/===-
`//"\\ """"`---.___.-""
______-==| | | \\ _-"`
__--""" ,-/-==\\ | | `\ ,'
_-" /' | \\ ___ / / \ /
.' / | \\ /" "\ /' / \ /'
/ ____ / | \`\.__/-"" \_/' / \/'
/-'" """""---__ | "-/" /' _--"`
\_| / __--_ ), __--"" [Super Nintendo]
'""--_/ _-"_>--<_\ '-" \ DRAGON's LAIR
{\__--_/} / \\__>--<__\ \ FAQ/Walkthrough
/' (_/ _-" | |__>--<__| |
| _/) )-" | |__>--<__| | by:
/ /" ,_/ / /__>---<__/ | The Spelunker
o-o _// /-"_>---<__-" /
(^(" /"_>---<__- _-"
,/| /__>--<__/ _-"
,//('( |__>--<__| / .----_
( ( ')) |__>--<__| | /' _---_"\
`-)) )) ( |__>--<__| | /' / "\`\
,/,'//( ( \__>--<__\ \ /' // ||
,( ( ((, )) "-__>--<_"-_ "--____---"' _/'/ /'
`"/ )` ) ,/| "-_">--<_/-__ __-" _/
._-"//( )/ )) ` ""-'_/_/ /"""""""__--"
;'( ')/ ,)( """"""""""
' ') '( (/
' ' `
Copyright - 2004 - 2005, All rights reserved.
^ ^ ^ ^
^-^-^-^-^-^-^-^-^
Table of Contents
I. OPENING COMMENTS TO THEE
II. YE OLDE WALKTHROUGH
III. OBSTACLES THOU WILL ENCOUNTER
IV. THY ITEM LIST
***************************LEGAL INFO***************************************
This guide may not be used for any purpose other than personal use without
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that they are breaking US copyright law. If you see this guide being hosted
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@==============================@
|I. OPENING COMMENTS TO THEE |
|____________________________|
Dragon's Lair for the Super Nintendo is a radical departure from the original
version in the arcades and CDI, where it was a laser disc "game" that played
out more like a movie, and even still unique to the NES version--but not by as
much. Like the spin-off on the NES, there's still a deal of platforming and
action but there are some differences. First, there's a certain open-endedness
about it that perhaps doesn't become apparent until after you've done a
complete loop in the first tower. Second, the game is much more forgiving; you
don't have to toss dinky daggers and one hit from an enemy won't turn you to
bones.
You actually use your sword in this one(opposed to it just sitting in your
sheath and looking pretty), and although you have a means of ranged attack
there are more weapons to choose from. There's also a way to swim, a much more
logical jump method and even cooler bosses that don't wipe you out before you
can catch a glimpse of them. The only problem is that it's still just a
cash-in on the franchise and doesn't really dive into what made the arcade
game original in the first place: its story and characters. But it can still
be fun.
@==========================@
|II. YE OLDE WALKTHROUGH |
|________________________|
(the annoying flying dragon heads aren't mentioned in the walkthrough -- it's
assumed that the player is already tired of seeing them and certainly doesn't
want to read about them)
________________________________
|STAGE 1A - MISTY TOWER PT. 1 |
|______________________________|
|Exits: 1B, 1D |
|Weapons: Knife, Shuriken |
|Extra Lives: Three |
-------------------------------|
This stage probably ties with 1B for the easiest in the game if you take the
normal progression path through it(top level only), but it can be marginally
more difficult if you take the bottom path which leads to 1D. My advice is to
take the trickier path to 1D because 1B and 1C combined only offer one extra
life. But once you start getting further into the game you might realize you
prefer having another life under your belt, so it's ultimately your call.
There will be walkthroughs for both paths.
Start out by heading to the right(you'll notice this a common objective
throughout most of the game...) -- taking out the snake with your sword --
until you see an out-of-place wooden platform; if you've passed a flag-pole,
you've gone too far. Stand on the platform, and it will descend. Get off to
the left and smash open the two spheres to get a [KNIFE] and gold. Drop off
the left edge of the platform and take out the snake that spawns with your
newly-acquired knife.
Drop off the left edge of this platform, too, and you should land on or near a
box. The sphere on this level holds your first [EXTRA LIFE]. Hop back up on
the higher platform(hold jump button for a big jump) and then edge over to the
right side of it, killing the snake again if need be. From the edge of this
platform , you should be able to jump over to another platform not too far
away.
If you're on the right one, there will be a walking broom under you. Your goal
here is the sinking platform just to the right of you. Jump on it and it will
start to lower; the first sphere you can hit contains gold and the second
contains another [EXTRA LIFE]. Your drop-off point will be by the broom, where
there is another sphere containing gold. Swipe the broom with your sword and
climb back up the rope by jumping at it and pressing up.
You're back on the upper path now. Leap on the sinking platform to the left
and then very quickly leap up on the higher platform to the right where the
flag-pole is. A sphere here holds a shield. Our first neat little
trick(relatively speaking) is next. Edge to the very right of the platform the
flag-pole is on. A barrel should roll harmlessly under you if you got far
enough over. This saves you the trouble of having to jump it.
Keep walking right once this is done and bash the snake that appears in your
way. There's another sinking platform just ahead which will take you down a
bit, just adjacent to another sinking platform--except this one won't sink
right away. We need to weigh it down and there's the perfect tool for that
just a little bit to the right. Guide your jump off of this platform so that
you land just a little bit shy of the higher of the two ledges to your right.
If done right, you'll hit the teeter-totter on its right side and the anvil
will fly up on land on the stuck platform, causing it to fall. This is your
cue to jump onto it and bash the nearby sphere open, revealing the last extra
life. But there's also the [1D EXIT] right beside you if you want to take it.
It's on the lowest platform to the right and can be somewhat tricky to get to,
but not that hard. Jump right at the corner of the platform above it and you
should pass through that platform and land on your target one. Bingo!
However, if you're going to 1B, you need to go a different way. Go back to the
platform with the teeter-totter on it, jump the crates and get up on the
higher ledge. On the higher platform there's a sphere with gold in it, but you
won't be able to reach the very top from there. Instead, go right and climb
down the second rope you see(the first leads back to where we were) after
getting the gold from the sphere to the right of it. There's a shield and gold
in the spheres below and a platform to the right with a walking broom on it.
Past the broom is a sphere with gold and even further past that is another
platform with a rope leading up. This will take you to the left of a puddle
knight, who is guarding the [1B EXIT]. Or you can jump to the right of the
lower platform and grab a [SHURIKEN] from the sphere guarded by a snake, but
it sucks so I wouldn't bother(of course I wouldn't have bothered going through
the 1B exit anyway).
