Here's the wakthrough for gameboy advance: Spyro: Season of flame:
Go along and get your first jewels, spyro's best friend Sparx will tell you that you can break into
the baskets using your breath or you can charge them. Sparx helps you out by grabbing the gems around you so you
don't even have to touch them. Just ram all baskets and vases, and then speak with Bianca.
She lets out your first
firefly, so grab him. Blow ice on him and quickly collect him, then go a bit farther in the same direction to meet your
other pal, Hunter. He talks to you about fodder (sheep) and then gives another firefly, your 2nd. Freeze up the sheep,
then ram into them for your health if you need it.
Turn southwest now, and go by the first platform. There you will
find a firefly just roaming about the sundial. Now get up on the platform, and jump. You\'ll see Hunter again, but he
is in two places at once! This violates all physics but hey, we ARE in a videogame. Practice your jumping skills, and when
you get to the \'really hard\' jump, press A again while already gliding for a midair hop. Hunter will congratulate
you on your skills and hand you a firefly. Up here also is the Country Farms level, remember because we will come
back to it next.
Now run southeastwards, collecting gems and such until you run into a duplicate of Bianca by
a giant sundial. Speak with her, freeze and capture the 5th firefly and go through the ice pillars. Use your new breath
to freeze up the water, run across, get the extra life and gems then run back across. Now head to the Country Farms
level. Yes you only have five, but it\'ll stay like that unless you do what I tell you. Tally ho!
Country Farms ------------- Gems
- 300 Fireflies - 7
Collect the gems around you then descend and talk to the sad Henrietta. It appears her kid
sister was kidnapped, so you must find her. Put it on your \'to do\' list and move on. Freeze the enemies here then ram
them for a quick gem. In a bit you\'ll run into the 1st firefly, snatch him up fast. Keep running through here, ignoring
the various hills and such, stay on flat ground.
There are two types of enemies here; one runs away from you and the
other freezes YOU. If you don\'t kill the other quick he\'ll freeze you first. You must fight ice with ice haha. Pick
up the 2nd firefly (named Parch) and spot a fairy in the air; she is a midway place holder (like the sparkly barrel in
Donkey Kong). Okay now go up the hill here, take the key and run back to where Parch was, and go up those steps by him.
Open the chest for the gems, and then proceed to where you were past the fairy.
Right there is another ice Rhynoc
and the 3rd fairy on this level. Go up the only hill here, to spot that one chick Henrietta's sister. Freeze up the iced out
Rhynoc and she'll reward you with a firefly. Bianca will converse with you, now you have your fire breath back! Test it
out, but switch back to ice to get that firefly. Go down the stairs by the Sunny Plains portal, and get the extra life.
Now
head northeast again, and capture your 5th firefly. There\'s a weird looking portal right there, called a Challenge Portal.
Head in and be challenged.
In here you must keep all the bottles cool for a bit of time. All you have to do is round
around in a pattern breathing on the bottles, and you\'ll be fine. Your reward? The 6th firefly. Leave the portal. Now
for the 7th firefly, you must switch to fire breath and burn down all the haystacks you saw, collecting the needles
in them. You are looking for a needle in a haystack! The locations of them are as follows;
- Right behind the challenge
portal you came out of.
- Next to the stairs by the Sunny Plains portal
- West of the Sunny Plains portal
-
South of the Sunny Plains portal
- By the midpoint fairy
- Travel north of the fairy and go up the left hill
-
Go north of the previous fairy and up the hill
- The last one is left of the hill, north and west of Henrietta\'s position.
Now
you have all 7 fireflies, and presumably all 300 gems. Exit back to Sunny Plains via portal, and go to Shamrock Isle located
near your start position.
Shamrock Isle ------------- Gems - 300 Fireflies - 7
Speak with Brian the
Leprechaun and it seems he has misplaced his horseshoe, oh no! Where ME luckY CHARMERS! Haha. Go on and freeze the water
geyser, then catch the 1st firefly of this level nearby the enemy. Whenever you see a geyser around, be sure to freeze
it. There is no fodder in this level, so try not getting hit.
Run through breathing on the rolling enemies and the
charging ones, and Sparx will tell you about looking around, and the big boulders. Fly past the fairy to save the midpoint.
