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Spyro the purple dragon and Sparx, dragonfly extraordinaire, are sick of all the rain. They attempt an
impromptu excursion to Dragon Shores -- play land of mythical creatures far and wide. But the portal they
go through is haywired by the Professor and they end up in Avalar. This peaceful land is being plagued
by sinister forces.
Immediately, Spyro and Sparx are put to the task of ridding the world of Ripto and his evil minions. You’ll
need all of your skills to destroy the tyrant and return the kingdom of Avalar to peaceful hands.
Good luck!
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Can Spyro save the land of Avalar from the scourge of Ripto? Will the little guy get to Dragon Shores? Is
Spyro the cutest dragon ever? These questions are answered during the course of Spyro 2: Ripto’s Rage, a
beautiful platformer from Insomniac Games.
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Each homeworld (Summer Forest, Autumn Plains and Winter Tundra) is subdivided into many different
lands, all of which will need to be visited to successfully land Spyro in Dragon Shores. The homeworld
serves as a hub, and the various subdivisions branch out from it.
Gate portals transport Spyro and Sparx to and from the branching subdivisions. Circular portals transport the two between Worlds 1, 2, and 3. Certain portals require a number of orbs to be activated. Others
are hidden or come at a price.
Sparx is Spyro’s companion throughout the journey. He also doubles as Spyro’s health meter. His color
determines how many hits Spyro has taken. At full health, Sparx is shimmering yellow. After one hit,
Sparx will turn blue. After two, he will turn green. If Spyro is hit three times, he will disappear. If the
dragonfly has left and Spyro gets hit again he’s a goner.
However, throughout most worlds of Avalar, there is fodder that can be flamed or charged to provide
Sparx and Spyro with health. Creatures such as sheep, frogs and penguins provide energy to the duo
and are easy targets. A yellow butterfly will be released when each is destroyed and Sparz will gobble it
to health up. In addition, after 10 fodder creatures have been destroyed, a blue butterfly will be released.
It gives Spyro full health plus another life. What a deal!
Throughout Spyro’s journey, he will collect and utilize several objects. Accumulation of objects grants
Spyro access to advanced levels.
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Spyro 2 takes place in the land of Avalar, a mythical world full of creatures of every description. Within
Avalar, there are three distinct worlds that Spyro must successfully navigate to reach Dragon Shores.
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Each talisman is representative of the world it comes from. For instance, Aquaria towers boasts an
enchanted conch shell. A talisman is awarded when Spyro fulfills some mini-quest for that particular
level, and it is always explained to him by the first character he comes across. Collect talismans in each
of the first two worlds. Six will allow Spyro access to Crush’s Dungeon, the first mini-boss fight. Fourteen
will gain Spyro admittance to Gulp’s Overlook at the end of World 2.
Orbs:
Orbs are awarded by characters stationed throughout the worlds for completing specific tasks. Whether
helping a creature in peril, or finding hidden objects, orb quests differ greatly. Collecting orbs allows
Spyro access to certain portals. Without 55 orbs, Spyro cannot get into Dragon Shores. Each orb quest
is explained fully in this guide.
Gems:
Barring boss levels, there are 400 gems in every level of the game. Differently colored gems are worth
different sums. They can be sitting out in the open, in flammable baskets, or chargeable urns. A few
are contained in gem cases--containers that can only be broken with the help of a power-up or rocket.
Special rockets are placed in some worlds and can be flamed to seek out and break gem cases on that
level. Still other gems are housed in surprise bottles (demarcated by the ? insignia). To break these, Spyro
will have to follow the bottle throughout a level as it teleports from place to place until it finally gives up
its bounty. There are 10,000 total gems in the game.
In addition to collecting items, you’ll need to master all of Spyro’s skills to succeed in your quest. He
begins with a few basic maneuvers and learns more on the way.
Spyro attacks in two ways:
flaming (circle button) or charging (square button). Different enemies must be taken down in different
ways: some require a charge, some require a flame. Others (especially big characters holding weapons)
are best handled by jumping and then attacking.
Spyro jumps with the X button. If X is pressed again during a jump, Spyro will glide. During a glide,
press the triangle button + a specific direction, and Spyro will hover for an extra second. The jump, glide,
hover combo is important throughout all worlds of Avalar. Use it to reach far-off platforms and distant
gems and to perform feats of prowess to achieve orbs.
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Talismans:
The triangle button helps the dragon either look around, or target an opponent, if something is in his
mouth.
To learn the new moves, Spyro must save up gems and purchase the knowledge from Mr. Moneybags,
who appears at designated locations throughout the worlds.
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The abilities Spyro can buy are as follows:
- Climbing: allows Spyro to scale the ladders throughout the kingdom. Simply press up on the D-pad
or analog to mount the ladder. Jump to nearby ladders using the jump button. Remember to push up
when you float over the next ladder, or Spyro will plummet.
Headbash:
grants Spyro the ability to jump high in the air and ram his head straight into the ground. Use this to
defeat certain enemies, open the target gem cases and complete some of the orb quests.
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- Swimming underwater: allows Spyro to paddle through vast underwater realms. He can hold his
breath forever! Push X to paddle and square to charge underwater.
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The power-ups offered are:
Superfly:
Allows Spyro to fly until the charge wears out. Use the directional buttons or analog stick to steer, and
X to gain some altitude.
Supercharge:
Meep! Meep! This adds some extra boom and speed to Spyro’s normal charge. Use this to take out
obstacles and open gem cases.
Bigbounce:
Shaped like a spring, use this power-up to reach high-up platforms that Spyro couldn’t normally reach.
Powerflame:
Spyro’s flame attack turns into a molten ball of destruction. Use it to break down barriers, open gem
cases and take down your enemies in style.
Superfreeze:
Spyro’s flame attack turns cold, freezing enemies.
Invincible:
Spyro becomes impervious to anything thrown at him. Walk on lava, green toxic goo, etc.
Enemies:
Spyro encounters many kinds of enemies throughout the course of the game. Each responds differently
to different attacks. Some are impervious to flame; others are immune to the charge. However, in most
cases, the creatures can be taken down with a single hit.
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Upon destroying an enemy, a spirit particle will be released. The shiny speck will zip around until it
locates the power-up gate on that level. Once enough particles make it to the gate, the power-up for
the level is activated. The number of enemies required for each is different, and is indicated in the pause
screen, next to the icon for the spirit particle.
Each world contains up to five different varieties of enemies. This guide does not detail each species
unless they play a significant role in the orb or talisman quests. All enemies will have to be eliminated
for a level to be complete. If you see a baddie, get rid of it. You’ll be that much closer to perfection.
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There is much to do and explore in the areas of Avalar, and chronicling it all would spoil some of the
adventure. Thousands of gems must be found and there is a lot of real estate to cover. This walkthrough
is geared toward helping players achieve Spyro’s objectives (collecting talismans, orbs and hard-to-find
gems) as well as negotiating some of the stickier situations in the game. The rest is up to you. The
locations of the orb challenges are indicated on the maps. Use the map feature in the options menu of
the game to help you follow the action.
