[[quoteright:237:http://static.tvtropes.org/pmwiki/pub/images/Dragons_Trap_Book_3746.png]]
[[caption-width-right:237:Bock Lee Temjin, as depicted in ''The Dragon's Trap''.]]
'''''Wonder Boy III: The Dragon's Trap''''' (known in Japan as '''''Monster World II: Dragon no Wana''''') is the fourth game in the "Franchise/WonderBoy" series. After being defeated by Bock following the end of ''VideoGame/WonderBoyInMonsterLand'', the Meka Dragon places a curse on his killer. Bock turns into a lizardman and now has to regain his human form, gaining other transformations in the process. Being made for consoles rather than an arcade game, ''Dragon's Trap'' ditches the stage-based format of previous games in favor of a [[{{Metroidvania}} free-roaming approach]].

''Dragon's Trap'' was originally released for the MasterSystem in 1989, followed by a portable version for the GameGear in 1992. A TurboGrafx16 remake was also released titled '''''Dragon's Curse''''' (also known as '''''[[RecycledTitle Adventure Island]]''''' in Japan).
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!!Tropes in ''Dragon[='=]s Trap'':
* AdaptationDyeJob: Bock's in-game sprite has green hair instead of blond like he does in the official illustrations. The TurboGrafx16 version, ''Dragon's Curse'', depict him with the proper hair color though.
* AmbidextrousSprite: Averted for five of the six forms (didn't need to be averted for the Lizard-Man who didn't use any equipment).
** Though they do use the wrong sprites when Mouse-Man is climbing the left side of a wall or a ceiling.
* BalefulPolymorph: The main premise of the game.
* CountrySwitch: Playing the Master System version on a Japanese Mark III will change the game's title to ''Monster World II'' and will enable FM music if a sound module is connected to the console. Otherwise, the game's menus and messages will still be in English.
* CreativeClosingCredits: In the Master System version, the credits start by showing the various forms the hero can assume, then lists all the enemies and bosses as the game's "cast" and... that's it, there are no actual credits.
* CursedWithAwesome: You'd think that being turned into a dragon or lion-type monster would be bad, if not for the special abilities that came with them.
* DivorcedInstallment: ''Dragon's Curse'', the TurboGrafx16 version, drops the "Wonder Boy" title and all references to "Monster-Land".
** DolledUpInstallment: The Brazilian version of the SMS version became a game based on local comic ''MonicasGang'' - but in a deeper treatment than with ''Monster Land'': every form of Wonder Boy, the shopkeepers and even the final boss became characters of the comic.
* HyperspaceArsenal: You can carry every possible piece of equipment and up to 99 of magical weapons and Charm Stones, but only three Medicines (the blue potions) and only one key.
* InterchangeableAntimatterKeys: Even though some locks look different from others (depending on whether you have to unlock them once or every time), the same keys will work on all of them.
* InterfaceScrew: A minor example: the pause menu is disabled in {{Boss Room}}s and pressing pause during boss fights simply pauses the game.
* InvoluntaryTransformation: Damn blue flames.
* LawOfChromaticSuperiority: Most of the {{mook}}s come in three {{palette swap}}ped varieties, with the red monsters being the weakest, the green ones being moderately strong and the blue ones being the strongest.
* LoadBearingBoss: After defeating the mechanical dragon in the first castle, it collapses once you escape with it.
* MarketBasedTitle: The Game Gear version in Japan was released as ''Monster World II: Dragon no Wana''. While the Master System version uses the title ''Monster World II'' when played on a Mark III, ''Monster World II'' was never officially released for the Mark III in Japan.
** The PC Engine version of ''Dragon's Curse'' is titled ''Adventure Island''.
** The English Game Gear version drops the numeral and is simply titled ''Wonder Boy: The Dragon's Trap''.
* {{Metroidvania}}
* MultiformBalance: While the forms generally get better as you progress through the game, each has its unique strengths and all of them are used in the final dungeon (except Lizard-Man, which you will probably never use again after getting Mouse-Man).
