Blazing Dragons

Blazing Dragons

18.10.2013 04:32:05

English

Final Level Password:
V?U5MK 4N6LUL OHW5CB.

Hints:
If only Flicker could win the tournament and marry the Princess. That is, if
only Flicker could first, become a knight, next, enter the tournament, then, win
it and marry the Princess. That is, if he could initially finish the dishes,
then, work as a Squire and unmask the Black Dragon, in the meantime save the
Knights, rescue Flame, become a Knight, enter the tournament, almost lose it,
win it and, finally, marry the Princess!

CASTLE KP:
Before Flicker can pursue his quest for knighthood and the hand (or claw, as
the case may be) of his lady love, he must wash a palace-size pile of dirty
dishes. Flicker's an inventor. Read the Book!

INFO LADY:
Ask the Info Lady for help. She has an important clue for almost every major
puzzle.

FLAME'S ROOM:
Say goodbye to Flame before leaving the Castle. Preserve her kiss, and later
give someone a toadal makeover.

SAVE THE KNIGHTS:
If Flicker is going to succeed at dragging his tail up the royal ladder, he's
going to have to do some knightly networking. This means sucking up...er, ah,
helping out the big Sirs of the Square Table. Sirs Burnevere, Blaze, Gasflame
and Loungealot have all forged ahead heroically, straight into deep dragon
doo-doo. If the truth be known, all four of these royal warriors are burdened
with serious short-comings. Flicker must save each one and gain favor with all
who sit at the Square Table. The whole dragonly plan is to get hired on as a
squire by a grateful Knight.

HOME FOR THE GRIMLY INSANE:
Sir Burnevere is pulling rubber room time. Distract babbling Dr. Fraud so Sir
Burnevere can escape.

THE ENCHANTED POOL:
Sir Blaze has fallen hopelessly in love as he gazes at his own reflection in the
pool. Break the spell quick before he goes on his honeymoon. The fly-munching
madman is the knight's only hope.

BEHIND THE CASTLE:
Sir Gasflame the Myopic is committing a feudal faux pas by attacking his own
liege. Save him from a bad career move. The seeds of Gasflame's enlightenment
could be in the bag.

ON THE HILL:
Quarrelsome Loungealot is ready to clash on mortal combat with the ominous
Black Dragon. But the Dark Defender is a no-show. Loungealot's salvation is the
cat's meow.

GUIDO'S PIZZA STAND:
Pull off a feather heist to tickle the chef's fancy.

ENTRANCE TO TOURNAMENT GROUNDS:
The sign handler is your stop Ôn drop source for questing necessities. Don't
chew on this puzzle too long.

SAVE THE LADY OF THE LAKE:
The lady has taken a shock. Give the boatmen the same.

FLAME'S ESCAPE:
Flame's hand(plus the rest of her) is in jeopardy. Assist her get-away. A
punked-out fair lady provides the modus escapidus.

TRAPPED IN THE CASTLE:
The solution is a real drag, involving a tricked and tranced Trivet. The word
now as always, girls, is: Accessorize!

SAVE THE DODO:
Get eco-aware. Stop the hunter from stalking the rare bird. A little strategic
graffiti will confuse the local constabulary.

IN THE JUICE BAR:
Waiter! What's the juice du jour?

INFILTRATING CASTLE GRIM:
At the moat, you need a specialty food item. Give Sir George the gift of
roughage. A stinking disguise of the very despised is in order.

SAVING THE DAMSEL DRAGON:
Fool the local sorcerer out of his numbers.

 
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Hints Guide
FAQ/Lösung

16.Oktober 2013
FAQ/Lösung

06.Oktober 2013
engl. Cheats

18.Oktober 2013
Kurzlösung
Kurzlösung

17.Oktober 2013
Lösung

17.Oktober 2013
engl. Hinweise
13.Mai 2008
engl. Lösung
13.Mai 2008
 
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