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INTRODUCTION
| The following chart is a complete walk-thru for all the scenes in Cinematronics' 1983 arcade version of Dragon's Lair. A move which appears in red requires particular timing. The move is only correct when performed at the right time. It will cause death if performed too early / late. Performing a move which appears in purple will cause a subsequent software error that affects gameplay. When two joystick moves are listed as correct (such as U and L), diagonal movement in these directions is also correct. All the moves listed will cause their respective results during the timeframe when the correct move is acceptable. Before this timeframe (and after the previous move), some correct moves and "death moves" may cause a buzz, and some "buzz moves" may cause death. |
HARD DIFFICULTY:
LEGEND:
| U - | Up |
| D - | Down |
| L - | Left |
| R - | Right |
| S - | Sword |
| N - | No move (A "N" in the "correct move" row means that making no move at all is a correct play. Otherwise, by default, making no move will cause death.) |
| X - | Moves are not accepted at this point on easy difficulty. |
39. Move when Dirk nears the end of his swing. |
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41. Move after the fire has appeared. 42. Move after Dirk has passed the pillar on his side and it is out of view. |
as a correct move. |
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46. Move to the left before Dirk reaches the light orange strip, or else if Dirk is within the strip, move up. (Diagonal movement is not correct.) 47. This first whirlpool will not appear when the difficulty is hard. 48. A diagonal Up/Left is also recognized and accepted as a correct move. 49. A diagonal Up/Right is also recognized and accepted as a correct move. |
with the ledge. (3 chances) |
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52. Move when the gap in the floor appears. |
54. Move when the geyser is at zero height. (3 chances) |
and will cause a buzz. |
the center path together at the same time. (3 chances) (This is the official timing criteria as per the game software.) |
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58. Move when Dirk stops running. 59. A diagonal Down/Left is also recognized and accepted as a correct move. |
on the floor during the middle of its descent. 61. Move after the anvil begins to rise off of the ground. 62. Press the sword button when the camera's view begins to pan towards Dirk. |
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65. Move when the bench flashes. 66. After Dirk has landed on the bench, move when the door opens for the first or second time. (2 chances) A diagonal Up/Right is also recognized and accepted as a correct move. |
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move. |
move. 70. Press the sword button when the giddy goons appear at the top of the stairs. |
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75. A diagonal Up/Right is also recognized and accepted as a correct move. |
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78. A diagonal Up/Left is also recognized and accepted as a correct move. 79. Move when the ground flashes. 80. If you move right, no further moves are accepted during this scene. A diagonal Up/Right is not correct in this instance and will cause a buzz. |
the ledge. (3 chances to move left, then 3 chances to move right, then 3 more chances to move left) |
the ledge. (3 chances to move right, then 3 chances to move left, then 3 more chances to move right) |
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