Spyro The Dragon Walkthrough/Strategy Guide written exclusively for *Cheat Code Central* at http://www.cheatcc.com/ by [email protected] World One: Artisans Home 1. welcome to the starting point for Spyro The Dragon! Here you'll learn the finer points of being a heroic dragon; including what you can and can't do. As you progess through this land and its Arch Portals; keep your eyes open for opportunities to practice your skills. and; as always; explore everywhere and grab as much loot as you can! Basic Stats Dragons: 4 Fodder : Flocks of tasty sheep! Difficulty Level: Very Easy (What were you expecting?) 2. Strategies Start 46 Treasure Points: 25 Red; 8 Green; 1 Blue The raised platform where you start the game offers an excellent view of the surrounding area. It's also the location of the first crystal dragon you'll find. Free him and listen to his advice. Tip Since the enemies here won't attack Spyro; feel free to raom about and get a good feel for to control his actions. Enemies Gem Defeat Using: Charge/Flame Attack Method These marauders won't attack Spyro; but run away when you spot them. A few well-placed fire blasts or charges will cause them to relinquish a total of five red gems. Goon Defeat Using: Charge/Flame Attack Method Like the gem thieves; these bandits flee at the mere sight of a dragon bearing down on them. Toast them or mow the down to undo the magic animating the green gems. Tip When Spyro defeats an enemy for the first time, the gem within is released for Gnasty Gnorc's evil spell. If Spyro returns to a previously visited area; enemies he already defeated will return. Defeating them again reveals a life shere; butterfly; or dragon statue instead of a gem. Collect 20 life spheres to gain another life. 3. Keep Sparx Healthy! Every time Spyro is hit by an enemy or falls into water; Sparx loses some of his glow (power to protect Spyro). Release the butterflies by ramming or barbecuing the sheep roaming the Artisans Home World so Sparx can gulp them down and regain his protective powers. Tip Keeping Sparx healthy benefits Spyro two ways. First it allows Spyro to take damage without losing a life. Second; the healthier Sparx is; the farther he can fly from Spyro to retrieve gems. If Spyro loses Sparx. he must gather the gems himself. 4. Explore Strange New Lands Once you've released all 4 of the dragons and collected all 100 treasures your job is done here. Uncover the secrets within the other lands by walking through one of the archways. 5. Glide For It! To reach the raised area between the two parapets; Spyro must glide from atop the hill front of it. Press X when Spyro reaches the peak of his jump to maximize glide distance. 6. Uncover an Extra Life! Nestled at the center of the shrubbery maze lies a chest that holds 1-Up dragon statue. At the back of this sea green; the archway into the land of Dark Hollow can be found. 7. North Tunnel 18 Treasure Points: 10 Red; 4 Green The northern castle passage will take Spyro to a pier where Marco the Ballonist will allow our tiny hero to venture into the Peace Keepers World and cotinue his quest rescue the rest of his brethren. 8. Boss Level Alcove 10 Treasure Points: 2 Red; 4 Green Just beyond the gap lies a peaceful area with plenty of treasure lying around. Grab them up and flame those sheep if Sparx's glow isn't at its brightest. 9. Not Just Yet, My Imoatient Friend Freeing Argus; this mighty dragon will instruct our impatient little dragon how he can enter the Dragon's Mouth and take on Toasty; the boss of the Artisan Home World. 10. East Tunnel 26. Treasure Points: 20 Red; 3 Green At the end of this passage lies another imprisoned dragon and the archway into Town Square. Here you'll learn to use the camera system to carefully plan your glides! 11. Town Square Ahead! You'll find the archway to Town Square at the top of the tower. Simply run; jump; or walk into the column of swiriling sparkles and they'll whisk Spyro there. 12. Gliding Lesson; Part 2 After you reach the top of the tower; use the triangle button to line yourself up before attempting to jump to the adjacent towers. Press the X button once to jump off the platform and glide onto the tower tops to either side and recover the treasure! 13. Not all the gems will be found laying around in plain sight. So search out all the paths and the backs of towers and such. Advice from the Council Of Dragons Spyro; Each of the five Dragon Worlds you encounter comprises a Home Base; three Regular levels; one Treasure Round and a Boss stage. The Treasure Rounds usually are hidden and take a little brain power to find. But don't worry; some of the dragons you've rescued will give you hints to their locations! Rumor has it there's a well hidden secret area within the Artisans World where dragons learn to fly. To uncover its location explore the area near the waterfall. Stone Hill 1.Standing in an open field to the right of where you enter the Artisans World is the arch to Stone Hill. Inside you'll find pastoral plots of land nestled along the seashore. This is a land for using Spyro's basic skills. Basice Stats Dragons: 4 Gems: 200 Locked Chest (and Key): 1 Egg: 1 Fodder: Lots of yummy sheep! Level of Difficulty: Easy (But with a few tricks!) 2. Strategies Pasture 1 53 Treasure Points: 12 Red; 8 Green; 5 Blue The entrance arch drops you here; in a large circular pasture filled with sheep and their guardian Rams. Running around outside of this arena will gems. Just keep an eye on the three Rams_they'll charge when you get within a certain distance. 3. Well-Diving Go ahead! Jump down that well! At the bottom the crystallized dragon; Gavin; guards a Locked Chest. Its key is well hidden in a cave off of the balcony where the fourth dragon; Astor; and the Exit Warp lie. 4. Northern Tunnel 36 Treasure Points: 15 Red; 8 Green; 1 Blue The tunnel to the north will take to a chamber filled with treasure and another dragon. Quickly grab what you can before Gnasty Gnorc turns it into the another monster! Then rescue Lindar and save your progress! Enemies Rams Defeat Using: Charge/Flame Attack Method These woolly creatures with the big horns will charge you if you get too close. Sidestep their attack or toast them to put them in their place. Shepherds Defeat Using: Charge/Flame Attack Method The Shepherds of Stone Hill don't take kindly to dragons eyeing their flocks of sheep; and have been known to take a swing at them their crooks. 5. The Palace 40 Treasure Points: 3 Red; 6 Green; 5 Blue Within the palace lies more treasure abd an Extra Life Box; as well. Defeat the Ram then make your way to the balcony where the dragon; Astor; waits along with the Exit Warp. But don't leave yet! You have much more to explore. 6. Head for the Beach! Can't find that missing key? Have you gone beach-combing yet? Jumping off the palace balcony leads you to a sandy shore and a mysterious cave. You'll find treasure galore here (including that pesky key). When you're ready to leave; take the whirlwind at the far end of the beach! 7. Southern Tunnel And Pasture 2 46 Treasure Points: 10 Red; 8 Green; 4 Blue The tunnel to the south of the palace area leads to another circular pasture. This one is inhabited by those delicious flocks of sheep; as well as their Shepherds. Hug the walls to collect of the treasure lying around; then take out the enemy. When you're done; ride up the Whirlwind in the tower is in order. That's where you'll find the last dragon. 8. Gliding Lesson Gildas (dragon number three) gives you hints on how to fly farther_and with a good reason! You Must follow his advice to the letter to reach the perimeter lands atop the pasture walls. Line yourself up where you think you're closest to the walls; and then JUMP! Pressing the X button again at the top of your jump will extend your glide and allow you to reach those out-of-the-way places! 9. Wall Tops 25 Treasure Points: 9 Red; 8 Green Be sure to explore the perimeter lands thoroughly. You have a lot of ground to cover and many a secluded gem to find. Don't worry though; the markers designate an invisible shield to designed to keep you from straying too far. 10. Stop That Egg Thief! Flying off the tower in the second pasture area lands you on the perimeter of this world. Traveling around the tops of the walls; you can't help running into this blue-cloaked thief clutching an egg. Race after him and either butt him with your horns or flame him with your breath to make him surrender his precious contraband! Advice From The Council of Dragons Spyro; Search everywhere in your quest to collect all of the gems! You'll find them scattered everwhere epecially in out-of-the-way places! Dark Hallow 1. The arch for this level is tucked away in a twisty hedge maze. It's tricky to find; but you won't encounter much difficulty once inside. That doesn't mean you can goof on the job; though! Basic Stats Dragons: 3 Gems: 100 Locked Chest (and Key): 1 Fodder: Frog legs; anyone? Level of Difficulty: 3 Dragons and 100 Gems? This level is a piece of cake! 2. Strategies Beginning 27 Treasure Points: 11 Red; 8 Green This gloomy world is inhabited by both Frogs and Gnorcs of all sizes preparation. If this level teaches anything; it's how to handle different types of momsters. The Gnorc Soldiers you can either flame (once their shields are lowered) or charge. However; once you've cleared the ground floor of them; you'll to look higher to get to where Alban the Dragon waits. Enemies Soldier Defeat Using: Charge (or Flame when their shields are turned) Rewards: Red/Green Gem Attack Method These troops tend to cower when you approach; but their dagger strike can knock Sparx senseless. Keep your distance when you see lower their shields! Gnorc Warrior Defeat Using: Flame Rewards: Green/Blue Gem Attack Method Get too close and these hall monitors will push you back with their big bellies! Because their armor doesn't reach behind them; wait until their backs are turned before flaming their butts. 3. Climbing and Flying To get to the first dragon; you'll have to jump from the top of the hightest pedestal in the courtyard. (When you get to the top you'll find this level's Locked Chest!) 4. Lower Courtyard 32 Treasure Points: 11 Red; 3 Green; 3 Blue Two of the three dragons in this level are pretty easy to find. The third is easy to overlook; unless your keen eyes spot the hidden down to another chamber. Get past the sentries and you'll find not only the dragon; Oswin; but also the missing key! While you're there; don't forget to pick up the red gems someone left scattered on the floor around the platforms. 5. Upper Courtyard 41 Treasure Points: 20 Red; 8 Green;1 Blue Only a short step up a phalanx of Gnorc Soldiers first while staying out of the range of that Gnorc's club. One blow and you'll be as flat as a pancake! Once that area's cleared hop up the staircase and deal with the next Gnorc infestation. The one in the pit's pretty fierce; but you'll find that you can barbecue him with ease if you attack at the very bottom of the stairs. Then it's up to rescue Darius; who will give you some helpful_althrough late_advice! 6. Offsides Lighting those two bonfires won't get you anything, but they'll illuminate two out-of-the way niches off to the sides of the Upper Courtyard. To get there; glide from either side of the wall. Don't forget to open the Extra Life chest in the nook on the right! Advice from the Council of Dragons Spyro; Pay attention to the wisdom of the dragons in this area! They're full of advice for dealing with certain types of enemies. You're better off headbutting armored enemies; because only make their armor rosy from the heat. On the other hand; you're too small to take on oversized with your horns alone. Flame-broiling those guys is the only way to go! Town Square 1. Take the Warp Tunnel in the tower on the other side of the Artisans Home base to find the portal to this level. Town Square comprises many glide points; so learn to glide well and do it fast if you want to clear this world! Fortunately; most of the glide points are obvious; even to a young dragon like you_but that doesn't mean you won't have to figure others out! Basic Stats Gems: 200 Dragons: 4 Egg: 1 Fodder: Chickens galore! Level of Difficulty: Easy (for a fly-dragon like you!) 2. Strategies Glide One 18 Treasure Points: 5 Red; 4 Green; 1 Blue You Start off in Town Square in one of the lowest spots in town. Take heart; since you're a stairs climb from the first dragon. Once you've freed Nils; use the pad as your flight guide. You won't get anywhere unless you position and time your glides well! Enemies EL TORO Defeat Using: Charge/Flame Attack Method Like the ram; these beasts will charge you if they see you coming and try to gore you with their horns. Nasty! Toreador Defeat Using: Charge/Flame Attack Mehtod As long as a Bull is chasing these guys; they won't give you a second thought. If their distraction is removed; though; you'll have to dodge their flailing fists. 3. Watch Out For That Bull! This glide is pretty straightforward. Just time your leap well so you don't fly into the path of that charging Bull. 4. Glide Two 17 Treasure Points: 2 Red; 5 Green; 1 Blue Once you've cleared the square of Bulls; take another climb up the stairs to your next gliding point. There's an Extra Life Chest on the other side just screaming out you name! 5. Charging For Gems! There's a gem in that box there; but you'll have to jar it loose before you can claim it. Charging the case (or even flaming it) causes a gem of the same color to leap into the air. Now all you have to do is jump for it. 6. Glide Three 25 Treasure Points: 5 Red, 5 Green, 2 Blue If you're not careful; you could forget to make his next leap! Do I need to remind you how very much Spyro hates water? On the other side of the pond you'll find the dragon; Devlin. Free him and watch the bullfight in the next square. 7. Look Before you Leap! Believe if or not; Spyro isn't a big fan of water and he drowns easily. Before you run over a precipice; check to see what lies below_just in case your wings fail! 8. The Toreador's Song The Toreadors and their mighty bulls congregate round the fountains in the courtyards of Town Square. Around and around they go; paying no attention to no one until you roast one of them; that is! 9. Glide Four 45 Treasure Points: 7 Red, 9 Green, 2 Blue, 1 Yellow To get the next area; all you have to do is climb these stairs and then perform your own "running with the bulls." There are three sets of horns that you'll have to pass through here (not counting the Bull whose busy chasing the Toreador); so don't let down your guard. Another dragon awaits as well as the whirlwind home. 10. Flying Blind To get the Egg Thief the dragon Alvar warns you about; you must jump to the next highest level. But how? Try this Jump on the platform at the top of the staircase into this area (you know; the one surrounded by chickens!). If you jump just right; you cna glide around the wall and onto the plot of land around the corner. knowing how to do a blind jump comes in handy in later levels. 11. Glide Five 95 Treasure Points: 11 Red, 12 Green; 6 Blue; 3 Yellow Congratulations on making it this far! Those glides are pretty tricky and have to be timed just right. You're only a short chase to the end and you'll want to be thorough in picking gems; lest you have to make the whole flight again. Look around every corner and in every nook; just to be on the safe side. You'll have two more glides to make until you reach the dragon; Thor at the end. Be careful where you make leaps and try to find shortest distances. Once you've freed Thor; you can jump down and to the exit. 12. Those Pesky Thieves Now that you've made it onto the walls; you must catch that irritating thief. If you're good, you can make a quick leap onto the next of land and charge after him. If you don't gore him or flame him before he gets out of the tunnel; you'll have to jump off the wall and do it all over again. After you get him; continue your trek around the walls and rescue Thor; the fourth dragon. Sunny Flight If you play around the waterfall enough (hint: check out the stones!); you'll discover the portal to this world. Once inside; you must fly quickly and nimbly to all 32 items before your time runs out! Basic Stats Barrels: 8 Chests: 8 Arches 8 Planes 8 Level of Difficulty: Medium to Easy (Depends on your piloting skills.) Time Is of the Essence You start with only 30 seconds on the clock to complete this course. Thamkfully; Spyro receives bonus time for each item he collects/flies through. Barrels The easiest way to complete this course is to start by collecting the barrels. Flying against the direction in which the four trains travel allows Spyro to flame the cargo barrels and gain a three-second bonus for each barrel he explodes. After he collects all eight; fly over both sets of train tracks; veer off to the cave below; and move on to the chests. Chests As Spyro flies into the cave's mouth, he finds a small tunnel that exits into a cirular area that holds five of the chests. Try to toast the center one first; then fly close to to the area's outer wall and take out each of the other four. After capturing all eight of the chests; move on the arches and planes. Tip Try to keep Spyro to one side of the tracks and let loose with a blast of as each train approaches. Approaching head-on; Spyro may collide with the train engine and spiral down to the water below. Arches: Part 1 Fly back out of the cave; take a sharp; and proceed; hugging the cliff wall and flying through each of the first six arches as they appear. As with other items on the course; each successful fly-through adds three seconds to the clock. Planes After Spyro flies through the sixth arch; the eight planes lie directly ahead. Like the trains; flying against the direction the planes are moving in allows Spyro to toast these aerial targets quicker than following them. After downing them; complete the course by flying through the two remaining arches. Tip The two groups of planes fly in similar pattern but in opposite direction. Focus on taking out one group; and then follow up with the second. Note When you complete the course or time runs out; a status screen will display with the results of your flights. If you manage to collect all 8 items in each category you'll receive an additional 'All In One' bonus as well. Advice from the Council of Dragons Spyro; Don't worry too much about ending up in the drink. It won't cost you a life; and you can replay this level as many times you like. And after you complete the course; you can replay it again to try to beat your best time. The timer is replaced with a time-elapsed display so you can monitor your progress. Toasty 1.You can visit this first Boss stage only after you run through one of the three Regular levels in the Artisans World. As in the game's other levels; you must gather gems and rescue dragons. However; at the end you'll encounter a fearsome boss who needs to learn a lesson! Basic Stats Dragons: 1 Gems: 100 Fodder: None Level of Difficulty: Medium-Easy (Lack of fodder and the bites those watchdogs makes this level a challenge!) 