| This guide has a 80% GameFAQs approval rating. | o----------------o o---------------o | 16 Yes / 4 No | (01/12/2015) o---------------o ___ _ | _ _ _ _ -,'', | |_||_ | |_ / _|_ |\|| \ ,''''', \ \ | | ||_ | |_ \_/|_ | ||_/ ,,'. ( ) \ |__, _ _ ,' ( ),''''',,/ ,,,,,, ,, (_)|- , ,,,__ /,, ,' ',.'' ,' ', / \ '''', ,_)/ \ .' '. .' ' '. .'''''''. | _| .' ... \ '' \ ... \.'' ', |/_| .' | ) '. / | \ | \ ( | .. . | |..' ' .' |___/ / .. \ \/\ \ | /\ .''| / / \ | \ \ | .' | | | .-'| | | | ,', \ \ | ...''' | | | ',| \ / | / \ \ \| | | | | . ', ''' / ( '. \ | | , | | |', / / \ / \ | | , ,,,'' | | ', / \ / \ / ',,) /''''' ''' '',,,| '' ''.. .'' ','', / ___ ''''' ''.....'' | '___ __ __ |\ | __ ___ --- _ | | | | ) |\ | /\ | | \ | | / ' | | | | |_||_ |--| | |- |-- | \| /--\ | | \ | | | __ |--| | | | ||_ | | |__ | \ | |/ \|__ | \| | \__| | | | |___, | | ,-----------------------, | CONSOLE WALKTHROUGH | ,-------------------------------------------------------, |~-~-~-~-~-~-~-~-~-~-TABLE OF CONTENTS-~-~-~-~-~-~-~-~-~-~| |---------------------------------------------------------| | 1 - Introduction.............................[010000] | | i - Introduction.........................[010100] | | ii - Controls............................[010200] | | iii - Gems...............................[010300] | | iv - Health..............................[010400] | | v - Breath...............................[010500] | | vi - Melee...............................[010600] | | vii - Fury...............................[010700] | | viii - Experience........................[010800] | | 2 - Walkthrough..............................[020000] | | i - Temple...............................[020100] | | ii - Fire Dream..........................[020200] | | iii - Temple.............................[020300] | | iv - Assassin............................[020400] | | v - Ancient Grove........................[020500] | | vi - Ice Dream...........................[020600] | | vii - Grove Underground..................[020700] | | viii - Scurvywing........................[020800] | | ix - Grove Underground...................[020900] | | x - Arborick.............................[021000] | | xi - Fellmuth Arena......................[021100] | | xii - Earth Dream........................[021200] | | xiii - Ravage Rider......................[021300] | | xiv - Executioner........................[021400] | | xv - Fellmuth Arena......................[021500] | | xvi - Skabb..............................[021600] | | xvii - Pirate Fleet......................[021700] | | xviii - Scurvywing.......................[021800] | | xix - Pirate Fleet.......................[021900] | | xx - Skabb...............................[022000] | | xxi - Electricity Dream..................[022100] | | xxii - Celestial Caves...................[022200] | | xxiii - Fire Cave........................[022300] | | xxiv - Fire Spirit.......................[022400] | | xxv - Ice Cave...........................[022500] | | xxvi - Ice Spirit........................[022600] | | xxvii - Earth Cave.......................[022700] | | xxviii - Earth Spirit....................[022800] | | xxix - Electric Cave.....................[022900] | | xxx - Electric Spirit....................[023000] | | xxxi - Elemental Dragon..................[023100] | | xxxii - Mountain Fortress................[023200] | | xxxiii - Assassin........................[023300] | | xxxiv - Mountain Fortress................[023400] | | xxxv - Gaul..............................[023500] | | 3 - Dragon Relics............................[030000] | | i - Magic................................[030100] | | ii - Health..............................[030200] | | 4 - Enchanted Scriber's Quills...............[040000] | | 5 - Dragon Challenges........................[050000] | | 6 - Frequently Asked Questions...............[060000] | | 7 - Thanks...................................[070000] | | 8 - Updates..................................[080000] | | 9 - Contact..................................[090000] | | 10 - Copyright................................[100000] | |_________________________________________________________| | | | Author: dark52 | | Version: Crab | | Start Date: 23/11/07 | | Last Updated: 06/03/08 | | Website: http://www.darkspyro.net/ | | Email: dark52(at)darkspyro(dot)net | |____________________________________| USE DRAGON TIME AND TAIL STRIKE (DOUBLE JUMP + MELEE) TO KILL BUTTON CRABS ,-----------------------------------------------------------------------------, |~-[010000]~-~-~-~-~-~-~-~-~-~-~-INTRODUCTION~-~-~-~-~-~-~-~-~-~-~-~[010000]-~| '-----------------------------------------------------------------------------' ,----------------------------------------, | [010100] Introduction [010100] | '----------------------------------------' Sequel to 2006's The Legend of Spyro: A New Beginning, The Legend of Spyro: The Eternal Night continues the story, but as it's the second of a trilogy, it doesn't conclude it. Welcome to my FAQ/Walkthrough for the The Legend of Spyro: The Eternal Night's PS2 version. Most everything should also apply to the Wii version but not to the Nintendo DS or Game Boy Advance versions. This guide is now complete, but you can always find the 100% definite latest version of this guide at the following address: http://faqs.darkspyro.net/txt/eternal_night_ps2.txt ,------------------------------------, | [010200] Controls [010200] | '------------------------------------' o---------------o | PLAYSTATION 2 | o--------------------------------------------------o | Button | Action | o--------------------------------------------------| | D-Pad Up | Select Fire Breath | | D-Pad Right | Select Electricity Breath | | D-Pad Down | Select Ice Breath | | D-Pad Left | Select Earth Breath | | Left Analog | Move | | Right Analog | Move Camera | | X | Jump | | X + X | Double Jump | | X + X (Hold) | Double Jump and Glide | | Square | Breath Attack | | Triangle | Special Attack | | O | Melee Attack | | O (Hold) | Horn Knock | | L1 | Dragon Time | | L1 | Skip Cutscene | | R1 | Charge | | R2 | Fury | | O, O, O, O | Melee Knock Up | | X, X, O | Tail Strike | | X + R1 | Air Charge | | L2 + Left Analog + X | Evade | | X, O, O, O | Air Combo | | X, O, O, R1 | Air Knock Back | o--------------------------------------------------o o-----o | WII | o----------------------------------------------------------o | Button | Action | o----------------------------------------------------------o | Analog Stick | Move | | Dpad | Camera Control | | A | Jump | | A + A (Hold) | Double Jump and Glide | | B | Melee | | + | Cycle Breaths | | - | Dragon Time | | Z | Elemental Melee | | C | Breath Attack | | 1 | Pause Menu | | 2 | Level Up Menu | | Left to right | Melee | | Pitch back | Horn knock up | | Nunchuck up + Analog up | Charge | | Pitch back + Nunchuck pitch back | Fury | | Left to Right x 4 | Melee knock up | | A, A, Pitch front | Tail Strike | | A + Shake nunchuck | Air charge | | A, B, B, B or A + Left to right | Air combo | | Nunchuck up | Air knock back | o----------------------------------------------------------o Don't ask me about the Wii controls, I've no idea what any of that means. ,--------------------------------, | [010300] Gems [010300] | '--------------------------------' If you've played the previous game, A New Beginning, you should already be familiar with what the gems in this game will do. Red will heal Spyro, Green will fill his magic bar, Blue will give him experience to upgrade his breath attacks, and purple fills Spyro's Fury bar. ,----------------------------------, | [010400] Health [010400] | '----------------------------------' This is almost identical to A New Beginning, your health is displayed by a red bar in the top left corner of the screen and is replenished by collecting Red Gems. These can be found by killing enemies or by smashing the red gem clusters you'll find strewn around the game. Once your bar empties Spyro will die and be sent back to the last checkpoint, which are quite frequent but usually difficult to accurately guess exactly what counts as one. For the most part you won't get set back too much. Unlike A New Beginning though you can upgrade your health by collecting the five Health Relics hidden throughout the game. Refer to the Relic section for locations. ,----------------------------------, | [010500] Breath [010500] | '----------------------------------' Again the same as in A New Beginning, this is displayed by a green bar in the top left corner and is used to power Spyro's breath attacks, both primary and secondary. You can fill it up by collecting green gems, dropped by enemies or found in green gem clusters, unlimited versions of the clusters are usually found near places where you will need to use a breath attack to move on such as near magical torches which require fire breath. You can also upgrade your magic bar by collecting green Magic Relics, five of which are hidden around the game. Refer to the Relic section for locations. Fire Breath, aka "Fire Blast", has been enhanced from the previous game, now it occasionally sends out a long range blast. Ice Breath or "Polar Bomb", freezes enemies allowing you to freely melee them without interuption, though attacking can cause them to become free again. Smaller enemies become snowballs which you can roll about and even knock off any nearby edges. Electric Breath, "Electric Orb", is completely different to what you may have enjoyed using previously. Instead of being able to drag enemies about Spyro creates an orb which you can either drop straight away or knock further off, detonating either manually by pressing the primary breath again or leaving it to go off by itself. The effect is to throw enemies up into the air, as well as damaging them of course. And finally Earth Breath has become "Earth Flail". A devastating attack which when held down you can swing about through enemies knocking them about. Jumping in the air and holding the primary breath attack will automatically spin Spyro around, but you're more likely to miss. ,---------------------------------, | [010600] Melee [010600] | '---------------------------------' Melee has been complemented by a variety of new elemental secondary attacks, all of which take Spyro into the fray rather than staying out of it with primary or the secondary of the previous game. Comet Dash, the fire attack, causes Spyro to rush into enemies with more force than a simple charge. Ice Tail freezes and knocks back enemies close to Spyro. Electric Whirlwind turns Spyro into a mini yellow tornado, you control the path, ripping through enemies and throwing them up into the air. Earth Pound throws nearby enemies up into the air so that you can melee them. ,--------------------------------, | [010700] Fury [010700] | '--------------------------------' Just about identical to the previous game again. Collecting Purple Gems will fill the circle surrounding the element icon in the top left corner of your screen and when full you can unleash a devastating attack on all the surrounding enemies. ,--------------------------------------, | [010800] Experience [010800] | '--------------------------------------' And again with the similarities with A New Beginning. Collecting the blue versions of the gems, or Blue Spirit Gems as they're called, will fill up a small pool in the Level Up screen which will show you exactly how much your