Special moves required:
Swimming, climbing
Fodder:
Sheep and frogs
Moneybags:
will sell Spyro the ability to swim at water’s edge near the central castle (and Colossus portal). The price
is steep: 500 gems. He will lower a wall in the west castle for 400 gems. Behind it lies the portal to
Aquaria Towers.
Talisman:
none
Orb 1: Hunter’s challenge
More gliding practice than an actual challenge, Hunter’s instructions will lead you across various platforms. When you complete all the jumps, Hunter will give you an orb.
Orb 2: On a secret ledge
Once you acquire the ability to swim, go back to the beginning of Summer Forest, follow the stream to a
pool. At the bottom of the pool is a tunnel. Follow the tunnel until it pools out into a room, then take the
stairs up to the secret ledge where the orb resides.
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WORLD 1
Orb 3: Atop a ladder
When you learn how to climb, return to the ladder near Elora. On the ledge with all the loot is another
orb. That was easy.
Orb 4: Behind the door
Near Elora and the Ocean Speedway portal in the castle is a switch. Flame it with Spyro’s breath. Keep
the first door closed, then climb up on the window to the right. To the left, you can see another window
ledge. Jump, glide, hover to get there. Inside is the fourth orb.
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WORLD 1
Special moves required:
Climbing
Fodder:
Moneybags:
will extend a bridge in the Gemcutter’s cave for 100 gems.
Talisman:
Magic pick
After torching all the gem-stealing Lizards and paying Moneybags to extend the bridge, Spyro can get
the talisman from Twitchy the Gemcutter.
Orb 1: Lizard hunt
Lizards have been eating Bounsa the Lizard’s crop of gems. Spyro can help out by hitting the Lizards
with rocks. Bounsa will lead the way to the next enemy. He also teaches Spyro how to aim (using
triangle). After six lizards are taken out, Spyro will get an orb.
Orb 2: Gem lamp flight outdoors
After Spyro has defeated enough enemies (by accumulating spirit particles), the power-up near Kanga
the Gemcutter will become available for the Superfly power-up. Go through the gate and flame all the
lamps in a circle to get an orb.
Orb 3: Gem lamp flight in cave
Once you’ve gained the ability to climb, return to Glimmer to get the third orb. Use the infinite flying
power up to light all the gem lamps in the cave. When this has been completed, Roo the Gemcutter
will grant you an orb
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Ladybugs
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WORLD 1
Special moves required:
Swimming
Fodder:
Talisman:
Jade idol
Huge log Idols are guarding the locked doors throughout Idol Springs. If Spyro flames them, it will free
a path for the Foremen to knock the locks off of the doors. Once all the doors have been unlocked, find
Foreman Max and he will give you your talisman.
When you leave the talisman area, take a left and follow the platforms up. Glide between platforms and
huts. When you reach the last hut, take a left. This will take you to a medium glide to a high spire. Glide
to the next platform and follow it up and around to the right. Glide to the partially obscured hut, then
to the ensuing platforms. At the end of a grassy path is a rocket. This will unlock the gems from the gem
case in the middle of the idol lagoon.
Orb 1: Foreman Bud’s puzzles
You must know how to swim underwater to get to this challenge. Drop in to the lagoon area from the
place where you launched the rocket. Swim through the underwater tunnel to the temple. Foreman
Bud is waiting with a puzzle
for you.
Puzzle 1: Turn all the blocks yellow. Whenever you jump on a gray block, that block and the two around
it toggle. Standing near the foreman and facing the puzzle, jump on all the corner blocks in this order:
lower left, upper left, upper right, then lower right. Voila.
Puzzle 2: Go to the pond to meet Foreman Bud for puzzle 2. Here the game is to flame fish into the
hungry Idol’s mouth. Avoid the red fish, or the Idol will spit out all the seafood you’ve already fed him.
Feed him 10 fish to complete the puzzle.
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Beetles
Puzzle 3: Meet Bud in the western room with the colored stones in it. Jump on them in order: hexagon
star, diamond hexagon, moon star, moon triangle, circle triangle. This will complete the puzzle and earn
the dragon another orb.
Orb 2: Hula Girl rescue
Visit Hulagirl Stella in the southern courtyard. Here, using the Supercharge power-up, you must release
all the hulagirls in one go to free them from the spooky tiki Idol jigging out in the middle of the area.
Free them by knocking the pedestals out from under them, and Stella will give Spyro a trinket.
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WORLD 1
Special moves required:
none
Fodder:
Talisman:
Golden statue
Make it safely to the exit. The chanting Brothers will help you out by lifting doors, platforms, etc. When
you arrive at Brother Ned, he invites you to fight a rampaging yeti. But the silly yeti stomps down the
ceiling, burying himself in rubble. Ned gives you a talisman for your trouble.
Orb 1: Hockey vs. goalie
In the same room with Ned, there is an open window. Jump out on to the ledge and go left, across the
gem rink and up to encounter two orb mini-games. Brother Kipp explains both. The first is a game of
hockey: Spyro vs. a large blue goalie. Score five goals in under two minutes to get an orb. Pick up the
puck by maneuvering Spyro near it, then either spit it or skate it past the goalie.
Orb 2: Hockey one on one
This is basically the same game, except now there is a big bruiser trying to score on the opposite goal.
If the baddie is in control of the puck, flame him and he’ll drop it. Score five goals before the thug
and you’ll get the
second orb.
Orb 3: Evil spirit search
After powering up the spring, you may bounce up to a tower with a spire. If you take the spring to the
building on the other side, you will see a raised temple. There are two statues at the entrance. Inside, the
Professor is being hounded by spirits. Find and flame 10 statues to get your orb reward. The first two are
right outside the door. The others are scattered throughout the level and easy to find...but don’t forget
to go flame the one near where Spyro played hockey.
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penguins
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WORLD 1
Special moves required:
none
Fodder:
Talisman:
Gear of power
The Gear Grinders have set up some force fields to keep the Electrolls separated. Collect a diode and
approach the door and it will let you through. You may have to knock down the Gear Grinders as well.
The best attack for this is a flying charge or flame. This will help Spyro avoid the wrench bash. Once you
take down all the force fields, Brainy in the far northwest cave will grant Spyro a talisman. Guard it well,
little dragon. It is the Gear of Power.
Orb 1: Stone thief chase
Some Gear Grinder thieves have stolen the lightning stones from the Electrolls in the eastern plains
area. Steal them back from the thieves and replace them to activate the generator. There are 10 thieves
total, and they appear all over this area. Chase them and flame them and they will drop the stones.
As you progress, pick up rocks and spit them into the pincer-shaped apparatus at the base of each
generator. Aim the spit to increase accuracy. When you have nabbed all the crooks and replaced the
stones, the Electroll will give you an orb.