2. Strategies To The Castle 24 Treasure Points: 12 Red; 6 Green As Spyro makes his way up the pathway; he'll have to contend with several groups of Shepherds and their dogs. Slink up to them slowly and cook them once they're within range! 3. Jump or Glide To reach the small raised area with the two red gems; Spyro can glide from the raised area with the Shepherd and the two dogs or use a well-timed jump. 4. Castle Halls 30 Treasure Points: 12 Red; 9 Green Within the walls of this castle; more gems under the influence of Gnasty Gnorc's spell await you. Enemies Shepherd Defeat Using: Charge/Flame Attack Method They're back for more! These wizened old shepherds now guard the pathway leading to Toasty! As before; time your attack with the swinging of their crooks and you should have no problem eliminating them. Sleeping Dog Defeat Using: Charge/Flame Attack Method The saying goes; "Let sleeping dogs lie;" and getting too close to the hounds can get Spyro flattened! Ease up to them slowly and blast them with a flame once they're in range. As they jump in the air to pounce; take them out for good with a second blast of fire. Tip If you find that these mongrels are moving too fast to eliminate them quickly; be sure to run or roll of the way of their pounce or you'll end up a very flat little dragon! 5. More of the Same You must be getting close; given the number of guard dogs and shepherds in the area. Take them out as before. 6. Toasty: The sheep in wolf's...ER; Jack-O-Lantern's Clothing! Treasure Points: 2 Red; 7 Green; 6 Blue Past the other side of the castle; lies Toasty; Gnasty Gnorc's guardian. Defeat him to release the Artisans World from Gnasty's evil spell. 7. Free Nevin! Releasing Nevin opens this world's only save game pedestal. If you don't save here; you must start the level over should Spyro fail to defeat Toasty! 8. One; Two; Three... It takes three good blasts of flame to shear this sheep! Unfortunately; you must take out six dogs to do so. As with the other large enemies; you can't defeat Toasty by charging him. You'll just have to get close and turn up the heat. 9. Forgetting Some Gems? If you've defeated Toasty but find yourself short of the 100 gems this world offers; consider retracing your steps back to the castle. Jump onto the raised area leading outside and follow the ledge around the corner. Tip Be sure to use L2 amd R2 to rotate the camera as you round the corners. You don't want to let an enemy get the jump on you. 10. Heading Home Once you've defeated Toasty; gather up the rest of the gems in the chests and head back to the Artisans Home World into the swirling column of sparkles. World Two: Peace Keepers Home 1. Marco's balloon ride lands Spyro in a sundrenched worlds of desert plains and canyons. Here; Spyro must contend with a desert army of Foot Soldiers and their cannon artillery. As in the Artisans Home World; the archways Spyro finds here lead into this world's five other lands. Basic Stats Dragons: 3 Gems: 300 Fodder: Agile Desert Hares Difficulty Level: Easy 2. Strategies Start 5 Treasure Points: 1 Blue >From the docks; make your way into the stone garrison; and release the dragon; Titan. Take out the patrolling Foot Soldier; and then exit out the other end into this world's main area. 3. Where's The Oasis? 115 Treasure Points: 23 Red; 16 Green; 12 Blue After you exit the garrison; watch for charging soldiers and incoming shells. There are plenty of small; tucked away places in which to find large amounts of hidden treasure. 4. Fight Fire with Fire! When Spyro removes a soldier from a cannon; he can use the weapon himself! To line up a target; position Spyro near the rear of the cannon and push the pad/stick so he uses his head to turn the cannon. When you've taken aim; flame that fuse to launce your own attack. Enemies Foot Soldier Defeat Using: Charge/Flame Attack Method If Spyro moves into their patrol range; most Foot Soldiers won't hesitate to stick him with their spears. However; some will turn tail and duck under cover of the nearest tent. Cannon Patrol Defeat Using: Charge/Flame Attack Method When these soldiers see Spyro coming; they'll head for the big guns and start firing at our little hero! Avoid incoming shells by zigzagging toward them. To defuse the situations; circle around the cannons and ram or roast the troops. 5. Run; you Coward! Althrough many soldiers will attack Spyro on sight; some prefer to turn tail and run. Expose these cowering would be deserters by flaming their tents. Occasionally; some of these soldiers can't resist taunting our tiny dragon friend. You know what to do. 6. Dry Canyon Just beyond the pair of dueling cannons lies the Archway to the Dry Canyon lands. Three treasure chest lead to this entrance. 7. Tastes like Chicken These bouncing bunnies will release the butterflies Sparx needs to keep his healthy glow. 8. Cliff Town Almost directly across from the first set of tents; you'll find the entrance to the Cliff Town lands. Step through Arch to enter this desert city. 9. Magnus The launch point for Gosnold the ballonist lies directly behind Magnus the dragon. After you retrieve 1200 treasure; he'll fly you to the world of the Magic Crafters. Don't forget to grab the 1-UP dragon in the chest behind him! 10. Brrr-Ice? In the Desert? Directly behind Magnus is a small passage downward. At its end; you'll find the Archway entrance to the Ice Cavern lands. 11. Demolition Time! The steel-banded chests may be impervious to fire and being kicked around; but let's see them stand up to the power of an artillery shell! Use the cannon to break open these treasure troves and recover the gems within. 12. What's Up; Doc? This Archway leads our little dragon into the lands of the witch doctor; Shemp! Make sure Sparx is in good health before making the journey. 13. "X" Marks The Spot! 53 Treasure Points: 3 Red; 5 Green; 8 Blue To access a hidden; Spyro must use the nearby cannon to blast at the large bull's-eye on the bluff. Move the cannon into position; let loose with a blast of flame; and eliminate this obstruction. 14. Night Flight On the other side of the bull's-eye bluff lies the entrance to the Peace Keepers Treasure Rounds; Night Flight. By the time you finish this flight course; you'll have no problem performing complex glides on the regular worlds. 15. Gunnar Release Gunner the dragon and rescue the Dragon Egg from the hooded thief! You must run close to the pool's edge to close the gap to ram him or engulf him in a fan of flames. Remember to recover the key while you're here: you'll need it just ahead. Tip If you sneak up on the right side of the Egg Thief; you'll run right into him! 16. The Great Divide 27 Gem Points: 2 Red; 5 Green; 3 Blue Carrying the key; bridge this gap with a well-timed glide to reach the cave on the other side. Within lies a large cahce of stolen gems! Dry Canyon 1.Hidden in a crevice along the eastern wall of the Peace Keepers Cavern lies the Arch Portal to Dry Canyon. This level is filled with Gnorc Musketeers; sharp beaked Falcons; and a few blind glide points. You must stay on your toes to discover all the secrets this canyon holds! Basic Stats Dragons: 4 Gems: 400 Locked Chest (and Key): 1 Egg: 1 Fodder: Bunnies! Level of Difficulty: Tricky (for the first level of the second world-but fun!) 2. Strategies Canyon Floor 132 Treasure Points: 6 Red; 18 Green; 4 Blue; 7 Yellow You start in a basin of land below a busy; well-fortified canyon fortress. As you make your way forward; pick up the treasure lining the riverbanks and watch out for Gnorc Musketeers. They may be napping when you first spot them; but they'll soon wake and be at the ready. A path to your left (around the tower's base) as you enter the passage is filled with guarded gems you won't want to miss. As you walk through the channel; you'll encounter the first dragon on a platform to the right. Hop up the stairs and free him from his crytals prison. The stairs on the left are important; but come back to them after the coast is clear. Across the stream and around the bend; a couple of Falcons and a Bird Wrangler lie in wait. The Falcons will swoop off their perch to attack as soon as you come in range; so stay at the ready. A quick burst of flame is usually all it takes to turn them into dinner. After you clear this bottom floor (ignoring the next set of stairs); backtrack to where you found the first dragon and get set to head upstairs. Enemies Gnorc Musketeer Defeat Using: Charge/Flame Attack Method With their trusty shields to protect them; these soldiers delight in taking potshots at Spyro. Dodge their bullets to deliver a well-placed charge; or flame them when their guards are down. Falcon Defeat Using: Charge/Flame Attack Method These large birds stand sentry atop their posts awaiting interlopers. Barbecue them as they swoop toward you-while you're still beyond their reach! Bird Wrangler Defeat Using: Flame Attakc Method Often flanked by falcons; these hefty men use birds as their weapons; swinging them 'round and 'round. Dispatch them quickly with a touch of Spyro's fire. 3. Thief at 9 O'Clock! As you enter the canyon; keep an eye out for an opening to your left. A thief lies in ambush there. Chase him around the stone base (watch out for the stream) and reclaim his stolen booty. 4. Fortress Interlude 159 Treasure Points: 27 Red; 31 Green; 12 Blue; 1 Yellow Up the first set of stairs lies the launch point to a fortress built into the canyon wall. The glide is straightfoward; but if you don't quite make the ledge; be thankful you took the time to clear the land below. Down the stairs a Wrangler and three Musketeers guard a corridor. Don't let them catch you off-guard and deplete your life (or Sparx's); because you'll find a trio of Falcons and Wranglers at the end. Dispose of them and take stock of your surroundings. Dragon number two; Ivor; is dead ahead; and another Falcon trio waits to your left. To the right lies a platform. Wander to the right of the Dragon Fortress to find a way to the top-and a lone mountain in the middle of nowhere. Take out both bird parties and head to the top of the fortress-your point of flight for the Extra Life platform and the canyon steps. After clearing this area; you can exit the way entered or jump down from the notch in the canyon wall. 5. Fireworks Time! In the world of Spyro The Dragon; almost everything is flammable. Take this chest of fireworks; for example. Light the fuse with your flame and the package will explode in a shower of gems. Just don't get too close. 6. Treasure Ahead! On a floating island; you'll find riches beyond compare. Before you fly there; however; you must acquire a certain key. Most of the island's loot is locked securely within a chest. Don't worry; the key is in a safe place. 7. Up The Canyon Steps 91 Treasure Points: 8 Green; 6 Blue; 2 Yellow; 1 Purple You can approach this area up the second set of stairs on the canyon floor or from that notch in the wall. Clear the area of treasure and enemies as you go; making sure to rescue the third dragon on your way. Don't forget the Extra Life chest! The Exit Warp; surrounded by treasure and more Musketeers; lies across the bridge to the Watch Tower. As for the fourth dragon; he's on a ramp to the right. Wonder how to you get there? 8. How to Get That Last Dragon... 18 Treasure Points: 8 Red; 2 Blue You can see him from the Exit Warp-but how do reach that platform? Boris the dragon is of the opinion you must be an expert glider. Jumping from the platform where you first rescued him; you'll find yourself en route to another fortress. Through the hall on the other side is another ledge that looks out an what seems to be nothing. Do a blind glide left (follow the line of red gems); however; and you'll be amazed at what turns up! Cliff Town 1. The Arch to this level lies in the middle of the battle-field; where you're most likely to overlook it. Beyond is a spacious town built at the base of; and into; a cliff. Look everywhere: treasure is scattered far and wide. Basic Stats Dragons: 3 Gems: 400 Locked Chest (and Key): 1 Strong Box: 1 Egg: 1 Fodder: Gila Monsters Level of Difficulty: Easy (if you follow your elders' advice!) 2. Strategies Ground Floor 113 Treasure Points: 16 Red; 11 Green; 13 Blue; 1 Yellow In this level; it's Absolutely Vital you search every corner and niche for hidden treasure. Gems and chests are tucked away and everywhere! Don't worry about the chests on the roofs just yet. You'll get to them in time. On the other side of the bridge; past the Pueblos; is this level's first dragon. He stands out in the open; so don't hesitate to run and rescue him. From nearby you'll hear the familiar taunting of an Egg Theif. You must chase him through the well-guarded streets of Cliff Town; so keep an eye out for Pueblos. Before climbing the cliff; check out the little alley at its base for an Extra Life chest and a horde of treasure! 3. Nothing Like Home Cooking! The Fat Ladies are cooking up a storm-good news for a gem hunter like you. When you flame a Fat Lady; make sure to hit her cauldron. The extra heat causes another gem to pot! 4. Up The Steps 170 Treasure Points: 9 Red; 8 Green; 15 Blue; 7 Yellow Climb the steps; alert for Fat Ladies and their Pueblos. This is the worst place in all of Cliff Town to get slapped in. At the top; check out the area Exit Warp. The gems there get you a lot closer to the 400 mark. Then rescue Enzo and listen to his flight plans. His platform makes a great glide point. You can reach the two chests on the nearby roofs from here; as well as the river's for shore. Enemies Pueblo Defeat Using: Charge Attack Method Sent off to battle by their senoritas; these troops run and take up defensive positions; courtesy of their steel capes. If you're not quick to butt them out of existance; they'll attack with their sharp daggers; so beware! Fat Lady Defeat Using: Flame Attack Method They can't hurt you; but their slaps will send you flying-and if you're near a cliff ledge; that could be a bad thing. Toast them with your breath; and then heat up their pots for an easy extra gem. Falcon Defeat Using: Charge/Flame Attack Method Making an encore performance; these bads birds will swoop down on you from their lofty perches if you aren't careful. 5. Light a Rocket! Before gliding across the river; try opening that Strong box. From this vantage; you can fly easily to the roof with the little red fire rocket on the edge. Lighting this with your flame sends it spiraling through the air until hits-you guessed it-the Strong box. This is but one way to open those highly secure boxes; so file it away for future reference. 6. Across The River 57 Treasure Points: 11 Green; 5 Blue; 1 Yellow Here you must fend off Falcons as you collect the green gems scattered about. Look everywhere lest you miss one (or the two beneath the cliff face). Then rescue Marco before leaping off the cliff. For your trouble; he tells you all about the advantages of his lofty perch. 7. Surprise Whirlwinds This level is home to two Whirlwinds. What? You didn't notice them? That's because only certain events will trigger them. Rescuing Marco causes a Whirlwind to appear between the two houses near the cliff in town; perfect for returning to this lofty glide point. After you clear the level of treasure; you can take another surprise Whirlwind to the top of the steps; and the Exit Warp. This one appears after you get to the top by coventional means! 8. Happy Gliding 60 Treasure Points: 8 Red; 1 Green; 1 Blue; 2 Yellow; 1 Purple >From Marco's peak; you can reach two important gem locations: The roofs are out in the open and entirely visible. The other area is hidden. Jumping from the cliff edge near the force field; you can just glide over and land on the narrow ledge behind your entrance point. There you'll find a line of red gems-and a valuable purple one in a metal case. Ice Cavern 1. The portal to this level is well-hidden in a deep chasm. Beyond is a snow- and ice-covered world; where narrow icy ledges and snowball fights prevail. I wonder how Spyro handles the cold? Basic Stats Dragons: 5 Gems: 400 Locked Chest (and Key): 1 Fodder: Bats Level of Difficulty: Hard (This is the hardest level in Peace Keepers; but careful dragons should have few problems.) 