Fly eastwards to a new island. Clear out the enemies here, jump across and freeze this next geyser.
Now head back
to the midpoint fairy. Chill the next geyser by her then leap to the next island, grab the 2nd firefly, make the longest
jump, annihilate the two rolling enemies and grab the extra life. Then freeze yet another geyser, make your way up,
get rid of more rollers and contain the firefly there for your 3rd so far. Walk up some more, to spot the horseshoe in
the distance.
Freeze the last geyser on the same level as the horseshoe, and get your 3rd firefly. Get rid of the
enemy guarding it, then continue and veer off the ramp. Run back to Brian; give him his horseshoe to get your 5th firefly.
Three more to go now.
You cannot get them now, so come back later when you have some a new ability. Head to the
Temple of Dune now, on top of some stairs in the eastern side. If you want to get the other two fireflies and gems, visit
the go for broke section.
Temple of Dune -------------- Gems - 300 Fireflies - 7
There is a rat
nearby named Chris, talk to him and he explains that the Rhynocs have struck here too, by placing 7 bombs here. Keep going
until you reach the first bomb, and knock it into the water. Go up and freeze the lemonade glass to obey ya thirst </plugin>
then go forward again and knock the 2nd bomb into the water. Sparx now tells you about the atlas, but you\'ve known since
the first level haven\'t you?
Freeze the mummies then charge em like sparx says, and knock the 3rd bomb into the
water. There is lemonade over here too, cool it up. Head northeast now, capture the 2nd firefly while taking care of the
Mummy and getting yourself a nice cool drink of lemonade. Knock the bomb off the pyramid and into the water, and then
get rid of another bomb right after the fairy midpoint. 2 more bombs to defuse.
Chill the drink right there, then
head south, up the steps, knock the penultimate boulder over and throat down some more yellow kool-aid. Now turn your
attention southwards, keep running, cool up two more drinks and catch the 3rd firefly. Turn eastwards; go down and up the
purple steps for the key for the chest of the level.
Maneuver yourself around to where you just got the 3rd firefly,
notice the boulder which you cannot break yet. Back north, trollop inside the hole and collect the 4th firefly easily.
Travel a bit southeast, and then fly across to the island. Push the last C4 packet into the water, and Sparx will tell
you to go tell Christopher. Not yet.
Now southward. Up the purple steps, drink your last sugary lemonade (if you followed
my directions) and the 5th firefly will pop out. Ascend the steps then fly across. Keep going and eventually you'll reach
the chest. Talk to Christopher now to receive a firefly here, we'll come for the last one when we have some sort
of rock breaking ability.
Next up, Tiki Tropics. The portal is located on top of some stairs.
Tiki Tropics ------------ Gems
- 400 Fireflies - 7
Whoa there are a lot of gems here. Converse with the Trojan looking mofo there and he\'ll
tell you that it\'s a bad time to be there, cuz there are plants all over. Spiky plants. So switch to flame breath, and
torch the first three plants.
There are 32 to clean up, so don\'t switch back until you spot a fairy. Flame up the
enemies, and eventually you\'ll reach swallow water and a tiki. Ignore the shallow water spot, and light the tiki. Yeah
you guessed it you must light a bunch of them.
Before you go up the ramp divert yourself onto the side, light up
the tiki torch and go back to the ramp. Sparx informs you that this \'geeky tiki\' is practically invincible unless
you ram him, as well as the rest of his counterparts. Ram him and be done with it, then collect the 1st firefly here.
Turn
and fly to the left column, and torch the single spiked plant there. The midpoint fairy is right there so you can save
your progress. Charge left, and up the pyramid. Right up in the northeast (where you currently are) corner there is
a 25 gem and a tiki torch. There are three \'geeky tikis\' on this left side of the pyramid, so clean them all up, while
lighting the torch and setting a forest fire to the two plants right there.
Descend on the left side, light another
tiki torch and some plants, and continue to the west. However, do not fall off of the walkway onto the lower. If you
do, there is practically no way to get back. Rush the geek quickly, and then turn south.
