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- DRAGON'S LAIR II: TIME WARP
-
- Typed in by SKID ROW. Edited by PARASITE.
-
-
- INTRODUCTION
- Princess Daphne has been kidnapped by the Evil Wizard Mordroc and
- whisked away to a wrinkle in time. Mordroc will force Daphne into
- marriage unless Dirk the Daring can rescue her.
-
- You, as Dirk, must travel through time with the help of an aging time
- machine. During your quest you must face and conquer the unique
- dangers of several dimensions in time.
-
- Follow the Wizard to the dreaded dimension where you must confront and
- defeat him before he places the ring of death on Daphne's finger and
- she's lost forever in the Time Warp.
-
- STARTING THE GAME
- After the game has loaded, the demo mode will automatically begin. The
- demo runs through scenes from the first disk and then returns to the
- title screen and credits. To start playing the game simply press the
- (0) on the keypad at any time. You will know the game has started
- when the player score screen appears. This screen shows your score
- and the number of lives you have remaining. The first scene will then
- load automatically.
-
- PLAYING DRAGON'S LAIR II: TIME WARP
- You do not directly control all of Dirk's actions, rather you control
- his reactions to the events that happen around him. As you watch the
- animation, you must decide in which direction Dirk should move on the
- screen and when.
-
- To finish a scene successfully you must make a move or press the fire
- button (zero (0) on the numeric keypad) when Dirk is in danger. Timing
- is very critical and often you may make the correct move but at the
- wrong time. Also, many scenes require more than one move. If you are
- having trouble, watch the animation carefully and move Dirk in the
- safest direction or if no direction is safe press the fire button
- to use Dirk's laser gun or staff.
-
- If you're sure you have the correct move, try varying the time when you
- make the move, a little sooner or a little later. Don't be surprised if
- Dirk doesn't move immediately after you have made a move. You must wait
- for the animation to finish and if you made the correct move(s) you will
- continue on to the next scene.
-
- You have three lives and the game will end if you lose all of your lives
- or when you have completed all of the scenes on the disks.
-
- From time to time it will be necessary to change the disk in the drive.
- After you have finished all the animations on a disk you will be asked to
- insert the next disk do that the game can continue. NEVER eject one
- of the game disks while you are playing, unless you are prompted, or
- you may damage the disk!
-
- CONTROLS
- There are two ways of controlling Dirk, either by using the joystick
- (You should plug your joystick into Port 2) or else you can control
- Dirk by using the numeric keypad on your keyboard. The directions you
- will need when using the numeric keypad are UP (8), DOWN (2), LEFT (4)
- and RIGHT (6). To use Dirk's laser gun or staff press the FIRE BUTTON
- on the joystick or the '0' on the keypad.
-
- ENDING THE GAME
- The game will come to an end after you have lost three lives. To stop
- playing the game simply reset your computer. You can then safely remove
- the disk in the drive.
-
- SAVING YOUR POSITION
- To save your poistion press the 'S' key during a scene and after you
- have successfully completed the scene you will be prompted for a
- Save disk. Your position will be saved and you will be prompted again
- for the current game disk.
-
- LOADING A SAVED GAME
- To load a saved game press the 'L' key during a scene and you'll be
- prompted for your Save disk. Remove the game disk from the internal
- drive and replace it with the Save disk. The last saved position
- will be loaded and you will be prompted for the appropriate game
- disk.
-
- PAUSING THE GAME
- You can pause the game at any time by pressing the 'P' key on the
- keyboard. To continue to play, press the 'P' key again and the
- game will resume.
-
- TURNING THE AUDIO OFF/ON
- You can toggle the audio off and on by pressing the 'A' key on the
- keyboard.
-
- PLAYING SCENE ONE
- As the scene begins, we see Dirk sitting at the breakfast table
- with his family. A noise causes Dirk to look up in surprise to
- see his mother-in-law enter the room and climb up onto the table
- swinging a large rolling pin. When Dirk's mother-in-law first starts
- to swing the rolling pin, press left on the joystick or the '4'
- key on the keypad and Dirk will leap to safety as the pin swings
- down to destroy the chair on which he was sitting.
-
- DRAGON'S LAIR II: TIME WARP HINTS
-
- NOTE: The scenes in Dragon's Lair II: Time Warp for all computer formats may
- not appear in the order listed below and for some versions, certain scenes
- may not appear at all. If the scene number does not match the scene, the
- scenes can be easily recognized by the individual descriptions listed below.