collection of gems will advance your primary breaths. These spirit gems tend to be found in the remains of dead enemies or in blue clusters, usually hidden slightly out of the general path. Even if the game is suggesting that you can fill up a level for a breath, your pool will still collect Blue Spirit gems so don't worry about losing out on experience if you're saving for some new breath that you haven't got yet if that's what you want to do. ,-----------------------------------------------------------------------------, |~-[020000]~-~-~-~-~-~-~-~-~-~-~-WALKTHROUGH~-~-~-~-~-~-~-~-~-~-~-~-[020000]-~| '-----------------------------------------------------------------------------' ,----------------------------------, | [020100] Temple [020100] | '----------------------------------' After the recap of the last moments of The Legend of Spyro: A New Beginning you begin outside the Dragon Temple, simply walk up the slope and head inside. Go around the dragon statue and pick up Enchanted Scriber's Quill [01/40]. This ones a freebie but in general they're hidden just out of view so you usually have to be looking to find them. Go through the door that opens and then top the right through another door. Continue down the corridor and use your melee attack on the cracked door at the end. You'll then meet the first enemy of the game, a Toad Weed. It's like the Frog Weed of A New Beginning except blue and a bit more vicious looking. A simple knockup of the creature is needed to get it out of its hole where you can then proceed to kill it. Follow Sparx up to a second Toad Weed, then go up to where the game tells you to double jump and glide. Instead of doing so stop on the platform just below the top one and turn to the right. Double jump and glide onto the out-stretching tree branch and then quickly to the Quill [02/40] as it'll collapse and you'll fall if you stay more than a moment. Go back and glide over the gap as the game suggested now. Position yourself so that the Toad Weed is between you and the root wall beyond. Knock him up into the air and then knock it back into the wall, smashing it. ,--------------------------------------, | [020200] Fire Dream [020200] | '--------------------------------------' Immediately you'll notice a strange effect on the screen and Spyro's movement is slowed. This is Dragon Time, for now it's unlimited so take your time in jumping onto the rotating platform ahead, of course once you're on the platform jump off straight away. Once you land on the next bit of land you'll have the Dragon Time ability for real. Switch it on at the right moment so that you can jump on the fast moving platform directly infront of you, and then off again when you land on it to preserve it for your next little jump. As the platform gets close to another fast moving platform start your Dragon Time again and jump onto the new one. You can jump off this onto solid land without using Dragon Time. There's another fast mover and then a tilt beam. It doesn't require Dragon Time to get on but you might to get off unless you're quite quick off the mark. Use it so that you can reach an end without it sinking below the level of the platform you want to get to. Then just glide down to the firey spot ahead. Now with Fire Breath back you should head forwards and jump up the floating platforms to get to where there are four Stone Trolls waiting. Once you're told what to do they'll begin to awaken, here you won't have to do much damage and your magic is self regenerating. Move over to the far end and jump up the new platforms to get to some more Trolls. Kill them with your new Comet Dash attack (Fire Breath does nothing) and then move on again. Use your Fire Breath on the three torches and again it's moving on time. Go up the platforms and jump onto the teleporter. You'll learn all about gems, and get a few free ones too. Some more platforms will appear once you've smashed the clusters so get up them and teleport into the last part of your fire training. Fury. Kill the advancing Stone Trolls in any way you feel like, Breath, Dash or Melee. Smash the purple gem cluster in the centre to help things along a bit. Once your Fury meter reaches the full point simply unleash your fury upon whatever is around. Whilst furying you can't be hit. Once done head up the last set of platforms and enter the building. ,----------------------------------, | [020300] Temple [020300] | '----------------------------------' Back out in the Temple level again, walk forwards and some apes will appear. After killing the pair of soldiers that attack first a couple of Death Hounds will appear. These are fast moving enemies that will charge into you from afar, so watch out for them. Another pair will arrive and then you'll see a short scene of a large ape leader jumping down. His attacks, if they hit you, will freeze you on the spot. Use fire breath to get out of it quickly, jiggling the analogue stick is a bit slow. Once you've taken care of the Leader and the soldiers and hounds that appear some bombs will helpfully smash some rocks for you. Go over to the right and push the first statue into position at the end of its track. Then off to the left and push the second statue. Jump on top of the statue to reach the part above. Stand on the circle and the door will open. Activate Dragon Time and wander into the building. Dead ahead there's a torch to flame (to the right is an unlimited green gem cluster if you run out of magic) and down the hall to the left you'll find another couple, the last of which will open up the big door. Go through that very same door. Avoiding the large hole in the floor, continue on through this passageway to where some