Grab the firefly amidst
the projectile Rhynocs and the tiki torch. You should have only three plants left, so torch them over here and rush the
geeky duo. Speak with the elephant, and he'll front a deserved firefly. Ignore the portal for now, and turn back
to the north. Keep going and you'll see a firefly flying near a tiki, and the chest! Now light the torch, drop down. Grab
the key there, and turn on the walkway north of you. Light the last torch here to claim the firefly. Charge the
tiki north of the firefly you just claimed, and then follow the walkway towards the east. Cool down the firefly when
you see it. Now speak with Tommy and he tells that you have to help him light a few green torches. They are scattered like
everything else. After ligting them all, Speak with that Tommy fellow again, and capture the last firefly on this level. Exit
the level, and head to the Celestial Plains area, since you have now comepleted Sunny Plains. The portal is in the middle
of the level, with Bianca standing next to it. Talk with her to get in. You then land in a place, but it isn't Celestial Plains
yet. To progress there, you must first tackle Crush, so start running towards him.
********************** | Boss Fight - Crush | **********************
What you have to do may sound simple
and easy, but trust me it's not! He throws many ice balls at you that fall if they don't hit you. Take one at a time and throw
it at him. But save one. When he jumps from his platform, freeze him with the one you saved, then charge him. After completing
this three times, he dies. You are now in the reall
-------------------- | Celestial Plains | -------------------- Gems
- 300 Fireflies - 6
Collect the gems then glide across to the next area. Explore. Speak with Hunter and he
wants to see you practice your new charge move. Please hunter for your firefly and continue on North. Freeze the firefly
there. Now turn yourself around, charge to the southwest part and speak with Bianca next to a red gate. It turns out
she has a firefly, and the red gate will make your fire breath stronger . Turn left of here and you'll find a firefly by
Agent 9's Rumble Jungle portal.Head to the boulder hill by the Candy Lane portal, charge the boulders then flyacross the
pillar to spot Moneybags fat greedy ass again, and some moon blocks. Now fly off the edge, far north and if you are any
good you can make it onto the next ledge, or if you fall far enough it'll automatically put you on that ledge. Up here
is a firefly, so snag him. To get the last firefly, you must go around freezing all the Celestial Stands. Their locations
are as follows;
- By the portal located near Sunny Plains/Starry Plains
- In front of the Candy Lane portal
on the west side.
- South of the previous one, next to the bottom of a boulder hill.
- On top of the boulder
hill.
- The pillar across from the boulder hill, by Lunar Ledges.
- Next to Lunar Ledges again.
- Right
next to the Haunted Hills portal, near where you dropped in.
- On the southeastern tip of the map, close to the Winter
Mesa portal.
Since you are close to the Winter Mesa portal, you might as well head in there.
Winter Mesa ----------- Gems
- 400 Fireflies - 7
Not much else to do but keep gliding, so come on, do it you can put your wings into
it. Past the locked chest you'll meet up with Andy the chicken. First turn on your fire breath and light up the Christmas
tree by him. Run west then and light another Christmas tree. Now run up the hill by Andy, and capture your firefly here.
Now you'll find out you must put Andy under protective custody, so escort him.
Turn on your fire breath as cold
breath has no effect here against the snowmen burys you with snowballs. Don't go too far in front or too far in back of
him. Shoot the snowmen faster than they can throw. After you are done walking him by the hand, you are rewarded with a firefly.
Continue on the yellow line path, speak with the next chicken. He says he needs you to light the candles that float, and
there are five of them.
The candle locations are as following;
- Southwest of where you got the stronger flame
by the chicken
- Exactly northwestern diagonal from the Celestial Plains portal
- Down the ramp near the 4th
Christmas tree.
- On the west side of a map, if you look around there is a boulder near.
