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                          Moves for DRAGON'S LAIR

                             IBM CD-ROM VERSION
                               by Lafe Travis

This is a complete solve for Dragon's Lair.  It may spoil some of the fun
of discovering the moves on your own.  It's your choice!
All moves are in brackets.  L=left, R=right, U=up, D=down, S=sword/spacebar  
The rooms are grouped by level.  When your game ends, you are sent back to the first
room on whatever level you've reached.  The order of the rooms will be
randomly chosen within a level.  Levels 3, 4, 5 and 6 can be randomly chosen
as well.  Certain rooms will appear backwards, and all left and right moves
will be reversed, but NOT up, down or sword.  I learned these moves on my own.
It took me three months to figure all of them out.  Many the moves are
different than the arcade version.  Some scenes which appear in the arcade
(and the CD-Rom instruction book!!!) do not appear in this version of Dragon's
Lair.  Pretty well all of the moves can be used with the Sega-CD version of
Dragon's Lair also.  So here they are.  I've tried to include as much timing
references as possible.  If the move doesn't seem to be working, try different
timing.  Some moves have very exact timing.  So here they are...

                LEVEL 1

Drawbridge:      After Dirk falls through the hole in the bridge (S)                
                then (U) to climb out.

End of Corridor: Dirk is facing three doors.  Suddenly, the room starts to
                crumble and fall apart.  Dirk will cover his eyes and start
                to sway towards the crevasse towards the left.  Move him in
                the opposite direction (R).  As soon as the door to the
                right flashes open, move (R).

                LEVEL 2

Tentacles from Ceiling: A green tentacle will appear from the hole in the
                celing.  (S) will chop it off.  Dirk will automatically jump
                forwards in the room.  Move (R) towards the door, but don't
                go through it yet.  Investigate the staircase by moving
                (D).  As soon as the tentacles appear from the top of the
                stairs, jump to the table (L).  Almost immediately, the door
                in front of Dirk will open and he can go through it (U).

Snake Room:      Dirk is in a room full of mist.  A snake will appear (S).
                Another snake will appear (S).  After killing the two snakes
                pull the cord (R).  Wait for a rope to drop down from the
                hole in the room, and move (U) to escape.  A snake will
                almost get you.

Drink Me:        Dirk stands in front of a table with a bottle on top.  A
                sign reads "drink me".  Move (R) once to avoid the bottle and
                the flames.

Cauldron Pot:    This room wasn't listed in the instruction book.  Dirk is
                in a laboratory.  A huge cauldron pot will bubble over with
                yellow goo.  Jump away from it (U) to a table.  Dirk will
                examine a potion bottle.  Suddenly, a monster will jump out
                of the bottle.  Kill it (S).  Dirk will automatically jump
                back towards the cauldron pot.  A ghost will appear from
                out of the pot.  Kill it (S).  More yellow goo will flow
                towards Dirk's feet.  Escape out the door (R).

                LEVEL 3, 4, 5 or 6

Checkerboard Floor Knight:  This room appears backwards 50% of the time.
                The Black Knight will send electric charges through the
                floor towards Dirk.  Dirk must make it to the other side of
                the room safely and kill the Knight.  Look to see which hand
                the Knight is holding his sword in at the beginning of this
                scene.  You will start by moving in the opposite direction of
                that sword hand.  (R),(L),(U),(L),(R),(L),(R), and then kill
                the knight with a few sword thrusts (S),(S).
                The reverse pattern is (L),(R),(U),(R),(L),(R),(L),(S),(S)

The Goons:       Dirk comes up through a trapdoor in the floor at the bottom
                of a stairwell.  Purple Goons will appear through a door.
                Kill them (S).  More Goons will come through the door, but
                Dirk should start heading up the stairway instead (R),(U).
                Goons will appear at the top of the stairs and come down
                towards Dirk.  Chop them (S).  Goons are still coming up the
                stairs after Dirk.  Move (U) to escape through the door.

Rolling Balls:   Dirk is in a hallway with rolling colored balls.  A bigger
                black ball will appear behind him.  Wait for the yellow ball
                to cross in front of Dirk's body and then (D), the same thing
                with the red ball (D), blue (D), green (D), orange (D) and
                purple (D).  Move (U) to jump over the deep hole.

Closing Wall:    A wall in front of Dirk starts filling up with bricks.      
                Move (U) once immediately to make it through in time.

Bats:            A flock of bats will attack Dirk.  Defend yourself (S).
                More bats will come (S), then immediately move left (L) when
                the floor crumbles away, and jump over the gap in the
                collapsed staircase (L).  A giant vampire bat will appear
                in front of the exit.  Kill it (S).  Go through the door (L).
                The pursuing bats will collide with the closed door and fall
                to the ground.