soldiers put out the torches. Kill them and their leader and reignite the torches. The door will reopen to go through. Go right and outside. Kill the spider, once it's down you need to tail strike it (aka head bash or horn dive) so that it doesn't get up again. After killing it turn to the left and jump up onto the ledge. Stand on the little platform in the far corner and look up to the left. Jump from the first branch onto the hexagonal pillar, then onto a tree branch and then across the path to Quill [03/40]. Continue on along the path again and light the three torches ahead, jumping up the steep platforms to reach the last one. The door will open and a Snail Rider will enter. Flame the snail and then jump and air melee the rider. Make sure to jump back after a few hits as the snail will pop out again, hitting you in the process. Keep repeating this until they're dead. The door will open. Go through the door and along to a fire torch which you'll need to light. The other two are just ahead, one to the left and the other behind a vine wall which you'll need to smash using your melee attacks. Once lit, in will charge a couple of Death Hounds, take care of them before moving through the door. Go down the corridor to the left carefully, the floor will shake and collapse. Glide over the gap to take out the leader throwing ice bombs at you, as well as the couple of soldiers he summons when you reach him. Now turn around and go back over the second gap and look down into the first. You should be able to see a green thing twirling around down there. This is the first of five Magic Relics, Magic Relic [1/5]. Jump back out of the hole again and go through the door you just opened. Smash down the vines blocking your way and go right (left to some Blue Spirit gems) and head outside. A Commander and a pair of Death Hounds will appear. Kill them, watching out for the Commander's green blasts that he sends out every now and again by hitting the floor. Then you need to light the three torches. One to the right of the entrance, one to the left and the last you need to use the platform the left one is on to reach. The correct direction of travel once inside is to the left. Smash the vines and jump over the gaps, watching out as the floor is all ready to collapse, even just by gliding over. Once at the other end you'll reach a check point. Tail Strike the vines and you'll fall through into a spider den. Watch out for their spinning, and remember the easy way is to simply knock them up into the air once and Tail Strike them when they're down or you'll keep on having the attack them. You only have to hit them twice. Once the first two are dead another pair will smash their way in, handily making an exit for you once you're done with them. Follow the path out and smash the vines in your way, you'll reach some Toad Weeds. Kill them and get onto the bridge just past, turn to the right and you might just notice a red/orange spinning icon in the distance. Glide down to it and collect Health Relic [1/5]. Use the roots on the wall to get back up, the last one requiring a sudden change in direction. You'll get back up on the right side of the bridge, keep going. You'll encounter a spider lickety split, kill it and jump up the platforms beyond and inside again. You'll reach a room with five hexagonal pillars of varying size. Exactly positioned so that you can reach the very highest one and collect Quill [04/40]. Continue on to the right, watch as the pillar topples over forming a bridge, and immediately avoid the spider's attack. Cross that new bridge and kill that spider (I say spider, it's only got six legs). Down the path behind it and up to where a Snail Rider is sitting waiting. He'll summon a load of Toad Weeds to help, ignore them whilst going straight for the big target. The vine wall will smash by itself allowing you through. Jump over the broken bridge and follow the leader dancing about on the other side upwards. At the first jump before turning to jump up again continue along a bit and round the corner you'll discover Quill [05/40]. Get back to jumping upwards. As you enter the passageway watch out for the rolling barrel. It will explode if you bump into it so just jump over, Dragon Time if you can't seem to time it right. Kill the leader standing about halfway through the tunnel and then jump straight off the end. Glide down to the torches below, light the three of them and get back upwards to continue along the path above. A couple of hounds and a leader will run in to get killed. Once past them there's a Commander in the next room awaiting the same fate. He'll summon three soldiers to help him though, and once the four of them are dead another few waves of soldiers and leaders will smash their way in. Once they're out of the way some spiders will appear. Jump up the platforms once you've squished them and you're saved again. Use the branches on the left to get over the thorn pit where a couple of spiders will promptly attack. Avoiding the attacks of a third long distance spider you'll then want to glide over some more thorns using branches, you might need Dragon Time in order to avoid getting stopped. There's another Snail Rider up ahead along with a crafty catapult and and ball for firing in it hidden beneath some vines. Kill the Snail Rider in the usual manner and melee the vines holding the ball in place. Drag it up the slope to the catapult, stopping only to kill the Toad Weeds that appear, push it into the cup and melee it to trigger. Use the platforms below to get up to where you smashed and keep going. Watching out for the ice bombs, glide down to the left, up the platform, light the torch and glide over to where