2. Strategies Entrance 74 Treasure Points: 18 Red; 13 Green; 4 Blue; 1 Yellow >From the cupola where you land; follow the path left. Spyro gets good traction in ice and snow; so don't worry about him splipping. But that's the least of your problems. Brutal Snow Gnorcs and mischievous Snowball Troopers fill this area. Keep an eye out for both. Fodder for Sparx may be plentiful here; but a stray snowball might knock you somewhere bad. Enemies Snow Gnorc Defeat Using: Flame Attack Method Avoid the fists of these scary purple beasts! If you flame them from afar; they can't smash you. Snowball Trooper Defeat Using: Charge/Flame Attack Method These Gnorc troops blend into the scenery and can throw far. Each snowball hits dims Sparx's glow one increment; so clear the area of these guys. Ski Partrol Defeat Using: Flame Attack Method Big Gnorcs on skies-what could be more pleasant? This is another speedy unit to hobble quickly. Armored Gnorc Defeat Using: Charge Like most of the larger Gnorc troops; these brutes rely on simple pounding. To rid the Ice Cavern of them; charge them over the ledge. Note Watch your step! Ice Cavern contains many narrow ledges and walkways. To pick up all 400 gems; sometimes you must go out on a limb. Spyro won't slip or slide; but one false move can send him into the void. Walk in these areas. 3. Cavern 104 Treasure Points: 29 Red; 10 Green; 9 Blue; 1 Yellow In the first room; remember to explore the ledges after rescuing the second dragon. A locked chest sits on the balcony off this room-and opening those is always rewarding. The next area is a snowy walkway guarded by Armored Gnorcs and the like. Charge them over the edge and make your carfully along the path into the next room; where dragon number three awaits your help. A nasty Snow Gnorc guards the treasure filling his room. Defeating these should be no problem by now; so toast away! Note Look For the Telltale Gems Every so often you'll find a gem that seems out of place. Depending on the circumstances; these gems can be markers for important glide points. Here in Ice Caver; this green gem sits precariously on a ledge over a floating platform. Is this a clue? Why don't you glide and find out? 4. Charging Lampposts A careful observer will spot the gems atop of the Ice Cavern's lampposts. How do you reach them? A simple charge will do; but don't get too heavy-headed; least you fall off the edge. 5. Exit 89 Treasure Points: 18 Red; 18 Green; 3 Blue; 2 Yellow After you leave the cavern behind; head right; where a bounty of gems lie along another ledge. Grab them and continue. You must cross the gorge on this narrow bridge to free the fourth dragon and use the Exit Warp. This is one area where you won't want to dash or run. Walking gives you far more control over Spyro's actions. After making it safely to the other side; rescue Asher and check the catacombs behind the Exit Warp. The catacombs are rich in treasure; but if you faithfully gathered all the treasure you could find as you went along; you're still short of the 400 mark. It's time to search for hidden places. 6. Secrects In The Snow 133 Treasure Points: 14 Red; 17 Green; 11 Blue; 3 Yellow >From Andor's pedestal you can see the opening to another high in the canyon wall. Try jumping from wall section to wall section (follow the gems on top) to get there. Indisde; you'll find another snowy cave filled with treasures-and Gnaty Gnorc's henchmen. As you make your; watch out for the Ski Patrol! Their skies make them fast and their snowballs make them lethal. Don't forget to knock the gems off the lampposts. Just beware of snowball-throwing troops as you line up your charges. Around another bend; you'll find the level's last dragon and an exit into the catacombs. The second "secret" area is the platform with the key for the locked chest. You can reach this easily by gliding from the chest's balcony. A green gem marks the spot you should from. After collecting the key; run back through the cavern and collect your reward. The final secret takes you easily to the platform of Extra Life chests. The platform off the starting area is the perfect spot to glide from. Just aim between the two stalactites and veer right as you glide through. Night Flight You must be quick and be precise to complete this course in the alloted time and collect every ring; arch; chest; and light. Basic Stats Ring: 8 Lights: 8 Chests: 8 Arches: 8 Level of Difficulty: Medium Strategies With 25 seconds on the clock; there's no time to spare. This level's bonuses are smaller ; as well; so make every second count! Rings Flying through the sequence of rings guides Spyro through a tunnel into the next section of the course. With a second added to the clock with each successful fly-through; you should have close to the original 25 seconds by the time you complete all eight. Chests After passing through the last ring; Spyro will be lined up for his next set of targets-the treasure chests. The first three are grouped fairly close together; but allow enough space between them to account for altitude changes. Tip Time your fire blasts to avoid waiting until the last second to hit each chest. Remember; the flame fans out and travels for a short distance; so you have to room to work. After the first group; you must bank left sharply (indicated by the Air-Sign Fairy) to begin your assault on the next group of four chests. Dive sharply to get a bead on the fifth chest. Rememer to pull back before ramming the stone platform or plunging into the water! The last chest is easy and; with a quick; short bank left; pushing forward on the sticks puts Spyro in line for the third set of targets-the arches Tip All is not lost if Spyro smacks into an obstacle and plummets toward the water below. Quickly tap the X button once to pull him of the spin and regain control. Arches: Part 1 Diving down from the last treasure chest and hugging the water's surface will allow Spyro to soar at breakneck speeds for a short period. Because the path is relatively straight; you can take advantage of his extra burst of speed in clearing the first four arches. Lights: Part 1 After Spyro soars through the fourth arch; break hard to the right and double back to light up some Lighthouses. The pattern for them is horseshoeshaped; leading back to the fifth arch; where you pick up where you left of and complete them. As Spyro closes in on each glass tower; shooting a flame blast lights them up. As with the trains in World One; the best way to collect these objects is to keep them just left of center on your approach and let loose with a fan of flame just before banking away. Arches: Part 2 After passing through the fifth arch; prepare to dive quickly to pass through the next two; just above the water's surface. A short climb and turn left puts you in a perfect position for the eighth and the final arch; with the three remaining Lighthouses just ahead. Lights: Part 2 After Spyro flies through the eighth arch; you must dive again; low; to light up the fifth Lighthouse. Light up the next one; keeping it on the right; and bank left to bring the final Lighthouse into sight and range. Doctor Shemp 1. Strategies Canyon Pathway 191 Treasure Points: 13 Green; 22 Blue; 3 Yellow; 1 Purple Making his way up the canyon passage; be on the lookout for advancing Tribesmen and club-swinging Fat Ladies. Basic Stats Dragon: 1 Gems: 300 Level of Difficulty: Medium Tip Always use L2 and R2 to pan around blind corners before proceeding into the uncharted territory. 2. Hey; What's Over There? Near the rising column of sparkles; a lone Fat Lady stands in the distance. Defeat her to see what she's hiding. 3. To The Top! Ride this second column to really gain height. You'll need every inch to make that jump and retrieve the purple gem. 4. Ride The Wave At the end of the canyon passage; a swirling column carries you to the ledge high above. 5. Don't Forget The Key! Before entering Doctor Shemp's abode; use this elevated area glide to the raised bluff and recover the key and the other treasure. Enemies Kamikaze Tribesman Defeat Using: Charge Attack Method With a swat on their backsides from the Fat Lady; these Tribesmen hurl themselves fearlessly toward Spyro. In fact; as long you avoid them; they'll continue running and screaming right off the edge to their deaths! Fat Lady Defeat Using: Flame Attack Method These large women don't take kindly to dragons and won't hesitate to use their large clubs. They'll swat Spyro out the way if he tries to ram them. Flambe them when you're in range. 6. Just Witch Doctor Are You; Again? 109 Treasure Points: 3 Red; 3 Green; 11 Blue; 2 Yellow; 1 Purple The good (witch) doctor's home consists of three platforms linked by rope bridges. Unfortunately; they only roll down into place as the doctor passes each area. Note Trondo; this level's lone dragon; stands at the bottom of the tunnel. Free him and listen to what he has to say. His advice will help you defeat the witch doctor; Shemp. 7. Strike One! The fireproof vests the doctor wears protects him from our hero's fiery breath; but his backside is more vulnerable. When he starts moving around; get behind him and roast him. 8. Returning to the Lone Fat Lady Now you have a route to the Fat Lady you couldn't reach before. Glide from the top of the first platform and make your way through the tunnel. Remember to grab the treasure along the way. 9. Strike Two! The strategy changes a little as we move to a more direct approach. Don't hesitate: Walk right up to him. As the Doctor starts his wind-up to club Spyro; let loose with a volley of flame and send him hopping on his way. 10. You're Outta Here! The last hit requires Spyro to move in close and jump over the skull-topped staff as Doctor Shemp attempts to knock him into tomorrow. Fry him as he spins around from the force of his attack. 11. Unlock the Chest Using the key from the first area; glide to the small ledge and unlock this chest to reclaim the purple gem within! 12. Going Home Having defeated Doctor Shemp; rescued Trondo; and collected all 300 gems; it's time to return to the Peace Keepers Home World. World Three: Magic Crafters Home 1. The land of the Magic Crafters is a magical one. The gems-turned-Druids now command the terrain itself! Basic Stats Dragons: 3 Gems: 300 Dragons Eggs: 2 Fodder: Soft Tender Lambs! Difficulty Level: Medium 2. Strategies The Ice Castle 29 Treasure Points: 7 Red; 6 Green; 2 Blue Beyond the two pools; within the castle; the Armored Druids congregate in full force while a Blue Thief covets another Dragon Egg in the hall to the left. 3. Stop That Thief! Yet another of those insufferable gigging creatures is running around with a stolen Dragon Egg. Stream roll him to end his laughter. Lining Spyro up to cut the the corner of the first turn pretty close from the area just past the pools; you should be able to ram or incinerate him. if he makes it to his little perch; return to the pools and wait for him to come down again. 4. Cosmos The Armored Druids seem to enjoy having one of the dragons as a centerpiece for their area of the castle. Free Cosmos from his crystal prison; and then bulldoze those birds. Enemies Armored Druids Defeat Using: Charge Attack Method Armored Druids hold their ground until something gets too close. Then they move in and will knock you senseless with their clubs. Their armor protects them from Spyro's fire attack; so knock them over by ramming them. Druids Defeat Using: Charge/Flame Attack Method These crazy Druids can't seem to make up their mind how they want their surrounding landscape. Dash to rush them before they can raise the ground around them and block Spyro. Green Wizards Defeat Using: Charge/Flame Attack Method These little Wizards cast lightning from their fingers when Spyro gets to close. Running away may not be enough-the lighting bolts follow! 5. Outside: Part 1 75 Treasure Points: 10 Red; 5 Green; 6 Blue; 1 Purple Outside; the world's gone mad!! Sections of terrain heave and swell to the power of the gems-turned-Druids. 6. Ramming Speed! Approaching the Druids causes them to raise their defenses-as well as the surrounding land. To restore order; you must race toward them and ram them before they react! 7. Alping Ridge The land of the Alpine Ridge lies behind the Archway off the path; left of where Spyro exited the ice castle. 8. Egg Thief Court At the top of the winding path; an Egg Thief happily parades around displaying his treasure. From the center of this area; follow him until he's in range; then give him a good blast of flame. Approach this island from the side with the treasure chest. After you get the treasure from the chest; charge the Armored Druid. Remember to as soon as you hit him; or Spyro will end up in those icy waters. 9. Zantor and the High Caves At the top of the supercharge ramp; releasing Zantor allows him to explain the finer points of "super-charging." Just behind him is the Archway into the land of High Caves. 10. Supercharge Past the Druid To gain access to the cave beyond; Spyro must supercharge his way down the ramp and elimintate the Druid at the cave entrance before he raises the surrounding ground to block the way. 11. The Cave 17 Treasure Points: 3 Red; 2 Green; 2 Blue This winding tunnel provides access from one of the mountain to the other. Clear the path of enemies to allow Spyro to pass through quickly. 12. Boldar and Crytsal Flight Within the cave lies the imprisoned Boldar and the Archway to the flying land; Crystal Flight. Don't forget those gems behind the arch! 13. Outside: Part 2 Treasure Points: 3 Red; 4 Green; 7 Blue; 3 Yellow; 2 Purple Outside the cave passage; a Druid shifts a portion of the wall back and fourth; making the crossing tricky. Wait for the right moment; and then rush and bowl him over! 14. The Strong Box Dragon Breath and normal ramming aren't enough to open this steel-banded chest. You must build up some momentum and crash into it! Start at the top of the Supercharge ramp and race down through the cave to open this box. 15. Wizard's Peak At the top of the winding path lies the entrance to Wizard Peak; guarded; of course; by a group of the little Wizards. 16. Worth the Trip! To get the treasure; Spyro must venture onto the narrow ledge over the icy water. Once he's there; a bigger secret is revealed. 17. Taking the Low Path Outside the cave another path runs down to a lake a Armored Druid guards. Beyond it; another Druid wages war with the block of ice in the center of the lake. 18. Blowhard Enter the land of Blowhard the mighty! Beyond this Arch lies Gnasty Gnorc's minion of the Magic Crafters World. 19. Using the Key You say you've found a key but not the chest it fits? Simply journey back to the terrace where the High Caves Arch is and glide off the edge toward the distance waterfall. In migflight; the target destination will come into view. Once he;s inside the cave; Spyro can unlock the chest. 20. Tuco the Balloonist At the end of the path behind the Archway to Blowhard; Tuco allows Spyro to proceed into the Beast Makers World-after he recovers five Dragon Eggs. Alping Ridge 1.Alping Ridge is home to the same annoying Green Druids you had to defeat to reach the portal to this land. You also will face many large; cantankerous beasts and their bird like tamers. Good problem-solving skills and quick reflexes are vital! Basic Stats Dragons: 4 Gems: 500 Dragon Egg: 1 Fodder: Lamb Level of Difficulty: Easy (...compared to what lies ahead. And that's not saying much!) 2. Strategies Road Of Druids 126 Treasure Points: 9 Red; 11 Green; 9 Blue; 5 Yellow As soon as you land on the opening platform; prepare to be attacked. The large Beast ahead will attack as soon as you make a move toward him. Dousing him with flame is the only way to defeat him. This level is filled with Druids moving things back and fourth and up and down. You must dodge their obstacles and move quickly to defeat them. Once overcome; they'll flee. As always; don't get so caught up in defeating enemies that you forget to scour the land for gems and other goodies. This level's first dragon lies on the other side of the arch the Armored Druid guard. Zane wants to know if you're afraid of those big scary monsters. Are you? If not; fly to the platform below; where one lies in wait. Enemies Beast Defeat Using: Flame Attack Method When the Beasts com lumbering after you; make sure you have some flame ready. You'll have an easier time if you attack first. Armored Druid Defeat Using: Charge Attack Method You know these creatures from the Home World. Flame them and watch out for their staves. Druid Defeat Using: Charge/Flame Attack Method You'll see a lot of these earth shifters-and wish you hadn't! Mow'em down with your horns (or sear them with your flame) and put an end to their magic spells. Elder Wizard Defeat Using: Flame Attack Method Lighting is the favored weapon of the magical set; and these Elder Wizards are no exception. Scorch them quickly before they unleash their magic. 3. What's a Gem Doing There? This archway is more than decorative. If you climb to the ledge; a blue gem will show you where to jump and glide to the field on the other side. Pretty clever; eh? 4. Into The Cave Of Illusions 268 Treasure Points: 15 Red; 19 Green; 21 Blue; 11 Yellow The area ahead is full of Druids waiting to catch you unaware with a hidden Beast or moving a wall. Stay on your toes and plan your glides carefully. Jumping just before this wall opens guarantees you'll make it inside. The path beyond the tunnel is cut into the cliff face. After leaping from the floating island to more solid ground (provided it doesn't smack you in the face); dragon number two awaits you. The area above the dragon pedestal is home to many Beasts. Take care not to fall in when you empty this pit! As you climb the hill; you'll find a Druid with another one as a present for you. If you survive the on slaught; you'll the third dragon at the top of the stairs next to the Exit Warp. 5. Sleeping Beauties? Many enemies tend to fall asleep on watch-these beasts; for example. When you enter their lair they're sound asleep. Take advantage of that; by all means! 