spyro enter the dragonfly walkthrough
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Total Gems available: 7000. You'll eventually have 6800, thanks to Moneybags. Total Dragonflies available: 90. Ten in each world; 7 or 8 from normal play, and 2 or 3 from Minigame Portals. Speaking of mini-games: when I describe each, I'll put how hard I consider it to be, out of a possible 5 stars. A few notes before we get started: First: I *will not* be mentioning gems, except for a few special cases that are easy to miss. Gather any you see as you go, and duck into any niches along the way--they're hidden everywhere. I also won't usually mention enemies within the level, unless some present a special challenge. Just flame/charge them as you encounter them. I will describe what enemies you'll run into in each level at the beginning of that level. I find Electric Breath is the most potent of the three weapon breath ablities; your mileage may vary. Second: If you're playing the PS2 version: Before playing, set the Disc Speed in the PS2's Options screens to Fast; this seems to help with most of the random glitching. Third: Use the left analog stick (L3, on PS2), or Control stick (GCN) to move around!! It gives far more control over Spyro. (tighter turns on the ground, and better pitch/yaw control in the air/water.) Fourth: Save. Your. Game. Often. I know you hear this all the time in guides, and usually you can ignore it; with ETD, you just don't know when the game might freeze, losing that last hour of play. So, at the risk of repeating myself, save! Last (phew!): I don't mind admitting, I'm *horrible* at minigames, especially racing. If you want to submit better strategies for any of them, you'll get full credit. I like to do as much as possible of each world before moving on--the walkthrough will necessarily reflect this. Don't by any means feel you have to follow my order--half the fun of the Spyro games is the ability to choose the order in which you do the worlds--I merely followed the Atlas and described what I felt would be the most efficient course. I'll describe how to do as much of Dragon Realms as currently possible, then go through the sub-worlds in order by the Atlas. In each sub-world, I'll take you through the main goals, then go back and list the mini-game portals for that world. Since each world is a loop, it shouldn't be too terribly confusing. Ready? Here we go! --------------------------------- ----Dragon Realms---800 Gems----- --------------------------------- Access: Start here! ------------------- Enemies: None. -------- Be warned: for just about every action you take in Dragon Realms, somebody, usually Sparx, will explain it. If you've played any other Spyro game, it's all old hat and gets annoying fast. Just put up with it, the pain will be over soon. Go straight ahead, toward the big green Dragon Spirit Statue. On the way you'll pick up the Bubble Rune, which Bianca will suddenly teleport in to explain. When she's done, walk a little further, and you'll get a cut-scene of the Rune inserting itself into the Statue. Yay you! You've learned Bubble Breath! Press L1 to switch to Bubble, then turn toward your right to go find a dragonfly [1B] you can test it out on. It may take a little work, but just keep running/firing (bubbling?) at him. You'll get him. "Hey, it's Toons!" (Spyro does this with *every dragonfly*. You get used to it.) Turn around, and head past the castle doors. You should see Hunter off to your left; go talk to him. He'll take you through the same 'jump and glide' tutorial from the last two games, only in ETD you get a dragonfly for it, named Bubbles. [1A] When you finally make it across, stay on top of the hill, and walk a little further to the right to have the Flame Challenge Portal explained. [1E] Go through the Portal to get a timer on the side of the screen, and 8 scarecrows to flame. The first one is right below you; just drop off the edge right next to the Portal and flame. You should see the counter at the bottom right drop by one. *All these directions are given from your current point of view.* To make sure you get all 8 scarecrows, you -must- charge from one to the next. 2 -> Straight ahead, next to the round Special Portal on the ground. 3 -> To the right, just the other side of the Special Portal. 4 -> Straight again, across the river. 5 -> Turn right again, and go up to where Hunter was waiting originally. 6 -> Turn around, and go slightly right past the Dragon Spirit Statue. 7 -> Right-then-left, in a little alcove. 8 -> On the other side of the hill that the bear is standing on, next to the waterfall. You'll know you hit all eight when Sparx says you did great and a dragonfly, Jeet, is freed. Run around and explore all you want, but there's really only one place left to go right now: Dragonfly Dojo. Go talk to Miyagi, the big dragon who's waiting on the cliffside above where you hit scarecrow #7 for the Flame Challenge. (There's a yellow gem just inside the gateway that's easy to miss, turn around after you talk to Miyagi to see it.) He'll tell you to hop on the flat rock next to him. Save and do so. --------------------------------- -----Dragonfly Dojo--700 Gems---- --------------------------------- Access: 1 Dragonfly ------------------- Enemies: Ninja Riptocs (normal size), Samurai Lizard (large) -------- You start out in a pagoda-like pavilion. Zoe the fairy appears and tells you that the Ninja Riptocs have frozen the Dragon Masters. Flame them to free them from their icy prisons! Just looking around quick, you should be able to see one of the frozen Dragons straight ahead in another pavilion area. Explore around a bit before going right there--there are several Ninja Riptocs to take out, as well as a dragonfly [2B] to catch. Make a couple of laps of the area; there are several gems here that may not show up on your first reconnaissance. You'll see two doors, one in the cliffside, and one across a bridge. Once you free the Dragon, the door on the bridge will open. Go through, and down the short corridor to a relatively open area with a lot of mist, a lot of Ninja Riptocs, and another frozen Dragon. I'd suggest again clearing the area before freeing the Dragon; it tends to make things less confusing. While you're exploring the right side of the area, you'll likely meet another dragonfly, Shellac. [2C] This one takes a lot of chasing to finally catch; just keep running and bubbling at him. Don't charge unless you get really left behind; you have less control and he'll turn fast and give you the slip, and you'll have to work to catch back up to him. On the other side of the central pavilion, you'll meet Rusty, the first of three baby dragons who've lost their kites. You can either come back when you have Ice Breath, or try engaging in fancy flying. If you decide to fly, get a running start from the corner of the pavilion in the center of the area and hover at the very last second. It is possible, just keep trying. Over on this side of the area, you'll also find the Electric Rune. When you're done here, you have two choices: First, you probably noticed the Minigame Portal above where Shellac was waiting; this leads to the Dojo Speedway. More on that before we go back to Dragon Realms. Or, my preferred course, defrost the Dragon Master and move on. Go through this passageway, and across the chasm. Knock off the various Riptocs hanging out here, then go talk to Moneybags. You can say no if you want, but eventually you'll have to say yes in order to move on. Once you pay him, hop up the platforms and look around a bit. You can defrost the Dragon Master or not as you like. Glide across the chasm toward the bonsai tree to meet the second of the baby dragons, RJ. With this one, you can land on the rock to get the kite down right now. Get the dragonfly, Dawn [2F], and the bottled butterfly, then use the whirlwind. If you didn't already, free the Dragon Master, then go through the corridor, catching Cinder the dragonfly on your way [2D]. You'll see the Minigame Portal for the first Tank game on your way up; go in if you want. Again, more info before we go back to Dragon Realms. At the end of the corridor, glide across the chasm and catch Cloudy [2G], then go behind the pillars and climb around and around till you get to the top. Freeing the Dragon here gets you Roxie the dragonfly [2A] and opens the door in the very first area that wouldn't open. Look before you leap, and glide to the ledge with the bonsai tree on it; if you're not waiting until you get Ice Breath, try to land on the rock. Rusty's down here, waiting for his kite. Talk to him once you get it, and he'll give you Moony the dragonfly [2E]. Go back to where the last Dragon Master was, and glide down to the ledge with the Exit Portal on it. Ignore the Portal for now, and head down the passage to its left, just to collect the last few gems. If your Atlas doesn't say 700 gems, run around the level till it does--none of the gems here are all that hidden. Personally, when I'm cleaning up gems, I go through the level backwards--that way I know I haven't missed any around a weird corner. If you haven't yet, play the minigames on your way out. Once you get all the gems... 'Level Complete'. Yay you! When you're done, save your game (I can't stress this enough!) and either hit the Exit Portal or choose 'Exit Level' from the Options menu. Dragonfly Dojo Mini-games: Bonsai Speedway: Dojo Time Trial [2H - Rashomon]: (difficulty: **/*****) I find it easier to ignore Sparx. My recommended order: Rings, Flying Riptocs, Lanterns, Rickshaws. (The game suggests Rings, Lanterns, Rickshaws, Riptocs. I got 3 seconds left following the game's plan, versus 38 seconds left my way.) Go through the rings first, then banking right will put you exactly in line for the first Riptoc. Just flame them down. As you get to the pagoda-pavilion, bank left hard to nab the last two or three, then keep going toward the lantern in front of you. Once you get all the lanterns, drop to the pathway. Make SURE you're facing the guys pulling rickshaws, then just charge them down. Dojo Race [2I - Yojimbo]: (difficulty: ***/*****) Follow the red dots and spinning rings, cut all the corners you can, and hit *every*, and I mean **EVERY**, blue star. If you see a blue star off-course, go for it anyway, it's probably a shortcut; make sure you know where the next circle is when you do this. Don't bother flaming the Riptocs, though you might want to pick up a missile (red star) for if-and-when you catch up to the one in first place. Tank Minigame [2J - Cub]: (difficulty: */*****) Take your time, it's not as hard as it seems. Just move slowly, and shoot at everything you can think to. Hold the T button to aim easily; if you don't hit something at first move forward a little bit and fire again. Tanks will fire back, so take them out as soon as you see them. You're trying to take out 21 tanks, with a running total at the bottom of the screen. If you get hit and need life, run over (!) a rabbit. --------------------------------- ----Dragon Realms--Revisited----- --------------------------------- First and foremost: go to the Dragon Spirit Statue and place the Electric Rune. Yay you! You've got Electric Breath! (also called Lightning Breath.) If you explored around earlier, you found the Lightning and Ice gates. If not, go across the river, past the Special Portal, and on down the passage. When you get to the locked gate, Sparx will mention Electric Breath. For once, don't ignore him, and use your Electric Breath on the lock. Surprise... well, not really, but the lock is off. The gate will swing open; go on through. The pathway you're in will open out into three areas--central, and what you'll see first, is a farm-type area with yellow ground, and Kenichi the dragonfly next to the fence [1C]. To the left of where you enter, there's a grassy knoll with a bear standing next to a honeycomb; this is the Honey Marsh portal. A pathway leads down to the right of where you first arrive; this opens out to a beach (there -are- gems underwater; don't miss them!) with a tourist pig and a boat made from a shell. This one is the Portal for Luau Island. While down here, catch Amie the dragonfly on the beach. [1H] Go back to the farm-like area, and climb up into the barn to talk to the farmer. If you decide to hop on the UFO for the next world now, skip down to Crop Circle Country. Otherwise, get the yellow gem that's up here and hop back down. Behind the fence is the second Breath Challenge Portal; this one is for Lightning. You must zap eight Lightning rods, with the same timer and counter as in the Flame Breath Challenge [1G]. You barely have enough time to hit all eight. To prepare for this challenge, stand on the side of the Portal closest to the barn, facing toward the grassy area with the Honey Marsh portal, make sure you're using Electric Breath, and charge in. 1 -> On the right-hand side of the grassy area. 2 -> Turn all the way around--it's just to the left of the passage by where you came in originally. 