Orb 2: Factory glide I
You will need to bash open some areas to access the path to the factory. Head to the central area
containing the power-up. If you have the talisman, you will probably have unlocked it with enough spirit
particles. Start by heading through the power-up and Supercharging toward the gem case. Might as
well open that up right away. Then get the windmill to the right. Charging the red button will slow
down a couple of the large fans on the way to the factory. Now go the other way through the gate and
Supercharge the windmill there. Push the button to slow down another fan. The next windmill to charge
is through the blue door to the right. Supercharge through the passage and take a wide right to bash
the northern windmill. The last thing to bash is the eastern windmill. Go inspect it before the charge. It is
a pretty sharp right turn. Then head back and complete the bash.
Once you’ve done it, clamber up the stairs to Kosmo the Electroll. He explains that you need to glide
over to the factory to restore power. The first jump is to the building straight ahead. Then, Spyro will
need to leap to the slowly oscillating fan. Timing is everything in the upcoming fan jumps. Once Spyro
perches on the fin, turn so that he is facing the yellow tip. Then leap to the platform against the factory.
The next jumps are across three sliding platforms that jut from the factory. Jump just as the obstructing
slab is retreating, then two quick jumps to solid ground. Leap across the grassy patches to Watt the
Electroll. He’ll give Spyro an orb for the first leg of his glide. Good job! He will also activate a whirlwind
under the area so Spyro will not have to repeat the entire process from scratch.
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Mice
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WORLD 1
The second bunch of glides get tougher and require the hover maneuver. Start your jump when the fin
you are jumping to is not yet pointing at the ledge, or Spyro will glide by it. Jump, glide and hover. Then
turn to face the yellow tip and wait. The fan will make a 3/4 turn, and end up facing another fan. You
will not have to hover to hit this one, but a good glide is necessary, so make sure you hit it at the top
of Spyro’s original jump. This one can be tricky to gauge, because both are moving. Jump when the fin
is about 1/4 of the way to Spyro, and he should make it with room to spare. Turn to face the yellow
tip. The next jump is to the gray archway (lit blue inside). It requires another jump, glide, hover combo.
Repeat the process to the next archway, then glide down to the grassy platform hugging the factory.
The ensuing jumps are the trickiest yet. There are sliding platforms and an iron curtain to contend with.
Wait until the curtain retracts, then jump and glide. Immediately take off for another jump and glide,
then one more to reach Spike, who will give you the third orb (after you charge the button inside the
factory). Fancy flying, Tex!
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Orb 3: Factory glide II
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WORLD 1
Special moves required:
Swimming
Fodder:
Moneybags:
rents a submarine to Spyro for a pittance (100 gems) to get through the shark-infested waters
unscathed.
Talisman:
Enchanted shell
The funny-looking shockstick guys have drained all the water from this level and Spyro must help the
Seahorses fill their land to the brim again. A scuba dude guards each gate. Flame the guy, then either
charge or flame the button to drench the room. When Spyro has refilled the worlds, Hoppo will give
him the enchanted shell.
Orb 1: Seahorse rescue
In the area where Spyro received the talisman, there is a hole in the ceiling that takes our dragon friend
to an underwater city full of goodies. Make sure to collect all the gems in this area: there are some
tricky ones on the uppermost walkways of the submerged buildings. Make your way to King Flippy near
tower #1. Some of the Water Workers have imprisoned his blessed progeny in the towers and he needs
Spyro_s help to get them out. The child in Tower #1 is protected by a force field. Wait until it deactivates,
then charge through. Once the child is rescued, the force field will be disabled, so you can take your time
getting back down the silo. Tower #2 contains two forcefields. Swim under the first, charge in between
them, wait for the second to deactivate, then charge through. Head back down the tunnel you used to
enter the underwater city and locate Tower #3. There is one crab hanging out in the tube. Charge him
and retrieve the kid. Tower #4 boasts three force fields. Time the start, then charge like the wind. In Tower
#5, there are two crabs and two forcefields. Make sure Sparx is at yellow, then charge through, getting
the crabs along the way. Tower #6 contains four force fields. Bump Sparx to yellow, then bolt up the
tower. You_ll get hit a couple of times, but it is the quickest way to the top. To regenerate, charge a few
scuba sheep and Spyro will be back in tip-top shape. For your rescue mission, you_ll gain one orb.
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Sheep of the deep
Orb 2: Manta ride I
Head back to the underwater city. Hunter is floating on the periphery, and he really wants Spyro to
take his new Manta for a spin. The object of this challenge is to make it through a series of rings made
by Hunter_s seahorse friend. Spyro rides the back of the ray and steers. This can be difficult the first
time, but the trick is to follow the movements of the sea horse exactly. If it rises, Spyro and his new
friend should rise to the same level. If the Horse turns quickly, so should Spyro. Finish the course and
grab an orb.
Orb 3: 2nd Manta ride II
Now that you_ve proven yourself, Hunter’s got a new manta challenge. This is more of the same, with
sharper corners and more speed. Make it through the course again to earn another orb.
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Power-up and hard-to-get gems:
You may have noticed a couple of groups of mechanical sharks patrolling sunken treasure in Aquarius
Towers. The only way to shut them down is with the power-up, found in the talisman area. Charge up
and follow the yellow tunnel to the next area, then scoot into the green tunnel on the right. The sharks
are swimming in a circle here. Don_t get too close. Aim your Superflame at them and blast away. Then
blast the gem case. Head back to the power-up gate for some more nasty breath, then go through the
tunnel above the portal to Summer Forest. Go past Tower #6 and the sub shark into another tunnel, and
follow that until you come upon even more sharks. Superflame them and collect the treasure.
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WORLD 1
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WORLD 1
Special moves required:
Swimming, climbing
Fodder:
Talisman:
Turtle medallion
Save King Fromit’s baby turtles by opening gates throughout the levels. The babies will lead the way.
Open the doors by flaming the big, lurching tortoises onto the blue hexagonal door switches. After you
get past the last pesky bugger (he doesn’t want to climb that path!), you will be awarded the turtle
medallion. Put it on a cord and wear it to the beach...that’s style.
Orb 1: Blasting boxes
Charge up that Superflame power-up by sending 11 enemies packing. The object is to blast apart the 7
boxes containing baby turtles scattered throughout the level. The first two to destroy are easily found
in the power-up area. The third is in the small northwest room connected to the power-up room. Step
on the hex grid and blast the box. The fourth is two rooms back, in the area with large gray platforms.
Leap on the low platform to get a good shot at the box. Blow up the gem case while you’re here. There’s
another box in the corner. That’s five. For the other two, Spyro will have to get all Jacques Cousteau.
Climb up the central stairs in the power-up room, then cross the bridge. Dive into the pool and head
through the tunnel. Charge underwater to go faster. When you get to the end of the tunnel, surface and
go left. Dive again when the water gets deep enough and head through the tunnel. There’s the box.
Blow it to bits. You’ll have to return to the power-up again. This time, get your Superflame and head back
to where Spyro first dropped into the water. Blast the box and grab that orb.
The next two orb challenges require the Climb move. Return when you secure it.