the leaders and commander are. Kill them, light the torch and finally glide over to the last torch in order to open the temple door, making sure that none of the apes have put out your torches. It's a quick trot along a long thin path, jump over the spikes onto a tiny platform in the middle of them and again to a branch sticking out, one more platform and then to safety. Wander past the gems and into the darkness at the end. Finally. There's a few soldiers and a couple of leaders to kill before you get to the boss fight. ,------------------------------------, | [020400] Assassin [020400] | '------------------------------------' Immediately you'll have to dodge his red blasts, and since you're in strafing mode for no good reason that's jumping to the left of right. Use Dragon Time to dodge if necessary. In order to hurt him you need to jump and tap flame when he's either going up or going down. Keep repeating this simple process over and over again until his life bar is empty. Once he's defeated you're treated to a long talky cutscene in which you're cheated out of a flight level. On with the show. ,-----------------------------------------, | [020500] Ancient Grove [020500] | '-----------------------------------------' Almost immediately a trio of Grove Mites will run up to you and latch onto Spyro's back if you don't kill them. If you do get on you just perform a melee attack of two to shake them off again. Charge over to their nest straight ahead and smash it so that no more bother you. Go up to the waterfall and wait for the platform floating in it to come down so that you can jump onto it and up to the left onto some round thing sticking out, allowing you to reach the upper layer. You might need to use Dragon Time if you can't manage to time it perfectly. Go round to the right, past the exit of this area and keep going. Jump onto the round collapsing tree branches all the way to where you'll find Quill [06/40]. Jump back to the top of the waterfall and follow the actual path out of this starting area. There's a Mite Nest straight ahead so smash that to pieces to avoid bother. Keep on going past here and you should then be able to see a green icon up in the distance. A few trees will collapse as you continue and then a pair of Death Hounds will appear behind you. Turn around and kill them in order to trigger another to free up the path. Go past the tree lying over the path and attack the three hounds still waiting for you, being aware of the mites running in from ahead as well. Once the hounds are dead go smash the nest and melee the tree that it's under. Jump up onto the fallen tree and turn around, jump onto the tree branch sticking out, then to another on the right and finally glide into that green icon floating in the air, Magic Relic [2/5]. Turn around again and use the tree for its straightforward purpose - getting past the tree wall. You'll immediately notice a large pulsating mushroom type thing standing in the middle of some purple water. Jump and melee it, watching out for the occasional mite from a little further on, and grab Quill [07/40] left behind. Continue round the room to the other side where you'll encounter a place with a load of Grove Mite nests, despite this there seem to be very little actual mites so smashing them shouldn't be any sort of challenge. Keep on through the tree and glide down onto one of the platforms in the purple water below. Use Dragon Time to cross this water, switching it on and off again to get the platforms to get into the useful position. As soon as you're over the water jump up to the righthand side of the path and melee the base of a tree there. It should fall over the path, so jump up onto it (avoiding the attacks of a Grove Beast up ahead) and then up onto the tree branch on the upper lefthand side of this path, then up to one slightly above, over to one on the right, back over to the left and round the circular part to where Quill [08/40] is. Drop down, take care of the large Growth behind you if you want, you might recognise it from its brief appearance in A New Beginning, and then just keep on going. You'll quickly arrive at a larger lake of purpleness, this one inhabited by Grove Worms, creatures that spit out an annoying substance that can hurt you a bit. To kill them you can jump into the water and tail strike, but it's not particularly worth it, so just ignore them and avoid their attacks. Jump onto the first platform and smash the nest, over to the right is another nest, then just keep on following the platforms around. There are some Blue Spirit Gems that you might want to get, you can get these by taking a detour along some branches to the right. In any case smash the next nest of Grove Mites and get on over to the other side of the lake. Approach the thorny blockage and a death hound or three will smash their way through. Back off to get out of the range of the Growth and kill the three of them, then run up to the Growth and take him down, noteful of the fact that he's rooted to the ground so you can't knock him into the air. Some more Death Hounds and another Growth and just around the corner so lure those hounds out and take on the Growth by itself. And when they're dead your path will clear up. Trundle on along it and you'll hit a cutscene. ,-------------------------------------, | [020600] Ice Dream [020600] | '-------------------------------------' Back in the training grounds, it's time to learn Ice Breath and all its new features. You don't even have to walk over to where you regain the power, how lucky. Jump up the platforms, Dragon Time for the first one, and try out your new Polar Bomb attack. This is much more powerful and much more