                LEVEL 3, 4, 5 or 6

Large Wooden Platforms: The catwalk Dirk is walking on will start to collapse.
                Move (U), (U).  A flock of bats will attack Dirk.  Duck down
                (D) as soon as you hear their wings flapping, and quickly
                use your sword (S) to scare them away.  The timing is really
                crucial.  Move (R) to a broken section and climb a rope to

Sliding Stairs:  Move (L) as soon as the staircase turns into a slide.  Dirk
                will come down the stairs.  A purple-tentacle thing will
                come out of the pit at the bottom of the stairs.  Make it go
                away (S).  Continue up the stairs (L) to the other side of
                the room.  Don't pull the chain; instead go through the round
                opening on the wall (L).

Metallic Flying Horse: This room can appear backwards.  Dirk will sit on a
                metal horse, which suddenly comes alive and takes Dirk on
                a flying ride towards a wall of fire.  In one instance of
                this room, the fire will appear on the left side of the
                pillar, so move away (R), more pillars (L),(R),(L) and a
                stone wall (L).  The horse will crash to safety back into
                the castle and Dirk will get up and walk through a door.
                You don't need to worry about escaping the fireball behind
                you.  In the mirror-image of this room (L),(R),(L),(R),(R)

Metallic Ball:   Dirk will be in a throne room.  A magnetic ball will steal
                Dirk's sword and helmet.  The round carpet will become
                electrical and a top view of the room will be given.
                Jump (R),(U) and then (R), so Dirk is sitting in the throne.
                His helmet and sword will be returned to him.  The throne
                will revolve into another room.  Dirk must run away from
                the electricity behind him (R) and go out the door.

                LEVEL 3, 4, 5 or 6

The Lizard King: Dirk is chased by a the Lizard King.  His sword is stolen
                away from him by a pot of gold, so Dirk must chase after it.
                At various hallway intersections, Dirk must choose the proper
                direction to go.  Make your move, just as the sword and pot
                of gold takes a turn, and before the Lizard King hits you
                on the head with his sceptre.  The correct directions are:
                (L),(R),(R),(R),(R),(R).  Dirk will be at a dead end.  The
                pot of gold and his sword have come to a halt.  Move (U) to
                obtain the sword.  Swing the sword at the Lizard King (S).
                Dirk will lose his sword again.  Move (L) and (R) to evade
                the Lizard King.  Move (D) to get Dirk's sword again, and
                finally (S) to kill the Lizard King.  Dirk will take the
                gold and go out the door.

Giant Spinning Batons:  This room has mirror images as well, but since
                there are no left or right moves, the patterns will be the
                same.  Dirk must cross a bridge over a chasm of thorns.
                Batons are spinning to either side of the bridge.
                Listen carefully to the sounds Dirk makes.  Right after
                his third noise, move (U).  Safely to the other side, Dirk
                will confront a red-cloaked spectre with a glowing rod.
                Kill the spectre (S).  Thorns will rise up in front of
                Dirk, so jump back (D).  More thorns.  Make Dirk escape
                through the door (U).

The Smithy:      This room can be reversed.  Dirk is surrounded by a wall of
                fire, and the weapons are enchanted.  Ready Dirk's sword
                immediately (S).  A magic sword will fly toward Dirk (S).  
                An enchanted mace will fly toward Dirk (S).  An anvil will
                fly at Dirk.  Move AWAY from the flaming wall; either (R) or
                (L).  It depends which version of the room the computer
                generates.  A spear will fly off a weapon rack at Dirk (S).
                Dirk will jump up on a ledge and an axe bearing statue will
                come to life.  (S) once will kill it.  Dirk will leave the

Haunted Hallway: This room can have a mirror image.  Dirk will be at the
                beginning of a long hallway with many doors.  Clattering
                skulls will fall out at Dirk's feet and try to bite him.  
                Move (U) to jump away.  A large skeleton hand will try to
                grab Dirk from a doorway.  Smash it with Dirk's sword (S).
                Black tar/goo will pour out of the doorway at Dirk's feet.
                Jump forwards in the hallway (U).  Another skeleton hand
                will appear, so smash it (S).  More black tar/goo will pour
                out of a door at the end of the hall, on either side.  Move
                AWAY from the black stuff through the door (R) OR (L).  Dirk
                will be attacked by Crypt Creeps.  Kill them with a sword
                swing (S) and escape out the secret passage.