Orb 2: Turtle soup I
Climb up the ladder near where you got the talisman. There a chef is attempting to cook some baby
turtles for dinner. Deflect the turtles out of harm’s way (into the water). You can use either the flame or
charge attack, but charge works better, as the turtles fly further. If a turtle starts sniffing the cauldron
in the middle, he’s about to go in. Bounce that terrapin! After you save three, the chef will give you
an orb.
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Ridiculously happy starfish
Orb 3: Turtle soup II
Save the turtles again. This time there are more, they move faster, and come at Spyro from all angles.
Stay near the cauldron and bounce the turtles toward the water. When you save all the turtles, you
get another orb. Don’t forget to collect the gems in the water below. They become accessible after
the mini-game.
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14
WORLD 1
Fodder:
none
Talisman:
This is the first of several Speedway levels. They each contain 400 gems and a secret orb puzzle, and
they all behave by the same rules.
Spyro begins with a set amount of time, and must complete the level in that time. To complete the level,
all enemies must be defeated and all gates must be flown through. Any time Spyro beats an enemy or
flies through a gate, time is added on. He cannot touch any water, or the level will reset.
In Ocean Speedway, there are four basic objectives. Begin by flying through all eight swirling pink rings.
When you have fully completed an objective, the items will fall to the bottom of the screen. For each
group of items, Spyro will get 80 gems. After the pink rings, hit the beige path and begin charging.
Head toward each of the cars and knock them from the path. When you have hit the eighth, head right
to the boats. The most effective way to combat them is by flying against the grain of traffic. When you
have torched them all, climb to the arches. Maneuver through them and collect your gem reward.
Orb I: Secret challenge
When you have completed the level, go visit Queen Finny near the fish gallery that has been cheering
your progress. She will propose a race against Hunter. This challenge takes you through the course
again. This time, Spyro follows Hunter through 20 green rings. He will try to fake you out, so stay
close. There are drastic turns after the fourth and eleventh ring. When you make it through 20 rings,
Finny gives you an orb.
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none
15
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WORLD 1
Fodder:
Sheep from the sky! Look out bewool!
Talisman:
Orbs:
none
Once you have collected six talismans, Elora will open the gate to Crush’s Dungeon. This sets up the first
and easiest boss fight of the game. It’s Spyro vs. Crush in a duel to the death.
Certain areas on the floor give Crush the ability to utilize special attacks. He moves in a circle and trucks
from patch to patch. Early on, he stands on the blue circles and sends out a pair of blue shock waves. If
he hits you with the first, there won’t be a second. These are easily jumped over…it’s all timing. Then,
charge close and flame the big lug.
If you hit him, you’ll have to charge away fast, as Crush throws a tantrum that literally brings down the
roof. Avoid the boulder rain. Then, it’s back to the blue circles. Repeat the process: jump, jump, charge.
Remember to run far away if you hit him.
Elora will throw sheep down to Spyro during the course of the fight. Flame them to bolster Spyro’s
health.
After the second hit, the floor circles will become red and Crush will have a new attack. This time, he’s
sending two fire blasts at you. They are easy to avoid simply by charging away. Then charge and nail
him in between circles. He will do the same sore-loser bit and ultimately beat himself up with the rocks
that fall from the ceiling.
Next, it’s three fire blasts. Avoid them and flame him. Now, after you hit him, he chases you around
the dungeon. If you elude him long enough, he will get fussy and bring down the roof…again. Two
more hits should do it. He’ll mix attacks between shock wave and flame now, but you’re home free.
Dodge him and flame him…and it’s
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none
16
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WORLD 2
Fodder:
Sheep and frogs
Talisman:
Special moves required:
Swimming, climbing
Moneybags:
Near the beginning of the level, Moneybags will activate the portal to Zephyr for 400 gems. Near the
central castle, Moneybags will teach Spyro how to climb for the modest price of 500 gems. Once Spyro
uses eight orbs to unlock Professor’s door (near the Scorch and Fracture Hills portals), Moneybags opens
a castle in the distance for 400 gems. It contains the Shady Oasis portal. On a distant platform after a
glide from the parapets of the castle, Moneybags awaits to unlock the portal to Icy Speedway…for 100
gems. He’s worse than the federal government!
Orb 1: The end of the wall
Elora stands guard over a deactivated whirlwind. If Spyro has accumulated enough orbs, she will
activate it for him. It leads to the Metro Speedway portal. From this vantage point, Spyro can see the
wall that encloses the courtyard. Glide down to it and follow in all of the way around. There is a cracked
wall at the end. Smash through a weak point in the wall to gain your orb.
Orb 2: Long glide!
Near the portal to Icy Speedway (in the castle), there is another weak wall. Charge it to reveal a
whirlwind. Another whirlwind on the roof leads to the highest tower of the castle. Find the distant
platform that you saw from the big wall where you got the first orb. Then jump and glide a loooooong
way down to it. Don’t worry. A whirlwind will bring you back. And you’ll have an orb for your troubles.
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none
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WORLD 2
Fodder:
Blue meanies
Special moves required:
Talisman:
Glass anchor
Light fires to activate the “highly advanced machines” throughout the level. Simply stand near the piles
of sticks and flame. Torch the Blubs who try to spit your fires out. When all the fires have been lit, the
ship powers up and the talisman is yours.
Orb 1: Mine blast
Use the cannon to pick off the floating smiley mines. There is one behind the bluff with the gem case,
and it is just a matter of placing the cannon correctly to lob a volley at him. Also use the cannon to
break the gem case.
Orb 2: Gear grab
If you have enough kills, the powerup (in the cave) will spring you into a room with Fisher the
Breezebuilder. He will give you a shot at the second orb. To gain it, you will have to maneuver through
an obstacle course on awooden cart, collecting 50 gears. Your cart is equipped with a cannon, which
can be fired with the circle button. You will need to use it to switch tracks as well as eliminate TNT in
your path. Jump the cart over low boxes and breaks in the path with the X button. When you have
successfully completed the course, Fisher will give you an orb.
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Swimming
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WORLD 2
Fodder:
Fire lizards
Ancient bone
This one is earned simply by surviving the journey. Make it to Glug (right beyond Ooga) and he will
give you the talisman.
Orb 1: Lava lizards I
Save villagers from Lava Lizards. You must save the villagers in order before they are eaten, or the
mini-game will reset.
Orb 2: Lava lizards II
Save the villagers again. Flame them in the order they hatch, or you will watch as the poor villagers
are gruesomely consumed. There is a pattern to it and once you memorize it, the villagers become
easy to save.
Orb 3: Dem bones
Ooga’s friend has been disassembled by Lava Toads and Ooga needs Spyro to help collect the bones.