6. Distant Cave 59 Treasure Points: 8 Red; 8 Green; 5 Blue; 1 Yellow The treasure platform next to the Exit Warp looks out onto a tiny cave in the distant mountain. Glide carefully and explore the land within. You should walk away with a ton gems; as well as a Dragon Egg! Remember to free Kelvin before you Leave! 7. Fireworks DIdn't your mother warn you about the dangers of fireworks? They may look pretty (and spew out those pretty gems!); but they can burn you badly if you get too close. Use care when you light the fireworks on these platforms. You'll be in their blast radius unless you flee! 8. Across The Void 47 Treasure Points: 16 Red; 3 Green; 3 Blue; 1 Yellow Back at the Exit Warp; fly from the end of the short tunnel back to the starting point. From there; return the arched gate near Zane's pedestal and hop up the steps on the left to the top. From here you can fly safely to the field on the far side. Take out the Elder Wizard first; and then that annoying Druid. If you need some healing; snack on the wandering lamb before heading into the tiled area. Arounnd the corner you'll find three more Elder Wizards-and their bolts hurt! Then it's up three disappering steps; through annoying Druids; and you're home free! High Caves 1.The arch to this level is next to a Supercharge area; which should give you hint about what lies beyond. Here you'll meet an ally who'll provide more new skills to master. Basic Stats Dragon: 3 Gems: 500 Dragon Egg: 2 Fodder: More of those tasty lambs Level of Difficulty: The first of many Supercharge levels. Train here and you can go anywhere! 2. Strategies Bug Cave 129 Treasure Points: 15 Red; 12 Green; 8 Blue; 5 Yellow You can approach this level two ways-going up Wizard's Hill or attacking Bug Cave. Each has advantages; but either way you end up in basically the same place. Bug Cave is home to a family of large; armor plated Bugs! If one spots you making your way through their lair; you'd better run as fast you can beyond their pincers' reach! Fortunately; you'll find at least one treasure platform in each room where you can collect gems and keep out of reach! At the end of the fifth chamber lives a new character-the Flame Fairy. This fiery-haired imp gives Spyro the ability to breath Superflame for a short period. This technique is handy for disposing of Bugs. Note Whether you use the Superflame or the Supercharge is a matter of personal preference. The Supercharge is especially good against the Bugs in the middle chamber and the two downstairs to the right (if you can control Spyro that Long!). The Superflame is more of reliable for taking out the two Bugs in the chambers next to the Flame Fairy; upstairs from the middle chamber. Enemies Elder Wizards Defeat Using: Flame Attack Method Will these wizrads ever disapper?! Flame-them and watch out for their bolts! Tornado Wizards Defeat Using: Charge/Flame Attack Method As their name implies; these Wizards toss tornadoes to and fro. Stay out of their path as you make way to attack. Druid Defeat Using: Charge/Flame Attack Method They're back and moving things all around; again. Flame or charge them; and make the High Caves safe! Bug Defeat Using: Supercharge; Superflame Attack Method These surprisingly swift creatures will snap at you with their front pincers until you're black-and-blue. Keep out of their way unless you're superchared! 3. The Bug Blues! Disposing of the Bug in the first chamber is difficult. Superflame doesn't last through all the rooms; and colliding with the cave's stalagmite obstacles can put a quick end to Spyro's Supercharge. There's an easy way around this; however. To the right of the Flame Fairy's balcony is a building that provides a great shortcut to the mouth of Bug Cave. Let the Fairy charge up your flames; and then glide on over! The gems you'll find there are reward enough! 4. Flame Fairy At one end of Bug Cave a pretty Fairy hovers in the air. When she kisses Spyro; he blushes beet red and; for a limited time; breathes fire hot enough to char 'most anything. Use this toast those nasty Bugs! 5. Wizard Hill 98 Treasure Points: 7 Red; 8 Green; 7 Blue; 4 Yellow Wizard Hill is home to a group of feuding Elder and Tornado Wizards. Take out the Elder Wizards while the tornadoes distract them. As for the tornadoes Wizards; their creations follow a designated path. Avoid it and you can take the Wizard easily. While trudging up to the hilltop; use the turnoffs to keep yourself out of harm's way. At the top of the hill; Cyrus the dragon waits with a complaint about the local Druids. They're moving everything; and it's driving him mad! To take out the Druids on the moving towers; wait until they're at their closest; and then jump over. Flame or charge the Druid; and then wait for the tower to stop moving before moving on to the next. The last tower leads to the entrance of a small treasure room. Grab the gems; and then hop out window and follow the ledge to the mainland. 6. Other Side Of The Cave 133 Treasure Points: 9 Red; 7 Green; 12 Blue; 5 Yellow The first thing you'll run into on the other side of the cave a dragon awaiting rescue. Free him from his crystal cage and explore the area. Three treasure rooms lie across the bridge. You can walk to the first; but to reach the other two; you must fly from the bridge railing. 7. The Fairy Trio Fairies that come in groups of three can only mean something good. Here in High Caves; they act as a safety net; letting you practice your Supercharge without fear of falling. Fall anywhere in this area and they'll catch you and return you to the top of the dash area. 8. Supercharge 140 Treasure Points: 9 Red; 3 Green; 1 Blue; 7 Yellow; 2 Purple The Supercharge ramp takes center stage for the rest of the level. In fact; mastering this skill now is crucial for the rest of the game. Given the Fairy trio's assistance; there's no reason you should leave this level unskilled. Use the Supercharge ramp to soar to the caves opposite. The force of the charge will catapult you there; where treasure; the third dragon; and the Exit Warp lie. Don't worry if you don't make it (or slam into a wall). The Fairy trio will pick you up and return you to the top of the ramp. 9. Supercharge + Jump = Super Supercharge Admit it! The distance you flew with the Supercharge impressed you. Now try pressing the Jump button as you dash off the end of that ramp. You should have no problem reaching that distance area! Supercharge + Jump (along with a glide) sends you to a distance plot of land. Be quick to grab the Dragon Egg from the other Egg Thief here. To return to the mainland; just jump off the end. 10. On the Other Hand If you're having difficulty reaching that distance area with the Supercharge; try flying from the left edge of the right-hand cave. If you veer left just after takeoff; you should reach the edge with room to spare! Advice from the Council of Dragons Spyro Matering the Supercharge is extremely important in later levels and worlds. Use this level's dash ramp to practice until you comfortable with this new skill. Master the Supercharge + Jump skill; as well. That combintation will take you to new heights-but only if you remember to keep pressing the Dash button at the same time you add the Jump. For especially distant areas; try gliding after you reach the apex of the Supercharge jump. Wizard Peak 1. Finding this lofty portal is no challenge once you get handy with the Supercharge. And you'll need to be! This world introduces multiple sets of Supercharge ramps and teaches the importantce of using them two at a time. Basic Stats Dragons: 3 Gems: 500 Strong Box: 1 Dragon Egg: 2 Fodder: Sheep Level of Difficulty: This is World Three's hardest level. You've been warned. 2. Strategies The Magical Path 311 Treasure Points: 17 Red; 17 Green; 24 Blue; 9 Yellow; 2 Purple Hold on to your hats! We're going to blow through the main road of this world in one swift rush! This world's Elder Wizards have embarked on a quest to fill it with animated Snowmen! I don't know what they mixed into that spell; but these monsters are mean (not like Frosty) and carry big sticks. As you run through the main part of the castle; they materialize everywhere; usually in the company of one or two Green Wizard. Flame them quickly to take out the whole group without harming Sparx. In the castle's final room stands the first of this world's three dragons. He'll clue you in on the fun of using Supercharge ramps as bowling alleys! The following sets of Supercharge ramps are good for mowing down the Elder Wizards congregating at the bottom. The ramps are positioned so you can link them easily and double your charge power! Enemies Elder Wizard Defeat Using: Flame; Supercharge Attack Method This time around they're animating Snowmen! Flame those inside and "bowl" over the ones hanging out in groups. Snowman Defeat Using: Flame Attack Method These icy monsters just want to beat you to a pulp. It's a shame a little heat wipes them out so easily. Green Wizard Defeat Using: Charge/Flame Attack Method These lighting-bolt-armed magicians appear in pairs. Don't turn your back on one to defeat the other! BIrd Warrior Defeat Using: Charge Attack Method Don't know what these avian warriors are doing in a Wizard's enclave; but they're as mean as ever. Charge them into nonexistance-or let the Snowman do it for you! At the top of the ramp fourth; a ledge overlooks a distant pedestal. Have a clue about to get there? Tip another way to break into those Strong boxes is to Super Charge them. Pick a dash ramp and haul tail straight into it. Your Gem Count will be happy you did! Outside; free of Wizards and Snowmen; waits the second dragon. Save here: you must pass through another Snowman gauntlet on your to the Exit Warp. As you make your way up the steps; an Elder Wizards runs ahead summoning Snowmen to slow you down. Their presence is almost helpful; though: they have a habit of taking out any other enemy units their way. Up the first set of stairs is one of this level's two Egg Thieves. Try dive-bombing him after you get him going in a safe direction! Atop the next set of steps lie dragon number three and the Exit Warp. Remember; you're only two-thirds of the way through this level! And the remainder is not for faint of heart... 3. Outside Ledge 74 Treasure Points: 18 Red; 8 Green; 2 Blue; 3 Yellow Back at the beginning; you'll a ledge you can reach from the left edge of the platform you're standing on. This is the first in a series of ledges that will take you around the outside of the Wizards' den. Note The lambs on the ledge serve two functions. On the positive side; they guide you from area to area. On the negative side; they can push you off these narrow ledges on their return journeys. Play it safe and toast them right away. >From these ledges; two glide points lead to the ledges where Elder Wizards practice their craft. The first is at the end of the ledge system across the "bridge." You can see the tip of the balcony from your perch; when you glide; hug the cliff wall. The second glide point lies atop the ledges to the right. look down to see the jewel-encrusted ledge that leads to the other Wizard's balcony. Note Save your position at Jarvis's dragon pedestal in case you miss and fall into the viod. There are no Fairies to help you out here. There are times when running down one Supercharge ramp just won't give you enough of a boost to reach your target. That's when a second one comes in handy. Starting atop the first Supercharge ramp and dashing all the way to one of the two jump points guarantees you enouhg left for even the farthest point on Wizard Peak 4. Platforms Galore! 115 Treasure Points: 9 Red; 7 Green; 12 Blue; 3 Yellow If you've explored the whole level; you must have found the two sets of pedestals at the ends of ramps. Supercharging down two ramps will give you the momentum you need to reach either area. When attempting the set of three; aim for the big pedestal across from the launch ramp. Add a jump to your charge when you hit the end of the ramp or you'll fall a little short of the ledge. Adding the jump; you'll almost leap over your target! Clear the path of gems (don't forget the ledge in the back!); and then hop over to the two beside you before heading back to the mainland. The second pedestal can be the hardest to reach. The secret is to add your jump just before you reach the windowsill. Check out the ledge at the back for the source of the taunting. This is one Egg Thief who won't run away! Then head back to the Exit Warp. Crystal Flight Basic Stats Rings: 8 Arches: 8 Planes: 8 Chests: 8 Level of Difficulty: Medium-Hard Strategies As in the previous worlds' courses; the first section is fairly easy. After that; however; Spyro must fly a near-perfect run to complete this course in one turn! Don't let the fool you! After the first leg; proceed against the direction the planes are flying to complete this course within the allotted time! Rings The rings at the start of the course are spaced pretty far apart. You'll have less time left on the clock after Spyro passes through the last one and makes his way toward the arch in the distance. Arches: Part One After the first arch; bank hard right to reach the second. After Spyro passes through it; dive low and skim the water's surface to increase his speed. Proceed through the next three arches; and then bank to the path's left fork. Planes: Part 1 The planes approaching our little hero fly at two alternating altitudes. They're too close together to shoot them all down in one pass; so pick a level and try to take out the first three. Arches: Part 2 After blasting the third plane out of the sky; swoop down and fly through the low archway. Continue along the canyon wall; and then bank right through the seventh arch; where the Road-Sign Fairy is. Planes: Part 2 Skip the last arch for now and remove the remaining planes as they fly fly around from the other side. If you were successful in the first run; you shouldn't have to adjust your position much to defeat them. Tip Don't worry if you still haven't shot down all the planes at this point. You'll have another chance as you loop around the island again. Chests After shooting down the last plane; Spyro should be approaching the end of the canyon island he's been flying around. Three treasure points should be in sight. Explode them in order; right to left; and then bank back right and collect the remaining five. Arches: Part 3 Once Spyro's collected all eight chests; the only item left should be the lone arch on the other side of the island. Follow the path; cornering at the Fairy; and through it to complete the course. Advice from the Council of Dragons Spyro You may not know this; but within the flying courses you can perform a loop-the-loop by pressing R1; or a 180-degree turn by pressing L1; as long as you're not flying to high. Bloward 1. Bloward is composed of wind and lighting. He and his coven of Green Wizards defend these winding mountains passages. Basic Stats Dragon: 1 Gems: 400 Level of Difficulty: Medium 2. Strategies Pathway Up Mountain: Part 1 131 Treasure Points: 3 Green; 15 Blue; 5 Yellow The pathway up the first mountain is straigthforward; with small groups of Green Wizards and boxes of fireworks dotting the route. To release the gem(s) from the chest of fireworks; ignite the fuses; stand back; and watch the display! If Spyro stands too close; Sparx's protective glow will dim. 3. Wizard Warfare Defeating the Green Wizards is easy if you follow this advice: Wait for them to launch a lighting srike; and then jump over it. Attack them with a charge or blast of flame afterward. 4. Blowhard Shows His Stuff! Bloward stands at the top of the passage. Wait for him to come down; and then fight fire with fire. Hitting him once releases a yellow gem and opens the cave entrance behind as this boss flees. Enemies Green Wizard Defeat Using: Charge/Flame Attack Mehthod These little electrically charged magic-users are intent on frying poor little Spyro. Avoid the lighting blast with a hop and then charbroil or ram them! 5. Cave Of The Druids 105 Treasure Points: 1 Red; 2 Green; 10 Blue; 5 Yellow Within the cave passage; the Druids work their magic; moving platforms up and down and back and forth. Defeat each to end their shifty magic and stabilize the land towers. Don't forget the gems scattered on the ledge below! 6. Altair Beyond the first section of the Druids caves; Altair lies imprisoned in crystal in this small room. Free him to hear stories of old. The second leg of the Druid cave is a bit easier to navigate. The land sections move close enough that Spyro can step right onto them. Ride one to the other side; flame the Druid and proceed to the next. 7. Pathway Up Mountain: Part 2 81 Treasure Points: 2 Red; 2 Green; 1 Blue; 7 Yellow Gather all the gems lying; as well as those in the stone and wooden chests; and then move on for Round 2 of the showdown with Blowhard. Avoid his lighting blasts and blast him again to watch him flee. 8. Snow Mountain 83 Treasure Points: 4 Green; 2 Blue; 4 Yellow; 1 Purple Beyond this long glide lies this journey's final leg. Light the chest of fireworks; climb the path; and then put an end to Blowahrd once and for all. Using the same strategies as before; deflate this big bag of wind! Be sure to grab the green gem from the chest before returning to the Peace Keepers Home World. World Four: Beast Makers Home 1. Welcome to the...lovely...swamps of the Beast Makers World. Basic Stats Dragons: 2 Gems: 300 Fodder: Swamp Chickens Difficulty Level: Over Easy (Ok; there are Two tricky areas.) 2. Strategies The Swamps 41 Treasure Points: 6 Red; 5 Green; 5 Blue Descending from Tuco's balloon ride; Spyro finds himself in one of the most dismal worlds he's ever seen! Green ooze bubbles from well; and strange diseased-looking chickens run about. Why would dragons want to live here? 3. Approach with Caution! Spyro should take a clue from the swamp-fried chickens that stray too close to his Gnorc; and time his movements accordingly. 