-
- SCENE 2 - DRAWBRIDGE
- Followed by his screaming mother-in-law, Dirk finds himself on the
- drawbridge of a familiar castle. In the water below, several green
- tentacles watch and wait as Dirk seems trapped. Dirk must avoid the
- tentacles, keep an eye open for his mother-in-law and flee into the
- castle.
-
- SCENE 3 - CASTLE ENTRANCE
- Dirk has entered the castle just ahead of his mother-in-law, but the
- castle is full of lingering monsters. As the angry woman rushes through
- the door, a snake appears, attempting to swallow Dirk alive. Dirk
- needs to hit the snake and continue to run.
-
- SCENE 4 - DESCENDING INTO THE CASTLE
- Avoiding the snake, Dirk ducks into a shaft that leads down into the
- castle's hidden depths, but the snake isn't through with him yet.
- Dirk must escape from the snake by proceeding into the darkness.
-
- SCENE 5 - MOTHER-IN-LAW RIDING SNAKE
- Although Dirk thought he had left his mother-in-law somewhere up above,
- he has been pursued into the shaft. She swings down on the same snake
- Dirk just missed, wielding the rolling pin. Dirk's only escape is to
- avoid the rolling pin by jumping from one side of the shaft to the
- other and then riding the snake to uncertain safety.
-
- SCENE 6 - JUMPS TO ROCK PILLAR
- Behind him Dirk hears his mother-in-law struggling inside the shaft
- he has just emerged from. Dirk must react quickly as the ledge he
- stands on starts to crumble away.
-
- SCENE 7 - RIDES THE ROCKS
- The pillar Dirk landed on has broken and is sliding down a hill towards
- an enormous hole. There's no choice but to fall into the hole but Dirk
- must avoid the pillar as it teeters on the edge of the chasm.
-
- SCENE 8 - FINDS TIME MACHINE
- Falling through the hole above, Dirk appears in a treasure room on
- top of a talking Time Machine. Behind him a large, green serpent
- rises out of the coins that fill the room. Dirk must hit the snake's
- head and avoid the coils trying to wrap themselves around him.
-
- SCENE 9 - TIME MACHINE LIFTED INTO THE AIR
- The serpent has retreated into the treasure, but only for a moment.
- As Dirk stumbles atop the Time Machine, the green snake strikes again,
- first with its gaping jaws and then with its lashing tail.
-
- SCENE 10 - JUMPS TO RIBS
- Balancing the Time Machine in the air, the serpent tries to shake
- Dirk off. The only escape seems to be towards the skeleton of
- some long dead Dragon.
-
- SCENE 11 - INSIDE RIB CAGE
- Dirk moves forward to explore the interior of the rib cage. From
- above, the serpent lunges at Dirk's head. Dirk must swipe at the
- leering snake with his sword and then dodge a pack of skulls as
- they attack from up above.
-
- SCENE 12 - SLIDES TOWARDS THE TIME MACHINE
- Outside the rib cage again, Dirk slides towards the waiting Time
- Machine, but the serpent is waiting also. How can Dirk activate the
- Time Machine without being eaten by the attacking serpent? Dirk must
- hit the snake again and search the machine for an 'ON' switch.
-
- SCENE 13 - SERPENT ATTACKS DIRK ON TIME MACHINE
- As Dirk listens to the Time Machine explaining what he must do to
- activate it, the serpent wraps itself around Dirk's legs. Struggling
- with his sword, Dirk must swipe at the snake's coils and defend himself
- against the serpents lunging atatcks.
-
- SCENE 14 - ACTIVATES TIME MACHINE
- Dirk slides into the pilot's seat of the Time Machine and prepares to
- travel into the Time Warp when the relentless serpent attacks again.
- Dirk must attempt to finally kill the serpent as his mother-in-law
- appears one last time.
-
- SCENE 15 - ARRIVES IN PREHISTORIC TIME
- Having activated the Time Machine, Dirk finds himself confronted
- by flying dinosaurs. The winged, green reptiles swoop down on him,
- claws outstretched, mouths agape. Dirk must kill the first one and
- avoid the jaws of the second.
-
- SCENE 16 - DIRK FLIES BY MORDROC
- The terradactyls have Dirk by the leg and carry him past their
- master, the Evil Wizard Mordroc! Mordroc howls and swings his staff
- at the dangling Dirk, who, must avoid the swinging rod.
