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- Dragon's Lair
- PC & Compatibles
-
- Starting the Game
-
- After the CD has been inserted, enter the drive letter of you CD-ROM
- drive (example D:) and press ENTER. Now type DRAGON and press ENTER.
- When Dragon's Lair is loaded, the options screen will appear. Use the
- cursor keys to set the various options and then press ENTER to begin
- playing Dragon's Lair.
-
- The options are saved in a file called DLADJUST.DAT in the directory
- C:\DLCDROM which will be created the first time you run Dragon's Lair.
-
- Dragon's Lair requires a minimum of 4Mb RAM in EMS. If you do not have
- enough EMS memory available, a message will be displayed and Dragon's
- Lair will not be loaded. The more memory you give to EMS the better.
- To do this you should have the following line in your CONFIG.SYS:
-
- DEVICE = C:\DOS\EMM386.EXE
- 4000.
-
- If you choose not to change your system files, make a boot disk by
- typing INSTALL at your CD-ROM drive prompt.
-
- Note that even if you have 4Mb RAM but you have a 150K/s CD-ROM drive,
- slow processor, or select 12 frames per second, there may still be
- pauses in the animation.
-
- SOUND
-
- Dragon's Lair only supports the Sound Blaster, true compatibles,
- UltraSound and Ad Lib Gold sound cards. You must have your sound
- card set to DMA1 and interrupt set to 3,5, or 7.
-
- FRAME RATE
-
- If you select AUTO for the frame rate, Dragon's Lair will look at
- your hardware to determine the best frame rate for your system
- before playing. If you select 12 for the frame rate, your computer
- will be forced to play Dragon's Lair at 12 frames per second (which
- may be beyond the capabilities of your computer). Slower hardware
- that is forced to play at 12 frames per second will have side effects
- like pauses, speeding up, or even loss of sound. If you select 6 for the
- frame rate, this will force your computer to play Dragon's Lair at
- 6 frames per second. This will skip every second frame ad animation will
- not look as smooth as 12 frames per second with fast hardware.
-
- FINE TUNING YOUR SYSTEM
-
- Fine tuning your system can take anywhere from 30 minutes to an hour
- to complete. This will create a file to hold your configuration in
- the C:\DLCDROM subdirectory called DLADJUST.DAT so you will only
- have to do this once.
-
- The reason for fin tuning Dragon's Lair to your system is to determine,
- based on your processor, video card, and CD-ROM speed, how much of each
- scene the game needs to prebuffer in RAM before it begins playback.
- If you don't fine tune Dragon's Lair to your system, it may cause
- pauses in the animation.
-
- If you change your hardware, delete the DLADJUST.DAT file in the
- C:\DLCDROM directory and fine tune Dragon's Lair to your new
- system.
-
- CONTROLS
-
- You may use either the keyboard or a joystick to control Dirk the
- Daring. When using the keyboard, press the SPACE bar or "0" for
- FIRE/SWORD button; "8" for UP; "2" for DOWN; "4" for LEFT; "6" for
- RIGHT. You may also use the cursor keys to play the game. Press
- the ESC key to end the game.
-
- To pause the game, press the 'P' key. Press 'P' again to resume
- play.
-
- PERFORMANCE
-
- For optimum performance, you should have a 486DX, a 300K/s CD-ROM
- drive or better, a local bus (or accelerated) video card, and 8Mb
- of RAM or better (although not all are necessary to achieve peak
- performance.) The single biggest factor determining performance
- is the CD-ROM data transfer rate - a 300K/s drive is strongly
- recommended.
-
- For more information, please read the README.DOC file on the
- Dragon's Lair CD.
-
- After pressing ENTER/FIRE button, the demo will automatically begin.
- To start playing the game, simply press the FIRE button or SPACE.
- You will know the game has started when you see Dirk walking across
- a drawbridge in front of the castle. The bridge has a hole in it
- and several purple tentacles will appear. As the tentacles begin to
- move towards Dirk, press FIRE button once. Dirk will draw his sword
- and swing at the tentacles. Next press the UP direction and Dirk
- will climb back through the hold and run into the castle.
-
- OBJECT OF THE GAME
-
- You Dirk the Daring, are on a quest to rescue the Fair Princess Daphne
- who has been kidnapped and is being held captive by Singe the Evil
- Dragon. To do this you must survive a perilous journey and defeat
- all you adversaries. Make your way through the castle and caverns
- below by using the joystick or keyboard to move and the FIRE button,
- SPACE bar or '0' to wield your sword. Beware of your foes, as they
- are numerous!
-
- You must use your wit and reflexes to avoid the obstacles of each
- scene. These rooms will require many attempts to master. In general,
- flashing items will either indicate danger (when on a creature) or
- the direction to move (when on an object). Remember: The timing of your
- moves is critical. Don't react too early or too late, or your quest
- may end abruptly.
