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DRAGON'S LAIR WALKTHROUGH
By FNG
Drawbridge:
(Action)
As you approach the castle, Dirk will fall through the drawbridge; press
Action to avoid the purple tentacles and climb back to the bridge.
Which Door?:
(Right, Right)
As Dirk enters the castle he will encounter 3 doors; the room will
tremble, and it will begin to collapse. Press Right to open the correct
door, then Right again to exit this room.
Snake Room:
(Action, Action, Action, Up)
Dirk is now in a foggy room where 4 snakes will attempt to swallow our
hero. Press Action to dispose of the first snake, Action again to take a
swipe at the second, and Action a third time to kill the final snake.
Now all Dirk needs to do is avoid the final snake and escape through the
ceiling via a rope; do this by pressing Up.
Blown Away:
(Right)
Dirk will be blown down a corridor with a giant gem in the center.
Forget about grabbing the gem and simply go with the flow. Simply press
Right to have Dirk exit this room.
Brick Wall:
(Up)
As Dirk enters this bedroom, a brick wall will begin to form in front of
him. To avoid being trapped by the wall, press Up to jump through the
small gap before the wall is complete.
Drink Me:
(Right)
Dirk wanders into a room with a bottle sitting on a table in the center.
There is a large sign above the bottle that reads "Drink Me";
since this isn't Alice In Wonderland , avoid the bottle and exit the
room by pressing Right.
Black Cauldron:
(Up, Action, Down, Action, Right)
Now Dirk is in a room with a giant cauldron in the center; avoid the
boiling goo that spews from the pot by pressing Up. Dirk will inspect
several beakers while the goo transforms into a monster. Destroy the
monster by pressing Action, and avoid the remaining goo by pressing
Down. Finally, a giant ghost will arise from the cauldron and attack
Dirk; press Action to swipe at the ghost and exit the room to the Right.
Wooden Elevator:
(Left)
In this room, Dirk will be standing on a large wooden elevator. The
elevator will flash, but do nothing and allow it to fall. Jump off the
elevator by pressing Left and Dirk will jump to a ledge and continue on
his quest.
Flaming Ropes:
(Right, Right, Right, Right)
This level contains several ropes that are engulfed in flames; your job
is to simply guide Dirk from rope to rope by pressing Right, Right,
Right, Right.
Green Tentacles from Ceiling:
(Action, Up, Right, Down, Left, Up)
Several green tentacles will descend from the ceiling, press Action to
take a swing at the first tentacle, then jump over the table in the
center of the room by pressing Up. Next jump Right toward the door and
then Down to the stairs; this will allow Dirk to avoid the onslaught of
green tentacles. To get Dirk to the door safely and exit this level,
press Left then Up.
Swinging Batons:
(Up, Action, Down, Up)
As Dirk enters the room, he'll be greeted by 2 giant Batons that are
spinning on either side of a bridge. When the diamond appears, press Up
to get Dirk safely to the other side. Dirk will now be confronted by a
large red-cloaked specter with a glowing staff. To destroy the specter,
press the Action button. Thorns will now rise up in on all sides of
Dirk, so jump Down, then escape through the door ahead by pressing Up.
Sliding Stairs:
(Left, Action, Left, Left)
Stairs that collapse under foot will certainly guide Dirk to an early
grave, so jump to safety by pressing Left. Purple tentacles with eyes
will appear from the pit, so avoid these creatures by pressing Action to
scare off the ones on the left, then press Left to avoid the ones behind
Dirk. To avoid having Dirk slide to his demise for the second time,
press Left to have him jump through the hole in the wall.
Crypt:
(Up, Action, Up, Action, Left, Action)
As Dirk enters the crypt, skulls will fall from the sides of the room
and try to bite Dirk's feet; press Up to avoid them and then press
Action to destroy the giant hand that appears from the left. Immediately
after destroying the hand press Up to avoid the tar that spills into the
room. Another hand will try to grab Dirk, but this time it will come
from the opposite side. Again, press Action to avoid certain death.