The first bone is being held on top of the bone towers in the lava near Glug and Ooga. Go back to the
first island in the lava and peg off the Lava Toad with the lava rock there. Then carefully negotiate the
towers, killing a dragon along the way. Grab the first bone, then go back to the tunnel. Ascend the stairs
at the mouth of the tunnel and break down the bone cage with three well-placed lava rock spits. Then,
on the far right of the platform, target the Toad and spit. Voila! Bone #2. Bone #3 is in the side area north
of the tunnel. The fourth bone is on top of the skull at the entrance to the tunnel. Pop the Toad with
a rock and the bone will drop in front of you. Now grab another Lava rock and head back to the third
island. If you haven’t whacked enough enemies to activate the power-up, do it now. Once power-up is
achieved, Spyro will have the ability to walk on lava. Next, go through the power-up gate on the third
island. To the left is a series of lava stairs. Take these up to the skull on top and go through. There you
will find a Toad bouncing on a jet of steam. Hit him with the lava rock and collect your bone. Grab all
the gems along the lava if you haven’t already using your power-up. Go back up the lava steps for the
seventh bone. It’s down the right fork, at the end of the floating segments of bone. You won’t have
enough power-up to get you all the way to the end, so make sure you are on solid ground when it runs
out. Do not linger on the bone floats. They sink and the lava will scorch Spyro’s cute bum. At the end of
the passage is a Toad who is easily dealt with. He coughs up a bone. Grab another lava rock and head
to the platform nearest Glug. Target the Toad on the precipice above. Then maneuver to the last bone
tower and, using the broken rib to the right, glide to the platforms on the large rock island in the lava
lake. There is a blind leap around the corner to gain your bone prize. Make sure you are far enough
right when you begin your jump, or Spyro will hit the wall and plummet to the lava below. While you’re
there, float down to claim the purple gem to Spyro’s left. We’ve left one bone for the end, simply because
once you’re done with the quest, you are deposited in a different part of the world, and you probably
don’t want to do all that bone-jumping to gain the last gem. Go back to the tunnel and through the
power-up gate. Walk on lava over to the toad, then charge him and take his bone. All this for an orb.
Luckily, you’re rewarded with a beautifully-choreographed skeleton dance.
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Talisman:
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WORLD 2
Fodder:
Inchworms
Special moves required:
Talisman:
Ruby bomb
Using cannons positioned throughout the level, blast down the doors. Once you’ve blown them all
down, get the munitions building in your sights and take it down. Corporal Glug will give Spyro the
talisman.
Orb 1: Cowlek corral I
Rassle up five cowleks for the shepherd. To get them to go up steps, simply give them a little flame... A
couple seem hard to round up, but they just need the proper motivation. In the Power-up area, use the
super flame attack to make the pair there to jump high enough to get to the next platform.
Orb 2: Cowlek corral II
Grab two more cowleks. They are hanging out in the dirt courtyard below Private Romeo. To get the
cowleks home, they need to be flamed up the stairs, then over the gulch. The last jump requires the
supercharged flame attack, so head back through to the area near the shepherd, up the ladder to the
Powerup area. Grab the charged-up attack and then haul booty back to the stranded cowleks. One blast
each should send each over the ravine. When they are safe and sound in the corral, the shepherd will
award you with an orb.
Orb 3: Sowing seeds I
Reunite Private Romeo with his fair Juliet. Start by visiting the Professor at the southern platform. He will
give Spyro a seed to plant. Plant the seed in the green pentagon in the dirt courtyard to gain another
seed. Plant the new seed in the pentagon closest to the Professor, then torch the one below and get
the original seed back. Use this to form another step in the plant progression on the platform by the
Professor. Grab the next seed (in the alcove), and plant it in the nearest pentagon, forming a step up to
the chess board platform, where another seed is waiting. Plant that one a bit further away to germinate
a three-tiered mega-weed. This will give you access to a couple of glidable platforms which eventually
lead to the Professor. He’ll give you another orb.
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Orb 4: Sowing seeds II
The Professor will give you two seeds to seal the deal. Take the first across the first seed platform to
the checkerboard that leads to a door. Spit that seed out and go back for the second one. Once on the
checkerboard again, target the seed patch with the triangle button and fire away. The path through the
mini-castle leads you to the newly-made plant. Leap up to save Juliet. She’ll grant you the fourth orb.
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WORLD 2
Fodder:
Snakes in baskets
Special moves required:
Talisman:
Emerald Scarab
Open all the locked doors on the level so that Greta can find Handel. They are all button doors like
Spyro has encountered earlier, and can be opened with flame or charge. When each door is unlocked,
a flag raises over the temple.
Orb 1: Barrel of monkeys
Help Hunter catch monkeys in the northwest desert. This one’s simple. Ram the trees Hunter runs to
and he will catch the monkeys.
Orb 2: Capture the flags
Shoot flagkeepers off of the pole and collect flags. Use the super flame power up and track back
through the level to each of the flags that Spyro raised when opening doors. At the top of each (3) is
a flagkeeper. Target with the triangle and take them down. Then, avoid their bombs all the way back to
Handel. Keep each flagkeeper in your sights. Their bombs are easy to avoid if you see them coming. For
the most part, they can be avoided by zig-zagging, but jumping is sometimes necessary. When you get
to the area close to Handel, stick close to the wall by Greta and the flagkeeper won’t be able to reach
you. Make sure to shoot gem boxes when powered up as well. When all three flags have been delivered,
Handel bestows an orb upon you.
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WORLD 2
Special moves required:
Climbing
Volcano idol
Knock the Earthshapers on to the red X’s to clear them out. Then climb the central tower by scuttling
around the various ladders and making your way to the walkway. Here, Moneybags activates the elevator down to the volcano for 200 gems. Near him is a Life Bottle to your left (when facing him) and three
more (with a short glide) to Spyro’s right. Climb to the top of the volcano (watch out for falling rocks and
maneuver around the turret) and Bippo the Faun will give Spyro the talisman.
Orb 1: Party crashers
Once you’ve collected the talisman, float down to Chedda the Faun. He is standing near the Superfly
power-up. Use the power-up to swoop around and collect lava rocks, then spit the rocks at the lava
creatures scattered throughout the level. Make sure you maneuver Spyro to safety before the power-up
wears off. You’ll also want to shoot down the bottles hanging from balloons and collect them while
you’re at it. When you have defeated all twelve lava creatures, Chedda will bequeath Spyro an orb.
Orb 2: Crystal geysers I
Collect more lava popcorn than Hunter. This challenge happens in the core of the central tower. Glide
to the ladders and climb up, then drop into the blue cave to initiate the game. The floor of the cave
is cracked and keeps shooting pieces of green crystal popcorn into the air. Collect ten pieces of green
crystal corn before Hunter, and he gives you an orb. Puffs of steam give away the spot the crystal will
pop from, then run or jump into it. There are many up in the air at any given time, so Hunter may be in
a completely different part of the cave. If you follow him, though, you can snatch popcorn he’s about to
catch away from him by jumping in front of him as it springs.
Orb 3: Crystal geysers II
The third orb is gained by playing a more advanced version of the previous game. This time, collect 15
pieces of popcorn before Hunter.
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Talisman:
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WORLD 2
Fodder:
Little piggies
Special moves required:
Talisman:
Bronze flute
After breaking the satyrs out of their stone encasements, each plays a tune that breaks a bit of the
central fortress. Trek to the fortress and Sheila the Faun will grudgingly give you the Zamfir pan-flute
talisman.