useful than the Ice Breath of the previous game, this time your foes almost always freeze allowing you the freedom to get up close and personal without them attacking. There's a tilt beam inbetween you and the next part, not too difficult I should imagine. Using the cool new Ice Tail attack you can quickly kill these Stone Trolls. Using the beams to get up high now you should reach a small lake where you'll be instructed to use Polar Bomb to help cross. It's quite a nice method of getting across the water, simply fire it into it and it should create a small ice platform that you can stand on for a short time before it breaks up and becomes water again. Make as many platforms as you like here, your breath is unlimited for now. Once at the far end of the lake you should use the turning tilt beams to reach the platforms above to the left where you'll be doing the Ice Fury. Ice Tail is quite slow but will wipe out the trolls easily. Unleash your fury and then jump over to the building to finish up and get back to the real world again. ,---------------------------------------------, | [020700] Grove Underground [020700] | '---------------------------------------------' Scavengers attack! Three soldiers and a leader will immediately rush towards you, simply use your new Ice abilities to defeat them all. You should be able to make it over the first gap in the platforms without using Polar Bomb to create a platform but the next part requires it. Try and get the platforms a decent distance apart (you use the same amount of magic however long you charge it) so that you don't run out of breath before you reach the other side. If you decide that you want to kill those annoying Grove Worms then it'd probably be best to attempt it from shore where you can stock up on magic. It's only a short hop to the next platform but then it's a bit longer to dry land again. Once there you should run along to the other end and go for one last run across an even longer stretch of the purple water. There's a couple more Grove Worms to the right inbetween some odd low platforms in the water and then a host of mite nests that you may want to smash. Now, stand on the raised platform to the right in the water. Looking back you'll notice another platform start to rise, use Dragon Time, jump onto that platform and keep going along this pattern to get to the top of the last one where Quill [09/40] is. Getting back to the path, as you approach the next corner a pair of Death Hounds will charge around and start to attack. Once you've killed them jump up the steps at the end and you'll emerge into large open area, pirate ship ahead. Proceed further forwards until a scene introduces a whole load of scavengers. This might take a little while as there are several waves of leaders and soldiers. Once you're done with them, or bored of them, go over to the far right corner. A small boat of three soldiers will arrive, ignore them and instead flame the fuse inbetween the boxes on the left. Wait a short while and some explosives will go off. Now go through the gap in the cages that you just made, another small boat will turn up, this one you should get on (killing the passengers first of course) and it'll take you a short distance to the left. You should then follow Sparx up onto the cages back on land and then just keep following him over the cages. Once on the highest points get as close to the large ship just off land and glide down onto the deck, next to a cannon. The game will helpfully hint that you should hit the barrel of cannonballs on the far side of the ship. First you might want to kill the attacking scavengers, but once they're dead take a cannonball over to the front of the cannon, then once it's inside light it with your fire breath. That's another path opened. Glide back down to dry land and make your way along to the new opening. Use your Ice Breath to put out the fires and then melee the wood left behind. ,--------------------------------------, | [020800] Scurvywing [020800] | '--------------------------------------' Seem familiar? Yes, this fight is almost exactly the same as your fight against the Assassin. I'm not really sure whether or not to class it as a boss fight but I might as well. Just like with the Assassin you need to dodge the blasts of red either by just jumping to the left or right. Or use Dragon Time to slow things down for you. And then attacking is simply a case of jumping and hitting the breath button, oddly you can't change breaths despite having Ice Breath now but I guess fire works perfectly well anyway. ,---------------------------------------------------------, | [020900] Grove Underground - Continued [020900] | '---------------------------------------------------------' Turn around and head down the path to the left and jump down at the end of it. The game will save and you'll see a short flyby of the upcoming enemies for the next little area. Anyway, kill the Grove Beast to your left, he'll set of green blasts by hitting the floor and doesn't seem to be able to be thrown into the air. No matter, he freezes well. Over to the small pond with three Grove Worms sitting in and another Grove Beast on the far side. Around the pond and to the right and you'll round a corner where two more Grove Beasts will pop up ahead. Get over the thin strip of purple water between you and them and beat the gems out of them. Over some more water to the exit ahead, a Grove Beast might be there but he tends to kill himself. It's bottomless pit time now, the flyby helpfully showing you the Health Relic you're going to be trying to get in a minute as well. Jump forwards onto the tree branch and then follow a few more branches until