4. Bruno and the Gateway to Terrace Village Around the corner from the two electrifying Gnorcs you'll find Bruno the dragon and the archway into the Terrace Village land. Enemies Electro Gnorcs Defeat Using: Charge/Flame Attack Method Either these Gnorcs really enjoy their work or the tunes pumping out of their radios are pretty cool. Thanks to their battery-powered backpacks; these guys add a little charge to the surrounding area; courtesy of their cattle prods. Wait for the electricity to dissipate; and then make your move. Boar Defeat Using: Flame Attack Method Be quick to flame these charging wild pig-or face the sharp end of their tusks! Although you can outrun these wild animals; it's better just to roast them. 5. Boar; Boar; and More Boar 137 Treasure Points: 19 Red; 19 Green; 12 Blue; 2 Yellow Using small leaps; Spyro must jump inhabited island to the next to reach this land's other sections. Be sure to stand clear of the explosions from the three chests of fireworks on the log leading to the islands. 6. Look Sharp! These beasts may not be too intelligent but they're fast! Flame them quickly or feel the sting of their sharp tusks! 7. Misty Bog Defeating the Boar on the rightmost island allows Spyro to travel unhindered to the land of the Misty Bog. 8. Cleitus When you release Cleitus; he offers you a quick thanks before high tailing it out of this land. (Thanks for the help!) 9. Trouble Ahead! Spyro is in for a rude awakening when he collects the gems alongside the hut. After the first few; he'll attract the attention of the Boar camped behind the hut. Flame him as soon as you hear the snort or it may be too late! 10. Well-Diving When he jumps down this well; Spyro uncovers the archway to the fourth special flying area; Wild Flight. To get out of the well; stand under the column of swirling spakles and jump! 11. One Big Tree Beyond the left island lies a bridge to this land's final area (past the large tree in the foregoing image. Tip Explore all the concealed areas around the tree's roots to uncover loose gems. 12. Tree Tops Spyro can enter the lofty land of Tree Tops by walking through this archway. 13. Across The Bridge 122 Treasure Points: 13 Red; 12 Green; 11 Blue; 3 Yellow The contents of the locked chest in the background are Spyro's once he gets the key. Be sure to grab the 1-UP from the chest to the left. 14. Electric Dance Floor Both platforms require Spyro to time his flight so the stone floors radiate electricity when his tender dragon toes touch ground. 15. Cray The Balloonist Rescue 50 dragons and Cray will allow Spyro to use his balloon to reach the Dream Crafters World. 16. Metalhead Step through this Arch when you feel you're up to the challenge of Metal Head; Gnasty Gnorc's robot minion; boss of the Beast Makers World. 17. The Key to Success >From atop this pyramidal structure; stretch your gliding capabilites to their limit to reach the small tree stump. To return; make your to the second stump; and then back to land. Terrace Village 1. The western passage is shortest and safest in terms of health-replenishing fodder; but the supply of succulent Swamp Chickens doesn't regenerate as in previous levels; so don't be careless and use them all up in the first section. Treasure lies hidden throughout the village area; usually tucked away in a corner somewhere. Don't neglect your exploration! After you scour the village; head into the huts. The Gunners here are numerous; so proceed with caution. Basic Stats Dragons: 2 Gems: 400 Strong Box: 3 Fodder: Swamp Chickens Level of Difficulty: The easiest of the three regular levels in Beast Makers (as long as you avoid Gnasty Gnorc's electroshock therapy). 2. Strategies The Village 118 Treasure Points: 9 Red; 17 Green; 15 Blue When you enter this swampside village; you must choose whether to enter the village proper or a hang a left and wander on an outer ledge. Laser Gnorcs and Gunners guard both areas well; and clearing the level requires you to traverse both. Regardless of which you choose; both lead to the same place-the Electric Fields. Enemies Laser Gnorc Defeat Using: Flame Attack Method Armed with big laser guns; these troops are big and fierce! Attack them before they can draw and fire. Gunner Defeat Using: Charge Attack Method These mobile guns turrets will fill you full of lead in the blink of an eye if you're not careful. Take care to surprise Them; instead of the other way around. Electro Gnorc Defeat Using: Charge/Flame Attack Method Electro Gnorcs like nothing better than to charge up a piece of sidewalk and electrocute trespassers. Wait until the charge expires; then charge them with your horns! In the end; you'll arrive at the entrance to the Electric Fields; where you first dragon awaits you. Free Claude and get to take an a whole bunch of Electro Gnorcs. 3. That's Not a Safety Net Down There! >From the edges of Terrace Village; it looks like you have a nice green platform beneath you should you fall. Don't be a fool! That's swampland; and you'll die a horrible death if you end up there! 4. Electric Fields 282 Treasure Points: 28 Red; 22 Green; 34 Blue; 4 Yellow A Gunner guards a niche to the right of Claude's pedestal. You'll find a rocket there; primed for firing. Light it and it will spiral away and explode at one of the two Invincible boxes in the path's upper-left corner. Be on the lookout for other rockets to open the two other Invinicble boxes in this area. The path to the Exit Warp is no more (and no less) than a continuous stream of electrified plots of concrete. Time your dashes well to get past the Electro Gnorcs and whatever else stands in your way before the next charge is fired into the ground. Rescuing Cyprin gives you a break from possible electrocution; and a chance to heal wounds. Down the path to the right you'll find a grotto filled with gems and Swamp Chickens. Laser Gnorcs and Gunners run rampant there; too; but you should be able to handle them easily; by now. Back to the Electric Fields! This section of the course is far more challenging than the last; especially because these fields are separated by gaps of varying sizes. Remember to time your jumps so the electric charge ends when you land; Not when you take off!! A sparkling Whirlwind takes you to the top of the final launch platform. From there; you can either continue to the end or explore the rooftops. Let's choose the second option and snare the rest of the treaure. You have just enough space to jump to the platform facing the swamp; and then back across the main course to the next one. Hop up the neatly camouflaged steps to the top; and then head over to the chest ahead. This object of desire marks the spot for a death defying blind glide. As you take off; veer left and glide around the gun tower to a landing spot an a roof covered in metal chests. From there you can access the remaining platforms with a mere glide or hop. Note The Rocket's Red Glare This another land where the rocket's amazing power will put to use busting into those Strong boxes. Look for three rockets to match the tree concrete boxes; and then set them off! Back at the final jump point; only one Electro Gnorcs stands between you and the Exit Warp. Again; time your jump so you don't get a nasty shock when you land. Then it's sweet home; sweet home! Misty Bog 1. On an island off Beast Makers Home mainland; a fierce Swamp Boar guards the Arch Portal Misty Bog. This misty level comprises no more than a number of islands and large tree trunks. Getting from place to place puts your gliding to the test; but defeating some of the enemies here is your biggest challenge! Basic Stats Dragons: 4 Gems: 500 Fodder: What Is a Swamp Chicken anyway? Level of Difficulty: Two words-Attack Frogs! 2. Strategies >From Pad To Pad 148 Treasure Points: 6 Red; 11 Green; 22 Blue; 1 Yellow Here in Misty Bog; you won't find much in terms of continuous land-or even flocks of Swamp Chickens fodder. You Will find many islands guarded by large groups of hostile plants and frogs. And well-hidden treasure hordes; of course! Note Search everywhere-especially behind wooden fence-to make sure you don't miss a single gem. These first platforms are hard to backtrack to after you reach the end of the level. Enemies Gnorce Dude Defeat Using: Charge Attack Method Preoccupied their radios (and those tasty Swamp Chickens); Gnorc Dudes; though slow to react; can still pack a healthy wallop with their flailing knife attacks. Charge them while they're distracted or when they head toward you. Dragon-Eating Plants Defeat Using: Flame Attack Method Once innocent clumps of grass; Gnasty Gnorc's magic turned these plants into-blooded killers. Burn them to charcoal before they chew you up and spit you out. Attack Frogs Defeat Using: Charge/Flame Attack Method Yup! They're every bit as scary as they sound. Highly mobile; with a super-long tongue; these monters you'll want to avoid. But because your perfect score depends on your taking them out; try a combination of flaming and jumping. Swamp Boars Defeat Using: Flame Attack Method As in the Home World; these obnoxious; overgrown pigs will chase you down and gore you; if you're not careful. Their charges are inevitable; so why not line them up just so and let others feel the their pain? Even on the starting island you'll find a "secret" area where a Gnorc Dude patiently waits to trap those sickly chickens. Headbutt him and grab the two blue gems tucked away in the curve of the wall before you begin your trek. Ahead an army of Piranha Plants await you. Char them methodically; one by one. Because these guys would like nothing better than to chew you up and spit out your remains; don't try to take them all at once. Your next obstacle is a large group of Attack Frogs. Get used to these beastly creatures; they turn up all over the place. Dipose of them with careful bursts of flame. You also have a better chance against them if you keep in constant motion. The tongue of the Attack Frog is long and extends farther than you'd expect; roughly the same distance as your flame. Standing still to flame them is Not an option. On your way to set Rosco free from his crystal prison; help out that frantic Gnorc Dude by getting rid of the angry Boar chasing him. Just don't expect any thanks! 3. The Importance of Being Careful Misty Bog; we're told; used to be a classy swamp. Now it's overrun with a large groups of beasties who want you for dinner. Your best bet is to defeat these groups one plant (or frog) at a time. The last thing you want them to do is swarm you! 4. The Cave Of Doom 128 Treasure Points: 13 Red; 15 Green; 17 Blue The Cave of Doom is named for the nasty suprise waiting inside. But first you have to get there. Gliding from Rosco's pedestal to the covered bridge is a good start. Changing your way through that phalanx of Gnorc Dudes is even better. WIth that threat gone; you can backtrack to the middle of the bridge and leap over to the island with the lone Swamp Chicken and its stealthy would-be trappe. If Sparx needs a pick me up; by all means dispose of the Swamp Chicken. You'll want to be in full health before making that final leap over to the cave. The three Attack Frogs on the shore are just a taste of things to come. Land on the far left side to avoid ambush. Then take them on with a well timed charge or bursts of flame. Take care not to lose more than a shade of Sparx's glow. Much more lies ahead; and you can't return to the mainland for a recharge! Inside the cave and around the bend ou'll find a room with Attack Frogs and Gnorc Dudes. The Dudes will stay pretty still; but the Frogs jump all around. To make matters worse; due to their pastel coloring; the Attack Frogs tend to blend in with the Dudes; making it hard to distinguish between them in the heat of battle. If you feel lucky; try running through the crowd and over to the dragon on the other side of the room. A new save place may make thing easier; if you're still fazed by the Frogs' whip-like tongues. Alternatively; you can stay and fight your way through the troops one at a time. 5. Let Me Off This Crazy Island! It may seem like you'll never escape the Cave of Doom. But although you can't return the way you came; you can make it back to the mainland after you get through the whole cave. See that ledge? You can glide from the leftmost end straight to Rosco's pad. 6. Down The Tree Trunk A helpful fairy indicates the next leg of your journey with a nice neon arrow. Hop down into that hollowed-out tree trunk and prepare yourself! You'll have to battle your way through to the Exit Warp; but things aren't nearly as dire as it might seem at first. After rescuing Jean; you'll find yourself in Boar country. These monsters are programmed to charge you if you get too close. Use this to your advantage by pulling as many enemies as you can between yourself and a Boar. He'll run Them over in his haste to get to you. You can kill several beasts with one stone this way! After you clear the area and skip to the final dragon and the Exit Warp; you'll still be shy of the 500 gems needed to complete this level. Where to go...? 7. Top Of The Tops 93 Treasure Points: 8 Red; 5 Green; 7 Blue; 4 Yellow Look! Up in the sky! on top of the ruins! It's....it's....some Spring chests and loose gems! Glide from the left pyramid on the exit platform to the top of the square wall. Then leap to the staircase-shaped wall of the ruins. The ceiling is in bad repair; but watch your step and you can still collect all the loot fairly safely. Next; looking back at the Exit Warp area; you'll spy a series of tree trunks and another bridge shining with the telltale gleam of uncollected treasure. Glide from this corner and you'll just make it to the first trunk. Take care not to fall in the water as you jump from the trunk to trunk. There's no point low enough to save you from the swamp water and prevent you from repeating this experience. Mow down the Gnorc Dudes hanging out on the bridge and collect the remaining loot. If your gem counter has reached 500; either exit the level manually or hop back to the Exit Warp; breathing a deep sigh of relief. Tree Tops 1. The Arch Portal to this land lies hidden among the roots of a giant tree. Make sure you have your Supercharge skills finely honed before entering. You'll find more Supercharge ramps here than in any other level! Basic Stats Dragons: 3 Gems: 500 Strong Box: 2 "Egg" Thieves: 2 Fodder: Swamp Chickens (again) Level of Difficulty: Completing this level puts your Supercharge skills to the test. This is one of the game's hardest levels! Note Two conflicting activities take place here in the Tree Tops World: you must collect dragons and gems; and two Thieves must show you (immediately) the path to their well-hidden; hard-to-reach lairs. These activities conflict because once the Thieves start on their respective journeys they won't return to their starting points unless you exit and reenter the level. The best strategy? Jumping from tree to tree in pursuit of a Thief is a thrill; but plummeting off an unfamiliar Supercharge ramp isn't. So go ahead and explore the world! Then; once you're comfortable; restart and go after those Thieves! Enemies Banana Boy Defeat Using: Charge/Flame Attack Method Watch out for flying bananas! When these little tribesmen let them fly; duck or jump over them lest Sparx lose vitality. Strongarm Defeat Using: Flame Attack Method You'd expect these muscle-bound apes to bend you into submission; but you'd be wrong Instead these guys use their arms to balance while they kick you with their astonishingly stretchy legs. Don't get too close or you'll go flying! 2. Strategies Through The Trees: Part 1 153 Treasure Points: 4 Red; 17 Green; 19 Blue; 2 Yellow You start off outside a tunnel corridor through a large tree. Beyond the anteroom lies a windowed hallway. Instead of continuing through the tree; hang a left and jump out the second window onto the bridge between the two trees. Run through the Banana Boy sentry and grap the key in the hallway. (You'll need it later!) Follow the path around the outside of the tree to the top. From the launching platform; glide to the next tree; where you'll encounter Isaak the dragon. Although you can glide from this tree to the neighboring one without help; check out the Supercharge ramp; instead. Using the ramp to fly to a stone-walled treetop fortress; guarded by a Strongbox and several Banana Boys. Dispose of these distractions; and then head to either jump platform. The one on your right; across from the next Supercharge ramp; is your safest bet for crossing the void. From the top; dash down the ramp to a fifth; aiming so you can Superdash into the Strong box when you land. Take out the Strong arm blocking your way and you're only a short glide from the Exit Warp. 3. Finding Your Way Home >From the Exit Warp platform (a common and point for all journeys through Tree Tops) you can find your way to the starting easily. Just hop into the Whirlwind off the edge of the exit tree and let it carry you to the end of the Supercharge ramp directly across from it. Dash up the ramp (at normal speed; i'm afraid) to the top; and then travel through the corridor to the usual point of entry. To the left (as you exit) a wooden path spirals around a tree trunk. Glide over there and make your way up the pathway to another of those sparkling columns of air. Jump in and you're back where you started from! 4. Through The Trees: Part 2 152 Treasure Points: 6 Red; 13 Green; 13 Blue; 4 Yellow The second route through the trees takes you on a straight and mostly direct route to the Exit Warp. From the start; follow the hallway through the tree to a launching point at the end; where two Banana Boys wait. Carefully glide to the tree directly across from the platform; making sure to flame the Strongarm blocking your safe landing. The purple robed Thief; in his haste to escape; will awaken two more Strongarms in the pit. I know you can handle them; so take them out and open the locked box with the key you grabbed earlier. Then hop up the steps to where Lyle awaits you. Using the Supercharge ramp; do a Supercharge +Jump to get the next tree with enough force to break the Strong box in your way. Then travel through the tree to the next Supercharge ramp. It's only a short Supercharge until you're on the exit platform again. 