Orb 1: Free the faun
Rescue the faun in the fortress near Spinner. By the time you reach Spinner, you should have killed
enough enemies to activate the power-up gate. If not, jump down in the crater and knock the Earthshapers into the lava using the flying charge. The power-up gate is to the west of Spinner. Supercharge
through to smash the gate ahead. Then cling to the left wall, do a short jump into the door on the left.
Follow the twisty passage. By the second turn, you will need to jump, then jump over the lava (past the
Earthshaper) and smash the next iron door. In the next area (still
supercharging) continue up the ramp and jump, smashing the high door. This will lead you to a
suspended pathway with a couple of nasty twists. When you have successfully navigated the entire
course on supercharge, jump to smash the final door and collect your orb. Likely you will need to do
the course a few times to memorize it.
Orb 2: Alchemist escort
Guide the Alchemist past the Earthshapers. In the blue area teeming with Earthshapers near the
power-up, you’ll find Hunter and his Alchemist friend in separate caves. When you meet the Alchemist,
he’ll ask you for an escort past the Earthshapers. Translation: “Risk your heiny while I traipse around like a
moron.” The Alchemist takes the long way around, walking near each enemy, and you have to telegraph
his moves to some degree. Run up ahead and do a flying charge. This will stun each Shaper long enough
for the Alchemist to get past. When he has run his course, Spyro gets an orb.
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Headbash
Orb 3: Earthshaper bash
You’ll have to come back for this one after visiting Winter Tundra in World 3. Headbash all the Earthshapers. This mini-game mimics the previous one; except, this time Hunter shoots each Shaper with an
arrow, and Spyro must finish them off with a headbash. When all are obliterated, Spyro gets an orb.
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WORLD 2
Fodder:
Peacocks
Special moves required:
Talisman:
Mystic Lamp
Help Shorty the Hippo by knocking berries out of the trees. Apparently, these berries are high in
saturated fat, because they cause Shorty to swell up like an August peach. He will bust down the doors
until he gets to the talisman. You merely have to follow and feed him. He will give you hints on how
to get berries from each tree.
Near the portal back to Autumn Plains is an area Spyro can jump to get lots of extra loot and the
second orb. Facing the portal, it is ahead and to the left (you will see some baskets in the distance). Glide
down and collect the gems. On the southeast ledge is a rocket that will burst all the gem cases on the
level. Another gem case requires a headbash to open, so if you haven’t acquired that skill yet (in Winter
Tundra), you will have to come back. When you go back up the whirlwind, a secret gem bottle is there.
Follow it around until it gives you the goods.
Orb 1: Catch 3 thieves
Talk to Bruno the Hippo in the area near the portal. He explains that three thieves have stolen magical
brass lamps from the hippos. Track down and torch the filthy pilferers to get your reward. Bruno shows
you where each is located. The easiest way to catch them is to follow closely behind and flame them
when they attempt to turn a corner. One resides in the area near the power-up and is the easiest to
catch. He has to stick to level ground, so powering up is a great advantage. Use the power-up on the
next thief as well. Power-up, then head to the sunken area south of the power-up zone. Another thief is
waiting down there. Stick to the lava and flame him when he corners. The third is in the rooms leading to
the talisman/portal, and is easy to hunt down. When all three are caught, Spyro gets a bauble.
Orb 2: Free hippos
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Headbash
Grundy the Hippo’s family is encased in stone and let out into the green muck, and Spyro must save
them before they sink. Use the headbash to save them before they sink into the mire. Save all eight,
and an orb is yours!
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WORLD 2
Fodder:
Snowballs
Special moves required:
Moneybags:
will extend a bridge for 200 gems. Pay that bear!
Talisman:
Ice Crystal
Flame the frozen Icebuilder at the beginning of the level. He will explain that Shaman Tuk, who has
tickets to the hockey game that night, has been imprisoned by the Ice Wizards. Defrosting the Icebuilders throughout the level will lead Spyro to the Tuk. He will cough up the talisman for the effort.
Orb 1: Draclet cave
In the area below the Moneybags bridge, Spyro will encounter Shaman Tik (creative name, don’t you
think?). The caves are wild with draclets, and Tik wants your help to rid the world of them. Use the
Superfly power-up to swoop through the cave and flame the draclets. Do it as quickly as possible,
because the draclets replenish themselves at a fast clip. Flame 18 and get an orb.
Orb 2: George the snow leopard
A skeleton bridge is hidden behind an ice column near where Spyro got the talisman. Cross the bridge
to Shaman Tok. It seems his snow leopard has run away. Go find the leopard and bring him back to Tok.
On the way back, George will stop at each water hole looking for fish. Help him by flaming the fish on to
the land. After he’s full, he will follow Spyro back to Tok. Claim your orb reward.
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WORLD 2
Fodder:
none
Talisman:
The rules are the same in the game’s second bonus level, but this time, there’s more stuff to do in the
time allotted. Begin by taking out the Pigeons as you fly into the city. The last three Pigeons are perched
on buildings in the ocean. During your runs to get the Pigeons, flame the Jumpers that get in your path.
Flame the rest of the Jumpers after the Pigeons, then go to the green lit area and Supercharge through
the arches, then fly through the last couple, then concentrate on the dudes holding the “Slow” signs. Fly
in a circle and flame them all. 400 gems are yours!
Orb 1: Grab the loot
Secret Challenge. Meet the Mayor behind the waterfall near the third pigeon. He will implore you to stop
the criminal activity in Metro City. Fly behind Hunter and grab the gems that the crooks drop. Be sure to
follow the exact path that Hunter takes. If you miss a sack of loot, the game resets. Once you’ve collected
all the treasure the Mayor will grant you a secret orb.
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WORLD 2
Fodder:
none
Talisman:
Earn another 400 gems by completing this level. Start by flaming the hangliders, then hit the ground
running and bash the snowmobiles. Then charge through the first string of arches. When you see the
castle looming before you, take to the air to continue going through the arches. Then fly in a circle near
the water, taking out the Serpents and Skaters. Congratulations. Now try to beat your time.
Orb 1: Paragliding challenge
Near where you bashed the snowmobiles, there is an igloo containing Hunter. Bash it to reveal the
challenge. This one is fun. Hunter tows the para-gliding Spyro behind, and the object is to maneuver
Spyro through the rings. This one can be tricky, as you will have to account for the pull of the boat
and the movement of the glider. Most of it is sharp angles with mutliple rings following each. The
glider utilizes the same physics as would be exhibited. There will be slack in the line as Hunter turns,
followed by a hard pull (kind of like Crack the Whip). After Spyro has gone through 50 rings, Hunter
gives him an orb.
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WORLD 2
Fodder:
Chickens from heaven
Talisman:
Orbs:
none
Welcome to your second boss fight. This one is for access to the third world: Winter Tundra, and it’s
against Gulp, Ripto’s trusty (if dumb) reptile steed.