-
- SCENE 17 - CARRIED AWAY FROM MORDROC
- The flying reptiles carry Dirk away from the Wizard and again try to
- swallow the brave knight. Dirk must kill the attacking terradactyl
- before it can close its jaws around his legs.
-
- SCENE 18 - DIRK GETS DROPPED
- Hovering over a rocky ledge, Dirk sees the opportunity to escape.
- As the terradactyl flaps its wings. Dirk must free himself and
- attempt to land on the ledge without injury.
-
- SCENE 19 - CENTAURS KIDNAP DAPHNE
- Dirk regains his senses after having landed safely on the ledge to
- see Princess Daphne who is being held captive by two large Centaurs.
- The terradactyls haven't given up yet and they swoop down from the sky
- above to attack the sprawling hero. Dirk must kill the two large
- reptiles as the centaurs fly off into the clouds with the princess.
- To one side a pair of feathery wings sit that Dirk must use to follow
- the fleeing kidnappers as he is again attacked, this time by smaller
- terradactyls.
-
- SCENE 20 - DIRK FINDS THE CENTAURS
- Having pursued the Centaurs into a cloud bank, Dirk crashes into the
- two kidnappers forcing them to drop Daphne. Dirk must swoop down
- and grab the princess before she falls into the boiling lava below.
-
- SCENE 21 - DIRK AND DAPHNE LAND ON THE TIME MACHINE
- Having lost his wings, Dirk and Daphne land on the Time Machine.
- Before he can activate the machine, Dirk loses his sword and it
- begins to sink into the bubbling mud. Dirk must retrieve the sword
- in order to use the Time Machine. As Dirk leaps into the mud one
- of the centaurs lands next to the Time Machine, grabs the
- struggling Daphne and carries her back to the waiting Mordroc.
- Dirk can only swing fruitlessly at the fleeing centaur and then return
- to the Time Machine to continue travelling through the Time Warp.
-
- SCENE 22 - ARRIVES ON CLOUDS
- The Time Machine has brought Dirk to a strange colorful cloud bank.
- A vine leads up into the multi-colored clouds and Dirk must climb
- up this vine.
-
- SCENE 23 - DIRK IS ATTACKED BY GUARDIAN ANGEL
- Climbing up the vine, Dirk is confronted by a fat, little angel who
- warns him to leave before causing trouble. As Dirk continues
- undaunted, the blue angel swings his magic wand attempting to stop
- Dirk before he can go any further. Dirk must dodge the wand and
- continue up the vine.
-
- SCENE 24 - AT THE GATES OF EDEN
- Emerging from the clouds, Dirk finds himnself at the gates to a large
- castle. Above the gates hangs a sign that reads "EDEN". The guardian
- appears with several small, flying babies again telling Dirk to go
- away. Dirk must avoid the angel's magic wand and leap from the attacking
- babies.
-
- SCENE 25 - DIRK ENTERS EDEN
- Attempting to escape from the babies has brought Dirk to the castle
- wall. The angel and babies attack once more, leaving Dirk no choice
- but to proceed over the castle wall.
-
- SCENE 26 - DIRK ENTERS EDEN
- Poised on the edge of the wall, Dirk looks down into Eden. The garden
- stretches beyond the horizon, seeming much larger than Dirk had
- originally believed. The flying babies come zooming over the wall
- along with the blue angel. Dirk must leap from the wall onto two tree
- branches that will lead him to relative safety.
-
- SCENE 27 - THE SNAKES OF EDEN
- Having evaded the garden keepers, Dirk finds himself confronted by two
- blue snakes - the evil serpents of Eden! The snakes proceed to wrap
- themselves around Dirk, carrying him into the air. Dirk must swing
- his sword several times in hopes of beating the serpents off of him.
-
- SCENE 28 - SWINGING WITH THE SNAKES OF EDEN
- Caught up in their coils, Dirk is thrown around by the two snakes. Sword
- in hand, Dirk is tossed back and forth from loop to loop, snake to snake.
- Dirk must avoid the tightening coils while trying not to fall into the
- chasm below.
-
- SCENE 29 - RIDING THE SNAKES OF EDEN
- Holding onto one of the snakes, Dirk is carried to the far end of the
- tree standing tall above them. One of the snakes won't be content until
- Dirk is sitting deep in the pit of its stomach and continues to lunge
- at the knight while the other unwraps its coils.
