Blazing Dragons

In Blazing Dragons you play Flicker the Dragon, an oft-frustrated inventor in love with the princess, and ridiculed by the knights of the square table. The game is based on a popular British TV series called Blazing Dragons.

Blazing Dragons centers around interacting with characters and collecting items to solve puzzles. It is impossible to die or get to a place where a puzzle can not be solved.

Menu

 * psx: Up Dpadpsx: Down Dpad : highlight menu item
 * psx: Left Dpadpsx: Right Dpad : change setting
 * psx: X : confirm selection

General gameplay

 * psx: Neutral Dpad : move action icons
 * psx: R1 : cycle forwards through action icons
 * psx: L1 : cycle backwards through action icons
 * psx: X : use selected action icon
 * psx: T : open/close inventory
 * psx: Start : pause/continue

Cat-a-pult

 * psx: Left Dpadpsx: Right Dpad : move cat-a-pult
 * psx: X : launch cat (hold down to charge)

Rabbid Rabbits

 * psx: X : blink
 * psx: Neutral Dpad : choose bunny

Thumb Wrestling

 * psx: Neutral Dpad : move thumb
 * psx: X : drop thumb
 * psx: L1psx: R1psx: L2psx: R2 : pin/break pin

Walkthrough
Items you collect are in bold.

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 princess's bedroom. Take the left door.

You are now in the king's bedroom. Take the magazine on the bed. 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 princess'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 until 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 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 peasants. 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 servant. 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 canister, 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 canister. 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 canister 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!