_______________________________
|STAGE 1B - INNER TOWER PT. 1 |
|_____________________________|
|Exits: 1C |
|Weapons: Knife |
|Extra Lives: None |
------------------------------|
This level is short and easy, even easier than the first since you don't have
to futz with getting extra lives. There's a bat that starts out above you, so
head to the right, busting open the spheres you see and getting gold. When you
come to some stairs above you, it's possible to jump on these. But just to the
right of them is a [KNIFE] if you want it. Regardless, you should try to make
it on the stairs somehow. The lower path is a dead-end and very nasty.
The stairs can be scaled just by walking up them, but you'll need to jump at
some point to get to the higher platform. There's a sphere with a shield in it
on this platform. The Lizard King is also clearly visible above you, which
makes this the second opportunity we have to perform a neat trick. When the
Lizard King is immediately over you, jump straight up with a big jump and get
hit by him. This will make you shoot up in the air and allow you to land to
the left of him, which is only a short walk from the [1C EXIT]--further to the
left.
You can also go to the right and try to avoid getting hit at all, but it's not
worth it if you take into consideration all the obstacles in that direction.
_____________________________
|STAGE 1C - CLIMBING PT. 1 |
|___________________________|
|Exits: 1A, 1D |
|Weapons: Knife |
|Extra Lives: One |
----------------------------|
There's a pretty simple way to get through this level unless you want to get
the [KNIFE] which is in bottom-left corner, and that takes a little more
navigating. But assuming you don't, head right and bust open the first sphere
you see for a shield. There is a rope dead ahead that leads down; take it.
Jump off the ledge you end up on and align yourself just left of the green
scaffolding on the right. If you do it right, you won't land on a platform
during your fall but instead the flat ground, right in the middle of two
spheres. They each hold gold.
Walk to the right, wiping out the mad monkey and you will bump into a green
wall with a sphere beside it. Just past the wall is an exit sign, which is
where we want to go. But for now, let's crack open the sphere to reveal an
[EXTRA LIFE]. Go back to the left and once you reach the third row of green
scaffolding, begin your ascent up the platforms. There's a Mad Monkey you'll
need to contend with on the bottom as well as the next platform up.
Use your ranged weapon to good effect here and continue ascending. The Baboon
just above can be killed similarly, or you might even be able to leap up and
use your sword before he can get a chance to box your advances in. Try to be
quick, though, because the Flying Dragon Head appears at awkward angles here.
At the top, climb back up the ropes you came down from and head right once on
the top again. There's a barrel here; stand on it and slash the sphere to get
gold. Then push the barrel forward by walking against it.
This will blow up the other barrel that otherwise would have been blocking
your path. Just up ahead is a sphere with a shield in it. Past that is the [1A
EXIT] but why would you want to go back there? Instead, drop down in the
little break between the last platform and you'll find yourself sliding along
some beams here. Time your slashes right to take out the red spiders and
finally face the walking red spider at the bottom. Walk against the bottom
sign to take the [1D EXIT].
_________________________________________
|STAGE 1D - CLIMBING IN DARKNESS PT. 1 |
|_______________________________________|
|Exits: 1E |
|Weapons: Axe |
|Extra Lives: One |
----------------------------------------|
This level is a little different from most because you're generally going to
the left in it(and because it's pitch black). It's a bit trickier, too. To
your immediate left is a sphere holding a shield and past that are two spiders
moving around causing commotion. You can take both of them out with a
well-timed swipe; after which you should climb the rope they were guarding and
kill the red squid. Slide down the incline partially but jump before you fall
off to reach the higher-up platform.
Jump up from this platform, too, to reach another with two spheres on it. In
one is a clock which adds seconds to your timer(thankfully) and the other has
gold. We can't get to the platform above us just yet, so let's do a big jump
to our right and land on another one. There's a spider near here as well as a
mad monkey up a few levels. The spider should be easy enough to kill but the
mad monkey might take some work. Try to lead him over as far left as you can
by standing on the platform under him and edging to the left.
Once he is over as far as he will go, quickly move to the right and jump on
the scaffolding right of him. It's kind of hard, but it's for an extra life so
try. Make sure to kill him off as well as the nearby squid before you climb
down the rope on the edge of the screen, where you'll find a sphere, its
contents an [EXTRA LIFE]. Climb back up and go the far left of this platform
and do a big jump. The extent of your jump should land you right on a smaller
platform that you haven't been to yet.
Leap now to the platform higher up and to the left. There's an annoying spider
nearby as well as a mad monkey on a higher-up ledge. Take both of these out
with ranged attacks and then climb on the scaffolding to the left. We're about
to get our feet wet now, so it's important that you know the jump button is
what makes you swim upwards. Otherwise you're going to sink miserably to the
bottom. So dive off the edge and start to swim up when you see the turn-off to
the right under the water.
Go through this and to the right. There's a fish here, but you can't attack
while you're under water and trying to avoid it is a lost cause. So just
collide with it. Past the fish is a platform leading out of the water. Jump
upwards to go into a standing position on it. There's a maliciously-placed
squid just above you which is best taken out by edging over to the far right
of the screen and jumping up, throwing a weapon. But the flying dragon head
might bother you during this time and if he does, simply bail out into the
water and have him touch your bubble -- instant death for him.
Start climbing the platforms now, taking out the next squid and busting open
the sphere for [AXE], which will come in handy in the next stage. Climb the
rope, break the sphere for gold and jump to the nearby exit sign to take the
[1E EXIT] out of there!
_________________________________
|STAGE 1E- CROSSING PT. 1(BOSS) |
|_______________________________|
|Exits: 2A |
|Weapons: None |
|Extra Lives: None |
--------------------------------|
There's not much to this stage except a boss and a bunch of platforms. When
you start off, make sure to immediately charge towards the boss. You want to
get situated before he even fires his first means of attack. In front of him
is one platform, but it's split into several sections and if you look hard you
can see cracks between the sections. Where you want to stand is right on top
of the crack closest to the right edge of the platform.
This will put you so close to him that his chin might even touch you, but if
you don't move any further you'll be alright. Now, the boss begins spitting
out eggs which hatch into annoying flying birds. The pattern you should get
into is jumping up in the air and launching axes at the spot above his tongue
right after the egg he spits passes over your head. You should be able to get
a lot of hits in if you tap the fire button fast.
