tims@shark.UUCP (Tim Stoehr) (03/05/84)
I am new to this group so pardon me if this is an old topic. I have played dragon's lair about 40 times, and have gotten to the point where I can't figure out what to do in many situations. Could anyone detail, as precisely as possible, the moves to get through the following situations? 1.) The knight(?) who bangs on the checkered floor causing all the squares to move around. 2.) The room where the squid arms are hanging around. 3.) The part where you go through the spinning rods with weights on the end, and then face the red caped ghost, then the thorny vines. 4.) The hallway where the rider comes charging through and chops your helmet, (and head) off. 5.) The part where you slide down the stone stairs, cut the pink tentacles, then the water comes through the wall. 6.) The part where you go duck under the darts, and the stone floor starts falling apart, and there's a pool full of eels. 7.) The crumbling wooden walkway where the bats come after you. 8.) The lava (gravy) goons. (bloop bloop) Some of these require precise timing and motion details, to be included if possible. I would greatly appreciate any responses by mail or by posting to net.games.video. As soon as I get any responses, I'll run out and see if it works.
kjpires@ucbcad.UUCP (03/06/84)
Here are the answers (as near as I can remember them) to all of your questions. I will usually only say LLRLSRFB etc. for Left Right Forward Back and Sword. I will give timing if I think you can't guess it. "1.) The knight(?) who bangs on the checkered floor causing all the squares to move around." As with all dragons lair scenes, there are two reversed versions of this. I think it is BRFRLBB. "2.) The room where the squid arms are hanging around." When things flash, do these actions: SFRBRLF "3.) The part where you go through the spinning rods with weights on the end, and then face the red caped ghost, then the thorny vines." Dirk will bounce on his knees once, twice, and then one deeply. THIS is when you do F. Then do S. Then B. and then F. "4.) The hallway where the rider comes charging through and chops your helmet, (and head) off." "5.) The part where you slide down the stone stairs, cut the pink tentacles, then the water comes through the wall." "6.) The part where you go duck under the darts, and the stone floor starts falling apart, and there's a pool full of eels." "7.) The crumbling wooden walkway where the bats come after you." "8.) The lava (gravy) goons. (bloop bloop)"
allyn@sdcsvax.UUCP (03/09/84)
I haven't played the game in a while, but I will try to remember the moves. I will use the LRFBS convention mentioned in <29100001@ucbcad.UUCP>. 5.) The part where you slide down the stone stairs, cut the pink tentacles, then the water comes through the wall. As near as I can remember, the moves are: LSLL 6.) The part where you go duck under the darts, and the stone floor starts falling apart, and there's a pool full of eels. I don't exactly remember this one either, but the moves may be: LF{?}LFSFF This also has a flipped version. The {?} is maneuvering into the water, I don't remember how to do it. 7.) The crumbling wooden walkway where the bats come after you. You didn't say where your problem was. I don't remember this "room/scene" well enough to tell you exactly, but I do remember that you need two R's at the end (you need the extra R when you are on the collapsing bridge). I think the actions are FSFRR but I am sure I am wrong. 8.) The lava (gravy) goons. (bloop bloop) I have never gotten to this "room/scene", but I have seen many play it. After an initial S, I beleive most of the room is simply repeating F, except the very end may be different. -- From the virtual mind of Allyn Fratkin UCSD Pascal Project U.C. San Diego
ix21@sdccs6.UUCP (03/10/84)
I am also going by memory since I have switched my addiction to Space Ace. I am also going backwards in presenting the questions because I am more sure about the last scenes that were asked than the first scenes. 8) The lava man (gloop, gloop, gloop) What I do is go sword then wait until the coast is clear. What happens is that Dirk bangs his sword against the lava man and it bounces off then the scene changes and shows the lava men on either side of him, but going forward looks clear. You must wait until this scene. The movements from this point is continuously forward. I just keep banging the joystick forward until the end of the scene. However there is one point where Dirk is standing in front of a lava pit. Here Dirk must wait until the flash and then move forward. This scene has a lava pit in front of Dirk's path and in the background a path that veers slightly to the left. If this description isn't good enough try this: sword, wait until "the coast is clear" then continuous forward until you die. The next time remember where you died and also wait there. The moves are cont. forward after that too. 7) Bats!! There are two different bat scenes on rickety stairs: One is FF,sword,RR. The second R is right before Dirk's feet touch the collapsing bridge. This scene initially looks like a wooden bridge that goes straight ahead with a side bridge that goes to the right. 7b)This one looks like wooden stairs going downward and to the left: Sword,LL,Sword,L. 6) eels The first thing you do when you see this scene which shows Dirk looking at a pond of water with 2 paths on either side of the round pond is look on which side Dirk's sword is on and move in that direction. Then forward then into the water, then out of the water pushing your joystick in the opposite direction. Forward, sword when the spider drops, then move towards the middle of the room then into the passageway b4 the you squished. If the sword is on the R therefore RFLRFSL and whatever you need to climb into the passage way. If the sword is on the L interchange L&R. 5) tentacles and water, or stairs that turn into water: From the begining L, cut the tentacles, L L 4) black knight, Be a Coward, duck under the horse, in the direction away from the thorn bush, LLR. I'm not sure whether the 2nd move is L or R just move away from the thorn bush. 3)spining knives, Dirk sticks his hand out and ducks either the second or third time he ducks move forward. Actually there are several instants when you can move forward, the longer you wait the more points you get, but the window gets smaller at each instant. then sword, Back, Forward 2) Squid room good luck, fortunately there are several ways to do this one, unfortunately I don't remember any of them. Sword,FRBF? I remember when the door starts opening and closing you must move forward only when the door is open. 1) checker board or the electrical knight: timing is crucial on the first three movements err on the late side on the last two moves before you feet touch the ground. What happens is that the lighted tiles surround you until there is only one direction in which to jump then move in that direction. Don't wait on the last two jumps; however, you must wait on the other ones. Look at the evil knights lance initially when he pounds the floor and move in the opposite direction at the right time. Assuming The lance is on the left move RLFLR sword. Inverse L&R if the lance is on the opposite side. In General learn to listen to the two kind of beeps, the good beep and the not yet beep. Would the person who submitted the original Dragon's Lair question please acknowledge this article; news has trouble leaving this site. -- David Whiteman sdcsvax!sdccs6!whiteman UCSD Medical School, La Jolla CA {insert boring .signature file here}
jenkin@utcsrgv.UUCP (Michael Jenkin) (03/16/84)
The February issue of Computer Games gives a solution to Dragon's Lair. It may be cheating, but it is one way of making it to the "Dragon's Lair" without investing a large number of quarters.
kjpires@ucbcad.UUCP (03/19/84)
Sorry, I blew it.. I realized that I do not remember the game well enough to make a response. But unfortunatly, "notes" did not let me abort. Alexander Burchell [agb@ucbarpa] [ucbvax!agb] "Pay no attention to that man in the mail header!"