Gulp has two main modes of attack. He charges, which is easy to avoid, or he shoots various energy
blasts at Spyro from the giant apparatus strapped to his spine. Throughout the course of the fray,
various items fall from the sky. They can be used to combat the giant lizard, but beware: Gulp has his
name for a reason. He will also consume the fallen items and use them against Spyro. The trick is to be
quick and get to the items first. Gulp is powerful, but is slower than all get out.
He begins the fun by charging Spyro. This is easy enough to avoid. Wait until the helpers throw a steel
drum into the ring, then charge it into the beast. If Gulp chows it, he will send a green shockwave
toward you. Jump it and get on with your life.
When he is hurt, he will begin firing his energy blaster at you. Charge around to avoid it. Next, the
helper will toss Spyro some bombs. If Gulp eats these, he will spit out a ring of fire. Call Johnny Cash!
Flame the bombs in the direction of the baddie and stand back.
Next, the birds will drop some mini-rockets. Gulp one and blast away. If he grabs one, he will spit it at
you. You can outrun it simply by charging around the ring. If you get close enough to Gulp, you can
collide the rocket into him. That’s being resourceful…
This process continues until you beat the beast. Occasionally, chickens will rain from heaven to replenish Spyro’s health. After 10 hits, Gulp will go down. Good job.
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WORLD 3
Fodder:
Penguins
Talisman:
In these worlds, there are no talismans issued, only orbs.
New move:
Moneybags is straight ahead. For 1000 gems, he will show you how to headbash. As soon as you get it,
bash the rocks nearby to get gems. Bashing one of them will open a door. It will also open gem cases
that have targets on top of them.
If you are low on lives, you may want to get some before continuing by repeatedly torching the
penguins at the beginning of the level.
Orb 1: Top of the waterfall
Travel around the big wall and drop way down into the water below. Travel down the tunnel. The orb
will be floating midway down the passage. At the end of the passage is Moneybags, who will open the
Canyon Speedway portal for 200 gems.
Orb 2: On the tall wall
On the northwest corner of the big wall. Climb the steep stairs and swoop down to it.
Orb 3: Smash the rock
The rock nearest the Mystic Marsh portal contains another orb. Headbash it and collect...simple as that!
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WORLD 3
Special moves required:
none
Snoozle the Water Wizard grants you an orb just for getting to him. Powerup the spring and find him
on the high platform.
Orb 2: Collect spark plugs
Basil the Explorer’s vehicle has broken down. He needs four spark plugs to get it running again, but
some crafty thieves have stolen them. They are scattered throughout the world. They run on fairly
pre-set paths, and it becomes easy to telegraph where they’re going to go. Charge like a maniac to get
close, then flame them. The first is on the dirt path by Basil. Glide over to the path and charge him
down. In the kettle cave, another thief awaits. Stay on the left ledge of the cave when charging. Flame
him when he corners. Thief #3 runs in a pretty tight circuit, and is easy to pick off as he turns. The
fourth thief is on the treetops. The best place to get him is on the ground before he uses the Bigbounce
power-up. Flame him and claim your orb.
Orb 3: Retrieve Professor’s pencil
Meet the Professor in a south cave. He is looking for his pencil, but you’ll have to trade multiple places
for this. Prof. drops an egg to start things off. Take this to the bird nest near Snoozle. A bird will grab the
egg and drop a seed. Take the seed to the bucket near the start of the level. The plant there will spit out
a baby duck (don’t ask). Deposit the little mallard in the west end of the river near the other ducks. The
ducks will give you a radish. Take the radish to the cauldron in the eastern water-filled passageway. The
pot will give you a coin, which you may throw into the fountain that Snoozle activated when he woke
up. The pencil will shoot out of the fountain. Take it to the Prof. and claim your reward.
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Orb 1: Fix the fountain
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WORLD 3
Fodder:
Stone-coated sheep
Special moves required:
Orb 1: Break down doors
After breaking down all the doors and restoring the wand to the Wizard, he grants you an orb.
Orb 2: Agent Zero’s secret hideout
Follow Agent Zero, secret agent to his hideout. Hide behind a tree before he sees you. When you get to
the highest castle without being detected, he gives you an orb. Zero speeds up at the end, so charge to
get to the last two trees before he sees you.
Orb 3: Ring tower bells
Once you have unlocked the icy fresh breath power-up, talk to Murgen the Wizard. He’ll tell you to freeze
the trolls and ring the bells. Use the frozen trolls as stepping stones to reach high ledges. Then jump
and charge the bells. Their beautiful sound will fill the world.
After you get up to a higher area, there is another power-up gate. Use it to freeze the trolls there and
ring that bell. Then, power-up and freeze the two jogging trolls to achieve access to the next area.
Freeze the one troll there, climb aboard and ring the second bell.
Murgen comes again and activates a whirlwind to a higher level. Power-up, then take the whirlwind up.
Freeze the two trolls at the bottom of the tower when they get close to one another, then mount the ice
stairs and into the room above. Ice two more trolls, ring the bell and get an orb.
Hard-to-get gems: After gaining your orb, get powered-up again and head back up the whirlwind.
Wait for the more active troll to go to the left of the entrance and freeze him. Stay on him until your
power is nearly gone, then jump and flame the rocket above. This will unlock the gem case you’ve
been wondering about.
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WORLD 3
Fodder:
Sheep
Special moves required:
Orb 1: Switch on bug light
Farmer GreenBeene is distressed. Giant insects are plaguing his farm. He enlists Spyro turn on the bug
light. Spyro simply has to make it to Farmer John to fire that lamp up.
Orb 2: Exterminate crow bugs
Farmer Applebee (after the first two windmills at the start of the level) offers a new challenge. Some
robot crow bugs are congregating on the farmer’s scarecrows. Take them out (only four) to earn the orb.
They fly back and forth between scarecrows, but are almost ridiculously easy to pick off if you charge
them down, then flame. If you can get close enough, it is possible to take down more than one bug
with a single flame attack.
Orb 3: Clear tractor path
Ride the whirlwind at the beginning of the level up to Farmer Barleycorn. He needs Spyro to clear a
tractor path. This is similar to the challenge in Fracture Hills. Get the Supercharge power-up then truck
down the path, clearing debris and collecting gems. There are a few turns and a couple of obstructions
to bash, but before you know it, you’ll see Barkeycorn again. He’ll toss Spyro the third orb.
Hard-to-get gems: There is a gem case near Barleycorn. Before the first ramp on the track, go right and
charge to the left of Applebee. Smack the case and claim your treasure.
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Headbash
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WORLD 3
Fodder:
Eggs
Special moves required:
Orb 1: Conquer invading cows
Cows have invaded Metropolis, as Manager Droid explains to you at the beginning of the level. He tells
Spyro to find the Inventor Droid. Meet Maintenance Droid in the next room. He tells Spyro to give
the elevator a good bash to get it going. Destroy the cows that block your path. Navigate to the next
two elevators until you see the power-up in the distance. Glide down to it. There, Inventor Droid is
waiting with Spyro’s orb.