By the time you land, turn around immediately and sling an arrow at the bird
that just hatched. If your timing is right, the bird will just be coming out
of its egg and die to your axe. If it isn't, you'll have a little more trouble
as the bird will either circle around and attack you from the right side or
make a bee-line straight for you. It's imperative that you take it out no
matter what it does, though, or else it'll end up colliding with you and
taking off a shield.
Repeat this pattern until the boss is dead and then climb up the platforms. As
you reach the top, the boss will appear again. This time you'll want to stand
just a little before the next to last crack on the platform and repeat the
pattern. Once you finish Massive Snake off this time, it'll will vanish and
you will be able to take the [2A EXIT] beyond.
(PASSWORD: Flag 1: ? Flag 2: D Flag 3: ? Flag 4: C
Flag 5: ? Flag 6: A Flag 7: ? Flag 8: B )
_______________________________
|STAGE 2A - MISTY TOWER PT. 2 |
|_____________________________|
|Exits: 2B |
|Weapons: Shuriken, Knife |
|Extra Lives: None |
------------------------------|
Here we are again! This version of the Misty Tower is a bit trickier, though.
You can die right away unless you jump onto the platform that the Walking
Broom is on. As you jump to the next ledge, immediately jump again to dodge
the barrel rolling by. There's a sphere here with a [SHURIKEN] in it, but you
might just want to ignore it as shurikens can hurt you fairly easily.
The following platform over has three snakes on it and then the next one has a
snake and a walking broom--but also a sphere with a [KNIFE] inside of it. This
is a far better choice for a weapon than the shuriken. The following platform
has a snake right at the edge where you'll arrive at, so be ready to toss a
knife in mid-air. There's also another snake just past it.
The next platform has a walking broom and sphere on it. There's gold in the
sphere. Hop to the next one after getting the gold to find a puddle knight.
Jump his left puddle and then move in on him when he's switching to the right
side. A snake lies past him and then platform with a broom past that which
isn't too hard. But it gets a little trickier next. You need to land on the
very edge of the next wooden platform because there's a broom off-screen that
starts out a little too close for comfort.
Be ready to bash him the second you see him and then proceed. Time runs low in
this level. There are some empty platforms coming up, a few more close-calls
with brooms and snakes, a sphere holding gold, and soon a tricky moving
platform. There's really not much time to think here, so just make a big jump
s soon as the platform seems to be about to stop closest to you. It doesn't
come too close, though, so don't sit around for long. On the other side of the
gap is the [2B] exit.
_____________________________
|STAGE 2B - CLIMBING PT. 2 |
|___________________________|
|Exits: 2A, 2C |
|Weapons: Shuriken |
|Extra Lives: None |
----------------------------|
There are two exits to this level, but one isn't worth taking(2A). The one we
need to go to is 2C, but the water sequence to get there is frustrating to say
the least. First, dive into the water by walking off the edge you start on.
There'll be a water snake here so either try to rush past him or lure him away
and then get past. Either way, avoid going right before you reach the bottom
of the screen. You'll know you're there when things stop scrolling.
There should be another water snake before you reach the very bottom, but
he'll be even easier to dodge than the first. Proceed to the right once you're
at the very bottom. Only move up if you need to get around a rock. Things
don't get real tricky until the next narrow passage you come to. Ideally, you
should only have a snake blocking this way but if you moved too far towards
the top of the screen a fish will intervene.
Things just got 10x tougher if the latter happened, and you'd probably be
better off scrolling off the screen and then coming back. But if there's no
fish there, try to lure the water snake towards you by moving away from him.
Once you do this, swim up and around him and through the passage. If you do
have to take a hit, try to either fall directly down on the water snake or be
on his right side when he collides; in this way you'll be propelled through.
The next area is a good bit easier and in fact you're almost at the end. Just
swim forward and look for the next passage connecting the bodies of water,
avoiding the fish and its bubbles. Swim up once you hit the right edge of the
screen, jump on the rope and use the [2C EXIT]. Be careful about getting too
close to the rock nearby, though, as there's a nasty bug that can cause you to
become stuck there.
______________________________
|STAGE 2C - INNER TOWER PT.2 |
|____________________________|
|Exits: 2D, 2E |
|Weapons: Shuriken |
|Extra Lives: One |
-----------------------------|
This level is annoying. Not only is it difficult, but it's set after two
stages that were quite challenging in their own right. The idea is not to
simply follow the bottom path(in fact, if you get on this path, you might as
well throw in the towel or advance to [2D EXIT], a worthless level, which is
right along the bottom -- if only to get a free restart on 2C without losing a
life)
The idea is to bounce your way along some springs located at a medium altitude
and finally to do some tricky rope jumping in hopes that you won't be pushed
to your death or a false exit. But before any of that, you'll have to get on
the upper platform in the level, which will require you to use the first
spring you see. Generally, you should only bounce on these springs twice,
making your move with the height gained from your second jump, but there are
times(when you don't get a good enough start) that three bounces will be
required. Conversely, you could reach your maximum jump in one spring step,
but this is rarer and not worth relying on in a precision level like this.
So bounce on this first spring twice, and grab onto the rope by only pressing
up when you're DIRECTLY under it. The game seems to discount some attempts if
you're rapidly tapping the button. Once you get up there, prepare to kill a
Flying Dragon Head(these are really your only enemies in this level unless you
fall), bust open the sphere for gold and then advance at a walking space
towards the green anvil. Do not worry; this is a harmless one that you can
push. Your goal is to get it on the lower platform above a dangerous fire. The
fire resides in between the stone wall on the right and the edge of the
platform you're on, so push accordingly.
If you do things real slow, there shouldn't be any problem. Pushing it at a
fast rate can cause you to over-compensate, though, and send the anvil
crashing to somewhere it doesn't belong. Take your time and as long as you
land it anywhere on the fire, you can WALK across harmlessly. You won't see
another platform once on the other side of the fire, but if you RUN off the
ledge you'll land on a spring. Get to your maximum jump heighth and continue
going to the right using the full extent of your jumps.
If done right, you will hit every spring trap dead on except perhaps one of
the last ones which you might miss(each jump goes a little shorter than a full
length). This can work to your advantage, though, as about this time a Flying
Dragon Head will have appeared and you can at least try to take him out with a
knife or your sword. Continue when ready, and you should soon be on a platform
with a rope leading up. This is quite close to the end, but not close enough.
Climb the rope, jump over to the right platform and quickly jump again to the
sphere's level. You did this third quick jump because there is a, err, let's
call it a pusher, coming out of the wall that will give you a one-way ticket
to the bottom of the level if you're not careful. Inevitably, you're going to
have to get by it, though, so go ahead and prepare for when it comes out. Just
when you think it's about to, jump on top of it, righ over where the rope is.
