING FOLLOWED QUICKLY BY A DECISION SCREEN. ONLY
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ONE MOVE OTHER THAN R OR L IS NEEDED. AFTER THE WHIRL- POOLS END,
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SIMPLY WAIT FOR DIRK TO BE SHOT OUT OF HIS BOAT AND MOVE FORWARD
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TO GRAB THE CHAIN. I WILL LEAVE THE REST OF THE ROOM TO YOU (I
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PROMISE IT'S AN EASY ONE)
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(R) -- THERE IS ONE STRANGE HAPPENING ON THIS SCREEN. ONCE IN A
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WHILE, YOU WILL SKIP THE FIRST WHIRLPOOL & HAVE TO MOVE THE OTHER
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WAY TO AVOID THE SECOND. 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
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ONLY TO 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-
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(KEEP USING THE SWORD UNTIL HE IS KILLED)
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(H) -- FOR THE FIRST SEVEN MOVES WAIT UNTIL DIRK HAS STOPPED
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RUNNING TO MAKE YOUR NEXT MOVE. IF YOU TURN BEFORE DIRK GETS TO
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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.
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JUST BEFORE YOU CONTACT THE PILLAR ONE SIDE WILL BURST INTO
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FLAMES. MOVE TO THE OTHER SIDE USING THE MOVEMENT PATTERN AS SOON
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AS YOU SEE THE FLAMES TIMING IS CRITICAL.
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(R) -- THE ROOM CAN BE REVERSED THUS CHANGING EVERY MOVE IN THIS
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ROOM. YOU CAN TELL IF IT IS REVERSED OR NOT BY WATCHING WHAT
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DIRECTION TRIGGER IS FACING WHEN DIRK MOUNTS HIM IF TRIGGER IS
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FACING LEFT IT IS NORMAL, IF HE IS FACING 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
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DIRK TO SPLIT HIS FEET TO BALLANCE ON TWO TILES THEN MOVE FORWARD
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QUICKLY AND THEN QUICKLY MOVE TO THE LEFT (TIMING IS AGAIN
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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
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4 MOVES YOU MAY WANT TO KEEP MOVING OVER AGAIN BECAUSE YOU WILL
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GET A "BUZZ" FOR A WHILE ON THEM FOR A WHILE AS IT MAKES YOU WAIT
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FOR YOUR NEXT MOVE. HOWEVER, THE LAST TWO MOVES REQUIRE YOU TO
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MAKE YOUR NEXT MOVE WHILE DIRK IS IN THE AIR. THIS WILL TAKE A
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LITTLE PRACTICE BUT BE PATIENT, IT'S ALL WORTH IT.
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(R) -- DEFYING US EVEN MORE, THE PROGRAMMERS HAVE DECIDED THAT
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THIS ROOM MAY ALSO BE REVERSED. THIS PROVES TO BE A REAL
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CHALLENGE TO LEARNING PLAYERS. IT IS VERY DIFFICULT TO CATCH THE
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POINTER TO THE REVERSE YOUR FIRST FEW TIMES BUT BEAR WITH IT,
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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
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COME AT YOU AND SURROUND YOU ON THREE SIDES, THE SIDE WHICH IS
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OPEN IS EITHER THE LEFT OR RIGHT SIDE. IF IT IS THE RIGHT SIDE,
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THE SCREEN IS NORMAL, IF IT IS THE LEFT SIDE THE SCREEN IS
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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
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WHEN TO SWING IS WHEN THE WEAPON CONFRONTING YOU STARTS DOWN AT
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YOU TO PRESS THE SWORD BUTTON. IT WOULD BE VERY BENEFICIAL TO
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WATCH OTHERS DO THIS TO GET THE IDEA. MOVE LEFT TO AVOID THE
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ANVIL AS SOON AS YOU SEE IT. WHEN DIRK ENCHANTS HIS SWORD AND
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THE SMYTHE COMES TO LIFE PRESS SWORD AGAIN BEFORE HE BEGINS TO
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SWING. NOTE THAT DIRK CLIMBS UP TO THE POT AUTOMATICALLY AND YOU
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NEEDENT MOVE FOR- WARD.
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(R) -- THIS ROOM CAN BE REVERSED AND THE ONLY DIFFERENCE IS THAT
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HE MOVES RIGHT TO AVOID THE ANVIL THIS TIME. YOU CAN TELL WHICH
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WAY TO MOVE AT THIS POINT BECAUSE FIRE IS ON THE SIDE THAT YOU
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SHOULD NOT MOVE TO. ANOTHER POINTER IS THAT DIRK IS ON THE LEFT
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SIDE OF THE SCREEN WHEN YOU SHOULD MOVE LEFT AND THE RIGHT SIDE
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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
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THROUGH THEM. THERE ARE TWO SEPERATE VERSIONS (ALTHOUGH THEY LOOK
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THE SAME, THEY ARE DIFFERENT AND YOU MUST PASS BOTH TO GET TO THE
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DRAGON) BUT BOTH USE THE SAME SOLUTION. AS DIRK APPROACHES THE
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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
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YOU DO IT RIGHT HE WILL SPRINT THROUGH AND JUMP FORWARD. PRESS
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SWORD AS HE JUMPS, PULL BACK AND WAIT FOR THE VIEW TO SWITCH.
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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.
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THEN MOVE FORWARD QUICKLY OVER AND OVER. IN THE WHOLE ROOM ONLY
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ONE MOVE MUST BE TIMED. YOU RUN OUT ONTO THE END OF A PROJECTION
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AND MUST JUMP ACROSS A LAVA PIT TO THE OTHER SIDE. WAIT FOR THE
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OPPOSITE SIDE TO FLASH AND THEN JUMP. AFTER THAT JUMP CONTINUE
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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
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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
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DOOR AS YOU ONLY HAVE A SPLIT SECOND TO MAKE THE MOVE AND YOUR
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CHANCES ARE GOOD IF YOU KEEP MOVING THE JOYSTICK FORWARD. THEN DO
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THE SAME FOR THE LEFT AS THE SAME 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
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QUICK TO DECIDE IF THE ROOM HAS BEEN REVERSED. ALL THE MOVES
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REQUIRE YOU TO RESPOND AS SOON AS THE LAST MOVE TAKES EFFECT.
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WHEN YOU SWORD THE SPIDER AS SOON AS YOUR SWORD CONTACTS HIM GO
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RIGHT AND THEN KEEP GOING FORWARD UNTIL DIRK IS SAFELY OUT.
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(R) -- TO DETERMINE WHICH WAY TO GO AT THIS ROOM YOU MUST
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RECOGNIZE IT QUICKLY AND
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