5. Supercharge Number 1 (Route Of The Purple Thief) As you flew toward the exit three; you probably saw the taller platform above the Exit Warp and wondered how you could build up enough momentum to get there. Well; wonder no longer! The purple Thief you glimpsed from the back of Tree 1 will be glad to show you the way. If you missed him; we'll tell you. Make your way to Lyle's dragon pedestal and step on it to save your position. Race down the Supercharge ramp and; taking a well-timed jump to launch you farther; veer right to the pathway around the staring tree. At breakneck speed (that is; still Supercharging); follow the path around and through the tunnel; launching yourself from the end with another well-timed jump. To the right you'll see the jagged posts of the log fence at the top of Tree 3's Supercharge ramp. Charge over there and down; the added boast will catapult you to the top of the exit tree; where that purple-robed devil waits and taunts you. 6. Supercharge Number 2 (Route Of The Yellow Thief) The first Supercharge trip was fun; but ain't seen nothin' yet! The yellow Thief will take you on a journey through Five trees before you build up enough steam to reach his out-of-the-way home. This time (from the start); make your back through the window and over to the tree where Isaak once stood frozen in crystal. Save your position; and then head on down the Supercharge ramp. At top speed; leap over to the fortress-type trunk straight ahead; then jump northeast off the launch platform. Veer right; land on the neighboring Supercharge ramp; and launch yourself in the air from it. Veer sharply right; aiming at the next Supercharge ramp. You'll run Up this one; so don't be surprised or let up on that Dash button. At the top (still Supercharging!); jump to the wooden pathway to your right; so make sure you're going at breakneck speed! The ramp at the end spits you into the air across from a tree that still seems very far away. At the top of this jump; start gliding and you'll land there without fail. The yellow-robed Thief awaits you; purple gem in hand. So does the final Tree Tops dragon. Wild Flight Unlike the dark; murky area of the Beast Makers Home World; Wild Flight is bright and cheerful. You have no time to stop and admire your surroundings; though; as you rocket through this small; twisty; confined course. Basic Stats Boats: 8 Arches: 8 Planes: 8 Chests: 8 Level of Difficulty: Hard (Well-timed banks and low flying are crucial!) Fly Spyro! Fly Like the Wind! As Spyro races through this time trail; prepare to skim the water's surface to remove the Gnorcs from their patrol boats. Boats/Arches You'll find the Gnorc Patrol and arches in the lagoon at the start of the course; and in the surrounding river. Perform some tight turns and banking maneuvers and Spyro should be able to blow all the boats out of the water and pass through all the arches by the time he comes full circle; returning to the lagoon. Tip Remember; the lower Spyro flies; the Faster he flies. While racing upriver to fly through the arches; stay close to the water's surface to maximize your airspeed and complete this section in the shortest time. Chests: Part 1 After circling back to the lagoon; blast the chest in the center of the cove; then bank and enter the tunnel; picking up both chests within. At the end of the tunnel; head to the top of the waterfall and blast the two chests sitting on small stone platforms there. Exit the aqueduct and dive down and to the right grab the lone chest perched across the bay. Planes Pilot To Bombardier; Gnorc Dead Ahead! The two squadrons of four planes fly a set course that takes them between the open area through one of the two aqueducts in this area. Pick a group and; flying against their direction; take each plane as it approaches. Remember to adjust your altitude with each plane because they fly at alternating levels. After you've downed the first group; switch dircetions; and then lock on and shoot down the remaining four Gnorc pilots. Chests: Part 2 After dowing all the planes; only two treasure chests remain; on the ledges below. You can take them both out in one pass; but if you miss one; remember to fly away for a second or two before banking to give yourself plenty of room to get in position again. Metal Head 1. Enter a world filled with tribal warriors and gorilla monsters. Behind this jungle madness lies Metal Head; the mechanical ape; ruler of the Beast Makers Home World. Basic Stats Dragons: 1 Gems: 500 Level of Difficulty: Medium-Easy 2. Strategies The Playroom 239 Treasure Points: 27 Red; 16 Green; 26 Blue; 5 Yellow Duck; weave; and roll to avoid inbound Banana Boys the Strongarms toss at Spyro. Once they run out of "ammunition;" pick up the treasure scattered about; and then move into flame range. 3. Rusted Grate >From the vantage the bridge provides; Spyro spies a hole in the grating. Glide down to the ledge; and then hop past the grating into the area it conceals. 4. Finders; Keepers After slipping past the hole in the grating; Spyro discovers a stair-filled chamber with dragon treasure spread about. Tip The chest key lies in a small chamber at the end of the catwalk atop the stairs. 5. Sparkling Transportation Beyond the Archway lies a sparkling column Spyro can ride up to the top of this chamber and then glideover to previously inaccessible rooftops. 6. Not So Fast Before jumping from the roof; crane your neck in this dircetion! Hit the X button at the top of the jump maximize the glide and reach this second rooftop area. Enemies Armored Banana Boys Defeat Using: Charge Attack Method These armor-plated natives hurl Bunches of bananas at our little dragon. Maneuver out of the way and stick them with a pair of dragon horns. Strongarms Defeat Using: Flame Attack Method Picking up and hurling a Banana Boy at Spyro is this enemy's preffered attack method. But if no boys are present; he'll simply wait and kick anything that approaches too closely. Cook 'im as soon as he's in range. 7. A Bridge Too Far Use care crossing this bridge. The strongarms in the distance can still see you and won't hesitate to fling the nearby Banana Boys. At the top of the stairs; more Strongarm await-with a fresh supply of Banana Boy projectiles! 8. Sadiki At the bottom of this ramp; the dragon Sadiki reveals Metal Head's weakness to Spyro. 9. Metal Head: Round One 78 Treasure Points: 6 Red; 1 Green; 8 Blue; 3 Yellow There's no turning back. Once Spyro passes this Archway; the door shuts behind him; sealing him in a battle to the end with the mechanical monstrosity; Metal Head. 10. Red Means Stop! Green Means Go! Between tossing Strongarms and Armored Banana Boys at Spyro; Metal Head occasionally uses the energy he draws from the power poles to launch an energy-based attack. Use Spyro's Dash ability to charge through the power poles; cutting off Metal Head's power source. Tip When the light on a power pole changes from green to red; it's about to power up. When a pole has electricity pulsing through it; it can't be destroyed. Avoid electrified poles at all costs! 11. The Giant Retreats Once all the power poles are destroyed; Metal Head retreats through the doorway behind him. Go after him; Spyro! Tip Check the platform at the top of this stairway. When Metal Head loses his power source his unused "enemy" ammuntion transform into gem; and you'll find it here. 12. Metal Head: Round Two 183 Treasure Points: 9 Red; 12 Green; 12 Blue; 9 Yellow As in the first encounter; Metal Head seals the door behind Spyro once he sets foot into this second arena. Use the same strategies as before and take out the power poles to put this bad boy down for good! 13. Waterfall Treasure Pan left and you'll see a sparkle behind the distant waterfall. Use the ledges along the left side of the arena to make your way to the cave and claim its treasure! The key from the room behind the broken grating comes in handy here! 14. The Exit Revealed at Last! Toppling the mechanized monster unlocks the door behind him; allowing Spyro to reach the swirling vortex and return to the Beast Makers Home World. 15. Leftover Loot The column at the end of the hallway carries Spyro to the upper level. Pick up all the loose treasure lying about; and then make your way outside to pick up the 2 gems hidden on the other side of the outside ledge. World Five: Dream Weavers 1. Home The Dream Weavers Home World is really a group of islands floating in the sky. One misstep and our little dragon will find himself "exiting the plane without a parachute;" so to speak! Basic Stats Dragons: 3 Gems: 300 Fodder: Magic Mushrooms Difficulty Level: Medium-Hard 2. Strategies Island Hopping: Part 1 48 Treasure Points: 6 Red; 6 Green; 4 Blue; 1 Yellow There are many areas to explore in this world; but the paths are easy. Just follow along as we show you the way! 3. Dark Passage Just a short glide from this level's start; you'll find the archway into the Dark Passage. 4. Floating Monastery 118 Treasure Points: 13 Red; 15 Green; 7 Blue; 4 Yellow After defeating the Carrot Tops and Armored Monks; jump onto the swirling column to soar to the castle on the other side of the gap. Enemies Carrot-topped Monks (Small/Tall Defeat Using: Charge/Flame (small)/Flame (tall) Attack Method The small form of this bushy haired enemy look harmless enough; but get too close; and he'll give Spyro the boot! And if you think the small ones are bullies; the ray-gun-enhanced tall versions will slap Spyro silly if he gets too close! Although you can attack the small Carrot Top both ways; it's easiest just to flame them both. Slap-Happy Armored Monks (Small/Tall) Defeat Using: Charge (small)/- (tall) Attack Method These strange creatures will beat themselves silly in their tall form-and Spyro; as well; if he ventures too close! You can defeat them in their small form (with a charge); so avoid the tall ones altogether. Fools Defeat Using: Flame Attack Method Fools don't attack Spyro directly; but they Can knock him off an island if they bump into him as they run around like; well; fools. Flame them to set special events in motion; but be quick about it! 5. Lateef Within the walls of this floating monastery; a small Carrot Top blocks the route to Leteef. When he releases this dragon; Spyro gets a cryptic clue. 6. Lofty Castle Behind the imprisoned dragon; Lateef; Spyro can enter the land of Lofty Castle; where huge birds and balloon-riding Gnorcs fill the sky! 7. Tiny Steps Use short; controlled dashes to break open the metal chests on the terrain around this floating pool. 8. Pathway Blocked! Until Spyro can get his mitts on that ray-gun; he can't venture beyond this point! 9. Island Hopping: Part 2 88 Treasure Points: 8 Red; 5 Green; 10 Blue; 2 Yellow Bopping from island to island; Spyro makes his way closer to the source of these irritating transformations. 10. Jacques Beyond this Arch; the sinister Jacques In-a-Box awaits Spyro. Get ready for some of the most death-defying gliding you've ever seen! 11. Amos the Balloonist Once Spyro collects 6000 stolen dragon treasure; our chilly friend here will allow Spyro to use his balloon and enter the world of Gnasty Gnorc! 12. Hey; You With the Gun! Jump on the sparkling columns to whirl your way up to the gunner's platform. Like the Cannon Patrol in the Peace Keepers World; chase this Gnorc around until you can ram him or set him aflame. Tip Now that Spyro has the power; use the gun to transform the Armored Monks into their smaller versions. 13. Zimoko As Spyro glides his way to the second floating castle; be sure to release Zimoko from his crystal prison. 14. Floating Castle 46 Treasure Points: 11 Red; 5 Green; 5 Blue Search every nook and cranny and you'll find many gems on this floating island Remember; you can't enter the extra land in Gnasty's world until you achieve 100 percent! 15. Haunted Towers The gateway to the last regular Dream Weavers land lies beyond the castle exit. Beware the dreaded Undead Tin Soldiers! 16. Mazi You'll find Mazi; the third and final imprisoned dragon; next to the Arch to the Haunted Towers. After collecting all the gems in this area; use the sparkling vortexes to return back to the starting point of this land. 17. Stop; Fool Flaming the Fool lowers the rotating platform briefly. Jump on it quickly to collect the gem and the 1-Up dragon. 18. The Final Stretch Making his way back to the Floating Monastery; Spyro now can dash past the two Armored Monks and Leap this gap to close in on the Dream Weavers Special Flying land. 19. Fools on Parade Timing is everything here. Flame both Fools and then jump from one raised platform to the next before their timers expire. 20. Icy Flight Ready for a fast and furious flight? This by far the game's most difficult flying course. Dark Passage 1. Travel left of where the balloonist lets you off in the Dream Weavers World to find the Arch Portal to this deceptive world. Dark Passages is home to Two dark passages. The first leads dirctly from start to finish; the second is concealed in the walls. Basic Stats Dragons: 5 Gems: 500 Strong Box: 3 Fodder: Hopping Mushrooms Level of Difficulty: Medium-Easy (Just keep your eyes peeled for the "hidden" passage!) 2. Strategies Main Passage 204 Treasure Points: 12 Red; 21 Green; 18 Blue; 7 Yellow This level is a breeze once you've learned the enemy's patterns. The invincible Fools determine the size of their pets. When it's dark; they grow to nightmarish proportions. Charge their masters to shed a little light and shrink them back to normal size. Enemies Fools Defeat Using: - (They're invincible!) Attack Method The fools in the Dark Passage don't attack: they get their pets to do it for them. When they turn off the lights; their beasts grow nightmarishly large. Turn their lights on with a flame or headbutt and back to normal the monsters go. Devil Dog (Small/Tall) Defeat Using: Flame/Charge (small); Headbutt/Flame (tall) Attack Method Both versions charge with fangs bared when they see you. Their bite is harsh and causes Sparx to dim quickly. Armored Turtles (Small/Tall) Defeat Using: Charge (small) Attack Method Don't go near these creature when they're large. Then they're invulnerable and prone to bursts of fireballs. The smaller ones aren't any better fireball-wise; but you can defeat them with a careful charge. Cupid Defeat Using: Flame Attack Method Watch out for Cupid's arrow! It makes you swoon with pain; not love. Dodge the arrows and run into the flaming distance. After your first encounter with these families; take the lift to the top where you'll find one of five dragons along this trail. The road quickly evens out into tunnel and ledge sections. Within the tunnels Fools and their pets; the ledges are home to Cupid's; Mushrooms and the odd dragon. You'll find the dragon number two; Azizi; at the midpoint of this winding trail. The Strong box is a sign you're almost to the top. Don't worry about breaking into it just yet. All will be revealed in time... Climb the narrow bridge to the top and collect the third dragon. The Exit Warp beckons; I know; but we're only halfway done. 3. Hidden Passage 296 Treasure Points: 34 Red; 41 Green; 24 Blue; 6 Yellow Opposite the ledge where Azizi once stood (he was dragon number two); you'll spy a concealed tunnel opening in the rock. Glide over (you can make it!) and go through the tunnel to the end outside. From the ledge; you can see your next destination. Jump over to the dog-free area; and then plow through that pack of puppies. A Whirlwind takes you up to a large patio; where you must defeat a group of enemies on both sides. If you're ailing already; run into the cave ahead and rescue Apana first. From Apana's cave; jump to the ledge on the right; dive-bombing the Armored Turtles; and hop up the steps. Follow the ledges around until you reach another short tunnel. It houses-you guessed it-dragon number five. Beyond Obasi's pedestal lies another death-defying glide. You land outside a room filled with Devil Dogs; Armored Turtles and Cupids. At the back of the cave is the Whirlwind to the final tunnel. Finally; at the end; you'll find a rocket aimed at the Strong box a platform or two from the Exit Warp. Set if off and collect your reward before warping home. Lofty Castle 1. Lofty Castle (inside the Dream Weavers castle; on the right side) is unlike any world you've seen so far. Here Gnasty Gnorc's minions have caged all your fairy friends. Rescue them and you'll be amazed at the help they provide Basic Stats Dragons: 3 Gems: 400 Locked Chests: 1 Fodder: Mushrooms Level of Difficulty: Free the Fairies! How hard could that be? 2. Strategies Fairy Trio One 95 Treasure Points: 10 Red; 15 Green; 5 Blue; 1 Yellow At first sight; Lofty Castle resembles any other level. Platforms; enemies; gems; gliding... Enemies Gnorc Balloonists Defeat Using: Flame Attack Method These oversized Gnorcs float serenely in the air swatting enemies with their shields-but only while they're attached to their balloons. Burst the balloon and they'll plummet to the earth below. Puffer Birds Defeat Using: Flame Attack Method Floating in the air like large; puffy dumplings; Puffer Birds glide serenely until within beak-drilling range. Then; watch out. Let them approach; and then barbecue them with your breath. Cupids Defeat Using: Flame Attack Method Here too you'll find that Cupid's arrow has a sting. Flame them before they shoot you. Then you notice the caged fairies; and realize you can't go very far without them. Your job is to free each Fairy Trio. They; in turn; will recharge the lifts that boost you to the next area. 3. The Importance of the Fairy Trios. Besides rescuing you from the abyss when you fall; these Fairy Trios serve other purposes; too. In Lofty Castle; they combine their powers to create lift tunnels to carry you to the next section of the castle. Free all three; or you won't get far! 4. Dive-Bombing Balloonists! To reach this platform you'll have to burst the Gnorc Balloonist's bubble. Time your jump well; and then flame his balloon when it's in range. You'll land and everyone will be safe. 5. Fairy Trio Two 47 Treasure Points: 10 Red; 6 Green; 5 Blue Freeing the first set of fairies is straightfoward; and the Whirlwind they power up takes you to Mudada's pedestal. In the second area; you must risk your life to proceed. Jumping off the raised walkway puts you in a grassy park where an army of Cupid archers guards three fairies. Defeat them and free your friends. The Whirlwind they create lifts you to the walkway again; and you can use it when you get the key to that Locked Chest. 