Perform another leap before the pusher goes back into its sheath and
consequently Dirk should land just above the rope. Quickly latch onto it and
then drop off to the left. You don't need to climb all the way down; just drop
off immediately. Take the next rope down, too, and drop off this in the same
manner. HOWEVER, DO NOT TAKE THE [2E EXIT] yet. Instead, bust open the sphere
right beside it for [EXTRA LIFE] Then you're good to go.
___________________________________
|STAGE 2D - BEHIND THE WALLS PT. 1|
|_________________________________|
|Exits: 2B |
|Weapons: None |
|Extra Lives: None |
----------------------------------|
YOU DO NOT WANT TO GO TO THIS LEVEL. Even if you unlock it via the bottom exit
in stage 2C, just go back to stage 2C. The only thing you can achieve by
completing this level is getting an alternate path to 2B, which is useless.
Furthermore, there's nothing neat here. It's just an Inner Tower level, but
you're on the flip side which is largely invisible. The only goal is to jump
around on platforms you can't see to try to reach the pinnacle.
_______________________________
|STAGE 2E - MISTY TOWER PT. 3 |
|_____________________________|
|Exits: 2C, 2F |
|Weapons: None |
|Extra Lives: One |
------------------------------|
Start out by jumping up once, nailing the walking broom and then jumping up
again. On this platform, crack open the sphere to procure gold. Then, jump off
the edge of the platform into the air and try to land on the right edge of the
teeter-totter from that jump. This will cause the anvil to land on a nearby
stuck platform which will then begin to sink. When it does, quickly jump on it
and then over to the other side.
There's another sphere with gold here and then a rope leading up a platform
with a walking broom on it. When the broom is walking away from the rope climb
up, whack it and then ascend the incline. Occasionally a snake will appear at
the top of this incline, but not too often. There's always a walking broom,
though. Dispose of it and then jump to the higher ledge to the left. Wait
until the broom on the next highest ledge to the right is walking away and
then leap up that platform, too.
Go to the next highest one now. Just above you will be the final platform
before some moving ones. There's not only a walking broom here but also a
snake that will pop out near the boxes and barrels. This is where you need to
mount these moving platforms from, so beware! On the first moving platform,
let it carry you to the left to break open a sphere and collect a shield.
Hop on the junction platform next and then the moving one just above it. As
this carries you to the right, you'll see a sphere which holds [EXTRA LIFE].
This is vital this far along into the second section of the castle, so snag it
by any means possible. Soon the moving platform will transport you over to the
left where there is both a platform and a rope. As far as I can tell, there's
no way to avoid getting hit once by the puddle knight at the top.
That means you should just rush up it and whomp him with your sword, but
definitely don't allow yourself to get hit twice. To the left of where you
climbed up is a sphere holding a shield which will make up for the damage you
took. The [2C EXIT] is dead ahead, but that's obviously not where we want to
go. The solution is to hop onto the tower above the exit, jump to its peak and
then walk off of the side. If done right, you will land beside a sphere
holding gold. The rest of this segment is simply walking off the edge and
descending platforms.
Watch out for snakes appearing and also the [2F EXIT] because once you get
there you won't want to take it right away. You will want to walk off the
lower ledge and then bust open the orb down there to reveal an [EXTRA LIFE].
BUT it will be out over a pit so a jump reversal will be required to snag it.
It won't prove too hard and if it does just forget about it and use the exit.
_______________________________
|STAGE 2F - INNER TOWER PT. 3 |
|_____________________________|
|Exits: 2G |
|Weapons: Axe, Knife, Shuriken|
|Extra Lives: Two |
------------------------------|
This is likely your most chaotic level yet, but it's also the one right before
the boss. And there are two extra lives at the end that make it all worth it.
The first obstacle is difficult to get by without getting hit, but it is
possible. The flame will automatically rise from the fire trap and fly towards
you. When it does, jump onto the platform it was on and bust open the sphere.
There's a shield inside, but you should be focusing on both the next flame and
flying dragon head which likely appeared at the same time.
You can take both of these out in one or two swipes and then you should
IMMEDIATELY move to the right as the flame under you will be respawning right
that second. There are three spheres up ahead, the first being on a high
platform. We can ignore the first and third, though, only stopping to pick up
the second. It holds [KNIFE] whereas the other held Axe and Shuriken,
respectively. We want the knife because it will help us against the boss.
Next on the list of monsters that'll swarm you will be lizard king, a rolling
ball from the right side of the screen and a nearby bat. Lizard king and the
ball can be killed pretty close together and after getting rid of them you
should proceed. There's another ball next so swipe or jump over that, too,
before leaping to the next platform quickly(a ball will roll from the left if
you idle too much)
There's a sphere here with gold inside of it. Plus, the bat will be joined by
another of his kind and a flying dragon head will also likely appear soon, so
prepare to take them out ON THE PLATFORM YOU'RE CURRENTLY ON. Going up to the
next one will prove nasty results as even though there's a shield up there,
there is also a Warlock who arises from a pit and needs to be destroyed
immediately. Havoc will ensue if he isn't. There is a shield you can nab once
up there, though, and also some gold on the next platform.
However, the one following that brings you right in front of an anvil that
you'll need to jump over. Not much later(after a lizard king and bat), the
scene will be very reminiscent of the first obstacle you had to cross, with a
fire trap, a flame and probably another pesky dragon head. But don't walk off
the platform in a hurry this time. Crack the sphere open with gold in it and
then walk to the very edge to lure the nearby anvil towards you.
After doing that, move quickly and jump over the next two anvils one at a
time. Before the exit are two final spheres -- an [EXTRA LIFE] and an [EXTRA
LIFE]. Very nice! But watch out for flames which might still be stalking you
as you proceed to the [2G EXIT].
_________________________________
|STAGE 2G- CROSSING PT. 2(BOSS) |
|_______________________________|
|Exits: 3A |
|Weapons: None |
|Extra Lives: None |
--------------------------------|
Sonic Bat is both easier and harder than Massive Snake as a boss. On one hand,
it takes less time to dispose of it, but on the other hand it has much less of
a pattern to follow. This makes the fight more difficult on the whole and also
makes giving a clear strategy to follow quite hard, too. The best advice I can
give is to fight Sonic Bat on the first step of the first raised platform,
which will be the second platform you see.