Next, press Left to escape the catacombs through the door, avoiding the
tar on the floor. Now Dirk will be trapped in a room with cloaked
spirits attacking from all sides; press Action to kill the spirits and
escape the crypt.
The Purple Goons:
(Action, Right, Action, Up)
Dirk now enters a stairwell through a trapdoor in the floor. Kill the
purple Goon that enters the room from behind Dirk by pressing Action.
After the first Goon is done away with, more will come through the door.
Dirk should avoid them by heading up the stairway by moving Right. Even
more Goons will appear from the door at the top of the stairs to attack
Dirk; press Action to clear your path. Now it's time to get away from
the goons; press Up to escape through the door.
Wooden Catwalk:
(Up, Up, Action, Right, Right)
The old wooden catwalk Dirk is now walking on will start to collapse.
Move Up, then Up again to avoid falling off. After successfully avoiding
a deadly fall, a flock of bats will attack Dirk; press Action to
retaliate against the bats and scare them off. Now it's time to get Dirk
off of this dangerous catwalk; press Right to run across another section
of the catwalk, and press Right again to climb a rope to safety.
Flaming Ropes 2:
(Left. Left, Left, Left)
This is a mirror image of the first "Flaming Ropes" level.
Swing from rope to rope by pressing Left, Left, Left, Left.
Bats:
(Action, Left, Up, Action, Left)
A flock of bats will attack Dirk from above. Defend Dirk with his sword
by pressing the Action button. Immediately press Left to jump over the
gap and avoid the crumbling floor ahead by pressing Up. A giant bat will
now be guarding the exit; kill the giant bat by pressing Action, and
exit this level by moving Left.
Checkerboard Corridor:
(Down Up, Left)
The corridor will begin to tilt and pieces will begin to vanish beneath
Dirk's feet. To successfully navigate Dirk to the remaining tiles, have
Dirk jump back by pressing Down, Up then Left; out the door to the left.
(The door straight ahead is merely a decoy.)
Swinging Batons 2:
(Up, Action, Down, Up)
This level is a mirror image of the first "Swinging Baton"
level, but since there are no Left/Right movements, simply navigate
through it in the same manner as before: Up, Action, Down, Up.
Throne Room / Magnetic Ball:
(Right, Up, Right, Right)
Dirk is now located in a throne room with a magnetic/metallic ball in
the center. The magnetic ball will steal Dirk's sword and helmet and
you'll be thrown into a top view of the room to reveal that the floor is
becoming electrified. Have Dirk jump to the Right, Up then to the Right
again to have him end up sitting in the throne. His helmet and sword
will then be returned to him. Next, the throne will revolve into a
secret room and Dirk must run to the Right to avoid the electricity
behind him.
Dark Knight:
(Up, Left, Left, Right)
A mysterious force will shock Dirk's sword, press Up to avoid the shock.
A dark knight on a horse will charge toward Dirk. Jump Left to avoid the
thorns that shoot from the ground and avoid the oncoming knight. Again,
the knight will charge Dirk and thorns will shoot from the ground to the
right; move Left again to avoid them both. This time the thorns are on
the opposite side of Dirk, so press Right to guide him to the end of
this level.
Dirk's Big Rolling Balls:
(Down, Down, Down, Down, Down, Down, Up)
Dirk now in a grid-like half-pipe containing giant rolling balls. A
bigger black ball will appear behind him. To successfully guide Dirk
through this level, press Down, past the yellow ball, Down, past the red
ball, Down, past the blue ball, Down, past the green ball, Down, past
the orange ball, Down again, past the purple ball, and finally, press Up
to jump over the deep hole.