3 -> Turn hard left; it's on top of the lower haystack by the barn. 4 -> Don't go anywhere. Make a long jump, and fire just as you get to the other haystack. If the counter goes down, great. If not, try again. If you don't get it on your second try, go wait by the Challenge Portal until time runs out, and try again. 5 -> On the lower half of the pathway to the beach. 6 -> Turn around, and run to the top half of the path to the beach. It's about 2/3 of the way through. 7 -> Jump off the end of the path, and turn right hard. It's at the far end of the beach. 8 -> Turn all the way around, run don the beach, and jump-and-glide across the water. The last one is on the left side of the little island. Once again, you'll only know you hit all eight when Sparx says you did great and a dragonfly, Alex, is freed. Note: Some people have found it easier to go in a slightly different order: 1, 2, 6, 7, 8, 5, 3, 4 making a large loop rather than the modified figure-8 that I use. If you've followed along up until now, and have completed the Lightning Breath Challenge, you should have 16 dragonflies. So, this is where we take a slight detour, into Luau Island. Save your game, go on down to the beach, and hop on the boat. Wait through the annoying load time, and when you get to the level, go straight don the steps, across the water, and to the right just a little bit. Get the big green Wing Rune, then go to the Options menu, save your game, and go to 'Exit Level'. Run on up to the Dragon Spirit Statue, place the Rune, and yay you! You've got the Wing Shield! Press and hold R2+L2 to use it, and use the directional buttons or L3 to turn in place, in order to aim projectiles back at enemies. Head back on down to the barn with the UFO parked inside, and warp to Crop Circle Country. --------------------------------- --Crop Circle Country--800 Gems-- --------------------------------- Access: 6 Dragonflies --------------------- Enemies: Space Riptocs (normal size), Space Cows (large) -------- Farmer Dill is panicking--Space Riptocs are abducting his cows! Go around to the back side of the farm, which is at the other end of the level, to free them. Quick note on the enemies--every single one in this level uses a weapon of some sort. The Riptocs will either shoot a pellet gun or laser at you, and the Space Cows will use a laser. When attacking, your best bet is to jump toward them and fire while in the air--otherwise, they will almost certainly hit you. If the Space Cows hit you, chances are real good they'll kill you-- they keep firing continuously until you get out of sight. Most of this level will emphasize Electric Breath, as well. Head forward, toward the barn, and walk on down below it to find [3A] Akira, as well as a bottled butterfly, and the first appearance of good ol' metallic vases in ETD. Go back up, then across the bridge. This next area is why I dislike this level. Save as soon as you cross the bridge just in case the game freezes. Talk to the farmer out in the middle to get a hint on how to move on. Walk on down to the far right corner to find Mitnick [3B], then come back to the series of platforms. Jump on up; use Electric Breath on the lightning rod on the top to bring down a UFO you can use as a platform to get into the barn. From the barn, jump across to the ledge with Zoe, then cut back to the left a bit to find two ledges with a bunch of gems. Jump on back to Zoe, let her zap you, then continue on. There will be another barn with a split in the middle; off to the right is the Minigame Portal that leads to Platform Panic. If you aren't going to play the minigame now, you should still drop off the ledge. On the side of one of the barns is a ladder. Equip Bubble Breath, climb up, and get Laurent [3C]. Continue on to a relatively wide area, with another barn, another series of platforms with a lightning rod on top, and another set of ledges with gems stuck up there. Go up the platforms and use the lightning rod to call down another UFO-platform. This one moves, so be ready for it. Go through the barn and hop across to the ledge with more gems. When you're done here, head further on, and you'll find a very similar area. This one has a tractor behind the barn, a series of relatively useless ledges, and a Minigame Portal which leads to Crop Circle Skies. Oh yeah, and a Superflame Breath Challenge [3G]. Get rid of all the various enemies, walk through the Challenge Portal, and just stand in one place-Superflame in this game is Aim'n'flame. 8 more scarecrows, arranged in a fairly small ring around the Portal. Save once you get Tetsu from the Challenge, then go on to find the backside of the barn that the cows are in. Talk to the farmer, flame the explosives, save again, talk to the farmer again, and receive Fiona [3F]. Go back to Farmer Dill and he'll tell you about the UFO cannons set up around the level. Repeat your path through the level, activating the cannons as you go using Electric Breath. When you hit the last one, if you move fast enough you'll see the UFO crash and a dragonfly pop out. It's Flavie [3E]. Go back to the farmer who told you about how to use the lightning rods, and he'll mention that he needs to have his cows rounded up. Save and wander around this area; you should find five cows. Use your breath weapon on them twice and they'll go running back to form a tight ring around the farmer. Save after you get all five, and go talk to him without touching any of the cows. He should give you [3D] Cedric. Save one more time, and check your atlas. If you don't have 800 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save and head back to Dragon Realms. Crop Circle Country Mini-games: Crop Circle Skies: Cow Abduction I [3H - Jingle]: (difficulty: ***/*****) Not terribly tough overall, but annoying. Fire at the enemy UFO when it tries to pick up a cow, get over the cow it was trying to get, and pick it up yourself. Repeat five more times, and you're done. Cow Abduction II [3I - Jdubs]: (difficulty: *****/*****) Awful. Same thing as the last one... only this time you have three smaller UFO's trying to keep you from getting the cows into the corral. Shoot them down, hit the mothership, dive down and grab the cow, and head for the corral. If you get hit, you drop the cow. Only good part is that you can't die. Platform Panic [3J - Rickshaw]: (difficulty: */*****) Again, take your time. The -only- tough part is not falling off an edge. Jump on either of the outside platforms, and jump off again to the button ledge on that side. Headbash it, and go over to the other one. Switch to Electric Breath if you haven't already. Get back on the platform, face the center of the big machine, and fire every time a lightning rod comes past. When you see the ring come down, get on the next ring of platforms; you shouldn't need to jump. Repeat until the center comes down, and jump across to the middle as soon as there's a good opening; fire on the Riptoc as soon as you're in range. That's it! Easy as pie, huh? --------------------------------- ----Dragon Realms--Revisited----- --------------------------------- If you've been keeping up and completing minigames as you go, you should have 26 dragonflies. One more quick detour--go to the starting point of Dragon Realms if you aren't already there, then climb up to where the bear is napping next to the little white pavilion. Hop into the swirly portal that leads to Cloud 9, and wait through the loading sequence. Once there, just run straight ahead, grab the Ice Rune, save your game, and choose 'Exit Level' from the menu. Back in Dragon Realms, go talk to the Dragon Spirit Statue one last time. Yay you! You've got Ice Breath! Go back up the hill you glided to the Cloud 9 portal from, except keep going on up. You'll come to the Ice Gate; beyond is a large grassy area. To your left is a weird temple-like thing and a professor, as well as a dragonfly just hanging out, Fluffy [1D]; to the right is a passageway leading further up. You can't really do anything for the professor yet; he's standing in front of the portal for Jurassic Jungle. Go right, just to explore. The passageway leads up to a bluish area, lit with bright red lanterns. Through a red-light arch is the portal to Thieves' Den, and up a series of ledges is the portal for Monkey Monastery. Underneath the balloon that leads to the Monastery is Sandra [1I]; she's not too tough to catch. Back down near the red arch is Masa [1J]. Also right here is the Ice Breath Challenge [1F]. Equip Ice Breath, stand on either side of it, and charge through. Your goal here is to extinguish 8 campfires. 1 -> In the middle of the red arch. 2 -> Turn around; forward and to the right in the first niche. 3 -> Keep going, immediately visible in the second niche. 4 -> Down the pathway leading back to the grassy area. 5 -> In the grassy area near the start of this section of Dragon Realms. 6 -> On the other side of the grassy area. 7 -> One side of the temple leading to Jurassic Jungle. Be sure to give the professor a wide berth to get to... 8 -> The other side of the temple. Once more, you'll only know you hit all eight when Sparx says you did great and a dragonfly, Howie, is freed. At this point, you really should have 800 gems in Dragon Realms. If you don't, look around--there's a very limited area they could be in. Once you get all the gems... 'Level Complete'. Yay you! This gives you 30 dragonflies; you can go play in either Luau Island or Cloud 9. You already know which one I'm going to next; let's go! :) --------------------------------- ------Luau Island--900 Gems------ --------------------------------- Access: 15 Dragonflies ---------------------- Enemies: Riptoc Divers (underwater only, normal size), Tikis (land only, normal), Tourist Lizards (land only, large) -------- Welcome to Luau Island! First things first--climb off the pier and onto the little island, and get the gems on either side; flame the tiki idols for more gems. Dive into the water, and charge both the Riptoc Divers before they harpoon you. Get all the gems; don't forget the ones in the tunnel. It's a pain to have to come back if you miss one. ;) Get out of the water on the large beach; catch Gary [4G] right out there on the beach. While you're running around out here, you should notice the big green button on the wall behind the first Tourist Lizard. Take out the Lizard, then charge into the button. You'll get a cutscene of the bamboo grating nearby opening, freeing a Tourist pig. Go through the tunnel behind him. Upon exiting, you'll immediately see a largish pool, two more grates--one with a pig and one with a dragonfly, and two platforms floating out in the middle of the pool. More on them in a minute. Do pretty much whatever you like on the surface/ground here; when you're ready to move on, dive into the pool, take out the three Riptoc Divers, and head down the tunnel. You'll surface at the bottom of a very small area, with a ladder that leads up to yet another grating-and- pig. Glide across to the two Tourist Lizards, KO them, and headbash the button nearby. The grating opens--go through it. Down the tunnel, you'll find Zoe, and the air-based half of the area with the platforms in the pool. Hit the button on the ground here, then hop across the platforms to the right, getting the bottled butterfly on the way. Take out the Tikis on the far side, hit the button, and don't hop down yet! Climb the ladder to the left of the button to find the Tiki Fire Breath Challenge Portal. Walk through the Portal, and a timer for Superflame Breath pops up. Using the T button to aim if necessary, hit the two Tiki Head Statues in front of you and slightly left, then turn to your left and fire at the one all the way across the area. Finally, turn left a little further and fire at the Statue above the platforms you crossed to get here. If you hit all four, the timer will drop offscreen and the platforms that were in the water will rise to your level. Before going across them, fall off the far side of this ledge from where you came up (walk slowly up to the edge and look down to see exactly where to land). Climb back up and hop across the platforms to find Homer. [4F] The platforms are something of a long jump between the first and second, so jump hard. Get back down to the water, and head over to where the grating was keeping a dragonfly in check. It's Socrates [4D]! Go to the next corner, where the pig was in jail, and head on down this tunnel. Halfway there. *Phew.