- By the 2nd tree,
the place just west of Andy\'s starting point
Now that they are all lit, you shall receive the 3rd firefly, but you
have to go all the way back to Pierre. Walk between the red gates and go up the hill. Light the tree up there. Run past
the Celestial Plains portal up. At the base of the hill is a firefly. Tread up that hill with the snowmen, for the midpoint
fairy.Drop down and light another tree. Go back to whereyou just got a firefly, up the hill again but turn north and venture
upthose steps. Turn to the right and light yet another spliff, oops I mean tree. Run down the slope right there but don't
run off the ramp, instead stop to hit yet another Christmas tree by the snowball launcher. Now reverse your path to where
you lit a tree, but instead turn left this time and head down those steps, to spot another tree and a boulder. Dash
into itand crawl into the hole. There are just gems in here, so when you collect them leave and keep going down the stair
place. The key to the chest is down here, so snatch that up. Go by the third candle spot and make the long jump across to
where you started.Going by from the starting point, open the chest up. Follow the path from youstarted on Andy's little protection
walk, but instead go up on the west side of the place where you can spot a boulder. Ignore it for a second, torch the snowman
and light the last tree to finally get your earned firefly! Now look at the boulder and crash into it and speak with the
chicken there.
---------------- ---------------- ----------------- /
* p \\ / p
* \\ / p * p \\
When the
defending Rhynoc is on the left side, you should shoot it on the right side, and vice versa. Simple strategy, shoot the
puck where he is not, and maneuver him to get him where your strong side is. Stay up close at all times. Or move slowly
then speed up and shoot the puck. Just play calm. A fun game, quite easy.
After getting 5 pucks on the Rhynoc, you'll
receive the firefly! Leave and come back into the hole, and it seems that the goalie wants a rematch! You must score
8 this time instead of five, so go defeat him! Get a firefly. exit the level into Celestial Plains.Now head towards
the Haunted Hills, located near the beginning of Celestial Plains.
Haunted Hills ------------- Gems
- 400 Fireflies - 7
You notice a specter as soon as you enter, but alas, he is NOT an enemy. Speak with it and
it tells you that alas, Poor Yoric is lost. You must find him. Destroy the ghost-in the ground and notice the locked chest
there. Keep going until you see your first coffin, right by it is the first Jack O Lantern that needs lighting. Go down
the ramp, and then make an immediate turn left. Fire up the various enemies, and the next pumpkin when you come to it. get
all the pots around here, then smash the boulder and enter. Grab the key, then change freeze breath, chill the mummy
then ram him and all the vases. Leave again now, and make a right where you went down the ramp. Head east right there at
the fairy, and you'll luminate another lantern. ow south of the fairy there is a boulder, crack it and enter. Capture the
1st firefly, then leave and go up the ramp for an fire south again now to activate another pumpkin then turn westward.
You'll
find a firefly with various enemies afoot Go further west, light another lantern and break the boulder there then veer
inside. In here you have found Poor Yoric, so take him with you and leave.
Yoric is quite annoying, asking you dumbass
questions all the time like if you can scratch his nose. Only thing is, he doesn't have one!
Turn southward now,
and light the next to last pumpkin and enter another boulder area. Capture the firefly here, and go back out. Enter the
blue portal and receive your challenge.
If you win, you get the firefly. All it is is basically jumping from platform
to platform. It also is in a circular fashion, so know before you do it. When you are finished, you must go all
the way back around to receive your firefly, but it is worth it.
From the exit of the challenge portal, jump west across
the green goo and burn the last Jack O Lantern for the firefly. Now run all the way back to the first specter. Open the
chest on the way there, and collect the firefly. leave. It's called Watertopia. It can be found all the way at
the north of the stage.
Watertopia ---------- Gems - 400 Fireflies - 6
Switch to ice breath and keep
it there for throughout the level. As always, there is someone in need of help. This time it is Steffi, the mermaid. You
must clean up all of the Rhynoc soldiers by ramming them. There is one near you, as well as a sand Rhynoc. Get both
of them, and freeze up the first geyser. Fly across east to land on, well a land formation. Tackle all four Rhynoc soldiers,
two geysers two sand Rhynocs and the firefly before again leaping southeast across the water. Get the firefly and
break down another soldier like the Raider's offense got broken in the Superbowl, and meet up with the midpoint fairy,
whatever her name is.
Smash some pots, go up the ramp and chill down the next geyser kill both soldiers at the top
to reduce your remaining militia count to six, and then head into the boulder. There are plenty items in here, ranging
from the 3rd firefly to an extra life. Collect them all, and go to the top where you just defeated two soldiers.