Crypt 2:
(Up, Action, Up, Action, Right, Action)
Again, this level is a mirror of another level; this time it's a mirror
of the crypt stage. Simply reverse the Left and Right commands to
successfully navigate through the crypt 2 level. The correct pattern is
Up, Action, Up, Action, Right, Action
Electrified Cage / Lava Geyser:
(Up, Up, Left)
A round cage will drops down around Dirk covering both exits and become
electrified. An electric field appears on the floor and begins moving
towards Dirk's feet. Move Dirk Up then Up again to avoid the electricity
and jump through the "chomping" exit. Now Dirk arrives at a
bridge over a giant lava geyser; press Left to cross the bridge to
safety.
Wooden Elevator 2:
(Right)
Identical to the 1st wooden elevator except this time you'll be guiding
Dirk to the Right.
Green Pool of Water:
(Left, Up, Right, Up, Left, Up, Action, Right, Up)
As Dirk enters this room, move him to the Left. Darts will then shoot
from the wall; have Dirk jump Up to avoid being killed. The stone floor
will then crumble, so move Dirk Right toward the pool in the center of
the room. More of the floor will crumble behind Dirk, so press Up to
have him jump into the water. Snakes will swim into the pool from the
sides, press Left to quickly get Dirk out of the pool. Even more floor
crumbles, so press Up to get Dirk to the corner of the room. A spider
will then frighten our hero; press the Action button. Next, move Dirk Up
to head for the exit; 2 stone slabs are now about to cruch Dirk! Press
Up to escape.
The Enchanted Smithy:
(Action, Action, Left, Action, Action)
Dirk is now surrounded by a wall of fire, and the weapons around the
smithy are enchanted. Immediately press the Action button to counter the
enchanted sword's attack. An enchanted mace now takes a swing at our
hero, press Action to avoid a nasty blow. Next, an anvil will fly toward
Dirk. Move Dirk to the Left, away from the flaming wall. A spear will
fly off of a weapon rack near Dirk; press Action. Dirk will then jump up
on a ledge as an axe bearing stone statue comes to life. A quick press
of the Action button will ensure victory.
Flying Horse
(Right, Left, Right, Left, Left, Left)
Dirk will quickly hop onto a suit of armor made for a horse, it suddenly
springs to life and takes Dirk on a wild ride towards several walls of
fire. The first wall of fire appears on the left side, so press Right to
avoid getting burned. The next wall of fire is opposite of the first, so
press Left to continue towards 2 stone pillars. Press Right to avoid the
first pillar, and Left to avoid the second. Now Dirk is headed toward a
huge stone wall; press Left to avoid smashing straight into it. Uh,
Oh... Another stone pillar. Press Left to complete this level.
Flamable Room:
(Right, Up, Left, Left)
Dirk now finds himself in a room of flammable material. A table falls
from a hole in the ceiling to cover a hole in the wall. Lightning will
shoot from a hole in the ceiling and start a fire. Jump Right to avoid
the lightning and fire. Next, press Up to head for the door. The room
will now be engulfed in flames. Move Dirk Left to avoid the flames, and
Left again to move the table and escape this room.
Green Pool of Water 2:
(Right, Up, Left, Up, Right, Up, Action, Left, Up)
Again, another room that is simply reversed. Press Right, Up, Left, Up,
Right, Up, Action, Left, Up to exit this level.
Black Knight / Checkerboard Floor:
(Right, Left, Up, Left, Right, Left, Right, Action)
The Black Knight will send electric charges through the floor by tapping
it with his sword. To avoid the electricity, begin by moving dirk Right,
followed by Left, Up, Left, Right, Left, then Right. Now finish off the
knight with a quick sword slash. (Action)
Flying Horse 2
(Left, Right, Left, Right, Right, Right)
Exactly like the first Flying Horse level, except this time it's
reversed. If you press Left, Right, Left, Right, Right, then Right
you'll have no trouble with this level.