6. Supercharge Interlude 138 Treasure Points: 13 Red; 5 Green; 21 Blue; 1 Yellow At the end of the walkway; you have a choice of platforms to glide/jump to. Hop to the island on the left; where Puffer Birds hover in a line. Toast them (and the Cupid; as well); and then leap to the path around the tower. Before entering the tower itself; climb those stairs and collect the treasure. This is the one place you might overlook; and the most annoying to backtrack to from the end. Inside the tower; a Whirlwind takes you to the very top. Look off the edge and you'll see a line of Gnorc Balloonists and caged fairies spiraling down to the floor. You must defeat the enemy and free the fairies as you glide down; using your fiery breath as a weapon. This may take more than one fight; just ahead back to the original lift. After you free them; the fairies create a Whirlwind that will hoist you up to another section of the tower top. Here the second dragon stands; as well as the key to the Locked Chest. A door across the way leads to another spiraling ledge. Actually; the door leads to a Supercharge ramp. Once you know the trick to this one; you'll have no problem. Dash down the ramp and jump as you reach the end. Charge to the top of the floating structure opposite the tower and supercharge down. Another well-timed jump at the end sends you flying to the raised platform overlooking Mudada's pedestal. Grab the gems and open the Locked Chest below! 7. Deceptive Ramps At first glance it looks as if you must supercharge foward off the ramp to the arch-covered portion of the structure ahead. But on closer examination; you'll realize that doing that will lead to you run around in very fast circles. Instead; aim at the top of the spiral and supercharge down it. Jump at the end and you'll be in a perfect position to rocket to the gem-covered platform. 8. Fairy Trio Three 40 Treasure Points: 12 Red; 4 Green; 2 Blue; 1 Yellow Head to the fork in the road; back before the Supercharge detour. This time take the path to the right; and leap and glide to the next large platform. Another dragon rests there and the platforms around him hold the cages of another Fairy Trio. The two Whirlwinds on the platform across the stream carry you to the islands above. The one on the right takes you to an island on the right; and the one on the left takes you up to a launching point on the left. Free the fairies and they'll send you into the palace structure ahead. 9. Fairy Trio Four 100 Treasure Points: 9 Red; 18 Green; 7 Blue; 2 Yellow To get to the next-and last!-Fairy Trio; you first must make your through this Cupid-infested palace. Cupid's arrow can travel far; so take care as you prance along the winding path. Glide from the palace exit to the island directly across from it. The water fountain is home to a flock of Puffer Birds. They'll attack if you try to steal their gems or release their captive. The other two fairies are in easy reach of the lift platform on the right. Get the first; and then fly over the island above the fountain. From there; jump down and let the fairies boost you to the final platform. The Exit Warp awaits you! Haunted Towers 1. Will Spyro never rid of those darned Wizards? Hidden in the castle to the left lies the Arch Portal to Haunted Towers; a place where Tin Soldiers are brought to life by more of those pesky Wizards. Basic Stats Dragons: 3 Gems: 500 Strong Box: 3 Fodder: Mushrooms Level of Difficulty: Another level with a tough Supercharge! This is the most difficult Dream Weavers level! 2. Strategies Road To The Castle 240 Treasure Points: 22 Red; 19 Green; 10 Blue; 13 Yellow At the start of Haunted Towers; you get a sign of thing to come. The Soldier lying in a lump of inert metal is harmless now; but what if a little magic come its way? The answer comes the moment you open the door ahead and step inside. That metal is now a huge; virtually indestructible; threat. Run through the line of buildings avoiding Soldiers and taking out Gnorc-adiers until you can reach the end. Salvation arrives in the form of a Flame Fairy fleeing a lusty Gnorc-adier Enemies Tin Soldiers Defeat Using: Superflame Attack Method Get out of the way fast when one of these giant Soldiers winds up to take a swat at you! They're immune to all attacks except Superflame. Gnorc-Adiers Defeat Using: Charge/Flame Attack Method Yes; those are grenades they're brandishing! Run them over or burn them up before they toss one at you! Blue Wizard Defeat Using: Charge/Flame Attack Method Great! Another lighting-shooting magician. This group controls the Tin Soldiers; animating them with their magic. Toast the Blue Wizard before he can issue his magic spell; and those Soldiers will remain inert piles of metal! When you rescue the damsel in distress; she rewards you with a flame-charging kiss; which allows you to take on those Tin Soldiers and free the gems they're made of. This also way to get past the Soldier in the patio area the Wizard uses a shield. Note Remember; the Superflame lasts only briefly; so prepare to make several sorties to take out all the Tin Soldiers-both among the houses and on the first island beyond the Whirlwind! You also can use the Superflame to open the metal door in the middle house. On a patio behind lie gems a-plenty! Pick them up and then head over to the Whirlwind on the other side of the house. You can use the Flame Fairy in the house to take out the Tin Soldiers on the first island the Whirlwind takes you to. When that platform is clear; carefully cross the bridge to the other side. Charge each steel case; one at a time. Ramming them with a dash may send you over the edge; and don't want that! Rescue Kosoko and then take out the Gnorcs as you dash to the palace across the bridge. Inside you'll find another Flame Fairy (this land is full of them!) who'll charge you up so you can defend yourself against those nasty Tin Soldiers. Using your Superflame; break through the steel door and take the lift at the end of the ramp up to the stairs. Climbing the stairs puts you at the top of curvy Supercharge ramp. Oh joy! 3. Superflame the Strong Box Invincible boxes may be immune to Spyro's normal flame; but watch out when it's been supercharged! You'll have just enough time to run here from the Flame Fairy's home and explode this box. Given the 34 gems points it holds; you'll want to make this a priority. 4. Supercharging Through The Castle 133 Treasure Points: 9 Red; 17 Green; 10 Blue; 4 Yellow Pay attention now. This Supercharge lesson focuses on navigating twisty hallways and corners at Top Speed. This skill will to be crucial for getting to this level's hardest part! For now; you must break through two sets of metal doors. If you haven't bumped into a wall yet; you can go for one of the other two in the room beyond; as well. This room gives you access to five rooms. Behind the first door on the left you'll find a Flame Fairy (very helpful). Dragon number two waits behind the third wooden door. Use the Superflame to take out guardian Tin Soldiers and any remaining metal doors. Use it to burst the Invincible box on the balcony behind the second metal door to the right; as well. Go out the first door to the right and climb the stairs. (It helps if you've recharged your Superflame.) Jump over to the next platform and run past the Tin Soldiers into the courtyard. A Flame Fairy hovers anxiously in the corner. With her help you can clear this area. Then take on the Blue Wizard by the Exit Warp-but don't jump in just yet! You must be wondering where the rest of the gems and dragons are. 5. Another Tricky Supercharge! So you're standing at the Exit Warp when it suddenly occurs to you that you're missing about 127 gems and a dragon. What to do; what to do... Remeber that faraway ledge you spied from the Whirlwind into the castle? The one you thought you could reach if you only had a little more boost? Try this: Race down the Supercharge ramp; through the second door on the right; and jump off the left edge. This puts you right in line to race up the Wizard's ramp and into the air. You can glide with ease to that ledge; now! 6. Upstairs 127 Treasure Points: 8 Red; 12 Green; 6 Blue; 4 Yellow; 1 Purple If you followed the foregoing Supercharge dircetions; you're eating your fill of Mushrooms on that distant balcony. Take the Whirlwind up to the next level. To the left of where you enter; you'll find a sage dragon who'll marvel at your Supercharge skils. Pat yourself on the back. You deserve it! Then follow the corridor into a large room with a great staircase. The Soldiers lying there in disarray seem harmless until you start climbing the stairs. Then magical beams streak down to awaken them and alert them to your presence. If you don't make it to the top before the Wizard finishes reanimating the Soldiers; you'll find yourself in a no-win situation. At the top of the stairs; in a little; the Wizard protects himself with a puppet-Soldier. Once animated; this Tin Soldier won't attack you; but his mimicking movements will prevent you from passing. Your only recourse is to leave the room and try again. Note Leaving the staircase room and going out in the hall toward the dragon pedestal resets the Tin Soldiers. When you return to the stairs; they'll be sleeping like babies! After you make it to the and toast the Blue Wizard; knock down the door and claim the treasure behind it. A Super Flame Fairy hovers inside and fills Spyro with those super-hot flames for the rest of his journey here in Haunted Towers. Use this unlimited gift to clear the stairs of Tin Soldiers and to break open the Strong box on the balcony. Then hop down that hole in the floor and get ready to go to World Six and face Gnasty Gnorc! 7. There Are Flame Fairies-And There Are Flame Fairies! In the room at the top of the stairs you'll find a very special Flame Fairy. Dressed in a distinctive yellow frock; this beauty will endow you with a supply of Superflame that lasts until you enter the Exit Warp. This gives you plenty of time to take your revenge on those Soldiers and open the Strong box. Icy Flight Overcrowded areas; tiny tunnels; and twisting canyon runs pretty much sum up this course. But ny now you've probably mastered the power of flight. Now you can prove it! Basic Stats Light: 8 Chests: 8 Barrels: 8 Copters: 8 Level of Difficulty: Hard-Very Hard (Depends on your flying skills and your ability to pull out of a spin.) Not Much Room For Error You must fly a pretty consistent and near-perfect run to achieve the extra 80 points for the "All-In-One" bonus. Tip The easiest way to complete this course is to fly through a couple of times; nothing where everything is in relation to other objects. Lights/Chests >From the start of your run; targets rush into view with every turn. Light up the first lighthouse; and then grab the chest on the small ledge after lighting the second light during a left-side flyby. Flame the third light house; and then quickly bank left. As you speed through this canyon; grab all four chests from the small ledges along the left side. Tip As long as you don't run head-first into a wall or lighthouse; you won't crash into the water below. Use this tactic to slow your flight so you can adjust your elevation before reaching the next target. Exiting the canyon; ignite the two lighthouses and grab the chest on the platform between them with a well-timed quick dive. The seventh light lies on the other side of the wall. Try to stay to one side of the canyon as you approach the lighthouse so you have enough room to make the turn back. Looping back past the wall again; ignite the lamp in the last lighthouse and flame the chest on the small ledge next to it. As you fly back toward the railroad tracks; collect the last chest; on the ledge between the exits of the canyon passage. Tip As you approach the chest on the ledge next to the lowest lighthouse; press L1 to allow Spyro to perform a 180-degree turn before crashing into the quickly approaching wall. Barrels: Part 1 As you reach the railroad tracks; you'll want to enter the tunnel on the left side. Traveling in this direction; you can flame the barrels on the trains as they approach. Copters: Part 1 Past the second tunnel; the area opens into a small cove where three Gnorc helicopters hover over platforms. You have enough time to down two of them before the third arrives. Make it count. Barrels: Part 2 After dowing one or two of the three copters; bank back toward the tracks and explode the crossing train's barrel cargo. After blowing up the barrels; finish off the remaining Copter(s) in this area; and then enter the tunnel with the green glow. The last train approaches before you reach the next cove. Collect the last two barrels and get ready for the final leg of this course. Copters: Part 2 This last section of the course is actually fairly large; allowing Spyro to perform just about any maneuver necessary to capture the five remaining Copters. Tip An alternative method for completing this course is to travel along the railroad tracks until you've collected all eight barrels. At that point you should be in the cove where the five Hueys are hovering. Take them all out and enter the lower tunnel back to the first cove area; where you'll find the last three Copters. Jacques 1. This world is reminiscent of Hades; with its brimstone-colored walls and boiling-lava lakes and rivers. Here waits the final minion of the Dragon Worlds; the infamous Jacques. Basic Stats Dragons: 2 Gems: 500 Fodder: More Magic Mushrooms Level of Difficulty: Very Hard 2. Strategies It's A Nice Place; But... 168 Treasure Points: 6 Red; 16 Green; 15 Blue; 3 Yellow; 1 Purple 3. Who's the Fool? Flame the Fools to raise these small stone platforms and reach the higher platforms beyond. Remember; the Fool will remain a timer clock for a short period; so you can't dilly-dally! 4. Turn and Burn Back near the lava-fall; this passage is filled with Pansies perched on small platforms. After defeating the first one; jump and glide from his perch to flame the Pansy out in the open; making a quick landing to collect the gem afterward. Dowse the Fool below with fire to proceed into the next area. 5. Turn and Kick and... (Sorry 'Bout That-Wrong Game) With deft agility; Spyro jumps; flames; and glides through one more tricky situation and is one step closer to reaching the tunnel to Jacques. 6. Locked Box Ignoring the ominous-looking tunnel for now; track down the key so Spyro can open this chest. Enemies Armored Horrors Defeat Using: Charge Attack Method With those massive swinging claws; you have to ask?! Defeat these beasts with a quick dash; ending with Spyro horns knocking these creatures senseless. Giant Pansies Defeat Using: Flame Attack Method Would you believe these hulking creatures are just trying to protect their flowers? When one of them catches sight of our hero; they'll rush at him. Avoid their swinging fists and barbecue them! 7. Dive-Bomb Attack! Pressing the square button while gliding allows Spyro to turn his glide into a charging dive-bomb attack. Use it to take down the Armored Horror on the first floating platform. 8. Dragon's Leap 76 Treasure Points: 8 Green; 8 Blue; 2 Yellow 9. Fools Puzzle The platform up to offers an excellent view of the puzzle ahead. The platform below consists of two rising inserts. To activate; Spyro must flame the two Fools running around it quickly get to the top. Before making the long glide across the lava lake; after activating both rings; climb to the top and turn toward the wall. Glide into the cave to retrieve the key within; then reactivate the puzzle to make the glide. 10. Timing Is the Key At the other side of the gap; the second puzzle awaits the little-dragon-that-can. To reach the dragon imprisoned on the other side of the lake; beyond the rotating platform; Spyro must climb over this ledge and flame both Fools on the other side. The Fool beyond the lava-fall triggers the lowering of the platform near the chasm. Flame him first. Then rush back and flame the second Fool. This raises the small platform so you can get back over the mound and on the platform near the chasm before it ascends again. 11. Dragon Ahead! 74 Treasure Points: 6 Red; 4 Green; 12 Blue 12. Unika Glide down and release Unika the dragon. He won't offer much in the way of help; so don't hang around. 