Orb 2: Shooting down sheep saucers I
There are three sheep piloting flying saucers in this area. Use the Superflame/superfly charge and attack
them from the front. They fire back, so be wary and dodge their blasts. When you’ve shot down all
three, collect your orb.
Orb 3: Shooting down sheep saucers II
Repeat of the same style game. This time, there are five sheep, and they are a bit baaaa-der. Same plan:
fly toward them, avoid the blasts and Superflame them. Take down all five and Spyro will be orbulific.
Hard-to-get gems: Using the Superflame/supefly power-up, fly to the higher parts of the sheep saucer
area. Atop a high platform is a gem case. Bust it up and grab your loot. Now, power-up again and haul
butt back to the elevator. Charge to subsequent elevators until you get to the blue area with a ladder.
Charge to the ladder, climb it up and blow away that gem case.
Orb 4: Ox bombing
Although the UN officially declared ox bombing inhumane in 1972, the people of Avalar have not
gotten the net. Good for Spyro, I guess. From the area where you opened the second gem case, glide to
the next ladder and go up. There is a Logistics Droid at the top who explains that a mad ox has seized
control of the Droid armory. Guess who gets to go brawl him? You guessed right. Smart dragon. This
game takes place on an ice rink. The easiest way to defeat the ox is to head straight down the ice at him.
When you get about _ of the way to him, flame the bomb he sends at you. In your face Oxxy! Then head
back to the solid ground where you began. Repeat this until you hit the ox five times. When you’ve
defeated him, the Droid will chuck an orb at you.
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Climbing, headbash
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WORLD 3
The format of this encounter is a bit different than the last two fights. It is split into three parts. The
first two employ the same tactics. When fighting Ripto solo and the Ripto/Gulp team, helpers toss
orbs into the arena. They can be picked up by both Spyro and Ripto. Once either gets three orbs,
they will power-up and utilize a special attack. The color of the third orb will determine the type of
power-up attack.
Stage 1: Ripto solo
Ripto alone is fairly straightforward. He shoots blasts from his wand when not powered-up. Dodge
them and charge around collecting orbs. If Ripto is near an orb, charge him to temporarily stun him,
then collect the orb. Ripto senses when Spyro is powered up and runs away. Charge him down and
blast at close range to maximize damage. Three green orbs allow Spyro to spit little clusterbombs at
Ripto. Three greens will allow Ripto to shoot a green wave of energy at Spyro. Dodge the energy balls.
Three red orbs will give Spyro Super-nuclear-flame breath. Red orbs will give Ripto a red shockwave
attack. This is like the attack that Crush had, and is easy to avoid. Blue orbs make Spyro into a blue
whooping-train. Charge Ripto to knock him down a couple pegs. Blue orbs give Ripto a blue cloud of
energy which he will dog Spyro around with. Charge to avoid it. Actually, charge the entire fight. You are
almost impossible to hit if you are moving at charge speed. As always, fodder will fall from the sky. Flame
it when you need a little health. Once you’ve defeated this Ripto, it’s on to the next encounter.
Stage 2: Ripto atop Gulp
Ripto’s gone and gotten himself a new mechanized version of Gulp with creepy eyes. He sits on top
and generally makes your life difficult. Once again, orbs rain from heaven. Tool around and collect
them to power-up. Then get in at close range and blast the evil duo. All of Spyro’s previously described
power-eps apply here.
Hunter is not a very good helper this time. Most of the orbs drop at Gulp’s feet. You’ll have to charge
close to get most of them. As before, Gulp will slurp whatever is near him. If the duo gets three orbs,
they have some new attacks. Red sends a fire demon screaming at Spyro. Charge around the arena until
it peters out. Green will activate the laser eyes of Gulp. The beam will make three sweeps. Jump over
each. Blue will send a volley of energy bombs into the air. Avoid the shadows to avoid the pain.
this guide downloaded from ignguides.com
At the top of the tall steps in Winter Tundra is the hall that leads to Ripto’s Arena. Time to throw down,
little dragon. This is the big one.
Once you recognize the patterns, it is just a matter of avoiding, charging until you scoop up orbs, then
counter-attacking at close range.
Stage 3: Ripto atop a bird
After Gulp goes down, the floor drops out of the arena and turns to lava. Spyro takes to the air, and
so does Ripto, aboard a huge bird. Spyro has Superflame breath and can use it to wreck the evil pair’s
flight plans. The best way to take this team on is head to head, in a sort of joust. Fly directly at the bird,
pumping it full of fire and avoiding the green blasts from Ripto’s wand. Then turn around and strafe
again. Avoiding the green blasts is easy if you can see them. After six or seven passes, the bird and Ripto
will fall defeated. On to Dragon Shores! Yipee!
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When you accumulate 55 orbs and 8000 gems, you are free to explore Dragon Shores, the ultimate in
dragon entertainment.
Coaster:
Showman Gnigel bosses over the Dragon Shores roller coaster. Earn tokens here by surviving the course
and popping all balloons.
1st ride: Pop all the balloons (25) to win a token. Jump over creatures on the tracks and other coaster carts.
2nd ride: Pop all the balloons (50) to win a token. There are more creatures and more carts, and the track
splits (like in the Breeze Harbor level).
3rd ride: Pop all the balloons (50) for a token. This time, your sled is equipped with a cannon to get
the red zeppelins. These are tricky. Some need to be shot when you round corners, others you have to
jump for. Practice makes perfect.
Shooting gallery:
Visit Showman Gnelson for another contest of skill.
1st round: Shoot 10 ducks in the time allotted to win a token.
2nd round: Spyro 2’s version of Gopher Whack. Shock Divers pop up in random places. Nail 8 of them
in the time allotted to collect your token.
3rd round: Peg off the 10 lizards to gain a token. These guys are mobile and don’t stick around long,
so Spyro’s gotta be on his toes.
Tunnel of Love:
Visit Showman Norm at the Tunnel of Love. He gives you a token just for riding. This one is mainly just a
catalogue of characters you’ve encountered in various amorous combinations. Ooh la la!
Dunking booth:
this guide downloaded from ignguides.com
Once there, you can play several mini-games to earn tokens. Ten tokens allow you to visit the Avalarreknowned Dragon Shores Theater.
Showman Gnick gives you the opportunity to dunk some of the game’s biggest, baddest baddies. Slurp
up the baseball and spit them at the target to start the fun. You can sink three creatures for three
tokens here.
Dragon Shores Theater:
Conquering all these events unlocks the Theater, in which you can watch all the cutscenes from the
game. Check out all the classics. From “I’m a Faun, You Dork!” to “Gulp, Lunch Time!” this cinema’s got
‘em all.
Bonus:
If you collected it all: 10,000 gems and 64 orbs, more fun awaits. Go to the doors near the Dunking booth
to collect the ultimate reward: Permanent Powerflame power-up. Take Spyro on a fire-spittin’ rampage
through the whole game again. Good job!
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All Rights Reserved.
35