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                 ***  D R A G O N ' S   L A I R  ***
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                          --- COMPILED BY
                              THE IRISH ROGUE
               
               ---------------------------------------


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