========> DRAGONS LAIR

THE SOLUTION LEGEND --

    S - SWING DIRK'S SWORD
    F - MOVE THE JOYSTICK FORWARD
    B - PULL THE JOYSTICK BACKWARDS
    L - MOVE THE JOYSTICK TO THE LEFT
    R - MOVE THE JOYSTICK TO THE RIGHT
    (R) - THE ROOM CAN BE REVERSED BY 
          THE COMPUTER. EACH LEFT MOVE
          MUST BE CHANGED TO A RIGHT
          AND VICE VERSA.  FORWARD,
          BACKWARDS AND SWORD REMAIN
          THE SAME.
    (H) - A HINT GIVING TIPS ON TIMING
          OR HOW TO SPOT ROOMS THAT
          HAVE BEEN REVERSED.

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    IN DRAGONS LAIR DIRK (YOU) MUST 
CORRECTLY NAVIGATE EACH OF THE ROOMS
ONCE.  ROOMS THAT CAN BE REVERSED MUST
BE COMPLETED ONCE REGULAR AND ONCE
REVERSED.  THE ELEVATOR IS AN EXCEPTION
TO THE RULE AS YOU MUST COMPLETE THE
NORMAL ELEVATOR SIX TIMES AND THE
REVERSED SCREEN ONCE.  ONLY AFTER YOU
HAVE DONE THIS WILL YOU REACH YOUR
GOAL... THE DRAGONS LAIR... WHEN THERE
YOU MUST KILL THE DRAGON AND THEN
THE GAME ENDS...

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    THERE ARE TWO SECRETS NEEDED TO 
SOLVE DRAGONS LAIR.. ONE INVOLVES 
LISTINING AND THE OTHER INVOLVES TIMING
AND WATCHING.  THE FIRST IS LISTINING.
EACH TIME YOU MOVE THE DRAGONS LAIR
JOYSTICK ONE OF THREE AUDIBLE RESPONSES
OCCURS.  ONE, NO SOUND AT ALL. TWO, A 
LOW FREQUENCY BUZZ EMINATES FROM THE 
SPEAKER, OR THREE, A HIGH PITCHED 
"DING" COMES FROM THE SPEAKER.  EACH
TONE (OR LACK OF TONE) MEANS SOMETHING.
THE FIRST (NO SOUND) MEANS THAT NO 
MOVEMENT AT THAT TIME IS NEEDED SO
NONE IS LOOKED FOR BY THE COMPUTER. IT
SIMPLY DOESEN'T KNOW YOU MOVED THE 
JOYSTICK.  THE SECOND "BUZZ" SOUND
TELLS YOU THAT THE COMPUTER DOES
NOT ACCEPT THE MOVE... (YET) OFTEN
THIS IS CAUSED BY A TIMING PROBLEM AND
ANOTHER MOVEMENT IN THAT DIRECTION
WILL OFTEN CORRECT THIS.  THE THIRD
SOUND IS THE "BEEP".  THIS SOUND MEANS
THAT THE COMPUTER HAS ACCEPTED YOUR
MOVE.  IT DOES NOT MEAN THAT IT IS
WRONG OR RIGHT.  JUST THAT IT HAS BEEN
REGISTERED.  MANY TIMES I HAVE BEEN 
KILLED AND REALIZED I WASN'T LISTENING
FOR THE BEEP.  I CANNOT OVEREMPHASIZE 
THE IMPORTANCE OF THESE SOUNDS.