13. Pansy Towers Beyond the dragon; down and to the left; this area holds four blue gems for a Master Glider. Using the sparkling vortex for some initial lift; glide around; and flame the Pansies one by one. It may take a few passes to collect all four gems; but persistance will pay off. Tip You'll find a 1-Up on the ledge below the towers. 14. Fool's Bridge Flaming the Fool running in circles causes the distant wall section to extend; providing a ledge broad enough to land on. As the timer ticks; glide to the ledge and leap to the platform beyond the ledge retracts. The swirling; sparkly vortex will carry Spyro to an even more remote area. 15. Something Overlooked At the end of the canyon; another treasure area waits. Return using the vortex near the gem coffers. 16. Return Flight >From the farthest point; Spyro can glide back over this chasm easily if he aims to the right of the opposing side when landing. 17. The Infamous Jacques In-A-Box 182 Treasure Points: 7 Red; 7 Purple After returning to the collect the treasure from the Locked Chest; Spyro is ready to face his final battle within the Dragon Worlds. 18. Revilo After his release; Revilo offers some cryptic but wise advice. 19. The Chase Begins Proceeding down the corridor; Jacques makes his "presents" known. This gift-tossing Jack-In-a-Box is quick and crafty. Dodge incoming boxes by rolling to either side using L1 or R1. 20. An Uphill Battle The battleground reaches new heights as Jacques lures Spyro out over a huge lava lake. Tip Advance a short distance; and then wait for a incoming box. Dodge it and repeat the process until Jacques retreats. In certain areas; he won't budge until Spyro light a fire under him. 21. There Can Be Only One As he reaches the end of his tether; Jacques gives it all he's got; pelting Spyro with box after box. Wait for a break in the action; and then move in for the kill. 22. Return Home After defeating the last of Gnasty Gnorc's minions; make the leap of faith into the vortex beyond to float to the platform high above. There; the swirling column of sparkles returns Spyro to the Dream Weavers Home World. World Six: Gnasty's World 1. Home Here; Spyro finds himself at the end of his long journey; with Gnasty Gnorc running the evil show. Basic Stats Dragons: 2 Gems: 200 Fodder: River Rats! mmm... Difficulty Level: Extremely Easy 2. Strategies Three Ominous Dragon Heads 200 Treasure Points: 3 Red; 6 Green; 17 Blue; 5 Yellow; 2 Purple 3. Not a Whole lot of Options At the start of the Machinists World; Spyro can only return to the previous worlds-via the balloonist-or access the land of Gnorc Cave. Completing this land opens the first of the Dragon Heads. 4. Twilight Harbor After you complete Gnorc Cave; the Dragon Head on the left opens; revealing the archway to Twilight Harbor. You can recover an additional 50 treasure from the treasure chest; as well. 5. Gnasty Gnorc Reaching the Twilight Harbor whisks Spyro back to Home; where the second dragon head opens. Once it does; Spyro finally will confront Gnasty Gnorc! You'll find the last 75 treasure in the chest inside this head. Gnorc Cove 1. The first land in Gnasty's World is not as intimidating as you might expect. Here you'll roam among Dockworkers; Engineers; and scores of handy barrels as you seek the final dragons and gems. Get to this level's Exit Warp and you'll gain access to the next land. Basic Stats Dragons: 2 Gems: 400 Strong Boxes: 4 Fodder Rats (catchable without a trap!) Level of Difficulty: Deceptively simple for the last series of levels. Maybe you're just good. Note It bears repeating that the secret to opening the portals to the other worlds in Gnasty Gnexus is going from the Start to the Exit Warp in each world. Whether you clear the world of its gems and dragons is immaterial; unless you want access to the last level. You must have a perfect 100 percent to make that third Dragon Head lossen its lips. 2. Strategies Use the carts as steps and hop up a level; to where you can jump to a bridge that will take you safely across the water. From the other shore; it's a simple to the docks next to the ship (after you take out that TNT Wrangler!). On the ground floor; you'll find more Dockworkers and another TNT Wrangler. Try to burn away his armored apron with the blast from the Dockworker's TNT barrel; then attack him a second time. Because he can turn freely; you can't sneak up behind him as you can regular workers. Need to get up to the next level? This ramp will take you there; but only if you can make it through the stream of TNT barrels. Standing right in front gives you a safe vantage point from which to decide when to make a run for it. There's a lot of treasure up here; but none is important than the dragon; Lateef. Seem familiar? Like all the dragons here in Gnasty's World; Lateef appeared in an earlier world. Why must you rescue him again? Call it moral support: they're here to remind you that only Spyro can defeat Gnasty! Enemies Dockworkers Defeat Using: Flame Attack Method These burly workers will flatten you with their loads of TNT or steel barrels if you get in the way. Defeat them and you get a new toy to play with. Engineer Defeat Using: Charge Attack Method These guys are smart! They stand on steel barrels out of range of your fiery breath. Get too close; and they'll brain you with a wrench. Charge them quick or use other at your disposal. TNT Wrangler Defeat Using: Charge/Flame Attack Mehtod TNT Wranglers look just like Dockworkers; but they wear armored aprons. They can turn freely and have a penchant for smashing young dragons under their heavy loads. You take your chances; charging or flaming them (they Will throw that lit TNT barrel at you!); but you can toss barrels of your own to dispose of them. Livening things up; TNT Wranglers usually take two hits to take out. 4. Using Barrels Destroying a Dockworker gives you his stock of barrels (steel or TNT). You can send steel barrels from afar is always safest. Both kinds are good for ridding the level of enemies breaking open those Invincible boxes. 5. Shipyard 114 Treasure Points: 17 Red; 16 Green; 14 Blue The ships here in Gnorc Cove pose little threat to your well-being. In fact the rats and 1-Up box make up for any health or lives lost. Use the well-placed barrels and TNT to dispose of enemies and open tricky boxes. You'll be amazed at how creatively you can use these tools. In the final ship; you must slide past a barrel-rolling Dockworker to get to the exit. Unfortunately; his barrels provide little help against the line of Engineers on the next of docks. 6. Docks 187 Treasure Points: 15 Red; 31 Green; 20 Blue; 1 Yellow Without anything with which to take these guys out from afar; you must get a physical. Charging the barrel out from under the first Engineer sends it flying into the next. You can take out the whole line with one blow; And you'll blow the apron right off the TNT Wrangler around the corner. If you rescue one dragon in this world; make sure it's Tomas! His speech will inspire you; too! After defeating another line of Engineers; head over to the structure in the middle of the harbor. Ramming this set of Engineers would be a Big mistake. You can light the fuse on their TNT stands with impunity; however; and watch the fireworks explode. Pick up the gems the ex-Engineers leave behind and skip down the stairs. There are three passageways to choose from; each with positives and negatives. The hallway at the foot of the stairs is home to a pair of feuding Dockworkers. Their racing barrels run right into another workstation in the and the collisions are dangerous to be near. If you get past them; you'll find a present waiting for you. Two TNT Wranglers guard the middle hall. Aim the barrel at a point between them to kill them both at once. The same barrel works against the nearby Strong box. The final hallway is filled with gaps guarded by TNT Wranglers. Put those barrels to good use and clear the way before flying over. At the end lies a sparkling lift to the Exit Warp. Pass through to Twilight Harbor! Twilight Harbor 1. Inside the head of the first dragon lies the portal to Twilight Harbor. Commandos and small Gnorcs with big machine guns guard this world. Keep on your toes or this world will bring you to your knees! Basic Stats Dragon: 2 Gems: 400 Strong Box: 1 Fodder: Rats Level of Difficulty: Hard than Gnorc's Cove. Much Harder. 2. Strategies Boot Camp 133 Treasure Points: 15 Red; 19 Green; 14 Blue; 1 Yellow You know you're in trouble when the enemies have machine guns with streams of fire longer than your own-especially when you confront one as soon as you land; before you can even catch your breath. This first section introduces you to Gnasty's milltant forces and their peculiar tricks. It also teaches you the value of looking around corners before you walk into a room. First; head into the fortress; taking out the Machine Gunner who runs right in front of you. You'll find another in the alcove to the right; and a Gnorc Survivalist ahead. Both have ranges that make waiting until the "right" moment a bad idea. Speed is your only ally against these troops: make the most of it. A sparkly column next to the departed Gnorc Survivalist (the best kind) carries you up to a broken bridge. Relieve the ledge to your left of its gems; and then glide across the lake to the Machine Gunner on the other side. Before blindly jumping into the next building; take a moment to look around. A Gnorc Commando waits to fill you and Sparx full of lead; and it's better for you to have the advantage in this fight. Enemies Machine Gunners Defeat Using: Charge/Flame Attack Method Small Gnorcs with machine guns-what could be better? You know what to do: dispose of them before they fire. Gnorc Survivalist Defeat Using: Flame Attack Method A commando in a leopard-skin tunic? These crazed Gnorcs are mean; bad; and dangerous. Wait until they've thrown their explosive; then step in for the kill. Gnorc Commando Defeat Using: Flame Attack Method The Gnorc Commando keeps you at a distance by constantly peppering the ground in front of him with machine-gun fire. Wait until it's safe (leaping over the stream of bullets; if need be) and toast him good! Another Gnorc Commando guards the walkway to the first dragon; with a couple of Machine Gunners as backup. Because the Commando goes into action the moment you hit the doorway; your best bet is to leap-frog the line of bullets. Then take out the remaining troops as they rush you. The Strong box is a puzzle; and Cosmos the dragon is no help. Leave it for now. You can come back for it later. Your last stop in Boot Camp lies through the next building. This is virtually a repeat of the preceding two buildings; so apply the techniques that got you through before and you'll survive here; too. Next up are the Drawbridge and the final Supercharge ramp. 3. The Drawbridge 115 Treasure Points: 5 Red; 5 Green; 8 Blue; 6 Yellow On the other side of the third building wait a dragon (remember Cleitus?) and a Supercharge ramp. There's also the matter of a certain Drawbridge that plays a pivotal role in what happens next. With the Drawbridge up; dash to the top of the ramp and use it to catapult yourself to the top of Building 3. If you're really good; you can aim right at the Commando guarding the entrance and take out en route. Inside; grab the treasure and walk out on the ledge on the other side. To the right you'll find a 1-Up box in a tiny niche. In the middle of the lake you can see yellow gems shining on an island. You can reach it from your perch; you know. Next; lower the Drawbridge and dash back up that ramp. This time we're heading for the Strong box near Cosmos's pedestal. Controlling Spyro in Supercharge mode is difficult; especially through a twisty area like this. If you land in the water; immediately jump to the nearest platform and you shouldn't lose a life. Make sure Sparx is fully charged before you begin your dash! 4. Drawbridge Up or Down? You can have it both ways-and you'll need it bothways. To charge its position; just flame a crank. When the Drawbridge is up you can use it as a launchpad in conjunction with the Supercharge ramp to reach the attic of the building ahead. Closed; it allows you to Supercharge straight through to the Strong box on the other side of that building. 5. The Home Stretch 153 Treasure Points: 6 Red; 16 Green; 11 Blue; 6 Yellow Now that you've collected more than 200 points in loot; save your progress at Cleitus's pedestal and head into the building next to him. This building is tricky; with a patio where you'd expect another passageway to be. The true exit lies to the right; patio gives you a good view of what's to come! Down the walkway lies the next room; where you'll find yourself surrounded by every kind of Gnorc troop in the land. Check Sparx's health before entering; if necessary; backtrack to the last group of rats. You're almost to the end! A gaunlet of Commandos and Machine Gunners between you and the Exit Warp. Go down the line; jumping and flaming when necessary; and you'll be home no time! Gnasty Gnorc 1. Strategies Steel Arena 124 Treasure Point: 24 Red; 5 Green; 5 Blue; 4 Yellow; 1 Purple Entering the world of Gnasty Gnorc; Spyro finally comes face-to-face with his nemesis. Within the confines of this metal area; Spyro must dodge the blasts of green energy Gnasty spits forth while he collects the treasure lying about-and gets the key from the Thief. Basic Stats Gems: 500 Difficulty Level: Medium-Hard 2. To Catch a Thief To open one of the locks leading to Gnasty; Spyro first must reclaim the key from this quick; agile creature. Tip you might find it easier to run through the tunnel once and collect all the loose treasure so it won't distract you when you chase the Thief. The Chase is On! Spyro must dash through this twisting; winding tunnel to catch the Thief. By cutting corners closely and taking the right-hand fork; Spyro should be able to overtake or run into the Thief and collect the key from him. 4. Behind Door Number 1... Having successfully wrested the key from the Thief; Spyro can open the door opposite Gnasty's platform. 5. The Return Of The Thief 55 Treasure Points: 12 Red; 4 Green; 3 Blue; 2 Yellow Unfortunately; behind the locked door waits yet another Thief; key in hand. This time the route is even more complex; with a few spots where a miscalculated turn can spell disater! 6. Trial Run Is A Safe Bet Like the tunnel of the second Key Thief; this section has its own treacherous sections. Instead of launching head-first to chase Gnasty; walk through the track at least once. This way you can get a feel for the tricky spots and pick up any loose gems. 7. The Final Confrontation: Part 1 221 Treasure Points: 13 Red; 4 Green; 15 Blue; 10 Yellow Opening the second lock lowers the stairway to the ledge from where Gnasty Gnorc observes our hero's progress. Like any true villain; he flees at the sight of Spyro closing in! 8. The Chase is On! Gnasty wastes no time putting distance between him and Spyro. Dash as fast as you can to keep up! Tip There are two tight descending turns in the Gnasty Gnorc's circuit. Take time to walk through the course at least once; collecting all the treasure as you go; to see the course in its entirety. 9. The Last Stand? This point on the course is Spyro's only chance to hit Gnasty. If you managed to keep close to him as he sped through the track; you'll have just enough to hot-foot him before he takes off for another lap. Tip You can take the two descending stairway turns while dashing if you keep Spyro toward the right-hand side until he hits the ground again. 10. Small Rewards Burning Gnasty's tender feet yields a purple gem-just before the villain retreats through the door to the right. Time Is Of The Essence! 100 Treasure Points: 4 Purple With the ledges receding into the walls; speed is critical. There is absolutely no room for error! Mustering all your gliding skills; naviagte Spyro through this zigzagging area before the ledges disappear altogether by leaping from ledge to ledge as soon as his feet touch each surface. 12. The Final Confrontation: Part 2 Having reached the top; Gnasty Gnorc attempts to eliminate our hero a final time. Avoid his club and flame him to end his evil reign! 13. Spyro the Hero With peace restored to the kingdoms of the five dragon worlds; Spyro conducts a press conference to discuss his future plans. And just what are they; you ask? Well; first; did you manage to recover All the stolen treasure; rescue All 12 Dragon Eggs from the Thieves; and free All 80 imprisoned dragons? No? Then go back; Young dragon; and finish the job; for the true ending awaits only those who complete the game 100 percent! Gnasty's Loot Here it is; your reward for completing the game with a perfect score of 100 percent! When you hit that magic percentile; head over to the third Gnorc Mouth. You'll find it wide open; the Arch Portal shining inside. We won't spoil your fun (and this level Is fun!). Let's just say; here you'll fly; chase Thieves; and pick up more loot than you thought possible. When you finish this level; you're treated to the best of the two endings. Good luck; and have fun. You deserve it! Basic Stats Dragons: 0 Gems: 2000 Thieves: 4 I Hope You All Enjoy This Complete Walkthrough. This Complete Walkthrough Was Done By Prima Games And [email protected] Any questions, comments, or anything else concerning this strategy guide should be mailed to [email protected] -=Cheat Code Central=- is the largest and most comprehensive video and computer game help site in the world for PlayStation, PlayStation 2, Nintendo 64, Dreamcast, Game Boy, and PC. Cheat codes, Game Shark codes, strategy guides, instruction manuals, reviews, and much more. http://www.cheatcc.com/ (c) 1999 Cheat Code Central. All Rights Reserved. This text file may be freely distributed, provided that all text in this file remains unedited.