Disappearing Dragons
The gate of Castle Grayskull, closed
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a TV screen
S2:E14

MU079

October 2, 1984
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A television, with sections on the right reading from top to bottom: Episode Number, Episode Code, Original Air Date, and Stills.
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Writer
Larry DiTillio

Director
Ernie Schmidt

Snapshot
The great Granamyr once again calls for He-Man's help, this time because dragons are mysteriously disappearing. When our hero rounds up friends to solve the mystery, it's not surprising they find some of Skeletor's goons at the bottom of things; but a mishap with a transport ray sends villains and heroes alike to another dimension, and puts He-Man into a gladiatorial battle that maybe even he will need help to win!

Heroic Warriors
Cringer, Orko, Prince Adam (He-Man), Zoar (Sorceress), Mekaneck, Buzz-Off

Evil Warriors
Kobra Khan, Webstor

Other Characters
Eternian guards, the creature in the bottle, Granamyr, Dragons, the Darmi (Verdor, Kara, Bylon), Bellatron

Vehicles
royal taxi (?), Wind Raider, floating discs, tank vehicle

Plot summary
Just outside the royal throne room, Adam and Orko are enjoying a friendly strategy game while Cringer lays at their feet (or possibly just Adam's feet, since it's unclear what Orko has under that skirt). Adam wins the game (with some help from Cringer, who gives poor advice to Orko) just in time, as Zoar flies by and lets him know that the dragon Granamyr desires the presence of He-Man. Hearing the news, Cringer decides he doesn't want to be in the remainder of this episode, so it's only He-Man and Orko who take the Wind Raider over to Granamyr's home of Darksmoke. Orko has never met the touchy, grouchy dragon before, and he starts off his visit on just the right foot (another suggestion that Orko has feet, even though he might not!) by messing with a jug lying in the dragon's treasure room. A wicked claw on the end of a monstrous arm shoots out of the jug's opening and yanks Orko inside. He just manages to escape before Granamyr shows up. But the Trollan still causes offense during his introductions by claiming that he and Granamyr are on a par as magic users, and then calling the dragon "lizard breath."

He-Man tactfully changes the subject, asking why Granamyr wanted his help, and the great dragon explains that his less intelligent brethren have been mysteriously disappearing from their aptly-named home of Dragon Mountain. Based on Granamyr's two previous encounters with the Eternian beefcake, the great dragon has determined that the "wise" He-Man is the one to solve the case. He-Man takes on the job, and a satisfied Granamyr promises to appear and give assistance if his name is called. The blonde wonder then rounds up his buddies Mekaneck and Buzz-Off to help him stake out Dragon Mountain. The pair of Heroic Warriors, aided by Mekaneck's extensive neck, espy the Evil Warriors Kobra Khan and Webstor lurking near their draconic quarry, manning a shady-looking ray gun. A two-on-two battle commences, in which the heroes manage to distract the villains long enough for the targeted dragon to fly off unharmed; but the bad guys get the upper hand when Khan uses his sleep gas. He-Man joins the fray and it seems the tables are about to turn; but then Orko decides to "help." The Trollan attempts a spell to eliminate the ray gun, but instead causes it to fire off wildly in all directions, then explode. Orko dodges the beam, but everyone else is zapped away!

The ray gun, it appears, was a transporter ray, and the heroes find themselves in an unfamiliar land. While He-Man tends to Mekaneck and Buzz-Off, who are still shaking off the effects of the sleep gas attack, Khan and Webstor (who clearly know where they are) sneak off to the nearby town. When the heroes eventually follow, they discover a series of prison cells built into the rock, where all the vanished dragons have been locked away. A trio of humanoid characters wearing togas and riding floating discs appear to ask the heroic trio just what they think they're doing. When He-Man announces their intention of freeing the dragons, the new acquaintances get militant and trap the heroes in a bubble. The prisoners are taken to the "gallery," an arena that looks as if it has seen better days.

The three strangers (a woman and two men), arranged in the best seats in the house, provide some back story. They are the Darmi, and their names are Verdor, Kara, and Bylon. This is the world of Mero, a planet devastated by a war so terrible that the three are the only survivors. Having seemingly learned very little from their own tragic tale, all the Darmi want to do is see more fighting and bet money on the outcome. They have hired Kobra Khan and Webstor (who are lurking in the stands behind their business partners) to gather the dragons as gladiators to fight for their pleasure. In return, the Darmi have promised the villains help in conquering Eternia.

With explanations out of the way, He-Man agrees to fight the Darmi's champion in a bid to win freedom for himself and his friends. It turns out the champion is Bellatron, a huge robot with all kinds of bells and whistles on his body. He can shoot binding ropes, fire lasers from his eyes, launch rockets from his hands, fly, has spinning blades, and (amazingly) seems impervious to all of He-Man's attacks. The hero tries his best, but after pummeling the robot for a while without effect, Bellatron strikes him with a ray that drains his strength. With the lucky timing that always occurs in television, it is at this moment that Granamyr rides to the rescue along with Orko. The Trollan had been trying to repair the transporter ray without success, and when threatened by a curious dragon, he mentioned Granamyr's name aloud, thus unintentionally summoning the guy. On defusing the situation and hearing Orko's tale, Granamyr instantly repaired the ray and here they are!

Granamyr breathes some fire into the arena to separate the combatants, giving He-Man just enough time to find his second wind and really wallop that pesky Bellatron, finally putting it down for the count. An enraged Granamyr exacts vengeance on the Darmi who captured his dragons by turning them to stone (or metal, or something). Khan and Webstor, who see which way the wind is blowing, decide to make a run for it, hopping into a tank-like vehicle they find nearby. Granamyr frees Mekaneck and Buzz-Off from their bubble, and with the rescued pair's help He-Man tracks down the villains and throws a rock into their tank. With only rock visible through his windshield, a blinded Webstor drives into a gorge, and the dazed enemies get tied up.

Back at the arena, He-Man finds Granamyr ready to take an eye for an eye by forcing the horrified and pitiful Darmi to fight for Granamyr's amusement. But He-Man preaches his typical sermon on forgiveness. With some temerity, he points out to the gigantic, near-omnipotent entity that if Granamyr forces the Darmi to battle each other, he will be no better than they are. Granamyr, rather than be miffed, sees our hero's point and decides to let the Darmi go; but their arena is not so lucky. At Granamyr's command the released dragons spray fire over the structure, reducing it to rubble. He-Man suggests to the bereft (but alive) Darmi that they give up destruction and try rebuilding their world instead. They seem amenable to the idea, so the heroes all head home.

End with a Joke: Back at Darksmoke, Granamyr is thanking He-Man for all his help, and Orko obnoxiously butts in to demand his own reward. Granamyr smoothly gifts the Trollan - with the jug the magician fooled with when they first showed up. It promptly grabs Orko and yanks him inside. He-Man calmly says he could "use something like that," and Granamyr offers to let him borrow the jug whenever he wants. As the vessel bounces around the treasure room with Orko trapped inside it, He-Man laughs.

Memorable lines

Animation Loops

hemanTransformations
Zero (!)

PSA
Brought to you by He-Man
He-Man advises us not to be cruel to animals, like the Darmi were with the dragons. He also reminds us that dragons aren't real - which is very disappointing. A similar animal/pet-based message, again related to dragons, was given to us by Orko at the end of MU009.

Connected episodes
Granamyr episodes
Games and gladiators: A classic example of this theme.
Everybody deserves a second chance: Even those stuck-up Darmi, whom He-Man saves from Granamyr's wrath
Skeletor-less episodes in Season 2

Firsts/Lore

Commentary