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IDEA Dragons-Lair/walkthrough

Nov 4th, 2024 (edited)
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  1. https://www.trueachievements.com/game/Dragons-Lair/walkthrough
  2. descriptions https://dragonslair.fandom.com/wiki/Dragon%27s_Lair_(game)
  3.  
  4.  
  5. Dragon's Lair - Room/Scene Sequence
  6. Here is a list of the commands you will need for each room. Some rooms have 2 directions, where one is in a bracket. This symbolises that there is more than one version of this room and there will be changes at these exact spots since not all of them change every command. Also note that the rooms are in the order I found them, so the order you find them may vary. I tried my best to give detailed names on the rooms, so don´t hate me if the name is misleading.
  7.  
  8. BRIDGE
  9. A
  10.  
  11. 3-DOOR ROOM
  12. Right, right
  13.  
  14. HORSERIDE (2x)
  15. Left, right, left, right, right, right (the complete opposite on the 2nd time!)
  16.  
  17. SKELETON SKULLS ATTACK (2x)
  18. Up, A, Up, A, left (right), A
  19.  
  20. CAGED THUNDER LAVA AREA
  21. Up, up, left
  22.  
  23. GRIM REAPER (2x)
  24. Up, A, down (up), up
  25.  
  26. WIND ROOM
  27. Right
  28.  
  29. SNAKE DUNGEON
  30. A, A, A, up
  31.  
  32. BURNING ROPES (2x)
  33. Right, right, right, right (the complete opposite on the 2nd time!)
  34.  
  35. THUNDER FIRE ROOM (get attacked by lightning from the left corner)
  36. Right, left, down, left
  37.  
  38. COLAPSING WALKWAY
  39. Up, up, A, right, right
  40.  
  41. DARK KNIGHT CHESSBOARD (2x)
  42. Left (right), up, left (right), right (left), left (right), right (left), A
  43.  
  44. LAVA PEOPLE
  45. A, up, up, up, up, up, up, up, up
  46.  
  47. PLATFORM ELEVATOR (4x)
  48. Left 3x (right 1x)
  49.  
  50. PURPLE WATER (3 parts)
  51. Ye Boulders - Left, right, left, right
  52. Ye Rapids - Up, up, up, up
  53. Ye Whirlpools - Right, left, right, left
  54. End - Right
  55.  
  56. COLOURED BALLS RAMP
  57. Down, down, down, down, down, down, up
  58.  
  59. GREMLIN KING
  60. Left, right, right, right, right, right, up, A, A, A, A, A
  61.  
  62. MAGIC WEAPONS (2x)
  63. A, A, left (right), A, A
  64.  
  65. AGGRESSIVE BREWING POT
  66. Up, A, down, A, right
  67.  
  68. MONKEY STAIRCASE
  69. A, right, A, up
  70.  
  71. CRUMBLING FLOOR (2x)
  72. Left (right), up, right (left), up, left (right), up, A, right (left), up
  73.  
  74. BAT STAIRCASE
  75. A, left, up, A, left
  76.  
  77. MAGIC BALL THRONE ROOM
  78. Right, right, right, right
  79.  
  80. BEDROOM
  81. Up
  82.  
  83. POTION ROOM
  84. Right
  85.  
  86. DARK KNIGHT ON HORSE
  87. Left, left, right
  88.  
  89. TENTACLE ROOM
  90. A, up, right, down, left, up
  91.  
  92. TRAP STAIRS
  93. Left, A, left, left
  94.  
  95. PURPLE CHESSBOARD
  96. Down, up, left
  97.  
  98. DRAGONS LAIR
  99. Left, left, left, left, left, right, up, A, A, up, A
  100.  
  101. This only goes for the runs on easy, for hard there are a few alterations for some rooms, not for all of them! These alterations would be the following ones:
  102.  
  103. THRONE ROOM
  104. After the first right prompt you will need an additional up
  105.  
  106. DARK KNIGHT ON HORSE
  107. Before doing anything you will need an up
  108.  
  109. DRAGONS LAIR
  110. After the 2nd pillar is destroyed, you will need to do an additional up and right
  111.  
  112. =========================
  113.  
  114. Number  Name    Notes
  115. 1   Gate
  116. 2   Drink Me
  117. 3   Gate    Reversed version of 1
  118. 4   Bats
  119. 5   Tentacle
  120. 6   Bats    Reversed version of 4
  121. 7   Tentacle    Reversed version of 5
  122. 8   Whirl
  123. 9   Rapids
  124. 10  Cauldron
  125. 11  Knight
  126. 12  Boulder
  127. 13  Knight  Reversed version of 11
  128. 14  Boulder Reversed version of 12
  129. 15  Bedroom
  130. 16  Bedroom Reversed version of 15
  131. 17  Dragon's Lair   Contains some original scenes
  132.  
  133.  