Fly
north to the single stump, bind the sand Rhynoc's molecules then combust them for him, and take the gem. Now turn west
and fly for a few seconds, don't want to prematurely land in the water like me.
Clean out the few enemies including
a soldier, and frost up both spouters then speak with Stacy the green Barbie there, her crown has been stolen,
and the masses charge with revolution in the mist! Away with monarchy!
In the challenge portal, you must catch the
crackbaby who took Stacy's crown. Play cops & robbers with him for a bit, and then realize to catch him you hold R
down and cut corners. Sometimes he will juke you so you must constantly be on guard. When you catch him turn him in for
the firefly.
Get to the north eastern edge of this particular block, then fly east across. Ice up the sandman and
also ice up another geyser Make your way up to the top, destroying the rest of the Rhynoc task force, and at the top
off the final one to get a message saying you must tell Steffi
Before you go back however, cool down the last geyser
here and enter the boulder to finish collecting all of the 400 gems on this level. Since there is no feasible way to
get back to the beginning of the level press start and exit it, and re-enter and speak
ow that you have over fireflies,
you should head to the Starry Plains portal, located on the eastern tip of the map. Speak with Bianca and enter, however
on the way there, you are sidetracked.
********************* | Boss Fight - Gulp | *********************
To
defeat his seemingly impenetrable defenses, you must outrun his missiles. When you hear a clanking sound, it means a missile
fell on the ground, so you must pick it up. And launch it at him. Three times. While he is constantly firing more missiles
at you. And they have tracking systems, going in whatever direction you go in. But it shouldn't be too hard There is
fodder in the middle if you need it. After you beat him, he mentions some volcanic lair and then a fairy named Calliope
appears and gives Sparx the ability to take an extra hit before you croak. Thank the wench, and enter Starry Plains.
----------------- |
Starry Plains | ----------------- Gems - 300 Fireflies - 6
Run straight forward ahead and speak with Bianca,
she'll explain how the new green gates work, same as all the others except they give you lightning breath which is pretty
strong.
She then hands over a firefly, get that and run north a bit more to make a firefly capitulate to your
breath. Keep traveling north to reach another lightning gate with a firefly by it, go through then jump on the
raising platform and illuminate the first star block on this level.
Travel south now and light another one
and keep treading along for another one by a third lightning gate. Make sure you start fresh with the lightning gate,
and go up the steps on the southwest.
Hunter has some useless info on moving platforms but possesses the 4th firefly, so
wait for one to come to you. Make the star block near you shine while waiting and take it across.
When on the long
strip of column, take the platform left and light the star block there and notice where Agent 9's portal is.
Go
back and refuel your electric breath and now take the flying plat north instead of left like I told ya previously
and strike another star block
Now we must visit the east side, so let’s head there. Run through a lightning gate
if you see one, and light up the penultimate star block on the eastern side There is the firefly right by it so grab that
too.
On the lower east side of the map, there is a blue gate, so follow these next sentences quickly. Run through
the gate, breath on the shallow waters, then dash west of the blue gate, through a green gate, dash on the icy surface before
it melts and take care of the last star block Collect the 6th firefly. Next you may head to Dreamy Castle, in the map's
middle.
Dreamy Castle ------------- Gems - 500 Fireflies - 7
As always, there is some entity in trouble
needing assistance. Before you speak with her, immediately go right and freeze up the 1st firefly.
Minda tells you
that her Mayor has been kidnapped and sentenced to life on a hot balloon, now if only someone would have the sense to do
the same to Giuliani...
Just a few steps from Minda is a cuckoo bird, keep going north. Set fire to another
wooden flyer, then use the up and down plats to get up. There is the Mayor Minda spoke of, but you can't get him down
just yet. Blow fire on the balloon, and he'll begin moving. Follow him!
Fly southwards quickly and torch another winged
vertebrae and keep on the Mayor's trail. While traveling south you notice the firefly, so grab him up then notice the boulder
right there.
Break in and discover three soldier Rhynocs guarding some vases and a gem, send them to Agnt.
9
Once back outside, take the first rising plats up, and then take the next one that goes south. Take another plat
when you go there going west, and burn the next cuckoo Grab the key on top of a platform then drop back down. Let the midpoint
fairy save your progress now.
