Preface: The rooms are grouped by level. When all lives are lost and
the continue option is chosen, the game restarts at the first
room on the level that was previously reached. The order of the
rooms will be randomly chosen within a level. Levels 3, 4, 5 and
6 can also be randomly chosen. Certain rooms may appear as a mirror
image, with all left and right moves reversed. Many the moves
are different from the arcade version. Some scenes that appear
in the arcade have been omitted. If a move does not seem to be
working, try different timing. Some moves have very exact timing
requirements.
Level 1 Drawbridge Dirk falls through the hole in the bridge. Press Action,
then Up to climb out.
End of Corridor Dirk is facing three doors. Suddenly, the room starts to crumble
and fall apart. Dirk covers his eyes and starts to sway towards
the crevasse on the left. Move him in the opposite direction by
pressing Right when the door to the right flashes open.
Level 2 Tentacles from Ceiling A green tentacle appears from the hole in the ceiling. Chop
it off by pressing Action. Dirk automatically jumps forward
into the room. Press Right to move toward the door, but
do not exit yet. Investigate the staircase by pressing Down.
When the tentacles appear from the top of the stairs, jump to
the table by pressing Left. Almost immediately, the door
in front of Dirk opens. Press Up and he exits the room.
Snake Room Dirk is in a room full of mist. A snake appears. Press Action.
Another snake appears. Press Action. After killing both
snakes pull the cord by pressing Right. Wait for a rope
to drop down from the hole in the room, and press Up to
narrowly escape a third snake.
Drink Me Dirk stands in front of a table with a bottle. A sign reads
"drink me". Press Right to avoid the bottle and
the flames.
Cauldron Pot Dirk is in a laboratory. A huge cauldron pot bubbles over
with yellow goo. Press Up to jump away from it and towards
a table. Dirk examines a potion bottle. Suddenly, a monster jumps
out of the bottle. Kill it by pressing Action. Dirk automatically
jumps back toward the cauldron pot. A ghost appears from the pot.
Kill it by pressing Action. More yellow goo flows towards
Dirk's feet. Escape through the door by pressing Right.
Level 3, 4, 5 or 6 Checkerboard Floor Knight This room is reversed 50% of the time. The Black Knight sends
electric charges through the floor towards Dirk. Dirk must move
to the other side of the room safely and kill the Knight. Look
at the hand in which the Knight is holding his sword at the beginning
of this scene. Dirk should start moving in the opposite direction
of that sword hand. Press Right, Left, Up,
Left, Right, Left, Right to move to
the Knight. Press Action, Action to kill the Knight
with a few sword thrusts. Press Left, Right, Up,
Right, Left, Right, Left, Action,
Action for the reverse pattern.
The Goons Dirk comes up through a trapdoor at the bottom of a stairwell.
Purple Goons appear through a door. Kill them by pressing Action.
Press Right, Up when more Goons come through the
door to start Dirk up the stairway. Goons appear at the top of
the stairs and come down towards Dirk. Chop them by pressing Action.
Goons are still coming up the stairs after Dirk. Press Up
to escape through the door.
Rolling Balls Dirk is in a hallway with rolling colored balls. A larger
black ball appears behind him. Wait for the yellow ball to cross
in front of Dirk's body and press Down. Repeat the move
with each successive ball: red Down, blue Down,
green Down, orange Down and purple ball Down.
Press Up to jump over the deep hole.
Closing Wall A wall in front of Dirk starts filling with bricks. Press
Up immediately to make it through in time.
Bats A flock of bats attacks Dirk. Defend Dirk by pressing Action.
Press Action when more bats arrive, then immediately press
Left to move away when the floor crumbles, and jump over
the gap in the collapsed staircase by pressing Left. A
giant vampire bat appears in front of the exit. Kill it by pressing
Action. Press Left to go through the door. The pursuing
bats 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 starts to collapse. Press Up,
Up. A flock of bats attacks Dirk. Duck by pressing Down
when their flapping wings are heard, and quickly press Action
to use the sword to scare them away. The timing is crucial. Press
Right to move to a broken section and climb a rope to safety.
Sliding Stairs Press Left when the staircase turns into a slide. Dirk
walks down the stairs. A purple-tentacle comes out of the pit
at the bottom of the stairs. Press Action to send it back
into the pit. Continue up the stairs and press Left to
reach the other side of the room. Do not pull the chain; instead
go through the round opening on the wall by pressing Left.
Metallic Flying Horse This room may appear reversed. Dirk sits on a metal horse,
which suddenly activates and takes him on a flying ride towards
a wall of fire. In one version of this room, the fire appears
on the left side of the pillar. Move away by pressing Right.
Move away from more pillars by pressing Left, Right,
Left and a stone wall by pressing Left. The horse
crashes to safety back into the castle floor and Dirk gets up
and walks through a door. Do not worry about the fireball that
appears behind Dirk. Press Left, Right, Left,
Right, Right in the reversed version of this room.
Metallic Ball Dirk is in a throne room. A magnetic ball steals Dirk's sword
and helmet. The round carpet becomes electric and a top view of
the room appears. Press Right, Up and then Right,
to place Dirk on the throne. His helmet and sword are returned
to him. The throne revolves into another room. Press Right
to start Dirk running away from the electricity that appears behind
him. Press Right to exit out the door.