THE OTHER IMPORTANT THING TO LEARN 
ABOUT DRAGONS LAIR IS THAT IN SOME
OF THE ROOMS, THE DESIGNERS MAKE PARTS
OF THE SCREEN FLASH (A DOORWAY FOR
EXAMPLE).  THIS IS OFTEN USED TO HELP
THE PLAYER THROUGH A DIFFICULT SCREEN.
THIS IS NOT ALWAYS THE CASE AS IN A
FEW ROOMS IN THE GAME THE FLASH SHOWS
THE WRONG WAY (AND YOU THOUGHT THIS WAS
EASY!).  OFTEN I WILL GIVE YOU TIMING
HINTS BASED UPON THE FLASHES.  USUALLY
YOU WILL BE MOVING IN THE DIRECTION OF
THE FLASH DIRECTLY AFTER YOU SEE IT.
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EACH ROOM HAS A DESCRIPTIVE TITLE WHICH
WILL ALLOW YOU TO DETERMINE THE ROOM
PATTERN YOU NEED.  THE ROOMS ARE ALWAYS
PLAYED IN A SEMI-RANDOM PATTERN.
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ROOM #1: THE ROOM WITH THE BRICK WALL
         FORMING IN FRONT OF YOU.

MOVEMENT -- F.
     (H) -- YOU MUST VERY QUICKLY MOVE
            FORWARD TO MAKE IT THRU 
            THE WALL.  THIS IS NOT
            DIFFICULT TO DO IF YOU ARE
            PREPARED....
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ROOM #2: THREE ROPES SWINGING OVER THE 
         FIRE PITS.

MOVEMENT -- R-R-R-R.
     (H) -- THE FIRST JUMP SHOULD BE
            MADE WHEN THE ROPE NEAREST
            TO YOU IS CLOSE TO YOU.
            OTHER JUMPES ARE MADE WHEN 
            DIRK REACHES HIS HAND OUT
            TO GRASP THE NEXT ROPE.
            (YOU WILL NOT SEE THE NEXT
            ROPE YET...)
     (R) -- THIS ROOM CAN BE REVERSED.
            YOU MUST MOVE INSTEAD
            L-L-L-L TO CROSS THE PIT.
            IT IS FAIRLY OBVIOUS TO 
            SPOT THIS ROOM REVERSED
            AS DIRK APPEARS ON THE
            LEFT SIDE OF THE SCREEN 
            WHEN IT IS NORMAL AND ON 
            THE RIGHT WHEN IT IS
            REVERSED.
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ROOM #3: THE ROOM WHERE ROCKS FALL
         ONTOP OF YOU.

MOVEMENT -- R-R
     (H) -- MOVE RIGHT AS SOON AS YOU
            RECOGNIZE THE ROOM AND 
            AGAIN AFTER THE FLASH
            IN THE RIGHT-HAND DOORWAY
            (SEE BEGINNING ABOUT 
            FLASHES).
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ROOM #4: DRINK ME ROOM.

MOVEMENT -- R
     (H) -- MOVE RIGHT AS SOON AS YOU
            ENTER THE ROOM.  THIS IS
            AN EXAMPLE OF THE ROOMS
            IN WHICH FLASHES ARE NOT
            SHOWING THE CORRECT PATH.
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ROOM #5: THE ROOM WITH JUMPING SKULLS
         OOOZING TAR, AND BIG HANDS.

MOVEMENT -- F-S-F-S-L
     (H) -- MOVE FORWARD AS SOON AS
            YOU SEE THE SKULLS (BE
            SURE TO LISTEN FOR THE
            "BEEP").  PRESS SWORD WHEN
            DIRK LANDS FROM HIS JUMP
            FORWARD.  CONTINUE THROUGH
            THE ROOM NORMALLY FROM 
            HERE (LISTEN CAREFULLY AS
            THIS IS A NOISY ROOM.)
     (R) -- THE ROOM CAN BE REVERSED.
            ONLY ONE MOVE IN THIS ROOM
            MUST BE CHANGED TO ACCOUNT
            FOR THE SWITCH AND THAT
            IS THE MOVE AFTER DIRK 
            SWINGS THE SECOND TIME.
            SIMPLY LOOK WHICH WAY HE
            IS FACING AFTER HE SWINGS
            AND MOVE THAT WAY.  (NOT
            TERRIBLY DIFFICULT IS IT..)
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ROOM #6:  BREATHING DOOR WITH DIAMOND.