The Lizard King:
(Left, Right, Right, Right, Right, Right, Up, Action, Action, Action,
Action)
Dirk is now confronted by the infamous Lizard King! To make matters
worse, his sword is stolen from him by a pot of gold. What is a hero to
do? Chase after it, that's what!! At various hallway intersections, Dirk
must choose the right direction to run. As long as you keep an eye on
the pot, you should have no trouble finding the correct path. The
correct directions for the chase are, Left, Right, Right, Right, Right,
Right. The chase will come to a halt at a dead end and you'll have to
snatch your sword from the pot by pressing Up. Next, take a swing at the
Lizard King by pressing Action. Dirk will lose his sword once again, and
find himself with no way to defend himself from the Lizard King. Quickly
press Action to retrieve your sword then Action again to dive at the
Lizard King. Next quicky press Action to avoid another attack, and
finally defeat him by pressing Action one last time.
The Enchanted Smithy 2:
(Action, Action, Right, Action, Action)
Luckily there is only 1 move that has been reversed in this room. This
time press Action, Action, Right, Action, Action.
Black Knight/Checkerboard Floor 2:
(Left, Right, Up, Right, Left, Right, Left, Action)
A mirrored version of the first Black Knight / Checkerboard Floor level.
Left, Right, Up, Right, Left, Right, Left, Action will get you passed
this room.
Boulders, Rapids and Whirlpools (Oh, my!):
(Left, Right, Left, Right, Right, Left, Right, Left, Right)
Dirk will fall into a barrel and head down a raging underground river of
purple water. To successfully navigate through the tunnels press Left,
Right, Left, Right. You'll now come to "Ye Rapids", press
Right, Left, Right, Left; this will bring you to "Ye
Whirlpools." To make your way through the whirlpools, press Right,
Left, Right, Left, and finally press Right to grab the chain and exit
this level.
Lava Field / Mudmen:
(Action, Up, Up, Up, Up, Up, Up, Up)
Dirk has now found himself in a large cave full of lava and is suddenly
attacked by mudmen. First try to use Dirk's sword by pressing Action.
The sword bounces off the mudmen with no effect. As the mudmen move in
on Dirk, press Up, Up, Up, Up, Up, Up, and finally Up once more to find
the entrance to the Dragon's Lair!!!
THE DRAGON'S LAIR:
(Left, Left, Left, Left, Up, Down, Right, Up, Action, Action, Left,
Action)
So, you've managed to guide Dirk to the Dragon's Lair eh? Do you think
you have what it takes to rescue Princess Daphne from the crystal ball?
Well, you've got to sneak past the sleeping dragon first! Just as
you begin to approach Princess Daphne, a stack of objects begins to
topple over. This is a bad thing since it will awaken the Dragon. Press
Left to catch the falling objects. Whew, that was close! Dirk then hops
onto a treasure chest and slides down a hill of coins. Uh, oh... The
dragon is awake! Press Left to dodge the flames. It looks like the
dragon is falling asleep once again...good! As you sneak back for a
second try, more objects are about to fall. You must help Dirk catch
them by pressing Left once again. The Dragon seems to be dozing off once
again; time to save Daphne. As Dirk moves closer to Daphne, she tells
him how to slay the Dragon: "To Slay the Dragon, use the Magic
Sword." Oh, no, the Princess woke the dragon, and he's flaming mad!
(Pardon the pun.) Dirk quickly hides behind a pillar and the Dragon
tries to grab Dirk with his claws. Quickly press Left once again to have
dirk dash off to the side, avoiding the Dragon's claws. Quickly press Up
to jump behind a pile of gold coins to avoid the flames shot by the
pursuing Dragon. Dirk will now be hiding behind another pillar, press
Down to avoid another attack from the Dragon. Dirk will run from the
Dragon once again, press Right to have him jump behind another pillar,
avoiding another flame blast. As Dirk passes the Magic Sword, press Up
to grab it, and immediately press Action to take a swipe at the Dragon.
After Dirk misses with the first swipe, press Action to deflect another
flame blast. Finally, press Left to avoid the Dragons tail and then
throw the Magic Sword through the heart of the Dragon by pressing the
Action button. The Dragon has been slain, and Dirk gets the
girl...hooray. Now you can throw the disc back in the case and never
play it again.
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