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Dragon's Lair GBC Guide 1.31F
"Dragon's Lair" is a (tm) of
Dragon's Lair, LLC
Game (c) 1983 Don Bluth Studios
GBC Game (c) 2001 Capcom
Programmed by Digital Eclipse
FAQ (c) 2001 Frank Provo
Author: Frank Provo
E-mail:
[email protected]
===============================
The current version of this guide is always available in text format at:
http://www.gamefaqs.com
This Dragon's Lair GBC guide may be reproduced or the information herein
included in publications (online or print), provided credit is given.
Original portions of this Guide may not be reproduced or modified for
used in profitable (read: Commercial) endeavors without the expressed
written permission of Frank Provo, the owner of this Guide/FAQ. This
Guide is copyrighted to Frank Provo ((c) 2001).
The basic layout of this guide was inspired by Lafe Travis' Dragon's
Lair PC walkthrough. However, the information within was hotfooted by
the author of this FAQ.
Portions of this FAQ went into creating the Dragon's Lair GBC guide
published in Ziff-Davis Media's _Pocket Games_ magazine, Volume 6.
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Table of Contents
=================
A. Plot / What?
B. Characters & Controls
C. Walkthrough
D. Codes / GameShark(tm) Codes
* WARNING: THIS GUIDE CONTAINS MASSIVE SPOILER INFORMATION *
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A. Plot / What?
===============
The fair princess, Daphne has been seized by the evil dragon,
Singe and only Dirk the Daring can rescue her from his clutches.
On your quest, you must fight your way through the castle of
the dark wizard who has enchanted it with treacherous monsters,
traps and other obstacles. Lead on brave adventurer!
Dragon's lair is a full-motion video game. As scenes play out
in front of you, you need to tap the proper action for Dirk to
enact when the time requires. For example, if you're standing in
a hallway and the wall begins to collapse from the right, you'll
need to tap the left D-Pad direction once. Each scene requires
one or more such timing-based direction/button presses. Success
gets you to the next scene. Failure leads to death.
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B. Characters / Controls
========================
Dirk - "The Daring"
Our protagonist. A hapless knight who wants only to rescue the
fair Daphne and live happily ever after.
Since he's the guy you're controlling it might be helpful to
keep these tidbits in mind, especially for the walkthrough:
(U) = Move up or forward
(D) = Move down or backward
(R) = Move to the right
(L) = Move to the left
(S) = Slash (That's the A button!)
The game is all about tapping one of these at the right time.
Daphne - "Voluptuous Princess"
She's hot and she's a princess, which explains why Singe would
kidnap her. She's a rather spoiled brat, but cute and likeable.
In the GBC version of the game, she has the only two spoken
lines!
Lizard King
Singe's henchman. He's the guy causing Dirk all sorts of
trouble within the castle. If you're good, you'll give him his
just desserts about three-quarters of the way through the game.
Singe - "The Dragon"
A giant, fire-breathing, magical dragon. Imagine Pete's Dragon,
only really ticked-off. He wants to oppress the land of
Ethelred and keep Daphne as his prize.
Everyone else:
The Goons
The Mud Men
Phantom Knight
Black Knight
The Spectre
Skeletons
Tentacles
Snakes
Sea Monsters
Vampire Bats
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C. Walkthrough
==============
The Game Boy Color version of Dragon's Lair features every scene from
the arcade game. However, to fit the entire game into the tiny 4MB of
space, a few scenes have been shortened and some actions removed. This
walkthrough is based upon those changes.
Although the Drawbridge and Corridor scenes always come first, the order
of the rest is based upon how well you're doing in the game.
As you progress through the game, you'll experience mirrors of many of
these scenes. When you do, you need to perform the contray of what's
shown here. (e.g. If it says L below, you'd perform R in the mirrored
version)
To beat the Main Game mode, you'll have to solve each puzzle listed
below. Of the 30 scenes, eight will also be mirrored, meaning that
you'll actually have to beat ~40 scenes to complete the game. (The
falling platform scene is used as a seque a lot) You have 5 lives.
The Tutorial mode only goes to the point where you meet the red
spectre in the baton room OR the Lizard King. E.g. play Main Game.
Drawbridge: After Dirk falls through the drawbridge, tap (S).
This is ALWAYS the first scene. Note: This area
does not repeat.
End of Corridor: Dirk is facing three doors. The room will begin to
crumble. Tap (R) when the floor begins to darken.
This is ALWAYS the second scene, BUT repeats a lot
during the course of the game.
Closing Wall: Dirk is in a purple bedroom. Suddenly the room
begins to fill with green bricks. Tap (U). This
stage OFTEN follows the above.
Drink Me: Dirk wanders into a room with a bottle on a table
and a door on the right. A sign says "drink me."