-
- PLAYING DRAGON'S LAIR
-
- You do not 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 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 sword.
-
- If you're sure you have made the correct move, 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.
-
- The game will end if you lose all of your lives, or when you reach the
- Dragon's Lair and defeat the Dragon himself. There you find Princess
- Daphne who is very happy to be rescued...
-
- HINTS
-
- Note: Scenes will not necessarily appear in the following order.
-
- Drawbridge
-
- Dirk will walk across the bridge and fall through a hole. Several
- purple tentacles will appear. As the tentacles begin to move towards
- Dirk, press the FIRE once. Dirk will draw and swing his sword.
- Halfway through the swing, press UP once; Dirk will put his sword away,
- climb onto the bridge and run into the castle.
-
- End of Corridor
-
- Dirk stands at the end of a corridor in front of three doors. As he
- looks around, the roof starts to fall in and the floor to his left
- begins to crumble away. Dirk must move right to exit out the remaining
- door as the floor falls away and the roof comes in.
-
- Tentacles from Ceiling
-
- As Dirk enters the room, a green tentacle will slither out of the
- ceiling. Dirk must chop the tentacle in half. Dirk will then jump
- to the back of the room. Various objects will flash in the room
- and Dirk must move in the direction of the flashing objects.
-
- Snake Room
-
- Snakes slither out of the ceiling and walls. Dirk must chop the
- snakes. A skeleton head drops from the ceiling and flashes. Pull
- the skull and exit through the ceiling.
-
- Pool of Water
- Dirk approaches the small pool of water. The floor and ceiling start
- to crumble. Dirk should follow the stone path and roll to avoid the
- daggers coming out of the wall. Jump into the pool and avoid the
- water snakes. Once out of the pool beware of the crumbling floors
- and ceilings. A big hairy spider will drop from the ceiling. Dirk
- should chop the spider and run out the door.
-
- The Goons
- Emerging in a stairwell, Dirk is attacked by small purple goons. He
- can kill the first, but must climb the stairs and kill two more
- goons before exiting.
-
- Sliding Stairs
- As Dirk starts down the stairs, they become slippery and Dirk must
- keep from sliding into the pit. Purple tentacles come out of the
- pit at the bottom of the stairs. Dirk must slash and then avoid the
- tentacles. A chain hanging from the ceiling won't help him. Go to
- the hole and exit.
-
- The Smithy
- Dirk enters the forge room and is attacked by a magic flying sword.
- A flying mace will also come at him. He must jump aside to avoid
- the anvil and parry a glowing spear. As Dirk jumps to the forge,
- he must battle the stone statue, who magically comes to life.
-
- Giant Spinning Batons
- As Dirk approaches these, he must pick the right movement to try
- and run through them. Once Dirk is passed, he is confronted by a
- Cloaked Spectre. Dirk must jump towards him and then must use
- his sword to defeat the Spectre. Avoid the growing vines on the
- side of the pathway.
-
- Closing Wall
- As the wall closes up around Dirk, the door ahead of him will flash.
- Dirk must jump towards the flashing door.
-
- Room of Fire
- Dirk must avoid the fire and lightning beings flung at him from all
- sides. Look behind the bench to escape.
-
- Metallic Flying Horse
- Dirk finds a room with a metal horse sitting in its center.
- Reaching up from the gem on the horse's head, Dirk sits in the
- saddle and awakens the sleeping mount. The horse flies up and
- carries the knight straight towards the pillars and a wall which
- Dirk must avoid. Watch out for curtains of fire!
-
- Checkered Floor Knight
- As Dirk enters the room the Black Knight will materialize. The
- Knight will bang his sword against the floor causing electricity
- to flow along the checkered tiles, but don't be shocked. Dirk must
- jump to the tiles around him that are not covered by electricity.
- Once past this, Dirk must defeat the Knight and exit the room.
-
- Haunted Hallway
- Dirk is attacked by clattering skulls and a giant skeleton claw that
- come out of the doorways. Black ooze pours out from the doors on both
- sides as a second skeleton claw approaches Dirk again. More black ooze
- slimes out of the doorways and must be avoided. Dirk should jump out
- the door into the crypt, where he is attacked by skeleton ghosts that
- he can kill in one slash.
-
- Large Wooden Platforms
- As Dirk walks along a wooden platform suspended high up along the
- castle's dark interior, the wood planks begin to crumble away.
- He must jump to the remaining section of the platform and then
- climb the rope back into the castle spire.
-
- Bats
- As Dirk walks down the stairs, bats will try to attack him as the
- section ahead crumbles away. Dirk must avoid the bats by jumping
- across the hole. Dirk must destroy the final giant bat.
-
- The Lizard King
- Dirk is confronted by a large walking lizard dressed in royal robes.