MOVEMENT -- R-R
     (H) -- MOVE RIGHT WHEN DIRK GETS 
            PULLED INTO SECOND ROOM 
            AND RIGHT AGAIN WHEN THE
            DOORWAY ON THE RIGHT SIDE
            FLASHES.
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ROOM #7: DUNGEON WITH SKULL HANGING
         FROM A ROPE.

MOVEMENT -- S-S-S-F
     (H) -- SWING FIRST THREE TIMES
            AND KILL SNAKES.  DIRK
            WILL ALWAYS MISS THE THIRD
            SNAKE. AFTER HE SWINGS THE
            SWORD THE THIRD TIME PUSH
            FORWARD QUICKLY AGAIN AS
            DIRK ESCAPES THE DUNGEON.
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ROOM #8:  ROOM WITH GREEN TENTACLE 
          REACHING IN THRU TOP LEFT
          OF SCREEN.

MOVEMENT -- S-F-R-B-L-F
     (H) -- AFTER YOU SWING THE FIRST
            TIME YOU MUST WAIT FOR A
            FLASH IN FRONT OF DIRK.  AS
            SOON AS YOU SEE THE FLASH
            MOVE THAT DIRECTION.  DIRK
            WILL END UP ON A STOOL 
            AFTER HE MOVES LEFT.  THEN
            YOU MUST JUMP THRU THE DOOR
            THAT IS OPENING AND CLOSING
            HE MUST JUMP WHEN IT IS 
            OPEN.  YOU WILL ONLY GET 
            2 CHANCES AT THIS.
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ROOM #9:  DUNGEON WITH LIGHTNING AND
          FIRE.

MOVEMENT -- R-F-B-L
     (H) -- IN THIS ROOM THE LIGHTNING
            ACTS AS THE POINTER TELLING
            YOU WHEN TO MOVE.  AFTER 
            THE FIRST BOLT OF LIGHTNING
            MAKE THE FIRST MOVE. SAME
            FOR THE SECOND AND THIRD.
            AFTER THE THIRD IS COMPLETE
            MOVE LEFT AND DIRK WILL 
            EXIT (EXIT STAGE LEFT!).
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ROOM #10:  ROWBOAT WITH RAPIDS AND 
           WHIRLPOOLS

MOVEMENT -- R-L-R-L-R-L....ECT...ECT
     (H) -- THIS IS A VERY EASY ROOM
            DUE TO THE FACT THAT ALL
            YOU MUST DO IS FOLLOW THE
            FLASHES IN THE BEGINNING,
            GO TO THE LIGHT COLORED 
            SECTIONS IN THE MIDDLE
            AND AVOID ALL WHIRLPOOLS.
            THE ROOM IS EVEN EASIER
            SINCE THE MOVEMENTS SWITCH
            BETWEEN RIGHT AND LEFT
            AT EACH DECISION SO AFTER
            YOU HAVE THE FIRST MOVE IN
            A SET, THE REST ARE EASY!
            BE AWARE OF TRICKS LIKE
            PLAYING A SCREEN WHERE
            YOU DO NOTHING FOLLOWED
            QUICKLY BY A DECISION
            SCREEN.  ONLY ONE MOVE
            OTHER THAN R OR L IS 
            NEEDED.  AFTER THE WHIRL-
            POOLS END, SIMPLY WAIT FOR
            DIRK TO BE SHOT OUT OF HIS
            BOAT AND MOVE FORWARD TO
            GRAB THE CHAIN.  I WILL
            LEAVE THE REST OF THE 
            ROOM TO YOU (I PROMISE
            IT'S AN EASY ONE)
     (R) -- THERE IS ONE STRANGE 
            HAPPENING ON THIS SCREEN.
            ONCE IN A WHILE, YOU WILL
            SKIP THE FIRST WHIRLPOOL &
            HAVE TO MOVE THE OTHER
            WAY TO AVOID THE SECOND.
            DON'T SAY I DIDN'T WARN
            YOU!!!!!
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ROOM #11:  THE GIDDY GOONS (PURPLE WITH
           BENT SWORDS) ROOM

MOVEMENT -- S-R-F
     (H) -- SWORD FIRST ONLY ONCE!  GO 
            RIGHT AND SWORD AGAIN.  BE
            SURE ONLY TO SWING ONCE.
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ROOM #12: THE LIZARD KING, WITH THE 
          MAGNETIC GOLD URN.