There's no better spot as the level just loops until you reach a dead end, and
chasing Sonic Bat is a lost cause because he just runs and then will swoop in
and kill you instantly by contact. So, the first rule of thumb is to fight
from that platform, and the second is that he always starts out shooting low
sonic waves that can be jumped over. However, when he goes way up in the air
he is about to do a few high ones and these end up being the tricky ones to
dodge.
While you're throwing knives at his eyes from the left edge of the raised
platform, you should keep an eye out for his ascension. When it happens, slow
down your assault and prepare to evade by running under the wave and then
back. Don't resume your regular attacking speed until he goes back to his low
position. Mostly this fight is going to rely on how well you can anticipate
when his attacks are going to come.
Do your best, and you will most likely come out victorious if you went into
the stage with full health. If you're still having trouble, the only advice I
can give you is to be patient. It may look like you're not hitting him much,
but the encounter is set up that way. Sonic Bat has much less life than
Massive Snake and will likely be dead before you know it; either way it will
be a close fight, though. When you win, you'll automatically be taken to 3A.
(PASSWORD: Flag 1: B Flag 2: D Flag 3: ? Flag 4: ?
Flag 5: ? Flag 6: ? Flag 7: A Flag 8: C )
_____________________________
|STAGE 3A - CLIMBING PT. 3 |
|___________________________|
|Exits: 3B |
|Weapons: None |
|Extra Lives: Two |
----------------------------|
This level centers around a whole different type of solution, but it's one
that is terribly annoying. I'd imagine throughout all this game's flaws, this
level is likely the one that will cause most people to quit. Firstly, the
solution isn't readily apparent at all, or at least doesn't seem possible if
you do happen to notice it. But what you need to do, after killing the spider
you start out near, is roughly shove the barrel into the water with a running
charge, dive in after it and then give it a medium push(softer is better than
harder, as hard means you will likely need to drown and start over).
This should land the barrel somewhere in the middle or towards the left edge
of the first big rocky area. If it did, good. Back up a ways and then charge
the barrel by rapidly pressing the jump button to make yourself swim faster.
Quickly follow it and prepare to get under it in case it slides off the small
ledge you pushed it onto. If it does, you'll need to get under it and swim
upwards to push it towards the surface. But beware: if you are right against a
rock and the barrel lands on your head, you will die instantly.
Either way -- whether it gets stuck on the wooden ledge, where you can
dislodge it by swimming straight into it and causing it to repel off the wall
or whether it slips off and you get under it to push it up -- your goal is to
push the barrel onto the highest ledge where you'll need to use it for support
to get out of the water. This is easier said than done. The first step is to
make sure you have your head under the barrel and are near the surface. Once
this is the way things are, slowly scoot over until you're just barely at the
right edge of the barrel; give it a little nudge. The barrel will move some to
the left and begin to fall, but you should already be under it again before it
lands.
Repeat this until the barrel is very close to the higher ledge and then give
it a bigger nudge to push it onto that ledge. If at any point during this time
the barrel lands in the rockey valley above the trapped fish, you're screwed.
Even if you leave the screen, the barrel seems to stay there. Just drown and
retry. Naturally, getting the barrel on the high ledge will take some practice
but it can be done. Anyway, push it up against the left wall when you have it
on this ledge.
Repeatedly try to jump out of the water and onto the barrel until it works --
bingo, you'll be in a standing position! Jump and toss a knife at the baboon
and continue. Bust open the spheres for two clocks. Surprise, another barrel
is ahead! Thankfully, you can be a bit more liberal in your pushes with this
one and in theory its possible to not have to position yourself under the
barrel once before getting it to its target. This is probably the best way,
but there is room for failure until you get the knack of it. The alternative,
playing it safe, always seems to have room for failure, though. We'll discuss
the aggressive method here as the safe one operates much the same as your
earlier task.
But first, hop over the barrel and swim to the far left of this area. Lower
down you'll notice a barrel blocking a path; this is where you want to push
your barrel to when the time comes. For now, though, go as low in the water as
you can without drowning and then begin swimming rapidly towards the surface.
Assuming you're swimming fast enough, you can jump out of the water and to the
right, landing on a platform you haven't been to yet. Up here is a mad monkey
as well as[EXTRA LIFE], some clocks and another [EXTRA LIFE]. Dive off the
right edge. Repeat the same process that you did to get on the other ledge at
this spot to return to the ledge your barrel is on.
Go as far to the right of the barrel as you can while you're on its level. All
of a sudden, charge the barrel and knock it into the water; dive after it. If
done right, the barrel should bounce off a wodden wall and go towards you a
bit. Nail it in the side to push it further away and then go up to it and hit
it again. One or two more hits as strong as possible, and the barrel should
automatically strike another barrel(not the one above the fish hopefully) and
open a passage for you.
In this passage we can do another thrusting swim upwards to cling onto a rope
and then jump off of it to the left. The [3B EXIT] is just ahead.
_______________________________
|STAGE 3B - INNER TOWER PT. 4 |
|_____________________________|
|Exits: 3C |
|Weapons: Axe |
|Extra Lives: One |
------------------------------|
Wow, enough is enough huh? This is yet another Inner Tower level with yet more
of the same hazards, but it's not nearly as frustrating as 3A thankfully.
Start off by dashing to the right and smashing open the spheres to gain two
separate things of gold. Our next destination is up that intimidating climb of
pushers. But it won't be too bad. Obviously, hop up to the first platform when
the pusher isn't out in the open and then immediately go up to the next.
It's inevitably that you'll get pushed off here, so jump right as you get on
the platform and go up to the one above that. From here you should be able to
jump up to the final platform and then to the one on the right without any
further contact with pushers -- assuming you did this all in a timely fashion.
Regardless, it won't be that tough so try again if you fall.
On this platform a lizard king will immediately jump at you. He ends up being
one of the easiest lizard kings to kill because he leaps right into your
range. After taking him out, crack open the sphere cautiously as to not awaken
the nearby anvil. Inside is a handy shield. Go ahead and lure the anvil to fly
at you and jump over it then move on. There's a bat up next.
He likes to fly over your head, so you can just ignore him as you push the
spring gently down to the next platform. If he decides to swoop down, focus
for long enough to eliminate him. Once the spring is on the lower platform,
use it to jump up to the one on the right. If you fall to the lower levels,
you're likely going to die; keep that in mind. There's an annoying pusher that
you probably won't expect on this particular platform, so immediately jump
onto the stones standing on top of it. There are some anvils up here, but they
are easily avoided.