  134. ===========================
  135. Levels
  136. If set to "Home Mode", the game will follow this order:
  137.  
  138. Drawbridge (Level 1)
  139. Dirk comes into the castle in this opening scene. Dirk slowly walks towards the castle door crossing the lowered drawbridge until he falls through, but quickly catches himself only to be met with Cyclops Worms (tentacle-eye monsters) lurking inside the moat, that lunge at him.
  140.  
  141. Entrance (Level 2)
  142. Dirk makes his way into the castle, again walking slowly and taking in the environment, until the ground beneath him gives way and the ceiling above him begins to fall.
  143.  
  144. Tentacles (Level 3)
  145. Making his way into a seemingly empty weapon room, Dirk is met with tentacles that appear before him in all directions which would try to corner him and trap him in the middle of the room.
  146.  
  147. Snakes (Level 4)
  148. As in Tentacles, Dirk is trapped in a dungeon with snakes that emerge from the ceiling, walls and the eerie fog that covers Dirk's feet.
  149.  
  150. Fire Ropes (Level 5)
  151. Dirk walks through a door welcoming himself to a pit of fire hovered over by three burning ropes. The door closes behind him, and the pillar he had been standing on begins slowly retracting into the wall. Dirk's only option is to swing from the ropes before they burn out above him.
  152.  
  153. Pool Room (Level 6)
  154. Dirk arrives in a room with a body of water in the center of it. The ceiling and floor quickly cave in on Dirk as he avoids the two by leaping to the edge of the room only to be met with the wall revealing  rocketed daggers that Dirk quickly rolls away from. Back in the center of the room, the room continues to disintegrate a leaving the knight's only option to jump into the body of water where snakes emerge from one of the pool's walls. Dirk quickly escapes retreating to what is left of the room where he is greeted by a spider that crawls down to him from above. Dirk makes quick work of the spider jumping to the last bits of the room where two single tiles beneath and above Dirk start to meet in hopes of crushing him.
  155.  
  156. Wizard's Chamber (Level 7)
  157. Dirk walks up to a cauldron that quickly spurts out a large amount of hot liquid covering a large amount of the floor that Dirk quickly dodges as he makes his way to a flask that he inspects before being met with a large monster emerging from the bubbly liquid that Dirk smites with ease. Afterwards a large astral being emerges from the cauldron and attacks Dirk in which he also defeats in a quick swipe. Although the first monster had been defeated, the liquid quickly gathers and covers the floor quickly surrounding the knight.
  158.  
  159. Giddy Goons (Level 8)
  160. Arising from a trap door, Dirk begins to make his way up a flight of stairs until from behind, he is under attack by a gang of Giddy Goons. Dirk slays one of them and makes his way upstairs where he is surrounded by four of them.
  161.  
  162. Flattening Stairs (Level 9)
  163. Making his way down a staircase, the stairs underneath him flatten creating a slant that makes Dirk slide down until he catches himself and retreats to the stairs that didn't change. As he arrives near the pit, The tentacle monsters from the drawbridge return and attack Dirk once more but Dirk fends them off and quickly walks up the stairs to the door. The stairs once again become slanted leaving Dirk to choose between the door and a nearby chain.
  164.  
  165. Smithee (Level 10)
  166. Inside a ring of fire, Dirk finds himself face to face with a floating dagger as well as floating mace that he knocks back easily until an unsuspecting anvil rises and charges at Dirk to which he swiftly dodges. Dirk fends off a charging spear then climbs upward to set his sword above magical flame in hopes of possibly enhancing it until a nearby statue comes to life swinging his ax at Dirk.
  167.  
  168. Grim Reaper/Shapeshifter (Level 11)
  169. An uneased Dirk approaches a spectral man after crossing a bridge filled underneath with spikes and avoiding to spiraling clubs. Dirk jumps to him while being surrounded by sprouting thorns, and the hero quickly vanquishes the spectre as the thorns grow and circle around him.
  170.  
  171. Wind Room (Level 12)
  172. A mysterious hand pulls Daphne away as she yells out to Dirk to save him. following her voice, Dirk opens a door that quickly pushes him back but changes its current and pulls him inside trapping him in a vortex filled with knick-knacks and furniture until he sets his eyes on a large shiny gem.
  173.  
  174. Bedroom (Level 13)
  175. Dirk walks through a bedroom until bricks magically appear creating a wall in hopes of trapping Dirk in one side of the room.
  176.  
  177. Fire Room (Level 14)
  178. In a seemingly empty red room, a bench falls from the ceiling with lightning bolts striking it down forming trails of fire that Dirk to move around avoiding it until multiple bolts cause an inferno in the room.
  179.  
  180. Flying Barding (Level 15)
  181. Dirk quickly boards a mechanical steed that quickly takes off at full speed with Dirk just barely managing to navigate its direction. As he flies through the room, Dirk is met with walls of fire that he must avoid in order to advance.
  182.  