-
- SCENE 30 - DIRK GETS LICKED
- The hungry snake uses its tongue to taste Dirk before attempting to take
- a bite. The other snake decides to let Dirk go so the brave knight can
- continue his quest to rescue Princess Daphne. Dirk must strike the
- hungry snake as the other serpent releases him.
-
- SCENE 31 - EXITS EDEN ON THE TIME MACHINE
- Having found the time machine again, Dirk struggles in the pilot seat
- as the pillar below him crumbles away. Dirk must activate the machine
- before the pillar falls.
-
- SCENE 32 - FINDS MORDROC AND DAPHNE
- The Time Machine has transported Dirk to the exact location where
- Mordroc plans to marry Daphne. Dirk has arrived just in time to
- interrupt the wedding as the evil Wizard begins to place the death
- ring on Daphne's finger.
-
- SCENE 33 - THROWS A SWORD AT MORDROC
- The ledge Dirk is standing on begins to crumble beneath him as Mordroc
- watches above. Dirk must jump from th ledge and throw his sword at the
- Wizard to try and stop him from placing the death ring all of the way
- onto the Pricess's finger.
-
- SCENE 34 - SWORD FLIES INTO MORDROC'S WRIST
- Dirk's aim is true. Mordroc howls in pain as the sword impales
- itself into the Wizard's arm.
-
- SCENE 35 - DIRK VS. MORDROC
- Mordroc pulls the sword out of his arm as Dirk jumps from the ledge
- towards the death ring that has fallen to the ground. Mordroc swings
- the sword at Dirk's head as the knight reaches for the ring. Dirk
- must jump, first from the ledge and then away from the attacking
- Mordroc.
-
- SCENE 36 - DIRK LEAPS TO THE DEATH RING
- Dirk has escaped Mordroc for the time being and lands near the death
- ring. The ring is sitting on a rocky outcrop that begins to crumble
- away as Dirk steps forward. Dirk must leap off of the crumbling rocks
- before grabbing the ring with the aid of his belt.
-
- SCENE 37 - DIRK THROWS RING AT MORDROC
- Hanging from a rocky pillar, Dirk must first avoid and energy bolt
- the Wizard fires and then throw the death ring as the pillar crumbles
- away under Dirk's weight.
-
- SCENE 38 - THE DEATH RING LANDS ON MORDROC'S FINGER
- The death ring flies through the air and slides onto the evil Wizard's
- outstretched finger.
-
- SCENE 39 - MORDROC MUTATES
- The power of the death ring causes Mordroc to bloat grotesquely,
- mutating into a large, pink balloon covered in white warts. As the
- Wizard grows, Dirk must jump to retrieve his lost sword and flee the
- changing Mordroc.
-
- SCENE 40 - DESTROYS THE GAS BAG
- Dirk stands by the unconscious Princess Daphne as the Wizard's mutated
- body appears trying to attack Dirk once more. Dirk must leap from
- the rocks and swing at the hulking, pink form.
-
- SCENE 41 - LEAPS TO DAPHNE
- The Wizard lies dead at Dirks's feet, exploded into a million pieces,
- but the explosion has caused the entire cavern to shake and begin to
- fall. Huge sections of rock fall from the ceiling as several of the
- small terradactyls swoop down to avenge their master's death. Dirk
- must jump to avoid the falling rocks and swing at the hulking, pink form.
-
- SCENE 42 - DIRK TRIES TO AWAKEN THE SLEEPING DAPHNE
- Dirk crouches over the slumbering Princess and kisses her once while
- above them, two of the little, green reptiles swoop down for a bite.
- Dirk must swing his sword to kill both reptiles.
-
- SCENE 43 - DEPRESSED DIRK
- The kiss seems to have had no effect at all and Dirk hangs his head
- in sorrow. Daphne isn't moving and another little reptile flies down
- to attack Dirk. Dirk must kill the reptile before it can take the pack
- off of his back.
-
- SCENE 44 - DAPHNE OPENS HER EYES
- Behind Dirk's back Princess Daphne blinks her eyes and begins to
- awaken from her deep sleep.
-
- SCENE 45 - DAPHNE WAKES UP
- Dirk combats yet another little terradactyl as Princess Daphne awakens
- and stretches her aching arms. Dirk must kill this last flying reptile
- before he can turn to his lost love.
-
- SCENE 46 - FINAL KISS
- Princess Daphne falls into Dirk's arms and the two embrace in a long
- passionate kiss. Dirk has rescued his one true love and maybe now
- they will be able to live happily ever after...
-
- End.
-