Eventually comes a bat and a sphere holding [AXE]. There's another rope and
pusher below which might look intimidating but that, in fact, can just be
ignored. Walk onto the platform below. Dash to the left and crush the sphere
to procure another shield. About face and rush the other side now. You'll hit
a green spring which you should chase, but be prepared to squash two balls
that coming rolling at you as you do. And also a bat. Once you catch up to the
green spring it will likely be near a wall(and hopefully not stuck against
one, or you'll have to go back). Push it just below the platform you can see
above and jump to it when you think the pusher won't be there.
Two more platforms up and you will be near the [3C EXIT]. However, there's a
sphere nearby with [EXTRA LIFE] inside. Stand on the pusher to open it.
Finally, leave the stage.
_________________________________________
|STAGE 3C - CLIMBING IN DARKNESS PT. 2 |
|_______________________________________|
|Exits: 3D |
|Weapons: None |
|Extra Lives: None |
----------------------------------------|
Didn't think you were going to find yourself back here huh? Wrong! Dragon's
Lair's motto seems to be "if you did it once, you'll have to do it again --
and again" so I suppose it was inevitable. What is nice is that this level is
just as, if not easier, than PT. 1. It can be beaten in under a minute if
you're quick and not too timid.
Start by running across the sinking platform to your right and then jumping on
the highest platform to the right of that. Wait for the flying dragon head to
appear and kill it; then jump as far as you can to the right and cling onto
the rope whenever possible. Climb to the very top of it and get off. Run
across the next moving platform to the right and once again jump on the
highest platform.
Like before, leap off of this platform and you should be able to cling onto a
rope on your descent down. If not, you will land on a platform, assuming you
went the full extent of your jump. Climb up this rope to the highest platform
once again. All you need to do now is get on the sinking platform to the right
and get off at the second highest platform, where the [3D EXIT] resides. Kind
of strange, considering level 3D is the most easily accessible, this being a
2-D game and all. Hahahahaha. Not funny? Sorry.
_____________________________
|STAGE 3D - CLIMBING PT. 4 |
|___________________________|
|Exits: 3E |
|Weapons: None |
|Extra Lives: None |
----------------------------|
This level can be tricky, but like 1B we can be tricky in it, too. Crack open
the first sphere you see to get some gold. Now, we're going to bypass a huge
amount of the level and only take a small amount of damage in the process. See
that red spider nearby? He's moving up; down; all around. When he starts to
move up, sort of get under him and jump upwards. If you do this right, you
should be propelled upwards quite far when you collide and be able to land on
the higher platform.
((If you don't, you'll have to take the long way which involves swimming
through the sea, surfacing on the right side and then platform-jumping all the
way to where we could have gotten with that one spider-jump. Time is highly
limited here, too.))
It's a cool trick and not hard at all to do, but I suppose makes the stage
tougher if you mess up and have to go into it with one less shield.
Nevertheless, we'll assume that you got to that platform. So you're beside a
barrel now. Bust open the sphere to the left for more gold and then bum-rush
the barrel to send it scooting to the right. Follow it closely, dispatching
the mad monkey. There's a squid on the platform below, so hop over him and
bust open the sphere that was beside him to get a shield.
Give the barrel a gentle push now. We do this because we want to be able to
get the next sphere which holds another shield. But while going for that
sphere, watch out for a volcano spitting flames below you. The barrel
shouldn't have gone past the next platform down, which is a tiny one based on
scaffolding, but if it did you'll have to go back and push gentler next time.
However, if it is before the edge, give it a fierce push and then dive into
the water after it. Depending on where it lands, you might have to collide
with a fish(your shields should save you) but whatever you do make sure to
push it against the rocky wall to the right and follow it down. If you lose
the barrel at this stage, you might as well cash in your chips.
While following it, you will eventually see another explosive barrel at the
bottom of the sea. Your barrel should collide with this if it is falling
against the right wall and thus cause it to disappear. Go past where the
barrel was, and you'll find yourself at the last tricky segment before the
exit. Your goal here should be to get a good swimming start from the bottom
and to thrust out of the water on the left side of this last swimming channel.
Ideally, you should be able to use this force to jump onto the final platform
with the [3E EXIT] but that might be easier said than done. Try experimenting
with swimming up from different depths if you fail from the very bottom. You
should still have a lot of time if you used my secret method.
___________________________________
|STAGE 3E - BEHIND THE WALLS PT. 2|
|_________________________________|
|Exits: 3F |
|Weapons: None |
|Extra Lives: None |
----------------------------------|
This level is even simpler than Behind the Walls Pt. 1 assuming you don't make
the supposition that you can reach the exit by going in a straight line.
Instead you need to jump to all of the visible platforms until you see one
with a rope leading down from it. Climb down this rope and then jump to the
lower-right right platform which is visible. There's a slide down to a lower
platform just to your right, so avoid that as you make a hop towards the rope
to your right.
Latch onto this rope, climb and presto -- the [3F EXIT].
_________________________________
|STAGE 3F- CROSSING PT. 3(BOSS) |
|_______________________________|
|Exits: 4A |
|Weapons: None |
|Extra Lives: None |
--------------------------------|
This guy probably has more health than he should, but thankfully his attacks
are incredibly easy to dodge with as many platforms as you have access to.
Most likely you have axes here, but it's possible that you have another
weapon(God forbid you have shurikens -- just go back to your level 3 password
and get something else if so). Knives will work the same, though.
Avoid going on the platforms closest to Grim Reaper as you hit him with ranged
weapons; any place on his body will do. He'll make some swoops but shouldn't
mess with you on the right-most platforms. His only attack is a heat-seeking
damage ball that can actually be destroyed with your ranged weapon which makes
things incredibly simple: keep attacking Grim Reaper until he fires a ball and
then focus on destroying the ball. Rinse and repeat.
Your main concern outside of this simple pattern should be the time limit as
Grim Reaper has a truckload of health. Don't slack off too much, and you
should be fine.
(PASSWORD: Flag 1: ? Flag 2: ? Flag 3: D Flag 4: B
Flag 5: C Flag 6: A Flag 7: ? Flag 8: ? )
_______________________________
|STAGE 4A - MISTY TOWER PT. 4 |
|_____________________________|
|Exits: 4B, 4C |
|Weapons: Knife, Axe |
|Extra Lives: One |
------------------------------|
Your biggest obstacle in 4A is time and as such it's a good idea to not really
mess with a lot of the secrets and instead focus on the bigger picture.