* In here, there's a large pool, a series of ladders, and a Minigame Portal, leading to the Mantaray game. Dive underwater and swim through the four arches in order; this should cause a yellow gem to appear in the middle of the fourth one. Ignore the tunnel just past the fourth arch for now. Take out the four Riptoc Divers, then surface and go up the set of ladders. Hop across, and climb again, then turn around and glide down to the island in the middle of the area. Zap the Tourist Lizard, then catch Daisy [4A] and the bottled butterfly. Hop down and dive underwater. Swim to where the tunnel, and on through it; be careful at the top of the netting--your game may freeze up if you swim too close. Stay underwater when you get through, and swim through this set of arches as well. Another yellow gem should appear. Collect all the gems down here, taking care of the Riptoc Divers as you go, then surface and look around. There's a boat with a cannon, a pile of rocks, some more ladders, and some more platforms. Get out of the water at the rocks, walk across and climb the ladders, then jump your way up to the top of the cliffside. Save your game, then talk to the pig, headbash the switch, and talk to the pig again to receive Dill [4C]. Instead of going down this tunnel, go right and across the platforms; if you aim right, you can switch to Bubble Breath and catch the dragonfly [4B] as you land, then switch back to Fire or Electric Breath to zap the Tourist Lizard before you even get hit. Continue across the platforms and jump over to the cannon. Use Fire Breath to light it; it'll blow up the rocks across the way. Swim over and catch Plato [4E]. Climb back to where the pig was, and head down that tunnel now. Go past the Exit Portal and out the other end of the tunnel. Climb across the ledges; if you fall off, use the whirlwind to get back up. The Minigame Portal here leads to the Luau Island Drum Pit. If you don't have 900 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and either go back to Dragon Realms or, if you've been following the walkthrough step-by-step, use the Atlas to warp to Cloud 9. With 40 dragonflies, Monkey Monastery is also opened up if you'd like to go there now. Luau Island Minigames: Mantaray [4H - Krishnamurti]: (difficulty: */*****) Hunter is raising pet mantarays. What is his obsession with mantas anyway? The Riptocs have scared them all into scattering. Another easy minigame--all you have to do is pilot the manta ray around, firing your net to catch them. It's a race against Hunter to see who can capture the most. The game ends when Hunter's total and yours equals twenty, not when time runs out, as Hunter says. Luau Island Drum Pit: Drum Song I [4I - Terra]: (difficulty: **/*****): Spyro meets Simon. The tiki drummers play a note, you play it back. They play two, you play two. Etc. The drums onscreen correspond to the buttons on your right; X=Down, []=Left, T=Up, O=Right. When you manage to copy them five times, you get Terra. Drum Song I [4J - Maverick]: (difficulty: ***/*****): Round two. Not really any tougher, just much longer. This time you need nine successful copies. --------------------------------- --------Cloud 9--800 Gems-------- --------------------------------- Access: 25 Dragonflies ---------------------- Enemies: Riptoc Archers (normal size), Thunderheads (normal), Pillow Lizards (large) -------- This is Cloud 9, easily the most annoying of all the worlds in ETD. Why? In a word, platforms. Platforms that you can fall off, into the great unknown. Powder the bear welcomes you, asking for your help with getting the machines that run their clock restarted. Head down the ramp, and glide across to the platform straight ahead. Go up the whirlwind, and launch from the ledge up here over to the platform that was to the left of the starting point. Go up the whirlwind over here, and hop on the moving cloud platform; get off on the ledge above where Powder the bear is standing. Walk around the back side of this cupola, and you'll see a Minigame Portal, which leads to the Rainbow Speedway. Keep going around the ledge till you get back to the moving cloud, and take it back to the platform you came here from. Glide across to the lower platform with the cannon above it, and take this whirlwind. Up here, save your game, then use Electric breath on all three of the little dome-things that surround the cannon-machine. Glide over to the platform with four pillars and no roof, then go back to the very start. From the bottom of Powder's ramp, head right and through the passageways until you get to a pool. Dive in and get the gems down here, then climb up and around to where Zoe's waiting for you. In this next area, walk in a little way, then turn around. You'll see two gem- baskets to the sides of the door; they're very hard to find if you don't know that they exist. Talk to Thimble the bear, then run around the outer edge toward the left; there will be a thief wearing reddish robes waiting for you. Flame him as soon as you hear him start to taunt you, and you should connect before he has a chance to move. He'll drop a wand. Take the wand to Thimble. He'll use it to start a whirlwind you can use to get onto the series of platforms above you. There's an annoying dragonfly named Savino up here [5B]. Hop platform to platform to get to the rainbow bridge, then follow it to the cannon-machine platform. Save again, and use Electric Breath again. Go back to the other end of the rainbow bridge and hop down. The Thunderhead here won't let you past--he'll just keep zapping you. Boy, he can dish it out, but he sure can't take it. Go down this passageway to another area with a series of platforms. Just glide from one to the next until you get to the whirlwind. Go up the whirlwind and take the cloud platform to the cannon-machine. Save, activate, etc. Turn around and look at the top of the pillars you passed on the way here--you should be able to see a dragonfly on top of one of them, although from this distance it probably looks like a yellow gem. Glide over to a reasonably close pillar, and jump from there to get Sylvia [5G]. Go back to the platform with the whirlwind. Look around in the opposite direction from the cannon-machine, and you should see yet another moving cloud-platform. To keep from risking falling off it, just go up the whirlwind again and glide over to the platform the cloud would take you to. As you enter this hallway, you'll find Iceboy [5F]. At the far end, Zoe will zap you again. Climb the stairs to a Superflame Challenge Portal. Nimble the bear is worried that the Thunderheads are making the pool unsafe for swimming. Walk through the Challenge portal, aim with T, and take out the Thunderheads. Simple, ne? Talk to Nimble for a dragonfly, Takehiro [5C]. Swim through the pool and up the tunnel. Out the other side is one of the most annoying jumps in the game. Position yourself as close as you can to the next platform, jump as hard as you can from as close to the edge as you can, and glide at the very top of your jump. It still won't be enough. Press T to hover just as you -hit- the far platform; if you hover too early you won't make it. Don't get frustrated if it takes you several tries--I went through 30-odd lives trying to get there on my first run. This last platform has the final cannon-machine on it; save and activate, and get the bottled butterfly. Go talk to Danny the bear for Rick [5D]. Ignore the Exit Portal, and go down the hallway just past it. At the other end, climb the ladder on the wall next to you, and get the dragonfly, Goose, in the room with the gears [5A]. Climbing to the top of this room will lead you to the Minigame Portal for the Sky Base Challenge. Go back outside, turning left, and go around the corner to find Margaret [5E]. Walk back to the doorway, and look out and down. You should see a platform with four pillars and a moving cloud-platform right below you, and a pair of cupola-buildings in the far distance. Jump and glide to the pillar platform first, then climb back up to the doorway. Go in, and come back out onto the opposite ledge from where Margaret was. Turn around, and jump and glide out, aimed toward the left-hand side of the right- hand cupola. Glide around it to the right, and you'll see a rectangular ledge with several gems waiting. You want to land there, and depending on how tightly you turned, it may take you several tries. Don't get discouraged; it is possible. To engage in a bit of ASCII-mapping, you want to go where the '.' is: . (^) (^) |_| |_| and start -gently- turning right when you get almost to that point. If you hit the cupola roof, you will fall. Hopefully you've gotten all the gems up to this point so that these are the last ones you need. If you don't have 800 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and go back to Dragon Realms. With 50 dragonflies, both Monkey Monastery and Honey Marsh are now open; take your pick. As you leave, instead of the usual loading screen, you'll get a cut-scene of Ripto wondering why his spell went wrong... again. Cloud 9 Minigames: Rainbow Speedway: Rainbow Time Trial [5H - Tashistation]: (difficulty: **/*****) Again, ignore Sparx. He suggests Rings, Stars, Racers, Flying Riptocs. I found it to be easier to follow: Rings, Stars, Riptocs, Racers. Be careful either way; the Riptocs don't fly in a straight loop, which can throw you off if you aren't watching for it. Make sure you take out both the Riptocs and the Racers by heading toward them, otherwise you'll certainly run out of time. Rainbow Race [5I - Grayson]: (difficulty: ***/*****) Same thing as the last speedway--get all the blue stars, and cut as many corners as you can. You'll probably get into second place sometime early in the third lap, and pass the Riptoc leader just before getting to the finish line. Spitfire - Sky Base [5J - Tweedle]: (difficulty: */*****) Riptocs: "All your base are belong to us." Spyro: "Yeah, right." Just fly circles around the palace, firing your missiles non-stop. You only have to take out the four battleships; it should take two, maybe three passes. The missiles are semi- homing; once you get close enough to the target, they'll hit it. Don't worry about the Riptocs in biplanes; you're faster than they are, and any that are really a threat will be taken down by missiles anyway. Easy minigame, possibly the easiest. --------------------------------- ----Monkey Monastery--900 Gems--- --------------------------------- Access: 35 Dragonflies ---------------------- Enemies: Riptoc (w/club, normal size), Riptoc (w/snowball, normal), Flying Riptocs (airborne only), Mammoth (large) -------- The snowball-throwing Riptocs must be either charged or Wing Shielded--at the right angle, you'll bounce the snowball right back and take them out. Mammoths can only be Flamed; Electric Breath doesn't work. Flying Riptocs are part of the level itself--you use cannon turrets to knock them down. To start, talk to Brother Krankel to find out what's going on. Unbalanced Riptocs are trying to gain access to the monastery; please stop them. (Personally, it looks like they already have...) Glide down to the opening area to find Foamy [6A] right out there. go on up the step, and turn right just inside the door. Jump ledge to ledge, noting the place of the chest for later. Two more ledges, and you're on more ice. Skid up the hill to find Bartholemew Yeti making a return appearance. His brothers are stuck in ice, please use Flame Breath to free them. Jump across the next gap and climb a few steps, then turn right and jump across to the bottom of the ramp. Climb the spiral, talk to Brother Ricci to learn about the turrets, then go back down the spiral ramp to make sure you didn't leave any gems behind. Walk back on up to Brother Ricci and jump across to the platform nearby. Get the bottled butterfly, then hop on the turret. Fire at anything that looks remotely frozen. When things stop breaking apart, you're done. Get off the turret, and get in the whirlwind to find your first yeti brother, Nigel. Free him, then drop off his ledge and back up the other stairs you freed from ice. Glide across to the bottom end of the ledge that leads to above Bartholemew, and climb on up to find Holly [6C]. Drop down, glide across to below Nigel, and continue on to where Zoe's waiting. Glide across two ledges, and talk to Brother Marcus to learn about more turrets, and why there are Riptocs flying around. Go up the whirlwind and over to Zoe. Look out and down to see where the next turret is, and go down there. Fire at anything moving, and once again, anything frozen. When you've KO'ed all the Flying Riptocs and hop off the turret, Sparx will give you Gaku [6E]. Fly back to Brother Marcus, take the whirlwind up to Zoe, and fly down to the Exit Portal. Ignore it for now; light the rocket on the ledge. The pathway down here splits left and right. Go left, we'll save the right path for later. Climb up, jumping platform to platform; you shouldn't need to glide except for the last jump. Free the Yeti up here, and get the bottled butterfly. Try gliding down to the Yeti stuck in the cliffside below Zoe. If you don't make it, stand next to Zoe and jump and glide straight out, then turn hard-left. Free this Yeti, then make your way back up to Zoe one more time. Look off the