** This is elaborated further down in a dedicated list.
* NoExportForYou: Inverted. The Master System version was never officially released in Japan, so the game didn't get an official release there until it was ported to the GameGear, [[SequelFirst coming out a few months after its Mega Drive sequel]] ''Monster World III''.
* NoSidepathsNoExplorationNoFreedom: while the dungeons are all very obviously linear, the [[{{Wutai}} Daymio Dragon's palace]] takes the cake: the inside of the palace is entirely comprised of straight pathways with absolutely no obstacles other than the enemies.
* OneSizeFitsAll: All armors can equipped by the protagonist, no matter what form he's in.
* PasswordSave: Relatively simple for the complexity of the game.
* PigMan: The shop owners and the guy who runs the church, at least in the Master System version.
* RecycledTitle: The PC Engine version is named ''Adventure Island'', but had nothing to do with Hudson's series of the same name (which branched off from a remake of the first ''Wonder Boy'').
* RemixedLevel: The Meka Dragon's lair, which is actually a much shorter and much easier version of the previous game's final level. You are able to get there again towards the end of the game, only to find out that it is now populated by different monsters.
* SequelNumberSnarl: ''Dragon's Trap'' came out the same year as ''Monster Lair'' and both games bore the title of ''Wonder Boy III''. Note that this was never an issue in Japan, where ''Dragon's Trap'' is titled ''Monster World II: Dragon no Wana''.
* SuperNotDrowningSkills: Unless he's in the Hawk form, Wonder Boy is not in the least uncomfortable walking around underwater. Though only in the form of Piranha-Man can actually ''swim'' and otherwise stays, uhm, benthic.
* ATasteOfPower: You get all of the Legendary equipment as soon as you start the game, but lose it after you escape the dragon's tower.
** BagOfSpilling: Just how did Wonder Boy lose his weapons?
** Also inverted: Where did he get the ivory equipment?
* TheVeryDefinitelyFinalDungeon: The OminousFloatingCastle where instead of using just the Hawk-Man form, the player has to use all available forms to advance.
* VideoGameSettings: Includes ShiftingSandLand, a TempleOfDoom, JungleJapes, LethalLavaLand, UnderTheSea, GangplankGalleon, {{Wutai}}, and an OminousFloatingCastle in space.
* WeHaveForgottenThePhlebotinum: In the Game Gear version it is impossible to regain the Legendary Shield later in the game.

!!Form-specific tropes:
* Human:
** ATasteOfPower
** ThemeNaming: To go along with the "[animal]-man" theme, the pause menu calls him "hu-man".
** TheTeaser: The only moment in the game when he's playable, unless you know one very special password...
* Lizard-Man
** BreathWeapon: He can spit fire.
** InformedEquipment: While changing the equipment does affect his stats, he's never seen wearing armor or using swords and shields.
** LizardFolk
** LavaIsBoilingKoolAid: He can walk in lava just as fine as he can walk in water. Too bad the only place he can try this out doesn't lead anywhere unless the player is in Piranha-Man form.
** ShootTheBullet: The only way he can deflect projectiles.
** UseYourHead: He can't use a sword, so he can't break blocks with it. Instead, he can break the ones above him with his head while jumping, Mario-style.
* Mouse-Man
** CeilingCling and WallCrawl: He can walk on walls and ceilings made of checkered blocks.
** PintsizedPowerhouse: The smallest of all forms.
* Piranha-Man
** ConjoinedEyes
** FishPeople
* Lion-Man
** CatFolk
** TheCharmer: The charm points are off the charts when Wonder Boy in this this form.
* Hawk-Man
** SuperDrowningSkills: He takes damage just from touching water.
** VideoGameFlight: Of the "successive [[DoubleJump Double Jumps]]" variety.
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