Level 3, 4, 5 or 6 The Lizard King Dirk is chased by the Lizard King. His sword is stolen away
from him by a pot of gold, and he must chase after it. At various
hallway intersections, Dirk has to choose the proper direction
to continue. Dirk must move just as the sword and pot of gold
turns, and before the Lizard King hits him on the head with his
scepter. Press Left, Right, Right, Right,
Right, Right to follow the pot of gold. Dirk is
at a dead end. The pot of gold and his sword have come to a halt.
Press Up to get the sword. Swing the sword at the Lizard
King by pressing Action. Dirk loses his sword again. Press
Left and then Right to evade the Lizard King. Press
Down to get the sword again, and then press Action
to kill the Lizard King. Dirk takes the gold and leaves through
the door.
Giant Spinning Batons This room may also be reversed, 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.
After hearing his third sound, press Up. Now safely on
the other side, Dirk confronts a red-cloaked specter with a glowing
rod. Kill the specter by pressing Action. When thorns rise
up in front of Dirk, press Down to jump back. More thorns
appear. Press Up to allow Dirk to escape through the door.
The Smithy This room may be reversed. Dirk is surrounded by a wall of
fire, and enchanted weapons. Ready Dirk's sword by immediately
pressing Action. A magic sword flies toward Dirk. Press
Action. An enchanted mace flies toward Dirk. Press Action.
An anvil flies at Dirk. Depending on the version of the room,
press either Right or Left to move away from the
flaming wall. A spear flies off a weapon rack at Dirk. Press Action.
Dirk jumps up on a ledge and an axe bearing statue comes to life.
Press Action to kill it. Dirk leaves the room.
Haunted Hallway This room may be reversed. Dirk is at the beginning of a long
hallway with many doors. Clattering skulls fall out at Dirk's
feet and try to bite him. Press Up to jump away. A large
skeletal hand tries to grab Dirk from a doorway. Press Action
to smash it with Dirk's sword. Black tar pours out of the doorway
at Dirk's feet. Jump forward in the hallway by pressing Up.
Another skeletal hand appears. Press Action to smash it.
More black tar pours out of a door on either side at the end of
the hall. Move away from it and go through the door by pressing
Right or Left. Dirk is attacked by Crypt Creeps.
Press Action to kill them with a sword swing and escape
out the secret passage.
Level 3, 4, 5 or 6 Checkerboard Corridor The floor tilts and then vanishes beneath Dirk's feet. Jump
back by pressing Down. Dirk makes a commotion and tries
to stand on the only available squares. Press Up to move
to safety. Once Dirk jumps up to the far end of the room, press
Left to move him out the door.
Pool of Water This room may be reversed. If Dirk's sword is hanging on his
right side, and the floor crumbles to the left, press Right.
Darts shoot from the wall at Dirk. Press Up to avoid being
hit. The stone floor crumbles. Press Left. Dirk is standing
at the edge of the pool. More floor crumbles. Press Up
to jump into the water. Panels open and snakes swim into the pool
with Dirk. Quickly press Right to get out of the pool.
More floor crumbles. Press Up. Dirk is in the corner of
the room. A spider frightens Dirk. Press Action. The floor
collapses more. Press Up to go through the door between
two converging stone blocks. Press Left, Up, Right,
Up, Left, Up, Action, Up in
the reversed version of this room.
Phantom Knight A ghostly horseman charges towards Dirk. Press Left
to move away from the thorns. The knight makes another charge.
Once again, move away from the thorns by pressing Left.
The knight returns a third time. Press Right to avoid the
thorns. Dirk jumps into a cave after almost getting hit by the
knight's sword.
Room of Fire Dirk is in a room in flames. A bench drops down and covers
a hole to the left. Lightning shoots out of a hole in the ceiling
towards Dirk. Press Right. When Dirk is on the right side
of the room, press Down. When fire appears in front of
Dirk, press Up. The room is brightly lit with flames. Keep
moving Dirk by pressing Left, Left, Left
until he pulls the bench from the wall and crawls through the
low opening.
Level 7 The Round Cage A round grill drops down over Dirk and becomes electrified.
An electric field appears on the ground and begins to move towards
Dirk's feet. Press Up, Up to avoid the electricity
and Up to get through the crashing doors. Dirk is at a
bridge over a gushing geyser. When a side view of the bridge appears
and Dirk looks back at the electricity behind him, immediately
press Left to cross the bridge to safety.
Lava Field of the Mudmen Dirk is in a large cave and is attacked by mudmen. Press Action
to have Dirk use the sword. The sword bounces right off the mudmen.
They move in on Dirk. Press Up. Press Up seven more
times whenever Dirk pauses.
Rapids/Whirlpools Dirk falls into a boat on a raging underground river. At the
rapids, move up each time Dirk's boat enters the lighter and calmer
current by pressing Up, Up, Up, Up.
At the whirlpools, move Dirk away from the whirlpool by pressing
Right, Left, Right, Left. Dirk's boat
hits a wall, sending him flying up in the air towards a chain.
When the dinging sound is heard, grab the chain by pressing Right.