Go back to the boulder place and this time up both plats. Blow hot air on the mayor
to watch him spiral away yet again.
He travels southwest now, so follow him right up to the most southernwestest corner
in this map, with a single vase up there. Break it then heat his balloon up again and start traveling.
Follow him
in his course northwards, and up a ramp you'll roast another bird
Many Rhynoc soldiers try to stop your flow, but
put a stop to theirs first. When you see where the Mayor temporarily stops at, go south then up the west ramp to spot
a challenge portal, next to another annoying cuckoo Head inside the portal now to be challenged.
Shirley the pig
asks you if you want to be Dream Knighted by her rollyness, so say yes and run the gauntlet. It's very easy, you must land
on the blue squares with stripes on them, all six of them. Here are their positions, but watch for the Rhynoc ice wizards
Gauntlet Map ------------------------------ | 2 3
4 | The numbers signify the order that you |
5 | must go in. Easy enough. | 1
6 | |
7 | |
8 | |
9 | ------------------------------
Your
reward for this? The 3rd firefly. Repeat it on hard to earn the 4th firefly, and to earn the title of Elite Knight of Dreamland
Once done, travel back north and heat up the Mayor again. Move with him east. He floats for the last time, and lands
near the Starry Plains portal.
Now that you have saved him, he gives you your firefly, transaction over. You've
chased him all over this level! Drop down and ignite another chirping birdie and break into the boulder place. Inside is
your 6th firefly.
All that’s left is to find the last cuckoo clock, let’s hope it doesn't turn out to
be the Amityville Horror.
Back where you stopped the 6th clock, you can fly northward off the ramp so do so. Collect
the various gems and you'll stumble upon the last clock which holds the last firefly near a gem! you are done with this
level.
Now you should have around fireflies. We'll do another level just in case you don't quite have that
amount yet. So being said, let's proceed to Moon Fondue, located in the far south of Starry Plains.
Moon Fondue ----------- Gems
- 400 Fireflies - 6
There is someone who thinks you cannot speak English, his name is Captain Whiskers.
He has another tragedy on his world and has to get all of his navigational systems online.
Walk through the lightning
gate then use it to activate the 1st system Turn on the pathway here to have Sparx notify that these robots can only be destroyed
by lightning breath, so never leave home without it. Blast the flying robot and the Frankenstein's monster type robot then
take the southern hovering plat.
Light up the first crescent beam machine the navi system by it. Back on the
landform where you just came from, head west and fly across. Electrify the enemies here, and capture the firefly.
There is a challenge portal, but first jump up and recharge another navi system
Leave the challenge portal for
now, and fly back across. Take the eastern plat now and quickly hop up the steps to activate another navi system (*4).
Wait up top for the flying plat to come to you, and get on.
When you stop, you\'ll recharge another system (*5).
If you need more electric breath, eat some Mexican food. Haha. Actually there is a gate just north next to a crescent
machine (2).
Right by the lightning gate there is a green block of cheese, and by that is the midpoint fairy. Get
your progress recorded and push on north. You\'ll pass by a floating firefly behind a gate, we\'ll snag it later.
Turn
west when you have the chance, and you\'ll chance upon a few enemies guarding a crescent machine (3).
You can now
go behind the gate and take the 2nd firefly. Head back to the lightning gate by the midpoint fairy, then fly eastern across
the water. Take the long ass path up, and in the middle there is a machine crescent (4).
Soon you will spot another
navi system (*6), if you don\'t have any electric juice there is a gate right there. Break into the boulder area, collect
the gems and if you don't have any sparkle breath, you may ram into the flying nuisance and leave.
A bit further
southwest is where you'll find the firefly, and a boulder cavern reveals some gems. Keep treading south and you will discover
another crescent, drop down from there and head west for another crescen. Get back up to where the boulder was, and
take the rising platform up.
Once on top take the eastbound plat and then the next one to find the penultimate navi
system. Back by the boulder; take the southbound plat then another west plat to put the last guidance system online. You
can tell Capt. Whiskers, but not just yet.
Now drop down and activate the last machine crescent which gives
the firefly. Inside the boulder up place you'll find a gem. Keep dropping down southwards and you'll be by the challenge
portal, don't head in just yet.
