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.

The concept (and title) has been reused in the pseudo-remake Dragon's Lair: Escape from Singe's Castle (1990), which is also a pseudo-sequel of the adaptation for the 16-bit home computers.


River cavesEdit


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.

Boulder AlleyEdit


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

Throne roomEdit


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.

(a 3d paper map for cutting and glueing has been devised by Gary Pen, in here and here

Magical flying horsesEdit


Inspired from Flying Barding

Dirk must guide the Flying Barding through a long corridor avoiding stone walls and fireballs.

Doom DungeonEdit


Inspired from Fire Room

Another level with pre-determined moves. Dirk must dodge hazards such as fire and spiders.

Mystic mosaicEdit


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.

Mud MonstersEdit


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.

External linksEdit