  183. Robot Knight (Level 16)
  184. Daphne is once again pulled by a mysterious hand as she yells out to her hero. Dirk begins to chase her until a robotic knight appears sending electric shock waves that Dirk avoids approaching the knight before dueling it.
  185.  
  186. Crypt Creeps (Level 17)
  187. Now in the hands of a Crypt Creep, Daphne once again calls out to Dirk as he is attacked from behind by a group of bouncing skulls. Dirk leaps out of harm's way, then a large skeletal claw emerges from a room attempting to grab Dirk, but is defeated by a mighty swing from the knight, who proceeds to advance forward now having to avoid a swarm of black flesh-eating bugs. Another claw appears behind Dirk but is equally destroyed as he runs in the direction Daphne was taken, quickly getting surrounded by the ghoulish Crypt Creeps.
  188.  
  189. Catwalk (Level 18)
  190. Dirk makes his way through a crumbling bridge that he quickly runs through to avoid falling until he is met by vicious bats in which Dirk battles before advancing forward. Dirk makes a large leap that causes the bridge to cave in.
  191.  
  192. Bat King (Level 19)
  193. Dirk approaches another stairway that is overrun by bats that briefly blind him before he fights them off as he makes his way down the stairs. Like before, the stair crumble beneath him forcing Dirk to jump over the gap of the staircase before going lower down the stairs. As Dirk approaches the exit, Dirk is met by the Bat King who roars at him loudly.
  194.  
  195. Falling Platforms (Level 20)
  196. Dirk jumps onto a circular platform that quickly drops downward forcing Dirk into trying to find a way off the platform and onto safety.
  197.  
  198. Lizard King (Level 21)
  199. A strange magnetic pot of gold steals Dirks sword which catches the attention of the dreaded lizard king who swings at him with his scepter. The pot of gold flees away with the sword making Dirk have to catch up to it with the Lizard King hot on his tail. Dirk eventually catches the sword finally engaging in a duel with the King.
  200.  
  201. Drink Me (Level 22)
  202. Dirk walks into a room similar to the cauldron room where he is met with a flask that has a sign reading "DRINK ME" hovering above it with a trail of fire spontaneously spawning behind him.
  203.  
  204. Tilting Room (Level 23)
  205. Inside a room where the room seesaws up and down, Dirk climbs up the floor before getting to his feet. The floor quickly plummets down as it knocks a torch down setting fire to the floor as it also begins to magically disappear tile by tile. With tiles thinning, Dirk is left but to jump to one of two doors.
  206.  
  207. Throne Room (Level 24)
  208. Dirk makes his way to the throne room where a crystal ball centered in the middle of the room takes his helmet and sword in the same vain as the pot of gold. The floor soon electrifies surrounding Dirk as he makes his way to the throne for safety.
  209.  
  210. Underground River (Level 25)
  211. As he journeys on, Dirk falls through the ground to a body of water until he is caught by a barrel with a paddle inside. He quickly sails on entering a river called "YE BOULDERS" where Dirk sails away from large boulders and stalagmites before making his way to "YE RAPIDS". Dirk finally makes his way to "YE WHIRLPOOLS" where he slowly sails away from large whirlpools before being flung into the air ejected from the barrel.
  212.  
  213. Mudmen (Level 26)
  214. Dirk slowly walks through a volcanic area until he is under attack by large mudmen that emerge from large craters. He tries to battle them but no avail, Dirk runs away from the Mudmen while avoiding geysers, firewalls, lava pits and rivers that lead to magma.
  215.  
  216. Black Knight (Level 27)
  217. In a mysterious cave, a bolt of lightning strikes Dirk's sword before a knight in black armor riding a large steed attacks and scares as spikes emerge from the ground catching him off guard.
  218.  
  219. Boulder Trench (Level 28)
  220. Dirk approaches a large rainbow half-pipe that are occupied by colorful Rolling Balls. Suddenly a larger black sphere rolls behind Dirk ensuing a chase down the half-pipe crushing every sphere in its way.
  221.  
  222. Three Caves (Level 29)
  223. Dirk makes his way through a cave that holds three tunnels that lead to certain areas until suddenly a cage traps Dirk forcing him to only enter one tunnel with electric shock waves behind him. Dirk makes his way through a slamming door before being met with a lava pit that stops him with the electric floor still chasing after him.
  224.  
  225. The Dragon's Lair (Final level)
  226. Dirk makes his way into a treasure room, instantly feasting his eyes on Princess Daphne who is held prisoner in the Bubble of Helotry. Dirk silently makes his way to the captive princess being careful not to awaken the sleeping Singe. Daphne instructs Dirk to save her by retrieving the key around the dragon's neck, who can only be defeated by the use of the Magic Sword embedded in a large gemstone. Singe wakes up and chases Dirk, who then makes his way to the sword, retrieving it then having his final duel with the evil dragon.
  227.  
  228.  
  229.  
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