you get to a large floating jellyfish. For the most part these are harmless platforms that seem to allow you to land on them in impossible places but some ahead, like the very next one for example, will flash yellow and shock you, so watch out for those. Timing your jump to land exactly after the Jellyfish stops shocking make your way over to a large tree trunk just past a few more branches. Don't go inside yet though, instead head to the right. You should be able to see a path of branches curving around to the left, just keep following them and past the shocking Jellyfish. The jumps here will start to get annoying so either be really good at perfect timing or double jump and instead of gliding the whole way, use Comet Dash. This will propel you forwards through the air usually closer to the target branch and higher than you would have got with a normal glide. You'll be rewarded with Health Relic [2/5] for getting to the end of the path. Glide downwards onto the Jellyfish ahead and get back to the tree, go inside now. Once inside you'll be trapped. Surrounded by an onslaught of Grove Beasts. The best way of taking care of the wave upon wave of these beasts is to keep freezing them. They don't like the cold. Once it's over a mushroom platform will descend allowing you to jump onto it. It'll take you upwards to the exit, an oddly bright light. Back out in the darkness jump onto the Jellyfish ahead of you and wait for another to come floating by. Jump onboard, wait for it to get to the other end of its path and jump onto another Jellyfish. There's a pair of Jellyfish of the shocking variety up next, it's all a matter of timing but if not unless you're really low on health it shouldn't matter here. A few more jumps following Sparx onto another moving Jellyfish, at its point on the far side of the tree jump again to another doing the same kind of thing, and then onto a nice normal stationary one. Wait for it to float up a little and at the highest point as they start to go down again, jump towards the one above. You should make it by landing on the side, jump again if you're sliding off. Instead of going left like mean old Sparx wants you to do, go to the right and follow that short path of Jellyfish to its conclusion, Quill [10/40], you'll need to jump to grab it. Go back now and follow Sparx to the left. Getting past the last few Jellyfish and emerging on proper land again. The game will also save at this point. As you walk a little forwards a Grove Beast and a number of Death Hounds will popup out of the ground for no reason. Keep to one end of the area so not to provoke all of them at once, try to either kill the hounds first or incapacitate them with ice while you attack the Beast. Once all of them are dead and gemmified another hound will smash through the wooden fence. Kill that and then you'll see some more Growths up ahead throwing those ice/web things at you. They're also guarded by a few more hounds so watch out for those. A quick ice breath or two should freeze them all solid to allow you to nullify the danger. Going left at the corner (where else would you go?), you might just notice the twirling sight of a feather in the greenery ahead. As you trot down the path towards it a trio of Death Hounds will pay you a visit from their forest home. They should attack you near a tree on the left with a load of dents in. Melee the base of it and it'll fall down. Jump up onto it and then directly over to the feather to the right, that's Quill [11/40]. The camera here's not very good but whatever. Jump back down to the path and not much further you'll reach a large purple lake with a half sunken ship in it. Also to the left you have an unlimited green gem supply... handy. Using Ice Breath make your way over to the ship, jumping on the side and to the front where there's a leader. Kill him and then smash open the box nearby. Inside is Quill [12/40], nice. Refill your magic if needs be and jump over to the three stone platforms in the lake. Using Ice Breath again go around the ship to the left and grab Quill [13/40] sitting on the small platform there. Jump back into the ship to refill your magic and then go back to the platforms again and finally get up the ledge dead ahead (you may be able to go straight from the quill to land depending on how much magic you used getting there). From here it's just path to the boss. ,------------------------------------, | [021000] Arborick [021000] | '------------------------------------' The Stone Sentinel of The Eternal Night. Unfortunately, like the other couple of 'boss fights' you've had you're stuck in strafe mode. Not all bosses are like this so don't worry too much. Anyway, this fight is much more boss worthy with Arborick needing a special method of attack to defeat. That means setting him on fire in a certain way. Hit each part of his body twice with your fire attack, the second hit should be immediately after whilst he's still glowing red. You need to hit both of his hands, both of his feet, and his torso in order to beat his first health bar. If you don't get them all on fire quick enough he'll start spinning and regenerate all his health, putting out the fires at the same time. During this you'll also have to avoid his punches and kicks, Dragon Time is a big help in all of this. The second part of the fight is a much closer affair, there's no specific thing you need to do besides attack. He no longer sets on fire and won't regenerate once he's moved right up onto where you are. Just keep moving from side to side pounding away at his feet and his health, dodging his now even stronger attacks. One large part of this fight is dodging the flames he sends out when