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Guide and Walkthrough by mosaic
Version: 1.31F | Updated: 02/14/2002
=============================== 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: firstname.lastname@example.org =============================== 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. ================= Table of Contents ================= A. Plot / What? B. Characters & Controls C. Walkthrough D. Codes / GameShark(tm) Codes * WARNING: THIS GUIDE CONTAINS MASSIVE SPOILER INFORMATION * =============== 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. ======================== 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 ============== 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..