MOVEMENT -- R-L-L-L-L-L-F-S-(KEEP USING
            THE SWORD UNTIL HE IS 
            KILLED)
     (H) -- FOR THE FIRST SEVEN MOVES
            WAIT UNTIL DIRK HAS STOPPED
            RUNNING TO MAKE YOUR NEXT
            MOVE.  IF YOU TURN BEFORE
            DIRK GETS TO THE END
            OF THE PASSAGE BYE BYE!
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ROOM #13: HEADLESS HORSEMAN RIDING
          TOWARDS YOU.

MOVEMENT -- L-L-R
     (H) -- MOVE ONLY AFTER YOU SEE
            THE HORSEMAN APPEAR.
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ROOM #14: MAGICAL HORSE (TRIGGER)

MOVEMENT -- R-L-R-L-L-L
     (H) -- THE FIRST FIVE MOVES SHOW
            YOU RIDING DIRECTLY AT A
            PILLAR.  JUST BEFORE
            YOU CONTACT THE PILLAR
            ONE SIDE WILL BURST INTO
            FLAMES.  MOVE TO THE 
            OTHER SIDE USING THE 
            MOVEMENT PATTERN AS SOON
            AS YOU SEE THE FLAMES
            TIMING IS CRITICAL.
     (R) -- THE ROOM CAN BE REVERSED
            THUS CHANGING EVERY MOVE
            IN THIS ROOM.  YOU CAN
            TELL IF IT IS REVERSED
            OR NOT BY WATCHING WHAT
            DIRECTION TRIGGER IS
            FACING WHEN DIRK MOUNTS HIM
            IF TRIGGER IS FACING
            LEFT IT IS NORMAL, IF HE
            IS FACING RIGHT IT IS 
            REVERSED.
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ROOM #15: THE TILT ROOM.

MOVEMENT -- B-F-L
     (H) -- MOVE BACKWARDS WHEN THE
            ROOM IS RECOGNIZED.  THEN
            WAIT FOR DIRK TO SPLIT
            HIS FEET TO BALLANCE
            ON TWO TILES THEN MOVE
            FORWARD QUICKLY AND THEN
            QUICKLY MOVE TO THE LEFT
            (TIMING IS AGAIN CRITICAL).
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ROOM #16: THE BLACK KNIGHT ROOM

MOVEMENT -- R-L-F-L-R-L-R
     (H) -- THIS IS A VERY DIFFICULT 
            ROOM FOR MOST PLAYERS.
            THE FIRST 4 MOVES YOU MAY
            WANT TO KEEP MOVING OVER
            AGAIN BECAUSE YOU WILL GET
            A "BUZZ" FOR A WHILE ON 
            THEM FOR A WHILE AS IT 
            MAKES YOU WAIT FOR YOUR 
            NEXT MOVE.  HOWEVER, THE
            LAST TWO MOVES REQUIRE YOU
            TO MAKE YOUR NEXT MOVE 
            WHILE DIRK IS IN THE AIR.
            THIS WILL TAKE A LITTLE 
            PRACTICE BUT BE PATIENT, 
            IT'S ALL WORTH IT.
     (R) -- DEFYING US EVEN MORE, THE
            PROGRAMMERS HAVE DECIDED
            THAT THIS ROOM MAY ALSO BE
            REVERSED.  THIS PROVES TO
            BE A REAL CHALLENGE TO
            LEARNING PLAYERS.  IT IS
            VERY DIFFICULT TO CATCH
            THE POINTER TO THE REVERSE
            YOUR FIRST FEW TIMES BUT
            BEAR WITH IT, YOU'LL GET
            IT SOMEDAY...  TO TELL IF
            THE SCREEN IS REVERSED, YOU
            MUST WATCH THE FIRST ENERGY
            BOLT THE KNIGHT SENDS AT 
            YOU.  IT WILL COME AT YOU
            AND SURROUND YOU ON THREE
            SIDES, THE SIDE WHICH IS 
            OPEN IS EITHER THE LEFT OR
            RIGHT SIDE. IF IT IS THE
            RIGHT SIDE, THE SCREEN
            IS NORMAL, IF IT IS THE
            LEFT SIDE THE SCREEN IS
            REVERSED. (GOOD LUCK...
            YOU'LL NEED IT...)
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ROOM #17: THE ANIMATED WEAPONS ROOM.