edge toward the Exit Portal. See those platforms? Jump and glide toward them, then turn right and land on the ledge around the corner to get a key. The platforms are just a little farther apart than your normal gap; most are just barely doable with a long jump-and-glide. if you hit the edge of the platform, hit T fast to hop up. Once you're across, climb up the ledges to the Minigame Portal. It leads to the Spitfire - Factories minigame. If you had as much trouble with those floating platforms as I did, you'll want to do the minigame now. Done with this area. Phew. Go back down to the Exit Portal, and head up the path we ignored. At the top, you'll see the beginning of the level spread out below you... and a frozen Yeti across the way. Glide over to him and free him to be called a "good dragon." Drop down and climb the stairs again. This time, the door's open. Ignore it for now, and go back to where the chest was to release Young [6D]. Go a little further on, and let Bartholemew know his brothers are all free to receive Jewelwing [6B]. Back at the door, Damsel [6G] is patiently waiting just inside. Climb these stairs, go left at the fork, and get Shadow [6F]. Go back down the ramp and go past the stairs down in order to climb up to the Minigame Portal leading to the Ice Slide area. If you don't have 900 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and go back to Dragon Realms. With 60 dragonflies, both Honey Marsh and Thieves' Den are now open; take your pick. Monkey Monastery Minigames: Monkey Monastery Slide: Ice Slide I [6H - Cuebert]: (difficulty: **/*****): Slide down a icy obstacle course. Avoid snowballs, pass between as many pairs of flags as you can. Each pair gives you a few more seconds. Stay to the left as much as you can, especially in the very wide area about one-quarter of the way down, where the course splits. Ice Slide II [6I - Dancer]: (difficulty: **/*****): Do it again. You have slightly less time this round; that's really the only difference. Spitfire - Factories [6J - John]: (difficulty: */*****) Easier than the last Spitfire level, if possible. Just keep firing missiles, and navigate as necessary. Once you take out 20 factories, you're all done. --------------------------------- ------Honey Marsh--800 Gems------ --------------------------------- Access: 45 Dragonflies ---------------------- Enemies: Banjo-wielding Riptocs (normal), Bees (normal), Teenage Lizards (large, with laserguns) -------- Jimmy-Bob asks Spyro for help clearing out the six Honey Stills that Riptocs have installed. Spyro insults him and asks where dragonflies are at. They make a deal--help out and Spyro can have all the dragonflies he can carry. Start out climbing the stairs around a corner to the first Honey Still. Turn it off by flaming the handle. Hop across the treestumps to get up to the next level. There's another Honey Still here; keep climbing and hopping platforms. One more level and the third Honey Still; get the thief here as soon as possible for Duckweed [7E]. Be careful of the various enemies as you're chasing him. There's also the Minigame Portal leading to the Honey Tank game, and a dragonfly, Suzuki [7F], on the outside edge of the level, behind a tree trunk. When you're done here, go down to the wooden structure and climb as high as you can. At the top, jump platform to platform in the direction of that last Honey Still. There's a dragonfly waiting for you up here, Russell [7A]. Keep going, and eventually you'll see a key on top of a flower off in the distance. Get the key, then drop down and climb back to where you were. Honey Still #4 is just a little further up here. Go through the tunnel to a series of flower platforms with a bee in nearly each one. On the lower level, turn around to find Zwan [7G] waiting. Get him, then continue on to the next tunnel. This one leads to a large open area with a lot of honey that you can't step on, and a few honeycomb platforms that you can. Follow the platforms over to Honey Still #5, and be careful of enemies while hopping up the treestumps--jump and fire a lot. Talk to Alex-Bob, and he'll mention that there are a lot of bees and honeycombs that need getting rid of. Go down the steps, pick up a rock, and hold T to aim. Press O to fire; aim a little higher than you think you need to; the rocks will drop as they fly. Don't worry about the bees; once you take out all the honeycombs, the bees will vanish too. Talk to Alex-Bob again once you're done, he'll have Lily [7C] waiting for you. Climb up the platforms behind you, and set out across the treetops you just cleared. Gory [7H] is waiting out in the open, and all the way at the end, Tim [7B] is in the chest you got the key for a while back. Go all the way back across the treetops, and hop across to the final section. The last Honey Still is up here, and once you clear it, Warren-Bob will give you Taka [7D]. The Exit Portal is right past him... but once again, ignore it, and look off along the left wall for a platform. Walk along it to find a tunnel leading to an area with the other Minigame Portal, which leads to the Honey Slide. There's a series of floating honeycomb platforms and two ledges. The second ledge leads to a tunnel which will lead you out above the very beginning of the level, on a ledge with the last few gems. If you don't have 800 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and go back to Dragon Realms. With 70 dragonflies, the last two levels, Thieves' Den and Jurassic Jungle, are both available; take your pick. You should also have well over 70% by now--you can fight Ripto for the first time if you'd like. Skip down to the Final Battle section to see some strategy. If you do fight him, after you beat him, Sparx will be able to point to missing gems by holding in the L3 and R3 buttons. Honey Marsh Minigames: Honey Slide [7I - Clubtail]: (difficulty: **/*****): Slide down a honey flow. No flags here, just pits and logs in the path. Stay right if possible, and watch for the little path across a pit too large to jump about two-thirds of the way down. Honey Tank [7J - Pliskin]: (difficulty: *****/*****): Nasty. Just keep firing; you have 2:30 to get to the end with 20 bees shot down. Ignore the grenade- tossing Riptocs as much as you can; don't bother shooting them unless they're standing in your way, because once you're past them they aren't a factor. When you finally make it to the end, fire once at the tank, then concentrate on the last three bees. If you don't hit it don't worry about it; if you're lucky you'll hit bee #20 just as the tank kills you, and you'll get the dragonfly anyway. --------------------------------- ------Thieves' Den--700 Gems----- --------------------------------- Access: 55 Dragonflies ---------------------- Enemies: Green Coins, Coin baskets (normal size), Wizard Riptocs (large) -------- Head down the ramp at the beginning, and glid across to the dragon's mouth. Inside, you'll meet Footpad, who explains that the Wizard Riptocs have changed the thieves' treasure into enemies. The Green Coins and Coin Baskets aren't normal enemies--they can't hurt you--but they will run away unless you Weapon Breath or charge them. Sparx stops you and explains that some enemies around here are rumored to be immune to dragon breath, so you have to use Wing Shield. Walk down the steps until you get to a little pool where Wizard #1 is waiting. As soon as he sees you, use Wing Shield, and if his magic doesn't hit him when it bounces, turn just a little bit and wait until he fires again. Once you've reflected the Wizard's spell back onto him, he goes down. Head on up some more stairs to Wizard #2. Same tactics. Continue on and up the whirlwind, and through the arches. #3 is before you reach the next whirlwind, which is in the center of a green-painted room inside a pillar. At the top, look around. Charge into the cracked wall to find Wizard #4. You'll also find the Mingame Portal that leads to Platform Pandemonium, and if you climb the ledges on the other side of the whirlwind and look out into the room, you'll see three hanging cages. The middle one holds Charlotte, the famous mislabeled dragonfly. She should be [8G], 'Lantern Perch,' but the Atlas records her as 'Over the Edge.' Head on out through the archway and down the corridor to find Wizard #5, and just past him is a series of little platforms between more swinging axe-blades. The middle platform is home to Jordan [8F], and you can turn left and jump from here to the Minigame Portal that leads to Oasis Speedway. Continue on through the next arch and down more steps to another pool, home to Wizard #6. Dive into the pool in the next room, and swim-charge into the four giant buttons holding the door up above shut. Get out of the water and climb the ramp to the ladder, then jump across to where the door was. Wizard #7 is up here; take him down and continue on down the stairs to find Wizard #8. This is where things get confusing. Go up the whirlwind, get whatever gems you care to while crossing platforms, and stop when you've got the key and Martin [8D]. Go back across the platforms, and drop back down to where you started. Go across one more pit, and KO Wizard #9, the last one, then follow the steps on down. Time to get the true 'Over the Edge' dragonfly [8E], which the Atlas says is 'Lantern Perch.' Go down the next tunnel, and when it ends in a drop- off, don't glide across. Go back up to the opening, and look out around to the right. You should see a little ledge with gems on it; fly over there. You found Atsumi! If you stand as far to the right as you can, you'll see the edge of a platform around the far corner straight ahead. Glide over there, and try to avoid the whirlwind. Glide platform to platform until you arrive at the Exit Portal, with Thiefy Wu waiting next to it. Talk to him for Micky [8A] (which should unlock the whirlwinds at the end of the level), then go past the Portal and hop some more platforms until you get to a room with two sets of stairs. Climb the set on your side, then glide across the middle to get to the bottom of the other set. Climb these to get outside onto a ledge that curves around toward the start of the level; you should also see the two whirlwinds I just mentioned out here. If you don't, just fly to the other ledge around the left corner. If the whirlwinds are there, fly down to the circular platform you started this level on, then fly out to the closer of the two whirlwinds. You'll be deposited on the lower ledge; walk on down and open the chest for Racket [8B]. Jump into the other whirlwind to go back to the room with the stairs, and head back on down. Go up the first whirlwind you come across, and you'll find an Ice Breath Challenge Portal. Go past it for now, and into the next room, in order to see what you need to do. When you're sure of yourself, go back to the Challenge Portal, and walk through it toward the room with the holes in the floor. The first campfire is right in front of you; run forward into the room and around the outer ring to get the next four fires. Get out to the center one carefully, then head back to the Portal (don't walk through it again), and cross the ledges to get the last two fires. These two jumps *require* jumping as high and far as you can, and will probably require a quick hover at the end as well. You get Marta for this Challenge [8C]. You're probably missing a lot of gems. They're on ledges above this last stretch. Use the whirlwinds to get them. If you're sure of all the ledges, but you still don't have 700 gems, explore around until you find the last few. Use Sparx' gem-finding ability if necessary. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and go back to Dragon Realms. Only one level left--Jurassic Jungle. You're as ready as you'll ever be. Go for it! You can also go beat Ripto's second form now, if you like. Thieves' Den Minigames: Oasis Speedway: Oasis Time Trial [8H - Coppertop]: (difficulty: **/*****) This time, follow Sparx' advice. Rings, Flying Thieves, Cobras, Camels. You need a perfect run on the Thieves if you want a chance of making it. They fly on two levels, and in a crossover pattern between the two. The pattern is slow enough so that you can flame the top or bottom four and the rest should still be on their level or midway in-between. Oasis Race [8I - Neo]: (difficulty: *****/*****) Same thing as the other races--get all the blue stars, and cut as many corners as you can. There's a blue star behind the lighthouse at the end of the course; make sure you get this one, because the leader will, and it'll guarantee your loss if you don't. Platform Pandemonium [8J - Morpheus]: (difficulty: ***/*****) Tougher than the last plaform puzzle, but still no real problem. Fire Electric Breath at all the lightning rods to gain access to the Wizard in the center. Fire at the first five platforms before getting on them, then hop onto the sixth and electrify it. You should start moving toward the real puzzle out in the middle. Get out there and zap lightning rods till the Wizard's platform drops. Just zap him for the dragonfly. --------------------------------- ----Jurassic Jungle--600 Gems---- --------------------------------- Access: 65 Dragonflies ---------------------- Enemies: Dino Riptocs ("T-Rex-1000's", normal size), Metal Lizards (large, metal), Liquid Riptocs ("R-1000's", metal) -------- Dr. Whiskers greets you by telling you the plot of Jurassic Park--the R-1000's and T-Rex-1000's have escaped. Use Electric breath on anything and everything in this level, except the puzzle one-third of the way through and the Liquid Riptocs near the end. You'll know when you hit one of the 1000-series Riptocs when you see a counter pop up in the bottom right corner. Head up the course toward the temple; be careful of the central platform when crossing the lava, as it's unstable and could drop you. Explore to the left and right of the main temple stairs. Remember the chest location in about ten minutes from now. Go up the stairs and enter the temple. Down the corridor you'll meet Professor Copeland, who explains that there's a puzzle in the statues around the inner walls. You must flame the gems set into the statues in the correct order, which is shown in the murals on the walls. If you can't figure out the puzzle, it's monetary order (red, green, blue, purple, yellow). You got Scarlett [9B]! Climb the ladder, and hop around the platforms on top of the statues you just got done flaming; on top of the Blue statue you'll find a key, and on the ledge you'll find Doompa [9G]. Head on back to the chest to get Jean-Marc [9D]. Return to the temple to continue on; outside the other end you'll cross two bridges, and exit in a large area with grass below you. Looking around, you'll see a Minigame Portal, which leads to the Lava Slide. There's also an Electric Breath Challenge Portal; five of the lightning rods are right near you on the ground; the rest are on the next ledge up. If you run from one to the next, you should finish with just under half the available time left; you should also have Karen [9C]. Climb back up and go across two more bridges to the two rock platforms. These move up and down; if you miss, you'll fall into lava, so be careful jumping! Once on the other side, go through the tunnel to a large cavern filled with rock platforms connected by bridges. Cross the bridges until you get to a platform with two bridges leading away. Go towards the mouse scientist rather than the tunnel. This is Dr. Kogan, who will tell you that the R-1000's have stolen his lab equipment, and are hiding out on the lava bed. Go through the Invincibility Portal, and use Ice Breath on the R-1000's to freeze them. Once they're frozen, charge them, and you'll get the equipment each has taken. Be sure to get the one down the little "laser-filled" (it isn't really, but it looks like it) corridor straight ahead of where the Invincibility Portal is. This corridor also leads to the Minigame Portal that holds the Tower. With all the lab equipment, go talk to Dr. Kogan again for Jason [9A]. Go back out on the lava for Mitch [9H]. Go on past Kogan, and across the bridge you didn't take earlier, and you'll come out on a grassy ledge, with Dr. Snivels waiting at the edge of more lava and another Invincibility Portal. Get the thief out on the lava for him, and he'll reward you with Bonky [9E]. Once you've done that, cross the lava again to where the Invincibility Portal is in a cave opening on the other side to meet up with Dr. Egghead, who will congratulate you on recapturing all the Riptocs by giving you Wonky [9F]. If you don't have 600 gems, explore around until you find the last few. Do the minigames if you haven't already. Once you get all the gems... 'Level Complete'. Yay you! Save, and go back to Dragon Realms. With all 90 dragonflies, you should be at 100%, unless you missed some gems. Go finish Ripto once and for all! Jurassic Jungle Minigames: Lava Slide [9I - Saji]: (difficulty: ****/*****): Slide down the mountain before it erupts. More pits. Stay left if possible, and when you see the first giant boulder, slow yourself down by running into it--it's just before a giant lava pit that's nearly impossible to pass if you're at full speed. This pit is only about one-quarter of the way along! The rest of the course is pits and jumps; no real problem if you don't panic. Tower [9J - Warren]: (difficulty: ***/*****): Spyro meets Indiana Jones meets Fear Factor. Find a way to the top of the Tower ("of Scary and Ridiculous Heights"). Not that tough, but annoying. And creepy, particularly if you're arachnophobic. Luckily, the spiders can be flamed, if you can find someplace to stand to do so (ledges abound). There are three major obstacles: dart guns, boulders, and giant spiders. If you move normally, rather than inching around, you should be able to move past all three with little to no trouble. --------------------------------- ---Final Battle--Ripto (3 Rds)--- --------------------------------- Access: 70%, 85%, and 100% game completion ------- Enemies: Ripto (I know, no kidding.) -------- There is fodder available, scattered around the edge of the arena. If you keep moving, you shouldn't need much of it, if any. Try to save it for round three; if you die in round two or three, you'll resume in the same round. First round (70% game completion for first access. Difficulty: **/*****): Ice shield and projectiles. Use flame breath *constantly*. Flame him, he runs to the other side of the arena. Charge after him, flame him again, lather, rinse, repeat. Wing Shield won't work on any of his projectiles. When the ice barrier is gone, two or three flames will do him in. If you're at 70%, he'll chatter at you, and you'll see the credits, then end up back in Dragon Realms, and the Portal will be closed until you get 85%. If you're at 85% Ripto will grow to about twice his original size, and you'll go on to... Second round (85% game completion, as well as first round defeated, for first access. Difficulty: **/*****): Flame shield and projectiles. Use Ice breath *constantly*. Ice him, he runs to the other side of the arena. Charge after him, ice him again, lather, rinse, repeat. He's bigger this time, so he can't run as far. When the flame barrier is gone, two or three ice hits will do him in. If you're at 85%, he'll chatter at you, and you'll see the credits, then end up back in Dragon Realms, and the Portal will be closed until you get 100%. If you're at 100% complete, Ripto will grow again, doing his best impression of the Hulk (only purple), and you'll go on to... Final round (100% game completion, as well as first and second round defeated. Difficulty: ***/*****): Lightning round. Finally, a decent end boss for ETD. Once you get used to his pattern, though, he's not too tough. Face him, and jump over the rings of ice he shoots out when he smashes his club onto the ground. Start running around the outer edge of the ring if he starts waving the club in the air--he's about to shoot ice projectiles again. If you hear electrical crackle, turn and hit his club with Electric breath. It'll take five or six hits to finish him off once and for all. When you beat his final form, you'll get a short cut-scene, then the credits. You end up back with Ripto if you reload after the credits; use the Atlas to return to Dragon Realms.
SPYRO 1 You will start out in front of a dragon. Free it, and it will give you a clue on how to advance to Peace Keepers. A second dragon will be found near the big pond. This one yaps on and on about Sparx the Dragonfly. Work your way around the center area and collect all the treasure and flame each enemy. There are two tunnels, one leading to the area with Town Square, and one leading to the balloonist, plus there is a hedge maze leading to Dark Hollow and a separate section leading to Toasty. In the area with Town Square, you will find the third dragon. This is a good spot to practice using your glide and drop-down method (X twice, then Triangle when you want to land). In the area with Toasty the fourth and final dragon can be found, along with the rest of the treasure. Remember the pond (near the second dragon)? Go back, and jump on all 5 stones to uncover the gate to Sunny Flight. Now that you have all the treasure and dragons, go to the gate out in the open to visit Stone Hill. STONE HILL You will start in a wide open area, like the Home level. The treasure is pretty spread out in this large area, and there are two stories of level to explore. To get the first dragon and about 10-15 treasure boxes, go in the tunnel nearest the well. A dragon is in the well, but don't go there yet. To get the second dragon, go in the tan-tinted tunnel and to the Level Exit. Get the dragon, but don't exit the stage. Drop down below the exit to the beach. Go to the right and get the key and 14 treasure from the cave. Use the whirlwind to go back up. Now go back to the well, get the dragon, and unlock the Locked Box. At this point, enter the only tunnel that you haven't entered. Get all the treasure, then use the whirlwind to ascend the tower. The last dragon is right on top. Now step on the dragon pad, and glide to where the two red gems are. This is the "second floor" of this stage. Collect all the treasure, but there is still one order of business left. Find the thief, and chase him until you either charge him or flame him. He will cough up the first dragon egg. Go back to the top of the castle structure and drop down to where the exit is. On to Dark Hollow. DARK HOLLOW This is certainly a different area. It may be only 100 treasure, but you must work for every last bit. Go forward, past the platforms, and veer off to the right, into a tunnel. Go to the end and get the dragon and a key. Remember to check this small enclosure to make sure you get everything, then go back. Now you can climb those platforms. Open the Locked Box, then glide over to where the big enemy is. Blast him with fire, then charge through the smaller ones, and get the second dragon. Return back to the main area and continue onward. Once you climb the steps, glide to the left and right for some booty. Continue forward, and grab the third dragon and every last bit of treasure, then get out of this freaky area. TOWN SQUARE Now this stage is interesting. A lot of gliding is required to complete this area. Flame works well on the bulls. Climb the steps to get the first dragon. Don't forget about the treasure below the dragon. Glide over, kill the bulls, jump up the steps, and glide to where the water is. The second dragon will be just another glide away. Continue on, up the steps, and to the goal. If you got everything from start to goal, you will now have 105 treasure and 3 dragons. Don't worry, you will find the rest. Backtrack to the flight of steps near the second dragon. Jump on the slightly raised platform along the wall, then glide along the right wall. If you did it right, you will be on the "second floor" of this area. Hunt that pesky thief down, then glide across to the next ledge. Collect the fourth dragon and all the treasure, then drop down to the goal. To break the mini windmill things, blow fire on it three times fast. Now you're ready for the first of six bosses. TOASTY Those dogs on this stage get my vote for most annoying enemy in this game. The bad part, they're all over the level! Just flame them twice, while using a hit- and-run strategy. Before you hit the dragon, go through the window to a hidden area. Watch out, because a dog will try to pounce on you around the second corner. Just keep your eyes peeled. After beating Toasty, exit the stage and go flying! SUNNY FLIGHT You have 30 seconds to destroy 8 chests, 8 planes, 8 barrels, and go through 8 arches. Each time you hit or go through one of those, the clock will add 3 seconds to your time. In other words, you have almost 1 minute and 30 seconds to get everything. Go into the the tunnel and destroy the 8 chests. Note: The first 3 and last 5 are on same altitude levels, which is a real help. Exit the tunnel, and take a sharp left and go through the first 6 arches. Now destroy the 8 planes, then pass through the last 2 arches. To destroy the barrels, go head-on with the trains. Not really that hard once you get the hang of it. As in all other flying stages, you get 60 treasure when you destroy or go through all 8 of one thing. You get another 60 if you can complete them all w/o crashing or running out of time. Well, here's a change of pace. Now we're in a desert. The worst part is, the world name means absolutely squat. The first dragon is in the building structure at the start of the board. Go out and get ready to rumble. Flame works on ALL enemies in this area. Yes, you can also control the cannons. That will come in handy later in this area. The second dragon is right near the balloonist. Oh, yeah, this one requires 1200 