Tap (R).
Haunted Hallway: Dirk will be in a long yellow hallway with many
open doors. As you walk forward, skulls will
pile out - tap (U). A hand will shoot out from
a doorway - tap (S) when it does. More skulls
will appear - tap (U). Another hand - tap (S).
This time more skulls will pile out from behind
and next to the hand - you need to tap in the
direction of the open door. Usually this is
(R) early on and (L) later. In the next room,
some skeletons will attack - (S)lash them.
Dropping Platform: Dirk will walk through a door and onto a purple
platform, which will then begin to drop. Right when
you're level with the ledge or you hear the
"warning" sound, tap in the direction of the
ledge. This is usually (L) early on and (R) later.
You can tell which way to tap by how Dirk is facing
right when the platform drops. If he's facing right,
you'll be tapping left. If he's facing left, prepare
to tap right. Why? Why not?
Phantom Knight: A horseman will charge towards Dirk. Your goal here
is to move in the opposite direction spikes appear.
The order is thorns(L), thorns(L), thorns(R). If you
do it right, the horseman's sword will miss as you
leap into a cave.
The Lizard King: Dirk's sword was just taken by a green creature and
now the Lizard King is after him! The key to this
section is listening to sound and timing. To get
from the room through the hallway, you're going to
want to do (L), (R), (R), (R), (R), (R). Don't tap
right until you hear the tiny creature's second
squeak. Visually, that puts you half way down the
hall. Once you reach the dead end, Dirk will
automatically grab his sword. The Lizard King will
attack. Tap (L), then (S) right away, then tap (L)
and (S) once again - he's toast. NOTE: This room
does not repeat.
The Smithee: You're in a golden room. Suddenly a glowing hot
sword comes to attack. Tap (S) to parry. An anvil
will appear, priming to fly at you. Simultaneously,
a wall of molten liquid will appear to one side.
You want to tap in the opposite direction, usually
(L). This room can be reversed. Wow, it's missing
4 moves from the arcade version.
Cauldron Pot: Dirk is in a blue/gray laboratory. The cauldron will
bubble over with green goo. Tap (L) as it escapes,
but not too soon. Dirk will examine a bottle. Tap (S)
when you see a puff of smoke. The green monster will
quickly reappear - tap (D), then (R).
The Goons: Dirk comes up through a trapdoor in the floor. To
the right is a stairwell. A blue/purple Goon will
come out of the door, tap (S). More goons will
appear - you'll want to tap (R), (U), (L) to make
it out of here.
Pool of Water: This room can be mirrored. If Dirk's sword is hanging
from the left, the room will crumble on the right. If
it's hanging from the right, the room will crumble from
the left. Here's the solution for when the room begins
to crumble from the right. (L), (U), wait until the
darts pass, (R), then (U). You'll be in water, tap (L).
On the ledge, tap (U), then (S), wait until Dirk lands
on the closing blocks, then (U). LURULUSU or RULURUSU.
Bats & Stairs: This room is so much easier than in the arcade version.
Ignore the bats. Tap (L) when you reach the stairs (or
when they glimmer). In the next section, same idea, but
tap (R). The next part is just like the first, (L).
Mudmen Field: This one is all about timing. You'll get no audio cues.
When the mudmen appear from the craters, wait. When the
scene switches to the mud plume, tap (U). In the next
scene, tap (U) when Dirk nears the next crater. At the
lava bridge in the next scene, tap (U) again. Nice, six
less moves than the arcade.
Burning Ropes: Listen to the audio cues. This room crops up a lot and
can be reversed. If you're facing right, pause, then
tap (R). Wait until you hear a "tic" sound (your arm
will be extented) - tap (R). Do this three more times,
(R), (R), (R). Obviously, if you're facing left,
you'll substitute in L's.
Flying Horse: Another common room, and often mirrored. Dirk will sit
on a mechanical horse in a light blue room, which will
of course suddenly come alive. You'll be hurled forth
into four walls of fire. If the horse starts left,
you'll tap (R), (L), (R), (L) - once for each new
screen. If it starts right, you'll do the reverse.
Electrical Cave: This scene began with Dirk trapped in a cage in the
arcade. Here on GBC, though, he's just in a red, blue
and green room. The middle blue section is most
prominent, and where he's going. This one is all
about timing. Wait, when Dirk hops, tap (U). The
scene will change to chomping doors. When you hear the
second chomp or see the electricity, tap (U), but not
TOO soon - try _just_ after the first "chomp" at the
earliest. In the next scene, you'll be climbing a
bridge which is over a spouting geyser. Wait until Dirk
looks behind himself, then tap (L) to cross. This is
roughly a second after he's on the bridge level with the
geyser.
