Blazing Dragons

Blazing Dragons

06.10.2013 00:29:59
~B
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History:
June 4th, 2000: 1st revision finished and submitted to GAMEFAQS.

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Legal Stuff: Do whatever you want with this. I really don't care. I've
neither the time nor money to bother with copyright issues on a
FAQ/Walkthrough for someone else's game. Although I really don't care what
you do, please don't copy this verbatim and claim authorship, or I may
hunt you down and glare at you.

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Contact info: Send any/all questions to rglass77@yahoo.com. They may or may
not recieve an answer, if not check the FAQ and they should show up there.

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Game info:
It came out on the Sega Saturn (Which I used to make this FAQ) and for the
Sony Playstation. this is a point&click game, where you walk around
collecting items and figuring out where to use them later. At a handful of
places mini-games require a slight amount of skill, but you can try again
as often as you like and none of the mini-games are especially hard.
Mystical Ninja on the 64 could have taken a few cues from this game in that
regard. Also, if you have the manual you shouldn't need this guide. Most
of the puzzles are simple, and almost all are covered by the manuals hint
guide. The only real problem I had was not knowing this or that item
was available for use. (eg the post in the cornfield)

From the Saturn box and manual:
Made by Crystal Dynamics
Licensed by Nelvana Marketing
Distributed by Mindscape

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Story:
In this game you are Flicker the Dragon, an oft-frustrated inventor in love
with the princess, and ridiculed by the knights of the square table.

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Walkthrough: (Continues to end, items you collect are in all-caps)
You start the game in your (Flicker's) room.
Look at the table, take and look at the JAR, and also the INVENTOR'S BOOK.
Look at the bed and take the TAIL-WARMER.
Leave your room, you are now in the upstairs hall.

The door you see is the library.
Take the CANDELABRA sitting in the wall.
Leave through the bottom left of the screen.

You will go through some conversation, then wind up in the kitchen, where
you must do the dishes.
Look at the sink, then take the MOP.
Put the CANDELABRA on the kettles.
Put the TAIL-WARMER on the CANDELABRA's open end
Put the MOP in the cup-rack
YOu now leave the room and return to the square table room

The square table room has 4 exits, the stairway to the left leads back to
the upstairs hall. The left-most door is the kitchen, the middle door is
the entrance-hall, and the right-most door is the royal bedroom hallway.
Enter the right-most doorway

In the royal hallway you can follow the hall back to the square table room,
take the left door to the king's bedroom, or take the right door to the
princesses's bedroom.
Take the left door.

You are now in the king's bedroom.
Take the MAGAZINE on the bed. (No, it's not dirty.)
Take a PIPE-CLEANER from the bench, then try to take another for fun.
Leave.

You are back in the royal hallway.
Take the door on the right.

You are now in the princesses's room.
Take the BOTTLE on the fireplace.
Return to the square table room.

Take the middle (entry hall) door
Tell the lady in the information booth that you need help and
she'll give you a MAP. After this the door will open.
Leave through the now open door or by looking at the MAP.

On the map take the bottom (beanstalk) option.

You are outside the psychiatrist's house. Take the BEAN and
use the BOTTLE on the bald lady. After this take her HAIR.
Talk to her and you'll trade the (now empty) hair tonic BOTTLE
for her SHEARS. Go to the stadium on the map.

You are at the stadium. Go through the arena archway. Put the
PIPE CLEANER in the anthill. Go to the practice range. Play
the catapult game till you win, then collect the CAT. Go
to the princess' room.

In the room of the princess, ask her for advice on becoming a
knight. Use the JAR on the princess after you miss catching her kiss.
Go back to the psychiatrist.

At the psychiatrist's office, go inside. Use the PIPE CLEANER on
the piper and the JAR on the naked man. Take the FROG and go to
the middle knight.

The middle knight is threatening the king. Use the BEAN in the garden.
Go see the top knight.

The top knight is obsessed with his reflection, use the FROG on the frog.
Go see the last knight.