treasure to take you to Magic Crafters. Work your way to where the Doctor Shemp gate is located. Use that final cannon to break the two unbreakable boxes and the rock with the target on it. Jump on the new platform to access Night Flight and the second half of the area. Go over to the third dragon and get that, the key, and the thief. Run over to where an arch is that turns the level into a one-way circle. Grab the 6 treasure on the platform, then glide over to the cave and follow it to the locked box. At this point, you should now have everything in the Home level, if you checked every nook and cranny. Cross the arch, run over to the alcove ahead, and enter Dry Canyon. DRY CANYON This area can be pretty confusing to complete, but there is a path that should get you to everything. Remember, if you fall anywhere, there will be quite a bit to backtrack through. Start by going into the alcove on the left. Start charging and you might end up with another dragon egg. Most of the treasure in the first part comes in blue and yellow gems. Follow the path forward and grab the first dragon. Do not go up that first staircase just yet. Keep following the path forward to the second dragon. Keep going forward and collect everything up to the goal. Backtrack to the second dragon and glide out to the platform a distance outwards. Run through the tunnel, then glide to the left along the wall to collect dragon 3 and a key. Now you can ascend the first staircase, and glide from there to the ledge to the left. Work your way out of the tunnel and go to the left. Get everything there, then enter the castle structure and get the last dragon inside. Now exit and turn left. Go up the next staircase, and glide out to the small platform dead ahead. Go back to the top, then glide to the next staircase. Flame the firework boxes, then RUN! When they explode, go back and collect the goodies. Now comes one of the longest glides in the game. Jump to the edge of the top step, then glide out to the platform. Use you key on the Locked Box, grab everything else, then return to the castle structure and glide over to the staircase again. This time, go through the crack in the wall to the right. What could be near where this passage ends? The exit! See, that was a good path to follow. Now go to Cliff Town, which is a tad easier. CLIFF TOWN As mentioned before, this area is easier than Dry Canyon, but it's still challenging. Note that treasure can also be found by flaming those pots. One or two might contain a yellow gem. Use your charge on those little Mexican dudes. This is one stage that you really need to check everywhere for treasure. First, check to the left and right of the first building for a couple gems. Run across the two bridges, while collecting the treasure in each section, to the first dragon. Remember you can access some of the rooftops from the ground. Run through the mini building maze to find the thief and his pink reward. Now you can go through the main rooftop section up to the top and the second dragon. From there, glide down to find a rocket on a rooftop. Flame it and find out what's in that unbreakable box. Return to the top, then glide over the river to access a hidden area. Work your way up to the last dragon. From here, you can access the last of the rooftops. Remember to check behind the initial building to find some goods. Go back up to the goal and prepare for a slick trip. ICE CAVERN As the name suggests, it's a giant cavern with, of all things, snow and ice, although it's not really slippery. This stage is actually pretty straightforward, so there will only be a few areas to explain. Follow the path until you reach the second dragon. Remember, you can charge the poles, which sometimes gives you a gem or two. Go up to the locked box, then glide to the ledge with the key. Jump onto the next ledge, then work your way up to the goal and the third dragon. Jump up the blocks with gems on them to reach a secret cave. Work your way around to reach the fourth dragon. Jump down to get some more treasure, then return to near the exit. Backtrack to a cave in the wall. Get the fifth dragon, and continue on to the second dragon's area. Go back to the locked box and collect the booty. At this point you should have 400 treasure. Glide across the middle again, and get to the exit. Boss time! DOCTOR SHEMP Watch those guys that are thrown at you. Just let them go off the edge and get a free gem. Go to the first whirlwind, but pass it. Instead, go behind the pillar and use the second whirlwind. Glide out to the faraway rock to get a purple gem (25 treasure!) From there, go back to the main area, while gliding toward the key on a platform. Use the first whirlwind to jump into a tunnel. Glide to the left to get some more treasure, then return to where the dragon is. After Doctor Shemp, go to the goal and jump down to the Locked Box to get another purple gem. Go back to the goal and go flying again. NIGHT FLIGHT This area is easier than the last one. Just complete it in this order: Rings, Chests, Arches, Lights. You should be able to get this in one time through. Magic Crafters is one of the tougher worlds in the game. The wizards that move stuff around are a pain in the Spyro butt. Just charge them and they'll go away. When you start, go forward, and meet yet another thief. Follow him as he runs to the left and charge or blast him. Go back and get the first dragon and kill those five weirdos by using your charge. At the next fork, turn left toward the Alpine Ridge gate, and continue up the hill. Take a wild guess on what you'll find up there. My best suggestion: Use the speed ramp near the High Caves gate. You'll also see another path going down. Use that path to kill that wizard and get his booty. Return to the speed ramp and charge through the wizard and the two weirdos. Continue on the super charge and veer to the right back outside, then ram into the unbreakable box. Don't forget the dragon atop the speed ramp, plus the third dragon close by. You now have two choices (another fork?!). You can either go up (Wizard Peak) or down (Blowhard and balloonist). When you go up, go to the box across the pond and jump into the alcove across the way to get the key. Now, return to where the speed ramp was. Go down to where you found the second thief. Look out and try to find an alcove in the wall. Glide over there and use your key to get the last of the 300 treasure. ALPINE RIDGE Another straightforward area, this time with a very well hidden area near the end. Use your fire on those giant creatures. Other than that, it's the same enemies from the Home level. When you near the first dragon, beware the staircase, especially when it turns into a ramp of some sorts. From the first dragon, climb up onto the freaky arch thing, then glide to the left to a different section. With the 3 block moving stairs, start jumping as soon as the first one appears. Now you need to return to the normal path. In this section, the wizards can seriously mess up your jump/glide timing, so have patience when you make those hard jumps. The second and third dragons are pretty close to each other, with the third being next to the goal. From the exit, go to the edge and look for a tunnel far off in the distance. Glide over there and chase that stupid thief. The fourth dragon is right there. If you have everything up to this point, you'll have 480 treasure. The last 20 are in the three firework boxes. Now glide back to near where the second dragon is and climb up to the goal. HIGH CAVES Bugs, Bugs, and MORE Bugs! Use the speed ramp to ram right into them. Or, you could find the fairy and acquire the love fire. Either will kill those annoyances. Start by scaling the mountain at the start. Note: The tornado wizards' attacks are hard to dodge. Stay along the left wall on your way up. At the top, you will find the first dragon. Jump across the two ledges (with the wizards) to the castle. Collect the treasure, then exit through the window. Go to the right, to one of the cave openings and the second dragon. Go forward and to the right to the speed ramp. From here you can either jump straight and slightly to the right or to the two tunnels in the right wall off the bridge. In the rightmost tunnel, you'll find a thief. You'll also find a thief next to a pond if you go straight and slightly to the right. Now use the speed ramp and go in the cave. At the first fork, head right. Work your way to the top and you'll find a fairy. It will give you the love fire. Use it quickly, because it wears out in 10-15 seconds. As soon as you take all the bugs out, go back to the speed ramp and charge so you glide straight ahead. The third dragon and the goal are all there. WIZARD PEAK You will miss out on a bunch of treasure if you still haven't mastered the speed ramp. You'll find two jumps where you must gain speeds of two speed ramps to jump and make it. From the beginning, go straight left and jump on the ledge. Work your way around the mountain perimeter. When you reach the whirlwind, go up, forward, and stop about halfway down. Glide to the right and continue. Near the end of this path, glide down to another set of ledges. Work your way to the end and you'll end up in an alcove. Collect the treasure, and return to the start and back to the ledges. This time, go to the end of the ledge after the whirlwind and glide along the left wall. You'll end up in another alcove, later in the area. Remember to backtrack and get all the treasure, then go forward to the first dragon. Now it's the moment that seperates the experts from the amateurs. Charge down the first ramp, turn left and charge down the second ramp. Charge up the ramp straight ahead, and glide out into the distance. To get the second one, follow the same instructions, except turn right after the second ramp, then right into the tunnel, then turn left and jump out. Behind one of these walls is the 11th thief. When you come back, go down the third speed ramp and charge into the unbreakable box. Run forward and you'll run into the second dragon. Keep going up until you reach the third dragon. Veer left and the final thief is near a pond. Take that out, and hit the exit. Boss time again! BLOWHARD Why are all these bosses so easy to beat? The stage is hard, but the boss is cake. The only real thing to worry about is those green wizards. This time, they're moving more platforms. Just have patience. The only dragon is between the two moving ledge sequences. CRYSTAL FLIGHT Start by passing through the rings, then head for the arches. After 5 arches, start attacking the planes. While attacking the planes, you will probably pass through the last 3 arches. Now hurry up and snag all the chests and you're home free. From the start, start heading forward. To take out the first electric enemy, stand almost on the electric floor, and flame him. For the second one, charge him when the floor turns off. The first dragon is located right in front of the gate to Terrace Village. Cross the log bridge. Now you have three ways to go: <- Tree Tops, Metalhead, balloonist, Locked Box, Key /\: Misty Bog -> Wild Flight, 2nd Dragon Go to the right and get the 2nd dragon and the treasure around that and the Wild Flight gate. Go back and head toward the rest of the area. When you reach the tree, check all the way around it, then continue forward, past the Tree Tops gate. Now, once across the bridge, jump onto the roofs and pass the electric guys to get to the temple. Go up the stairs, and right. You'll see a tree stump with a key on it. Get a good glide and glide out to the key, then jump across the rest of the stumps to get back on land. Unlock the locked box, then use the whirlwind to get up to Metalhead and the balloonist. Now you can go back and enter Terrace Village. TERRACE VILLAGE: TOO EASY MISTY BOG: TOO EASY TREE TOPS Like Dry Canyon, this can be a very confusing stage. This is the best path I know of. Start by going forward, until you reach two windows. Go out the right window and forward to the key. Go forward and to the right. At the fork, go right to get the treasure, then glide out to the left to get the first dragon.Charge down the speed ramp right next to it, then jump at the exact end of the ramp (while holding down charge). From here, launch off the left mini ramp to the next speed ramp. Near the top of this one, jump out to the right and charge UP this one. Jump to the right onto the last ramp and jump off to glide to the faraway platform. Chase the yellow thief to get a purple gem. When you return in the whirlwind, you'll be back at the first dragon. This time, stop your charge at the pillar ledge. Jump on the right mini-ramp to the speed ramp, then charge and go straight to the unbreakable box. From that section, jump on the mini-ramp, and glide toward the exit. From near the exit, go right and go in the whirlwind. Go up the speed ramp and through the passage. At the end, on the little wooden