Dragon's Lair Part II: Escape from Singe's Castle is the sequel to the adaptation by Software Projects. It was released in 1987 for Amstrad CPC, Commodore 64 and ZX Spectrum.
The previous game contained only 8 levels inspired from the original Dragon's Lair arcade game. More could not fit because of limited memory and space. The "sequel" provides 8 more levels from the original game.
To explain the separate edition, the game manual provides the following original backstory: After rescuing Princess Daphne, Dirk the Daring decides to return to Singe's lair in order to claim the gold of the Lizard King.
Inspired from Pirates of the Caribbean
Dirk paddles a boat in an underground river. He must avoid the whirlpools, and also navigate his way following the flashing pathways.
Inspired from Boulder Trench
Dirk runs in a slippery corridor, pursued by a giant crystal boulder. Dirk must avoid staying behind, too close to the boulder, but also avoid the pebbles, and jump over the holes
Inspired from Throne Room
The room of the Lizard King. Dirk must avoid spells hurled at him by a crystal ball at the center of the room.
Dungeons of the Lizard KingEdit
Inspired from Lizard King / Pot of Gold
Dirk has lost his sword. He must navigate through this maze of doors and rooms, while hunted by the Lizard King. When he finds the Pot of Gold and his sword, he can defeat the Lizard King and escape the level.
Magical flying horsesEdit
Inspired from Flying Barding
Dirk must guide the Flying Barding through a long corridor avoiding stone walls and fireballs.
Inspired from Fire Room
Another level with pre-determined moves. Dirk must dodge hazards such as fire and spiders.
Inspired from Tilting Room
A room with one exit and several disappearing tiles. Dirk must find a path through the concrete tiles and stay on those that will remain in the next "turn". If he takes too long, a bat will appear, which he may slay with the sword.
Inspired from Mudmen
This level is a bit similar to the last level of the previous game. Dirk must avoid the Mudmen, jump a crevice and reach a bottle, which will create a cloud that will lead him to freedom.