MOVEMENT -- S-S-L-S-S
     (H) -- THE SWORDING IN THIS ROOM
            IS THE KEY.  THE BEST 
            POINTER TO WHEN TO SWING IS
            WHEN THE WEAPON CONFRONTING
            YOU STARTS DOWN AT YOU TO
            PRESS THE SWORD BUTTON.  IT
            WOULD BE VERY BENEFICIAL
            TO WATCH OTHERS DO THIS
            TO GET THE IDEA.  MOVE
            LEFT TO AVOID THE ANVIL 
            AS SOON AS YOU SEE IT.
            WHEN DIRK ENCHANTS HIS
            SWORD AND THE SMYTHE COMES
            TO LIFE PRESS SWORD AGAIN
            BEFORE HE BEGINS TO SWING.
            NOTE THAT DIRK CLIMBS
            UP TO THE POT AUTOMATICALLY
            AND YOU NEEDENT MOVE FOR-
            WARD.
     (R) -- THIS ROOM CAN BE REVERSED
            AND THE ONLY DIFFERENCE
            IS THAT HE MOVES RIGHT
            TO AVOID THE ANVIL THIS 
            TIME.  YOU CAN TELL WHICH
            WAY TO MOVE AT THIS POINT
            BECAUSE FIRE IS ON THE SIDE
            THAT YOU SHOULD NOT MOVE
            TO.  ANOTHER POINTER
            IS THAT DIRK IS ON THE
            LEFT SIDE OF THE SCREEN 
            WHEN YOU SHOULD MOVE LEFT 
            AND THE RIGHT SIDE WHEN YOU
            SHOULD MOVE RIGHT.
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ROOM 18: SPINNER ROOM WITH GRUNTS
         (GRUNTS?!"?)

MOVEMENT -- F-S-B-F
     (H) -- YOU ARE SHOWN TWO SPINNERS
            AND DIRK ATTEMPTING TO 
            PASS THROUGH THEM.  THERE
            ARE TWO SEPERATE VERSIONS
            (ALTHOUGH THEY LOOK THE
            SAME, THEY ARE DIFFERENT
            AND YOU MUST PASS BOTH TO
            GET TO THE DRAGON) BUT BOTH
            USE THE SAME SOLUTION. 
            AS DIRK APPROACHES THE 
            SPINNERS, HE WILL GRUNT
            ALOUD AS HE WALKS LIKE 
            "UUUHHH", "UOOOHEH".
            WAIT FOR THE SECOND GRUNT
            AND THEN MOVE FORWARD. 
            IF YOU DO IT RIGHT HE WILL
            SPRINT THROUGH AND JUMP 
            FORWARD.  PRESS SWORD AS HE
            JUMPS, PULL BACK AND WAIT
            FOR THE VIEW TO SWITCH.
            FINALLY PUSH FORWARD AND HE
            WILL EXIT.
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ROOM #19: THE LAVA MONSTERS (MUDHENS)