Spinning Batons: There will be two spinning cudgels, one yellow, one
red. Tap (U) fairly soon, or you'll be smushed. Once
passed, a ghost with a rod will attack. Tap (S) to
kill him, then (D) when the thorns appear. The
solution is the same when mirrored.
Tentacled Ceiling: A green tentacle will appear from the hole in the
ceiling. Tap (S) to slice it. When more tentacles
appear, tap (U), then (R). More tentacles, so tap
(D), then (R), then (L), then (U). Don't do them
too fast - but don't waste a second between presses
either.
Sliding Stairs: If you see a blue sloped staircase, hit (L) ASAP.
You'll slide down safely. Tap (S) to slash the
monster here. As the scene shifts, tap (L). Wait a
split-second, then tap (L) again. If you see a gush
of water, you failed.
Checkerboard This is one of those rooms it's good to know backwards.
Floor Knight: The Black Knight at the top will use his sword to send
charges through the floor at Dirk. Each charge has an
opening which you must jump through. Timing is
important here, as tapping too soon or too late will
kill you. It's best to tap once the field has
surrounded you and you see the opening. You'll do
(L), (R), (U), (R), (L), (R), (L) or the reverse,
which is (R), (L), (U), (L), (R), (L), (R). Once you
approach the Knight, finish him off with (S).
Electric Throne: This room often appears right after the Checkerboard
Knight stage. You'll be in a room where water is
seeping across a carpet. This wouldn't be so bad,
except there's an electrical cord hanging in it. The
instant you see this room, tap (R). You'll need to
tap (U) right after that, then wait until Dirk lands
from his second jump and tap (R). When the throne
turns and you see the charge coming, hit (R) once
more. The timing is so cruel compared to the arcade
version. You'll die here a lot.
Whirlpools: Dirk is in a boat flowing down a green underground
river. You'll want to move in the opposite direction
of each whirlpool - (R), (L), (R), (L). When you
reach the calm, blue section, tap (U). Wow, it's half
as long as in the arcade. You'll probably never fail
this.
Rolling Balls: You ever play Marble Madness? Dirk's in a curved hall
with red balls rolling around. A black ball will appear
behind him. To pass this section, tap (D) right when a
red ball passes in front of Dirk. 4x(D) will save the
day. Note: The Spinning Baton stage comes after this a
lot.
Hurricane: If you just followed Daphne and were sucked into a
doorway, you'll find yourself in a room full of mist
with a glowing orb. Wait a brief moment, then Tap (R).
Snakes: Two snakes will appear. Tap (S) each time. After that,
tap (U) to leave.
Room of Fire: Dirk is in a blue room. A bench drops. When
lightning hits the floor, tap (R). When it leaves and
blue lightning appears, hit (U). After that, more
yellow flames, so hit (L). Wait a brief moment, then
hit (L) again.
Wooden Catwalk: Dirk will be walking across a catwalk. There are
two paths - one ahead and one to the right. When the
platform begins to crumble, tap (U). What? No bats?
Checkerboard A red and blue floor will vanish beneath Dirk's
Corridor: feet! The proper key combination is (D), (U),
(L). Wait until the flame grows before you do the
first down motion though.
FINAL LEVEL - THE DRAGON'S LAIR
The short form: (U) (L) (L) (D), (D) (U) (D), (S) (S)
The long version:
Singe, the Dragon, has Daphne stuck inside a crystal prison. Luckily
for you, he's asleep! Some treasure will sway, then you'll look at
the dragon, then the treasure will flash - tap (U) to grab it. Dirk
will look at the sleeping dragon again. Daphne will say "Dirk! Save
me!" Tap (L) to jump onto the treasure chest. The dragon will wake up
and spew fire - tap (L). He'll wink at you. Another batch of
expensive dinnerware will fall - tap (D) to catch it.
From this point, Daphne will speak to you again, saying "Dirk, slay
the dragon! Get the magic sword!" In the next scene you'll be hiding
behind a piller and the dragon will try to crush you with his claws -
tap (D). You'll hear two tones, but you need only tap once. The dragon
will follow you. When the scene changes from his behind to a flame,
tap (U) fast! In the next scene, he'll try to grab you behind a pillar
again, so tap (D). The dragon will pursue.
All you need to do now is get the sword - which Dirk will do
automatically. Tap (S) to parry the dragon's flame and then (S) once
more to finish him off.
Congratulations - you've beaten the Game Boy Color version of Dragon's
Lair. Max Possible Score = 78,000
======================
D. Gameshark(tm) Codes
======================
Gameshark(tm) Codes:
Infinite Lives - 010A38C3
Infinite Lives - 01031CCA (v3.0 unit)
[GameShark(tm) codes are (c) GameShark/Interact]
.end..