                LEVEL 3, 4, 5 or 6

Checkerboard Corridor: The floor will tilt and then vanish beneath Dirk's
                feet.  Jump back (D).  Dirk will make a commotion and try
                to stand on the only available squares.  Move (U) to safety.
                Once Dirk jumps up to the far end of the room, move him (L)
                out the door of this room

Pool of Water:   This room can be backwards, so know both patterns.  If Dirk's
                sword is hanging on his right side, and the floor crumbles
                to the left, move (R).  Darts will shoot from the wall at
                Dirk.  Jump (U) to avoid being hit.  The stone floor will
                crumble, so move (L).  Dirk will be standing at the edge of
                the pool.  More floor will crumble, so move (U) to jump into
                the water.  Panels will open up and snakes will swim into the
                pool with Dirk.  (R) to quickly get out of the pool.  More
                floor will crumble (U).  Dirk will be at the corner of the
                room.  A spider will frighten Dirk (S).  The floor collapses
                more.  Move (U) to go through the door between two converging
                stone blocks.  Whew!  The reverse pattern would be (L),(U),
Phantom Knight:  A ghostly horseman will charge towards Dirk.  Move (L) away
                from the thorns.  The knight will make another charge.  Once
                again, move away from the thorns (L).  The knight comes back
                a third time.  Move the other way (R) to avoid the thorns.
                Dirk will jump into a cave, almost getting hit by the
                knight's sword.

Room of Fire:    Dirk is in a room of flammable rubbish.  A bench will drop
                down and cover a hole to the left.  Lightning will shoot out
                of a hole in the ceiling towards Dirk.  Jump (R).  When Dirk
                is on the right side of the room, move down (D).  As soon as
                fire appears in front of Dirk, move (U).  The room will be
                brightly lit up with flames.  Keep moving Dirk (L),(L),(L)
                until he pulls aside the bench from the wall and crawls
                through the low opening.

                LEVEL 7

The Round Cage:  A round grille will drop down over Dirk and become
                electrified.  An electric field will appear on the ground and
                begin moving towards Dirk's feet.  Move (U) (U) to avoid the
                electricity and (U) to get through the crashing doors.  Dirk
                will be at a bridge over a gushing geyser.  When a side shot
                of the bridge is given, and Dirk looks back at the
                electricity behind him, immediately move (L) to cross the
                bridge to safety.

Lava Field of the Mudmen: Dirk is in a large cave and is attacked by mudmen.
                First he tries using his sword (S), but it bounces right off
                the mudmen.  They will move in on Dirk (U).  Move (U) seven
                more times whenever Dirk pauses, and this room will be done!

Rapids/Whirlpools: Dirk will fall into a boat on a raging underground river.
                At the rapids, move up each time Dirk's boat enters the
                lighter/calmer current (U),(U),(U),(U)  At the whirlpools, move Dirk AWAY
                from the whirlpool (R),(L),(R),(L).  Dirk's boat will hit
                a wall, sending Dirk flying up in the air towards a chain.
                As soon as you hear the dinging sound, grab the chain (R).

                LEVEL 8: THE DRAGON'S LAIR
Dirk has finally made it to the Dragon's Lair!  Princess Daphne is inside a
crystal ball, and the Dragon appears to be asleep.  A stack of objects are
about to topple over, which will awaken the Dragon.  Move (U) after Dirk says
"wow" and "umhum!" to catch the objects.  Dirk will hop to a box of treasure
(L) and slide down a pile of coins.  The Dragon hears this and wakes
up, blowing flames in Dirk's direction (L), but Dirk escapes.  More noisy
objects are about to fall, so Dirk must catch them (D).  The Dragon will go
back to sleep.  Dirk moves closer to Daphne, who tells him how to kill the
Dragon: "Get the key, find the Magic Sword."  After this silly speech, the
Dragon will wake up.  Dirk hides behind a pillar, but the Dragon tries to
grab Dirk with his claws.  Dirk ducks down (D),(D) and runs off to the side
(L).  Daphne goes "ooh!"  The Dragon pursues Dirk,  from a behind-view.
Dirk must jump over a high pile of gold coins (U).  Dirk will be hiding
behind another pillar.  The Dragon will try to grab Dirk (D), but instead
gets the pillar crashing on top of his head.  Dirk runs and ducks behind
another column (R), where he sights the Magic Sword!  Dirk should grab for the
sword (S) as soon as the Dragon pokes his head into scene.  The Dragon
will blow some flames at Dirk, but Dirk uses the magic sword as a shield (S).
Daphne claps proudly.  The Dragon will swing its huge tail at Dirk (L), but
Dirk jumps out of the way.  Dirk throws the Magic Sword (S) into the Dragon's
gut and kills it.  Dirk and Daphne live happily ever after...

(Until Dragon's Lair II, that is!)
End Credits roll and a special preview of Space Ace.  Check it out.


Lafe Travis
I'm a Yosemite Sam Fan, that's what I am!
Star Wars, Doctor Who, Epic Pinball, Horror Films, Bears, FRUA

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