he starts to spin. Avoid this by watching their path closely, you should be able to tell where the ones headed in your direction will land based on your current location. Dodge these and getting hit occasionally by Arborick won't be that much of a problem. ,------------------------------------------, | [021100] Fellmuth Arena [021100] | '------------------------------------------' Without so much as an exploratory rest you're thrown into a fight against the Blundertails. They're a couple of large scorpions with cannons for stingers. These two work closely together and so are harder than they would be alone, obviously. To do some damage you need to do a melee knockup to open their blocking claws, then you can attack them freely, if the other one didn't have a problem with you doing that of course, so the best thing to do is knock one up and then the other, then attacking the second. Repeat until one of them is sort of flat on the ground, it's at this point you should perform a Tail Stike to squish them, like the spiders. With just the one Blunder Tail left there shouldn't be too much of a problem. ,---------------------------------------, | [021200] Earth Dream [021200] | '---------------------------------------' Glide down to the green circle ahead to reawaken Spyro's Earth element. Then just jump up the simple platforms to get to the Stone Trolls. Here you'll be told about Earth Flail, no more rapid fire Earth Breath, this one is still quite tough and is useful in attacking a lot of enemies, though not if they're too close already. Kill the four trolls to advance. You'll need to use Dragon Time to get up to where you are taught about Earth Pound, an attack good for groups as well. This jumps Spyro and nearby enemies into the air for you to immediately air melee them, it damages them a bit too. The four trolls are quickly defeated and you move on to the practical use of the Earth element, smashing rocks. And turning crystal ball switches on. Once you've smashed the rocks stand in the middle of the crystal ball things, hold down Earth Flail and turn a full circle. You'll then be let to go off and do the Earth Fury. One little platform jump left and you're back in the waking world. ,----------------------------------------, | [021300] Ravage Rider [021300] | '----------------------------------------' For the first health bar it's a simple case of standing in the middle to entice the Ravage Rider to turn and fly at you. You should watch the cannon in its side, popping out occasionally to fire a cannonball at you. These are easy to dodge if you see them coming. Every few runs down the centre of the arena and the Ravage Rider will crash, the driver's legs sticking out the bottom. Melee the ship at this point (jumping will waster time), you'll probably need to do this a couple of times before getting to the second stage. Getting too close during this part will mean that the Ravage Rider will blast fire out of the cannon spot. Once onto the second stage of the fight you're going to need to be tougher. Circle the arena staying near the middle, on the opposite side of it to the Ravage Rider. This should both make the cannonballs miss and any fire won't reach you. He'll quickly turn into the middle so get ready with your Dragon Time in order to get out of the way. He crashes a lot less often so you'll just have to keep circling until he does, making sure not to let him catch you up too closely. You also get less time to attack when the ship crashes so you need to do that more times than before as well. Once that bar is gone he'll do one more circle of the arena and you win. ,---------------------------------------, | [021400] Executioner [021400] | '---------------------------------------' The Ice King-alike Executioner has a nifty sword and shield dealio. Stand a little away and blast at him with your Fire Breath. This will quickly destroy his shield. Dragon Time, run up to him and melee. Avoid his occasional sword attacks and you should be able to quickly get rid of his first health bar. You're probably supposed to wait for him to get his sword stuck in the ground but waiting for that can mean he'll do his very annoying other attack where he knocks you into the air from a distance. His second should be about the same without his shield, just melee him and avoid any of his slow motion attacks (in Dragon Time of course), using Comet Dash as part of air melee attacks is quite useful but you may want to save a few for his third final health bar which is again pretty much identical. ,------------------------------------------, | [021500] Fellmuth Arena [021500] | '------------------------------------------' Finally you're out of the fights and straight into another fight with a bunch of Scavenger Soldiers. Once you've killed this first lot a door will open to the right and yet more of the monkeys will pour in. Kill them and you're free to go through that door. Over in the far corner you'll see a bunch of boxes all piled high, smash into the lighter coloured ones at the bottom a few times, this should clear the way. Hit the lever on the wall next to the pressure pad and a barrel will roll out of the pipe behind you. Stand on the pressure pad until the barrel has rolled past the spikes, switch Dragon Time on and quickly run over to the next pressure pad. Again stand on it and wait for the barrel to roll over the spikes (turn off Dragon Time while waiting). Another pressure pad to get it over another set of spikes, and then if you want to get the Health Relic, run over to the far pressure pad and let the barrel roll into the far wall. This will destroy the blockage and let you use Dragon Time to reach Health Relic [3/5].