edge, glide to the left to a ramp circling a tree. Use the whirlwind to return to the start of the stage. This time, follow the normal route until the locked box. Go up from there, to the dragon, then charge down the speed ramp to the other unbreakable box, then use the same technique you did before to return to the start. Now, follow the normal path until you reach the dragon. Charge down the speed ramp, then jump to a ramp forward and to the right. Charge up this ramp, then jump out to the next speed ramp. Charge down that, and jump and glide to the ledge above the goal patform. Hunt down the thief for another easy 25. Now that you have gotten everything, drop down to the goal. It's boss time again! METALHEAD This stage isn't too bad. Nothing much I can say except there is a hidden key on the right extent of the river. Fly down there and get it, then use the whirlwind to scale the rooftops for treasure. After Metalhead, use the whirlwind near the exit to collect the rest of the treasure. Time for a real flying expedition. WILD FLIGHT This is a weird bonus stage. Start by taking out the first boat, then head right until the first tunnel on the left. Take out the next couple of boats, then pass through the first two arches while getting the rest of the boats. Continue through the arches to the chests. Take out the first three in the tunnel, then the 3 on the altars, then the planes. You will pass by the last two while chasing the planes. Really, really hard to complete. SORRY NO IMAGE FOR DREAM WEAVERS DREAM WEAVERS This is quite a weird Home area. This area is just a series of islands with two castles on the large ones. This is a straightforward home area. Start by going forward and to the right, towards the Dark Passage gate. Keep going, through the whirlwind, then into the side of the castle. Get the dragon, plus all the treasure. Come back here to go to Lofty Castle. You will see two guards guarding a staircase. I'll get to that later. For the next three weirdos, just wait until they're small, then charge them. Go into the last hole in the castle, and you'll find the Jacques gate and the balloonist. Go back and glide out to the next platform. Use the whirlwinds to go up to the ledge with the laser gun. Kill the enemy, then use the laser gun to miniaturize the last 4 enemies (including the two guards). Go to the next dragon, then jump down to the second castle. Go inside to find the Haunted Towers gate and the passage back to the start. Take the whirlwinds back to the start, then work your way up to the guards. Kill them, then go up and forward to the two tick-tock guys. Hit both of them to gain access to the next set of platforms, with the Icy Flight gate at the end. DARK PASSAGE The first half of this stage is so straightforward it doesn't require a complete walkthrough. I'll start at the path to the second half. When you are on the exit platform, look down for a green tinted tunnel. Glide down there. Follow the path through this winding section until you reach the dragon atop the staircase. Glide into the small cave right ahead of you and work your way to the end of it. You'll see a rocket. Light it, and go back to the unbreakable box near the goal and hit the 500 treasure mark. Ok, so this isn't a total walkthrough. I just explained the main highlights, because this stage is so self-guided. LOFTY CASTLE: TOO EASY HAUNTED TOWERS This stage requires you to be an expert of the Love Fire. You must use it a whole lot to survive this wild stage. Start by charging straight ahead until you reach the room with the fairy. Acquire the Love Fire, then double back and get evrything you missed. The Love Fire can be used to destroy the guards and the steel doors, as well as almost anything else. You might need to come back to the Fairy a few times to get everything. Once you take out the guard guarding the whirlwind, go back and get a new Love Fire, then take the whirlwind and knock out the next few guards. Rush forward until you reach another fairy. Use this to take out the new set of guards, plus you need to go back and take out the unbreakable box. Once you destroy the steel door one of the guards was guarding, go up and take the whirlwind. Go up the staircase and go inside. You don't need the speed ramp right now. The five doors in the circle room are as follows: A dragon Guard and 12 treasure boxes Unbreakable box and way to secret area Love Fire To Exit Go in the Dragon room, get the dragon, and go to the Love Fire room. Get the Love Fire, then go in the Guard room and take out the guard and all the boxes. Get more Love Fire, then head for the Unbreakable Box passage and take out the steel door and the unbreakable box. Now, go back to the speed ramp and charge down it. Go through the Unbreakable Box passage, and follow the left wall to the edge of the platform and jump down. Dash up the grey ramp (with whirlwind), and jump out to the next ledge. Use the whilrwind, then go inside and get the last Dragon. You need to be quick on this next part. Enter the next room and QUICKLY go up the steps to the door before all the Guards awaken. Get the eternal Love Fire and take out the guards. Go back, break the last Unbreakable Box, then go down the hole back in the stair room and you'll be back at the five doors. Go through the last door left, then just work your way forward, taking out all the guards, until you reach the exit. This stage may seem long, but that's because it takes a long description to make sure you get everything. JACQUES This stage has two paths form the start. To get all the hidden items, head left. To go straight to Jacques, go right. To start, go right and collect everything until you are to where the next ledge will take you to a Locked Box. Return back to the beginning of the stage, and follow these directions. From the start, head to the right, and hit the first clock fool after the fork. Hurry to the other path and hit the next clock fool and go up. Hurry and jump on the next tick-tock platform before it rises. Glide over to the dragon. When you go ahead, go left and use the whirlwind to flame the four enemies on the platforms, then go back and hit the clock fool. Jump on the new platform, then jump into the whirlwind. Collect the gems here, then jump on the raised part and glide as far as you can, continuing forward to the last platform. Collect these, then use the whirlwind to return to the other ledge, then glide back to the fool. Now you can glide from the dragon to continue the stage. Glide onto the small platform over the pit, then continue. Hit both clock fools, then jump to the top of the mini-tower and into the cave in the wall for the key. Use that tower again to get up to the next ledge. Work your way up to the locked box. Use the key, then go down the stairs to the other dragon. You should now have 325/500 treasure. The last 175 comes ahead (100 from Jacques, and the other 75 on the exit platform). Finally, we can get out of this stinkin' volcano! ICY FLIGHT Flame the first light, then the first chest, then flame the last 7 lights, then go back and take out the last 7 chests. Now go forward, turn left, and take out the 8 barrels. You'll end up in a room with a loop in the track. Take out the first 5 copters, then double back through the green tunnel and kill the last 3 copters. GNORC GNEXUS This area can't be any easier. Collect 75 treasure and the first dragon, then enter Gnorc Cove. After beating Gnorc Cove, the door to Twilight Harbor will open. Get that treasure box to raise your total to 125. Beat Twilight Harbor and the gate to Gnasty Gnorc will open. Get that treasure box for the last 75 treasure. Come back after beating Gnasty Gnorc for the other dragon. If, at that point, you have a 100% completion rate, you can go to Gnasty's Loot. GNORC COVE Since the last two regular levels are so straightforward, I will only give hints on the major highlights of them. Use the Barrel Launch often to kill everybody. To kill the ones holding TNT barrels, activate the barrel, then hit him when the armor is gone. To break the first unbreakable box, flame the TNT barrel, then wait for it to detonate. For the second one (near the first dragon), use the barrel on a nearby ledge. You will pass up the third one. Use the barrel at the top of the next climb to blow that one away. For the last one, use the barrel right next to it. The three tunnels at the end are: Blue (the one with the guards): Key Green: Locked Box Purple: Exit Just go in this order: Blue, Green, Purple. If you searched well enough, you should have 400 treasure at the end. TWILIGHT HARBOR There are only two real secrets in this level to explain. Both involve using the speed ramp. When you reach the speed ramp, charge down it and go back to hit the unbreakable box you just passes up. Shoot the handle on the drawbridge (either one), then use the speed ramp and you can charge up the ramp to reach a hidden area. When you get everything in the room, go to the opposite window and glide out to the platform with three yellow gems. Other wise, just flame the Gnorc commandos VERY quickly so you don't take too much damage. GNASTY GNORC When you start this area, look for one of those annoying thieves. Chase him and get the first key. Now open the other door, and chase the second thief. When you get that key, use it to lower the platform Gnasty Gnorc is on. GNASTY'S LOOT This is a normal/flying combo stage. Use all the flying skills you learned to complete this treasure-littered level (2000 Treasure!) Remember, the highest point you've been is the highest altitude you can fly to. If you make it to the room past the fourth locked door with the single yellow gem, you are at the highest point. You must kill all four thieves to unlock all four doors. When you fly to the goal, you should have 950 treasure. Go through the tunnel to get the last 42 purple gems (1050 Treasure). Now, hit the goal, and see the second ending! THE END OF SPYRO THE DRAGON
SPYRO 2 SUMMER FOREST 1st orb- First find Hunter and he will give you a series of jumps to perform. 2nd orb- Here's an easy one. When you first enter Summer Forest go to the left and dive in the water and follow the path to the orb. 3rd orb- Near Hurricos is a ladder. Climb it to claim your prize. GLIMMER 1st orb- At the end of the level there is an opened window on each side, go through one and in that area there is a cave. the mouse will tell you how to finish the rest of this easy quest. 2nd orb- In that same area you will find a fly powerup and a mouse nearby will tell you to light all of the lanterns. It's easy just don't get careless and mess up. 3rd orb- You need the climb ability for this orb. In the cave with moneybags is a ladder that Spyro can climb. Talk to the mouse do the same thing as the 2nd orb needed you to do and light the lanterns. IDOL SPRINGS 1st orb- Dive into the lake at the beginning of the level and follow the path to another person who needs your help. The answer to the first puzzle is jump on the downleft square then the upper right, the upper-left and finally the bottom-right. The rest of the puzzles are easy and don't need help. 2nd orb- At the end of this level is yet another open window fly across the platforms until below you see a bunch of idles fly down and use that nasty powerup to pulverise them. COLLOSSUS 1st orb- After you kill the yeti (well not really) he breaks the windows on the right follow the window cill path till you reach an open skating rink. Talk to the creature to play a game of hockey. To win skate down the right side then when you reach the end quickly go left and shoot the puck into the goal. 2nd orb- Same thing except now you have someone against you other then the goalie. HURRICOS 1st orb- From the 18 powerup (which is a super charge)face it then turnaround and go to your left. You should see some stairs and they lead you to a strange person that needs your help. just put the orbs in the holders and flame the thieves when they come. 2nd orb- Use that powerup to hit all of the switches (There behind windmills) Then look around for the secret stair case and glide across the fans to get the orb. 3rd orb- Its hard but I can't give much advice because you jump from platform to platform its hard but you can do it in a couple of tries.Remember to glide at the end of your flight. SUNNY BEACH 1st orb-First activate the powerflame ability. Then talk to the guy to your right. He will tell you to destroy the turtle boxes. Here's a list of where they are 1.go to the right and into a tunnel step on the switch and then aim and shoot it 2. To the left of the powerup.3. Up the stairs in front of the powerup. 4.Up the stairs and divein the water when you come out of the water go diagonally right 5. Keep going forward from the powerup and go right at the fork its at the base of the stairs. 6. go up the stairs and aim at the box to the left. 7.The last one is in the water area by the begining. 