However, if you want to acquire one of two [EXTRA LIFE] in the level, descend
the first sinking platform you start by, jump on the platform to to the right,
attach to the rope and immediately drop off to your left. The sphere there
holds it. Otherwise, proceed to the right, get the gold, kill the snake, and
perform a medium jump off the edge to land on some boxes at the lower end of
the tower.
Crack open the two spheres on each side for [KNIFE] and a shield. At this
point there will be an annoying storm cloud that hovers over you and shoots
lightning bolts right on you. The only way to avoid this is by evading left
and right and waiting for it to pass over. When it does get on the platform
and ride it up to the upper-right ledge. But if the storm cloud comes back,
jump down and retry. Eventually you should be able to ride the moving platform
to the ledge without the bother of the storm cloud, but it can take some time,
and you don't exactly have a lot of that.
Kill the snake on this high platform, grab the shield from the sphere and drop
down to the next platform where a good old walking broom is. You can either
climb down this rope to get the gold at the bottom(a barrel will roll at you
this way) and then proceed right or jump off of it if you're lacking in time;
it doesn't matter since it's all the same platform. There will be a snake and
another sphere with gold it at the end, though.
Past the snake, leap on the rope and climb to the higher platform. Climb the
box and then go to an even higher one where a walking broom awaits. Ignore it
if possible and kill the snake on the right edge before mounting the sinking
platform and immediately making a long jump off of it. Done right, you will
land on a platform near a boiling cauldron. one more snake and walking broom,
and you can leap to an even higher platform, climb that and from there reach
the platform with a flag-pole on it, signalling you nearing the end.
We're going to want to avoid the obvious exit as usual. Instead, there's one
if you go down using the sinking platform at the end of the level. Just jump
off it to the right to reach an area with a walking broom, a sphere containing
[EXTRA LIFE] and the [4C EXIT].
_______________________________
|STAGE 4B - TOWER OF DARKNESS |
|_____________________________|
|Exits: 4A |
|Weapons: None |
|Extra Lives: None |
------------------------------|
Oooh, spooky. Too bad it doesn't lead anywhere. Avoid this level at all costs
unless you're terribly curious what the tower level template looks like with a
darkness effect on it.
_______________________________
|STAGE 4C - MISTY TOWER PT. 5 |
|_____________________________|
|Exits: 4D |
|Weapons: None |
|Extra Lives: None |
------------------------------|
This is a very irritating level, and that's because like some of the
barrel-in- the-water levels you have to push around a dumb plank in order to
complete it. You'll notice the hunk of wood at the start and from there you
should immediately start pushing. There aren't many enemies in this level
which is good but the one that is there throughout(Flying Dragon Head) is
infuriating.
Anyway, keep pushing the plank along and jumping from platform to platform.
You shouldn't run into any problems until a segment with a see-saw and two
balancing planks. As usual with these things, you need to push leap from a
high platform onto the opposite end of the see-saw to make the anvil land on
the stuck platform. However, if you miss, you'll need to jump back up three
steps(to your right then back to the left) to get to where you were. And then
the platforms aren't exactly easy to get over either, especially if your plank
is in an annoying place.
The best strategy for getting over the moving planks is to jump on the first
right as it's going down and then make it to the second and then over to the
next platform. But it's here that the problems really start to occur. Ideally,
your plank should be somewhere on this platform where you can push it very
gently to the left. Once it's out of your reach you can make it over. However,
this rarely works out as planned and time can be a problem too(if it is, go
left of the platform the see-saw is on and grab the clocks from the spheres)
Should you push the platform out of reach, just dive off the edge -- it's
over. Thankfully once you make use of your plank and actually get to the other
side the level is over, and you're at [4D EXIT] but obviously that's easier
said than done.
_____________________________
|STAGE 4D - CLIMBING PT. 5 |
|___________________________|
|Exits: 4E, 4D |
|Weapons: Knife |
|Extra Lives: None |
----------------------------|
Most of this level is unnecessary and overly difficult, but there is a way we
can bypass all but 4 enemies and get straight to the exit(which, incidentally,
is only worth taking if its located in the upper-left; the right exit leads to
the same level(...)) Again we're going to make use of a spider to serve this
purpose, but this time it's easy enough to get him to respawn if we screw up
and we have 2 shields to do it with(you need one extra for the baboon at the
top of the rope who is near impossible to avoid)
The first spider can either be squashed with a ranged weapon(safer) or leaped
over if you're good at watching patterns. Jump to the second inclined platform
now. The spider here is conveniently just below a rope ladder. To get on that
rope ladder, wait until the spider is at his highest point and then sort of
jump from underneath him and strike him, causing yourself to be propelled
upwards. Collide with the baboon and kill the burrowing spider next.
The sphere holds [KNIFE] and [4E EXIT] is just to the left of that.
Note: If you can't seem to use the spider trick, you're going to need to
navigate the whole level which is a pain. Nothing comes of swimming in the
water if you fall in it, so always head back to the rope ladder near where you
started if this happens. Otherwise keep leaping from inclined platform to
inclined platform, pass the volcano, scale the platforms and then travel back
to the left once on the top level. You'll have to cross a series of ropes
which become ignited by the fire and also deal with a bunch of enemies along
the way, but it does eventually meet up with [4E EXIT].
_______________________________
|STAGE 4E - INNER TOWER PT. 5 |
|_____________________________|
|Exits: 4F |
|Weapons: None |
|Extra Lives: One |
------------------------------|
once again, we can bypass half the level's enemies via the monster-jump trick.
But first we'll have to scale the first series of plank pushers that come out
of the wall. The Flying Dragon Head is nearly unavoidable while doing this,
but he can be used to our advantage if we jump into him when he's above us,
thereby propelling us higher up. Or the traditional method of climbing will
work, too: just jump as high as you can if the next platform is tucked away,
and the platform you were standing on will automatically be all the way out
when you land.
This allows you more time to wait for the next platform, but that might not be
necessary if you can manage to get into a good rhythm and scale all the
platforms without stopping(this usually requires you to luckily catch the edge
of a platform just as its going in, during your fourth consecutive jump
without stopping.
Once you reach the top, immediately leap into the air and nail the Warlock
with a knife. He'll cause tremendous trouble for you if you don't. Your next
objective is to -- after busting open all of the spheres and getting the
clocks and gold -- wait for a Flying Dragon Head to appear and hover above
you. When it does, jump up into it to be heaved up into the rafters. From here
it's smooth sailing to the [4F EXIT].