The last knight is hunting the black dragon. Follow the trail to the
next screen and use the CAT on the dog. Talk to the knight and ask
about chain mail. Go to the room of the princess.

The princess wants to run away. Use the HAIR on the window, then go
to the chancellor's room.

In the chancellor's room take the STAMPS and the CRACKERS near the
birdcages. Look at the book then go to the library.

Tell the librarian that you need help finding a book. Ask for
"Crushing the Will of the Weak With No Remorse". Take the DUSTER,
then talk to the jester. Tell him "What are you doing", "Ok" and
"Yes". Return to the library and use the MIRROR on the jester.

Go to the room of the princess and take the SUITCASE and the SHEET.
Return to the library.

Use the SUITCASE on the jester then go to black dragon field.

Take the PITCHFORK and go to the arena.

Use the PITCHFORK by the statue and take the MOLE. Use the DUSTER on
the pizza-dragon. Take the PADDLE. Go to the woods on the map.

Note the dodo's plight and go to the library.

Use the DODO STAMP on the endangered species board and return to the woods.

Go to the town and use the COAL on the angry peasents. Take the PADDLE
and the HEAD and go into the juice bar.

Accept the job and go outside.

Talk to baseball player and give him your CRACKER. Go back into the bar.

Take the PRUNES by the monks. Try to take the COMICS and say "What's
the big deal". Once you win the contest take the COMICS and go to
Sir George's castle.

Put the PRUNES in the NEWSPAPER and use the RIBBON on the NEWSPAPER.
Use the bell and use all the options on the speech menu. Ring the
bell again and use the delivery option. Use the PACKAGE on the
guard, then go in the side door. Go up the left side, then back to
town.

Use the HEAD in the manure and go back to the bathroom.

Use the HEAD on the servent. Go back to the main castle hall.

Use the right doorway.

Go down the stairs.

Take the PAPER on the table. Look at the PAPER. Go back upstairs.

Use the wheel next to the exit for the black dragon. Use the PAPER on
the guard next to the gate. Go back downstairs.

Use the BONE on the door holding the princess. Return to the forest.

Use the RUST-B-GONE on the bear trap. Go to the sign-cleaner.

Use the MOLE on the dirt by the sign. Try to take the STILTS and
mention "Eddie Ember" to the sign-cleaner. Go back to the town.

Use the SHEET on the post in the corn. Take the CORN. Go to the
trapped knights.

Talk to the knights and go to the mines.

Talk to the bird and use the MAGAZINE on him. Take the PICK and a
CANNISTER, as well as some DUST near the bird. Go to the knights.

GO underground and use the PICKAXE on the PEG on top of the shaft.
Go to the juice bar.

Give the PEG to the baseball player. Go to the lake.

Use the STILTS on the water to the right to cross. Take the sword out.
Take the OAR. Use the top of the dryer to set it to delicate. Put
the CORN in the dryer, then in the CANNISTER. Go to the knights.

Use any of the PADDLES on the knights. Go to the kitchen.

Find and take the TONGS, which should be above and left of the kettles.

Go to George's castle and use the TONGS on the EEL. Go to the lady in
the lake.

Use the EEL on the boat. Ask about the cave of dilemma. Go to the
waterfall, go into the cave and take all the tests.

Test of Dexterity:
Use the SHEARS on the hedgehogs, then spin them.

Test of Strength:
Use the WHISTLE on the rock.

Test of Eye-Hand Coordination:
Keep track of the health rabbit, blink when the rabbits aren't moving.

Test of Something a Wee Bit Scary:
Use the SOAP on the laundry and the POWDER on the cloud. Go to the
tournament.

Beat the thumb-wrestling. Go to the catapult range.

Use the CANNISTER on the catapult, and aim for the black dragon, pulling
back all the way. You will now end up in the dragon.

Pull your lever. Use your CLICKER on the joystick, the use the SHEARS
on the cord while Merlin tries to restart the engine. You win!




 
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