- As Dirk draws his sword to battle the Lizard King, a pot of gold
- comes flying past and takes the knight's sword with it. Dirk must
- follow the pot in order to retrieve his sword and battle the lizard.
-
- Drink Me
- As Dirk walks into the room, a sign on the north wall will flash.
- Shortly after the door will flash. Dirk should not drink the
- potion, he should exit the room.
-
- Checkerboard Corridor
- The floor beneath Dirk's feet starts to flash and the checkerboard
- sections begin to fall away. Dirk must jump to the parts of the
- floor that remain and then out one of the doors.
-
- Magnetic Ball
- As Dirk approaches the magnetic ball, his helmet and sword are drawn
- away from him by the electricity. The pulsating electricity then
- starts to cover the floor, and Dirk must jump to the safe parts to
- end up sitting on the throne. The throne revolves into another
- part of the castle, but the electricity follows. Dirk must again
- dodge the electricity.
-
- Rapids/Whirlpools
- RAPIDS: Dirk must paddle into the safe current in the rapids and
- then straight into the tunnel at the end of the channel.
- WHIRLPOOLS: As Dirk approaches a whirlpool, he must paddle around
- the swirling water. Dirk must be sure to grab the chain and swing
- in the door as the boat smashes.
-
- Lava Filed of the Mudmen
- Dirk walks across a field of lava and is attacked by the Mudmen
- who live there. Realizing his sword would be useless, Dirk must
- jump over several geysers, avoid the Mudmen, and run along a
- stone bridge, before finally escaping through a hole in a cavern
- wall.
-
- Phantom Knight
- Dirk must avoid the charging knight, while also avoiding the giant
- thorns pushing up through the earth. Dirk should jump into the
- small cave to finally escape.
-
- Rolling Balls
- After Dark enters the room, a large ball will appear rolling up from
- behind him. Ahead of Dirk down the tunnel, smaller balls are rolling
- up and down the walls. Dirk must wait for a smaller ball to roll
- by before moving away from the larger black ball.
-
- Bubbling Ooze in Kettle
- After Dirk enters the room, bubbling green ooze will start to pour
- out of the kettle. Dirk must chop the ooze monster in half just
- before it tries to eat him. Dirk must then face the Smoke Monster
- that comes out of the kettle. One quick slash will destroy him!
-
- The Round Cage
- The case of the cage surrounds Dirk and starts to glow. Dirk must
- jump through the crashing doors and follow the stairs up to cross a
- bridge. To cross this bridge through, Dirk must evade the gushing
- geyser shooting up through the bridge.
-
- The Dragon's Lair
- Dirk is now inside the Dragon's Lair! But beware, Singe the Dragon
- is asleep and should not be awakened. Throughout the room there
- are balancing dishes and some of them are about to fall. if a column
- of balancing dishes flashes, Dirk should catch it, otherwise move
- away from the dishes. Eventually, the princess will tell Dirk what
- he should do. Listen carefully and follow her instructions.
-
- Singe the Dragon is awake and he knows where you're hiding. As
- Singe reaches around the column to grab Dirk, Dirk must duck and
- run away. Dirk should then pull the magic sword out of the large
- gem. Singe will swing his tail trying to flatten Dirk; Dirk must
- dodge the tail. singe turns around exposing his soft belly. Dirk
- can now kill the Dragon and save the princess!
-
-
- Copyright
- 'Dragon's Lair' is a registered trademark of Bluth Group, Ltd. -
- (c)1993. character Design (c) 1983 Don Bluth; (c)1993 all audio,
- visuals and concept - used under the exclusive license of Epicenter
- Interactive Inc. Programming (c)1993 ReadySoft Incorporated.
- ALL RIGHTS RESERVED.
-
- Disclaimer
- Although ReadySoft Incorporated believes this program performs
- the functions described in this guide, the program is provided
- "as is" without performance warranties of any kind, either
- expressed or implied, including but not limited to, the implied
- warranties of merchantability and fitness for a particular purpose.
- The entire risk as to the quality and performance of this program
- is with you.
-
- Limited Warranty
- ReadySoft Incorporated warrants the CD from manufacturing defects
- for a period of 90 days from the date of purchase. Should the CD
- fail in the course of normal use within this 90 period, ReadySoft
- will replace the CD. It is the responsibility of the purchaser to
- bear the cost of shipping these items to ReadySoft and to provide
- proof of purchase verifying the purchase is within the 90 day
- warranty period.
-
- To receive warranty service contact ReadySoft at: (905) 475-4801
-
- Items Beyond Warranty
- If the CD(s) fail beyond the warranty period, CD's will be replaced
- for $20 U.S. (including shipping). When sending goods back to
- ReadySoft for repair from outside Canada, please mark the outside of
- the package "Defective Canadian Goods being Returned for Repair".