________________________________
|STAGE 4F - Dragon's Lair(BOSS)|
|______________________________|
|Exits: Main Menu |
|Weapons: You're holding it |
|Extra Lives: You wish |
-------------------------------|
Here it is, the moment we've all been waiting for, the grand finale!! Okay, so
it's kind of disappointing and the location doesn't make sense(what kind of
dragon lives at the beach?) but the fight is still incredibly tough
considering what it took to get here, and you definitely won't want to risk
screwing it up.
Start out by killing the crow you see. These things are best disposed of with
knives as you'll soon learn. After that crow is another one plus some sand
snakes. Then two sand snakes and another crow. Only the last of the encounters
is any trouble, though, and even it can be remedied by killing the sand snake
instantly with your sword and then jumping to toss a knife at the crow;
finally landing to dispose of the last snake. Singe the Dragon is next, and
during the fight you will be pestered by countless crows.
Singe would be easy by himself; just aim for his head. However, the crows will
take some tactics. A lot of them will run right into your knives as you're
jumping and hitting Singe in the head, but some will get over you, and when
this occurs it's best to retreat and kill them off. The dragon doesn't
regenerate or anything. But he does make a noise right after using his only
attack, a breath of smoke, for what it's worth.
You shouldn't be trying to use your sword at all in this battle unless a crow
somehow manages to get below the belt, which is a rarity in itself. Try to
persevere somehow and don't let yourself take too much damage. If you took any
in the earlier parts of the level, you're obviously going to have a time with
this guy, but he'll still be beatable if you practice good crowd-control.
(PASSWORD: Flag 1: A Flag 2: ? Flag 3: B Flag 4: ?
Flag 5: C Flag 6: D Flag 7: ? Flag 8: ? )
@====================================@
|III. OBSTACLES THOU WILL ENCOUNTER |
|___________________________________|
(ANVIL) - These are not the variety that unstick platforms; this type is green
and comes to live when you get near it. Very difficult to avoid and can hurt
you even when stationary.
(BABOON) - Jump around in the Climbing levels. Your typical move towards you
monster that can be done in with one hit from your sword. Most troublesome
when they're hanging around on a platform above you.
(BALL) - These roll at you in the Inner Tower level. They're kind of like
barrels except there are more of them to contend with. Just jump over them or
slash them. Red and green varieties of these exist and came appear from behind
you or ahead of you screen.
(BARREL) - Rolls at you in the Misty Tower level. Can't be destroyed but is
easy enough to leap over.
(BAT) - Appear in the Inner Tower levels. They're small and kind of hard to
see. They also don't immediately approach you. If you see one, watch your
back!
(CROW) - Indigenous to the Dragon's Lair. Likes to play waiting games with
you, so toss knives if it's waiting for you to make the first move. Keeps both
parties happy.
(FISH) - Hangs out in the water(not as obvious as you might think, in a game
with flying squids) and blows heat-seeking bubbles at Dirk. Easier to collide
with than to evade. And more practical.
(FLAME) - Rises from a very painful flame trap and hovers about. Moves at a
difficult angle and is best avoided by out-running it.
(FLYING DRAGON HEAD) - Appear behind you based on some sort of timer. Hitting
them with a ranged weapon knocks them off-screen temporarily, so it's probably
better just to wait until they're in range and whack them with a sword. But
ranged is doable.
(LIZARD KING) - This silly guy appears in all the Dragon Lair games it seems.
He's just as weird-looking as usual and kind of represents a mini-boss as he
guards the exit to the Inner Tower. His movement pattern can be tricky, so you
might want to try ranged against him. Or running.
(MAD MONKEY) - These things are clunky, but they always seem to get dropped on
platforms with very limited movement so they end up being trouble anyway. It
takes a couple of ranged hits to dispose of them but only one from the sword.
(MASSIVE SNAKE) - The boss of the first tower. Oddly, spits eggs that hatch
into baby birds. Presumably he has an upset stomach and is coughing them up,
but who knows. Stand as close as possible to him without touching and aim for
just above his tongue.
(PUDDLE KNIGHT) - Sort of like a mini-boss in the Misty Tower level. He
alternates between sliding damaging puddles left to right across the ground
with his sword, but doesn't put up much of a fight when you get to him. He
calls it quits after one hit.
(SAND SNAKE) - Like the crow, unique to the Dragon's Lair. It's basically a
water snake except it stands upright in the sand and slithers towards you. Not
hard to kill.
(SNAKE) - Show their faces in the Misty Tower level. They look like they would
shoot something out of their mouths but instead just hover in place looking
mean. Easily taken out with sword, even when charging.
(SONIC BAT) - Second boss in Dragon's Lair. Flies in the air and spits out
sonic waves which arc down diagonally towards Dirk. Should be destroyed with
range weapon strikes aimed at the eyes from the first raised platform.
(SPIDER) - These things are very small and make a terribly annoying noise.
It's a high-pitched beeping and manages to make the background music hard to
hear. Thankfully you can kill several of them in one slash. There are walking
varieties and burrowing varieties as well as a type that appears attached to
an invisible web.
(SQUID) - Anyone's guess as to what these guys are doing floating in mid-air
at in a tower. They float in place and make obnovious noises, so rub them out
ASAP.
(STORM CLOUD) - Appears very late game in the game. Highly annoying as it
follows you around and shoots lightning bolts directly at you. Touching it
inflicts damage on you, and attempting to kill it seems futile anyway, so just
evade.
(VOLCANO) - Appears as a cauldron of smoke in Climbing stages but actually
spits fires in an arc towards you. Can't be killed and is quite annoying and
sneaky.
(WALKING BROOM) - Overly-happy brooms that patrol platforms in the Misty Tower
level. They're easy enough to take out.
(WARLOCK) - Old, bald guy found in the later Inner Tower levels. His strength
is almost reminiscent of a mini-boss if you let him get in his rhythm of
firing stars from his mouth. Take these guys out early -- in any you can.
(WATER SNAKE) - Unlike regular snakes, this variety swims and stretches out
horizontally instead of vertically. They still don't spit anything, but can be
lured away from their regular patrol point and then navigated around.
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|IV. THY ITEM LIST |
|____________________________|
This is basically a list of what you can chance upon in spheres. Most of the
stuff is self-explanatory, but who knows?
(AXE) - Makes your ranged attack axes; weapons fired at an arc.
(CLOCK) - Increases time limit.
(G) - Gold. Get 25 to unlock a bonus stage the next time you exit a level.
(HEART) - Extra life. Allows you to die an extra time before game over.
(KNIFE) - Makes your ranged attack knives; weapons fired in a straight line.
(SHIELD) - Gives you an extra shield(aka health)
(SHURIKEN) - Makes your ranged attack shurikens; weapons that backfire.