MOVEMENT -- S-F-F-F-ECT..ECT..
     (H) -- PRESS SWORD AND WAIT FOR 
            HIM TO SWING AND CATCH HIS
            SWORD. THEN MOVE FORWARD
            QUICKLY OVER AND OVER.
            IN THE WHOLE ROOM ONLY ONE
            MOVE MUST BE TIMED.  YOU
            RUN OUT ONTO THE END OF A
            PROJECTION AND MUST JUMP
            ACROSS A LAVA PIT TO THE
            OTHER SIDE.  WAIT FOR THE
            OPPOSITE SIDE TO FLASH AND
            THEN JUMP.  AFTER THAT JUMP
            CONTINUE MOVING FORWARD
            QUICKLY UNTIL YOU EXIT THE
            ROOM.
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ROOM #20: THE ELECTRIFIED GROUND WITH
          A STEEL DOOR SLAMMING IN 
          FRONT OF DIRK.

MOVEMENT -- F-L
     (H) -- MOVE FORWARD OVER AND OVER
            UNTIL DIRK MAKES IT THRU
            THE DOOR AS YOU ONLY HAVE
            A SPLIT SECOND TO MAKE THE
            MOVE AND YOUR CHANCES ARE 
            GOOD IF YOU KEEP MOVING THE
            JOYSTICK FORWARD. THEN DO
            THE SAME FOR THE LEFT AS 
            THE SAME CIRCUMSTANCES ARE
            PRESENT.
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ROOM #21: ROOM WITH THE SQUARE POOL 
          AND CRUMBLING FOUNDATION.

MOVEMENT -- L-F-R-F-L-F-S-R-F
     (H) -- THE FIRST MOVE MUST BE MADE
            QUICKLY AND YOU MUST BE
            VERY QUICK TO DECIDE IF 
            THE ROOM HAS BEEN REVERSED.
            ALL THE MOVES REQUIRE YOU
            TO RESPOND AS SOON AS THE 
            LAST MOVE TAKES EFFECT.
            WHEN YOU SWORD THE SPIDER
            AS SOON AS YOUR SWORD 
            CONTACTS HIM GO RIGHT AND
            THEN KEEP GOING FORWARD 
            UNTIL DIRK IS SAFELY OUT.
     (R) -- TO DETERMINE WHICH WAY TO
            GO AT THIS ROOM YOU MUST
            RECOGNIZE IT QUICKLY AND
            LOOK AT ONE THING.  DIRK
            IS WEARING A SWORD ON ONE
            SIDE OF HIMSELF.  THAT IS
            THE SIDE YOU SHOULD JUMP
            TO ALL OTHER MOVES MUST BE
            ADJUSTED ACCORDINGLY.
            THE NORMAL SCREEN HAS HIS
            SWORD ON THE LEFT SIDE.
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ROOM #22:  THE ROOM WITH STAIRS GOING 
           TO THE LEFT AND BATS THAT 
           ATTACK.

MOVEMENT -- S-L-L-S-L
     (H) -- PRESS SWORD QUICKLY. MOVE
            LEFT. WAIT FOR FLASH AND
            MOVE LEFT AGAIN. REST IS
            ELEMENTARY.
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ROOM #23: ROOM WITH CRUMBLING PATHS
          IN CAVERN WITH BATS.

MOVEMENT -- F-F-S-R-R
     (H) -- BE SURE YOU HAVE RIGHT ROOM
            BECAUSE LAST TWO ARE MUCH
            ALIKE IN DESCRIPTION. ON 
            THIS ROOM GO FORWARD UNTIL
            SCREEN SWITCHES. SWORD THE
            BATS AND GO RIGHT. AS SOON
            AS YOU LAND GO RIGHT AGAIN.
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ROOM #24: THE CRYSTAL BALL ROOM.

MOVEMENT: R-F-R-R
     (H) -- MAKE FIRST 3 MOVES QUICK.
            AFTER THRONE ROTATES AND 
            SCREEN SWITCHES GO RIGHT
            AGAIN AND DIRK WILL EXIT.
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ROOM #25: ROOM WITH POT IN THE MIDDLE.