2nd orb- At the end of the level is a ladder climb it to start the challenge. Just ram the turtles into the water at the top of the screen. 3rd orb- Same thing just harder and longer. AQUARIA TOWERS 1st orb- Speak with the Hippocamp he will tell you to save the seahorses when you destroy number 1 number 2 opens up. it goes all the way up to 6. 2nd orb- Talk to Hunter and agree to ride his manta ray (looks like he's riding a horse ) you fly through rings,it's really easy to finish. 3rd orb- Just like the first one except on this one you glide a lot faster and farther through the rings. Its annoying at first because you have to turn so fast. OCEAN SPEEDWAY The speedway courses are a lot harder then the regular levels because you have to go really fast and destroy lots of targets. Oh well there actually kinda fun when you get used to it. First fly all of the ring cutting as many corners as you can. Followed by the gates the same way. Then blast the boats without falling in the water. Finally go backwards on the road to make the cars roadkill. the orb- talk to the person in the audience then follow hunter through the rings. BOSS FIGHT : CRUSH For some reason the bosses are fun to beat. Maybe because they aren't boring i.e. doing the same stupid attack over and over. Or maybe I'm just good at them. The boss will walk around on little rings. when he stops on one he will do an attack. The color determines what. RED: Flame - move left or right to avoid it and BLUE He will send a shockwave - just jump over it. In between the attacks you have to flame him, Then quickly get away because rocks will fall. When his life is half full he will chase you after getting hit. Just run away and He will finaly get crushed true to his name AUTUMN PLAINS 1st orb- Right before the boss is a cracked wall. You know what to do. Break it open and go up the whirlwind and then go up the one outside. Now from the building fly to the white wall ahead and follow it to the end and you'll come to a cracked wall. I don't have to tell you again break it. 2nd orb- From that same building fly to the distant green platform SKELO's BADLANDS 1st orb- Climb up the bone stairs by the big skull and talk to the guy by the bridge. This is pretty hard but all I can say is memorize what order they hatch it makes it twice as easy. 2nd orb- Same as above except no you have to be perfect and must know when they hatch. 3rd orb- Find the bone lizards. Here is a list of where they are 1. On top of the skull at the beginning. 2.go left after you go inside the skull. 3.Go up the stairs in the skull and break the gate 4.Use the powerup next to the stairs and go inside the passageway 5.Use the other powerup and go up the lava stairs. 6.Across the bones in the same room. 7.Right to the right of the end of the level. 8.On top of the bone stairs. CRYSTAL GLACIER 1st orb- At the bone bridge jump of to the left to find Someone who needs spider killing. Use the powerup and flame'em. 2nd orb- instead of going right to the exit go straight and cross the bridge but don't slip or say bye bye to your lives. To get the cat back to his owner feed it 3 fish by flaming them when they come up and then he will follow you to the owner. BREEZE HARBOR 1st orb- Destroy each of the spiky guys. There's only 8 and they're in groups so it should be easy for you. 2nd orb- To the right of the giant ship is a jump powerup use it and talk to the annoying bird to ride the mini cart. You need to get all the gears. The controls are easy x is to jump o to fire and left and right to change lanes. ZEPHYR Orbs 1 and 2- Bring the cowleks back to the corral. This is easier the it sounds. You probably saw all of them anyway so I would just waste time typing where they are. 3rd orb- plant the seed in the middle one but jump right before it grows. This will save you tons of time. Then get the seed across from you. the spit it from the middle plant. Now get the seed on the next platform and plant it now keep going and you'll make it to the professor. 4th orb-First throw one seed on the platform in the wall then take the other one and go up the platform in the wall and spit the seed in the green platform. Now go back get the seed and jump on the sprout the first seed made and shoot the other one in the next one and climb to your goal . Man that was hard to explain. SCORCH 1st orb- In the second area find hunter on the left. To catch the monkeys charge the trees when hunter gets under them just watch your health because the monkeys can hurt you. 2nd orb- Activate the powerflame powerup by handel and do what he says. It can get frustrating but I can't help you much all I can say is charge the whole way our the powerup will wear off. FRACTURE HILLS 1st orb- activate the charge powerup then instead going around the whole course at super sonic speed fly through it the other way and you can just ram the door. You choose which way. Oh also if you go the long way you have tou deal with tons baddies whacking a ya. 2nd orb-Charge the creatures before they hit the alchemist. You will be happy when your done is all I can say. Oh and the alchemist is in the lava area if you can't find him. 3rd orb- Hunter is right next to where the alchemist was. Head slam each of the baddies after hunter shoots them with an arrow. MOVE FAST. Right after you smash one run to the baddie. MAGMA CONE 1st orb- Right before you exit turnaround and glide to the weird guy with horns. All he really says is kill the crazy lava dudes. so fly down and take as much time as you need to shoot them with rocks. You know why this is REALLY easy? no time limit! Yep so just take your time and whenever it gets low reget the fly powerup. 2nd orb- Next to the first ladder is a second one so climb to the green hill on the left and fly to the ladder. Now climb up and go inside to meet hunter. To beat his challenge follow the white smoke and catch the crystal when comes out. What I do is chase the one hunter is after so you get a point and your stopping him from getting a point I got a 0 to 10 score using that trick! 3rd orb- Another crystal game use the trick above or else it's really hard. SHADY OASIS 1st orb- First collect at least 18 spiritual particles. Then in the second area climb up the stairs and fly across to the huge platform across from you and talk to the hippo. To finish the mini game head bash the hippo's before they sink. It can be hard because you can't miss up even once. 2nd orb- Talk to the hippo to the right of the end portal and help him find the arabian thieves. If you can't find them here's a list to help ye. 1. around the powerup area. 2. By the stairs in that same room.3. The area before the green lava stone. ICY SPEEDWAY 1st orb- Blow up the igloo by the snowmobiles and hunter will have an there mini game where you follow him through rings. This is really long and you'll get really mad if you trip at the finish line. Just stay calm and you can get it in no time. One final tip you can only go left and right not up and down. METRO SPEEDWAY 1st orb- To get this orb look around for a waterfall. Once you find it and fly right into it. Don't worry it's a secret passageway. Now talk to the guy that has a magnifying glass . To beat the challenge fly and grab the money before it hits the ground or else you have to start over. Hard? Not really because the don't fall fast at all so you have plenty of time. BOSS FIGHT: GULP Don't let the big rhino step on you. Should'nt that be a saying. Oh and when the pterodactyls drop eggs shoot the destructive weapons at the poor animal. After many shots to his sorry butt the big rhino will be toast and you win the fight. That only leaves Ripto to stop. Only one more world to go and you beat the game. WINTER TUNDRA 1st orb- Use the whirlwind by Riptos castle and glide left and carefully land on the tall white wall and look around for a round green object. 2nd orb- Use that same whirlwind but this time glide to the right and land in the water by the waterfall and swim through the passageway to claim your prize. Just be careful and this should be an easy task. 3rd orb- In the main area of Winter Tundra there are some rocks that need smashing. So head bash each rock some contain jewels and the biggest rock contains the last orb of the level. MYSTIC MARSH 1st orb- Find the sleeping worker. He's easy to find just get to the end of this level and talk to him. 2nd orb- Near the end of the level is a jeep talk to the person next to it and help him get the sparks back from those mean thieves. 3rd orb- Use the whirlwind inside one of the houses to get to the professor. Take the egg and put it in the nest near the end of the the level. Put the seed in the seed box it's right after the cauldron. Take the duck to its mother in the river. Take the vegetable she gives you and put it in the cauldron inside the cave. Now take the coin and make a wish (throw it in the fountain). Then you will finaly get the pencil the professer needs and now he will give you an orb. CLOUD TEMPLES 1st orb- Help the good wizard and make your way through this very short level. 2nd orb- You can find agent zero near the metal chest. Hide behind the tree and you will start the long walk to his secret hideout. At the part with two trees go to the right one so he can't see you. Oh and when you reach the stairs he stops at a corner DO NOT ram into him or you have to start the whole damn thing over again. 3rd orb- Use the freeze powerup to turn the flaming trolls into frozen platforms so you can climb up and ring each of the bells. NOTE: when you ring 2 bells you can ride the whirwind behind he guy who you talked to at the beginning to a new area. straight forward is the next bell and to the left is a rocket that breaks the metal chest. ROBOTICA FARMS 1st orb- Just make your way to the end flaming the giant bugs, climbing seesaws and dodging giant fans. Weird level isn't it? 2nd orb- From the portal at the end turn to your left and glide across to the other platform to meet another robot. Now use the powerup to ram all of the pumpkins and clear the way for the tractor. If you destroy them all without having to start over consider yourself a good player. 3rd orb- Explore around the level searching for a robot. To help him chase after the crows and try to suprise them and when you get close enough to one unleash a flame attack on it. METROPOLIS 1st orb- Just make it through another level with crazy robots. Man thats the second level in a row with robots, I mean weren't dragons in the Mideivel times. 2nd orb- Use the "combination" powerup to blast the sheep UFOs. Try to take a faster way then they do to catch up with them really fast then blast 'em in the backside. 3rd orb- Another round of flame the UFOs just this time there are five fast flying sheep. fourth orb- Look for some ladders and climb them to reach another robotic friend. To defeat the ox you have to be careful and skilled. Avoid the bombs and fire them back to return fire rinse and repeat for ox stew. CANYON SPEEDWAY 1st orb- In the area with the many vultures fluttering around look on the left side to find an alcove with hunter inside. Talk to the crazy tiger and prepare for the last challenge in the game. To beat this just quickly shoot down the balloons while moving. Its a little hard but you can do it. Now jump in the whole in the castle and get ready for RIPTO's ARENA 1st form- Collect the orbs as fast as you can and try not to let RIPTO get any. When you get 3 unleash a special attack on Ripto and eat at his life until 2nd form-Repeat the same process on Gulp and Ripto can only do one last thing. 3rd form- Now he means business he will summon up a bird and fly away from you. Now zoom after him dodging the attacks and whenever you get a chance to unleash your famous flame attack. Now watch your life because thats all you get. After many attacks he will finaly fall to his doom. CONGRATS on beating Spyro 2 and if you have enough items you can go to. DRAGON SHORES No orbs just tokens Coaster pop balloons 1st ride : pop all of the balloons 25 you have to jump to get a few balloons. 2nd ride : Pop 50 balloons Now you can change tracks which adds some difficulty plus now you have to pop 50. 3rd ride : Now the coaster is equipped with a cannon. Its hard because sometimes you have to shoot them right around a corner. SHOOTING GALLERY : 1st round: shoot ten ducks within the time limit. 2nd round: Spyros version of wack a mole. smash 8 in the time limit and move to the next round. 3rd round: Peg 10 of the lizards. The move around and don't stay in place for long. TUNNEL OF LOVE : Just watch the different couples going around Spyro gets a random girlfriend. DUNKING BOOTH : Slurp that baseball and Let a rip. In this activity you can dunk the worst baddies in a water. Thats what they get for messing with Spyro. THEATRE : For beating all of the activities you get this. Now you can watch all of those movies you skipped through, sarcasm. THE END OF SPYRO 2