Dragon's Lair 3The Curse Of Mordread |
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Type "TIME0" (that's a zero at the end) on the title screen. Then press fire to begin the non-existent game. Also works during play.
First, a small note from the kind chap who supplied this solution. About the person "Mordread" - I am not sure, but I think she is the sister of Mordroc, or something. It's not Mordroc for sure, because in between disks (as well as in some scenes in stage 1) it is clearly shown that this Mordread has breasts, apparently bigger than Daphne's. Therefore, it's a she, even though some scenes (stages 2 and 3) are taken from Time Warp, in which it is clearly Mordroc. And besides, the foe here is much fatter than Mordroc. So, if you see "she" or "her" in the walkthrough, it's not a typing mistake. (Just thought I should mention this).
THE WOODS: After Daphne starts screaming and Mordread tries to kill Dirk with her magic, jump UP to avoid the spell. Almost instantaneously, some bats will appear, so use the SWORD. Dirk follows the brick road to catch the sorceress and the lonely bat must be killed with the SWORD. When Dirk falls on his face at the edge of the upper platform, move RIGHT to make him keep up with the witch. As the screen turns red, use the SWORD to activate the second time machine and follow Mordread.
WONDERLAND I: When the time machine lands inside a mansion, pull the SWORD out and go LEFT into the mirror, as the machine says. After Dirk swings at the jesters by himself, move LEFT again. When you get the overhead view, go LEFT once again, because the queen is coming. When you see the queen better, move UP and quickly DOWN to avoid the jesters, who hit the queen instead. The blow she receives really makes her mad, so use the SWORD to parry her hit right after she opens her mouth. When the 3 cards try to kill Dirk, go RIGHT.
WONDERLAND II: Use the SWORD again to avoid the angry 5 cards. Then, move LEFT to avoid the queen. As Dirk uses a chess horse to run away, slice the two ace cards following Dirk using the SWORD. Move UP to avoid the Mad Hatter. When you see the rabbit, go LEFT. Jump RIGHT off the red table. As the tiny dragon pops out of the small door, use the SWORD to parry the fire. Then, jump to the LEFT to avoid another breath of fire. After that, go UP to get the sword back and to jump on the platform. Finally, move RIGHT to hop on the dragon.
WONDERLAND III: Jump LEFT onto a flying 2 card, which will take Dirk back through the mirror. Re-activate the time machine with the SWORD.
BEETHOVEN I: As Mordread appears, jump UP to avoid her setting fire to Beethoven's piano. When you see the cat, go LEFT to avoid it and quickly DOWN. As the image changes, go RIGHT and RIGHT again. Dirk continues to run on the piano, but he needs to get DOWN. Use the SWORD when on the floor to defend against Mordread's magic and then jump UP onto a book which begins to fly upwards. When the angry cat approaches, jump to the LEFT and DOWN into the barrel.
BEETHOVEN II: Go RIGHT to avoid the cat's paw and use the SWORD to break through the glass. As Dirk flies towards the cat, swing the SWORD to avoid being eaten, and afterwards use the SWORD once more to re-use the time machine.
PIRATE SHIP I: Go to the LEFT when you arrive to avoid Mordread. When the captain yells "A stow-away!" and fires his gun, have Dirk use the SWORD to slide down the sail. Hide DOWN into the empty barrel. Since the pirates discover you, quickly jump to the RIGHT to use the rope.
PIRATE SHIP II: Now Dirk is walking the plank. Go RIGHT to please the pirates. But then jump UP to avoid becoming shark food. When Dirk is on the ropes, use the SWORD to throw a pirate off him and quickly move UP. Just as Mordread disappears, the SWORD will make Dirk follow her.
CLOCK LAND I: Use the SWORD when Dirk lands and, as soon as Dirk swings at the first clock, use the SWORD for the second clock as well. After the image changes twice, duck DOWN and quickly hit another clock with the SWORD. As the game progresses again, it's time to make use of the SWORD on yet another clock. When Dirk enters the palace, two clock guards will anihilate each other if you go LEFT. Dirk is followed, so jump UP to grab the clock weight. Then, go UP again to go into the big cuckoo clock. Quickly go RIGHT. As Dirk jumps on another dangerous piece of machinery, go UP towards the door. When the scene changes, kick the door to the RIGHT to exit.
CLOCK LAND II: Move to the RIGHT. Now it's a matter of luck, because you must press the button at exactly the right time, so just try to go UP when you see the grayish beam coming towards Dirk. To avoid another clock that's following you, go RIGHT and RIGHT again. As you see Mordread holding the ball with Dirk's house and family, go DOWN. Then, press LEFT to make the spell ricochet back at Mordread. When the screen changes once again, move DOWN and quickly to the RIGHT to get the ball with Daphne inside. Going RIGHT will now take you to the time machine. And the SWORD will make the machine lead Dirk home.
Dirk has proven his courage yet again.