MOVEMENT -- F-S-B-S-R
     (H) -- MOVE FORWARD. WAIT FOR 
            TOUNGE TO GRAB YOUR ARM.
            SWING. MOVE BACK QUICKLY
            AND SWING THEN EXIT
            STAGE RIGHT.
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ROOM #26:  THE BOWLING BALL ROOM.
 
MOVEMENT -- B-B-B-B-B-B-F
     (H) -- YOU MUST MOVE DIRK TOWARDS
            YOU WHEN THE SMALL BALL
            THAT ROLLS DOWN FROM
            THE SIDE PASSES IN FRONT
            OF YOU... DO NOT WORRY..
            MOVE ONLY AFTER THE SMALL 
            BALL HAS CLEARLY PASSED 
            THE CENTER AND DIRK WILL
            RUN AND THE SCREEN WILL
            SWITCH.  WHEN DIRK IS IN 
            THE PURPLE SCREEN BE AWARE
            THAT THAT IS THE LAST 
            SCREEN AND THE MOVE FORWARD
            IS NEXT... MOVE FORWARD AS
            SOON AS THE SCREEN SWITCHES
            TO SHOW DIRK STANDING BY
            A PIT....
 
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*** SPECIAL ROOMS ***

THE ELEVATOR-

     TO FINISH THIS ROOM ALL YOU MUST 
DO IS JUMP OFF ON ONE OF THE THREE 
LANDINGS THAT WILL APPEAR ON THE LEFT
SIDE OF THE SCREEN.  THERE IS NO FOURTH
LEVEL SO TAKE YOUR PICK, IT MAKES NO
DIFFERENCE WHICH YOU CHOOSE.  YOU MUST
JUMP WHEN THE PLATFORM SLOWS AND GIVES
YOU A SECOND TO COMPLETE THE JUMP.
NOTE THAT YOU MUST COMPLETE THIS ROOM
MANY TIMES BEFORE GETTING TO THE 
DRAGON...

ANOTHER IMPORTANT THING IS THAT YOU 
MUST ALSO COMPLETE THE SCREEN WHILE IT
IS REVERSED ONCE.  WHEN REVERSED YOU
HAVE SIX LEVELS TO CHOOSE FROM.  TWO
GROUPS OF THREE ONE GROUP ON THE RIGHT
AND ONE ON THE LEFT.

YOU CAN TELL IF THE SCREEN IS REVERSED
BY WATCHING DIRK.  WHEN HE FIRST JUMPES
ONTO THE PLATFORM HE IS NORMALLY FACING
RIGHT. IF HE IS FACING LEFT IT IS 
REVERSED.
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D R A G O N S   L A I R ! ! !

MOVEMENT -- L-L-L-B-L-R-R-F-S-??????
     (H) -- ITS FUN TO DO A LITTLE ON
            YOUR OWN.. IF YOU REALLY
            GET STUCK DROP ME A LETTER
            THRU THIS BBS...

NOTE:  THE BEGINNING SECTION ON AUDIBLE
SOUNDS GENERATED FROM YOUR JOYSTICK 
MOVEMENTS IS VERY IMPORTANT.  BE SURE
YOU HEAR A "BEEP" OR YOU'LL BE SORRY

              HAVE A GREAT TIME
              --- THE IRISH ROGUE


ADDRESS ALL CORRESPONDENCE TO ME AND
SEND E-MAIL IF YOU HAVE ANY QUESTIONS
OR ARE UNSURE ABOUT ANYTHING.  IF YOU
HAVE A NEW SOLUTION OR A NEAT FEATURE
YOU WOULD LIKE TO SHARE, PLEASE POST
IN THE ADVENTURE HINTS HALL...

SPECIAL NOTE---
   I HAVE ONLY BEEN EXPOSED TO MACHINES
THAT ARE SET ON THE "EASY" MODE OF PLAY
IF THE MACHINES IN MY AREA ARE CHANGED 
AND SIGNIFICANT VARIATIONS OCCUR, I 
WILL POST AN ADDENDUM TO THIS DOCUMENT.