You should know the path now, so flag down Capt. Whiskers for your firefly. You
may now enter the challenge portal, and it seems that the folks need help guarding their ship due to those hungry hungry
Rhynocs.
Protect the Ship!
----------------------- |
L * | S - Ships
|
| * - Directions Rhynocs are coming from |
* S * | L - Lightning Gate
|
| |
* |
-----------------------
As you see, you must be incredibly fast protecting the little mousers ship from oncoming
junk metal piles Once you destroy the first batch they get doubly fast, so you must get doubly fast as well.
When
completed you see their little ship taking off, but them leaving behind the firefly. You may get it and leave the level,
you are finished now.
Back in Starry Plains, you have two options either a - go to fight Ripto now that you have
than enough fireflies or b - finish another of Spyro's stages and then pursue option a
I'll assume that you picked
option B, so find Spyro's last stage it is on the easternmost side of the map.
Gypsy Road ---------- Gems
- 400 Fireflies - 6
Speak with the mystic lady Laura, hopefully she doesn't charge to talk at the outrageous
rates Ms. Cleo does, She speaks of a Madame , Meow that needs rescuing. Direct yourself south, and up the steps. You'll
remember this penguin-looking enemy from the Shamrock Isle, so get rid of him and torch another skull . Glide straight
across the water to meet a new type of wizard. He is invisible until he fires a cold ball at you, then it is open season
on all Druids.
Up the steps you'll find another skull. Fly westward now, and face a whole plethora of inflatable
penguins, pop them, and reach the top to see a skull . There is also a chest there, remember the location for when you
get the key.
Continue on and you'll spot a firefly, and another skull to burn. But before you can get them
you must defeat 3 fading wizards. Just dodge their projectiles then attack quickly before they recharge.
Go down
the steps the southern way to be greeted by the midpoint fairy, move north.
There are three rooms behind three boulders,
go into the first one and you'll find that there is only gems. In the second one however, there are gems as well as
a gypsy. She tells you about some fire pixies and asks you to remove them for her. Do it
Use the same tactics that
you used in Shamrock Isle for all four, which is basically freeze one fire pixie than use him to bait the rest, and one
is behind a crystal ball. When you accomplish this, you receive the 2nd firefly.
Don\'t let the time limit faze
you. The second time around on hard mode, you\'ll freeze four then discover one hiding behind a clear crystal ball. For
doing it on hard mode, you receive the 3rd firefly from a spell gone awry.
In the third boulder there are just gems,
and the key. Now go back to where you lit the 6th candle, and veer east for a fade wizard and a candle (7) beside him.
Press on eastward to find the 4th firefly just loggin\' around, by a rolling penguin.
Down south they got good catfish
and haddock, but they also got a boulder. Behind the curtains, there are four fade wizards guarding a gypsy. Defeat them all
in hand-to-mouth combat. The gypsy turns out to be Madame Meow, and you just freed her. Receive your 5th firefly and leave.
Head
up top on these steps, and fight the last two enemies, the dastardly duo of the primal penguins. Light the last skull candle
(8) for the 6th firefly, and you can leave. If you didn\'t open the chest yet, you may it holds the last 11 gems you
need to totally complete this level.
Now you may head to the big showdown, between you and Ripto. The portal is
located at the very north of Starry Plains. Bianca will open it for you.
********************** | Boss Fight
- Ripto | **********************
Ripto seems to be pretty pissed that you made it this far, so naturally he will do
his best (which is very good!) to see to it that you don\'t make it any farther.
To beat him, look at this map of
the stage.
------------------------- | F I
| F - Fire |
| I - Ice | R
| L - Lightning |
| R - Ripto | L
| -------------------------
As you can see, there are three various breath gates around the fight arena. Ripto
has three cards surrounding him at all times, each corresponding to these three elements. So you must get each element,
use it on his card then go change and do it again.
Once all cards are down, ram him quickly. Almost immediately
after you burn his cards, regardless of whether you ram him or not they regenerate so be quick about it, eh? You must
do this while dodging fireballs and electric ground charges.
Hit \'em three times to make him whine just like all
his other colleagues, and then he finally dies. For now. Thalia, the fairy you just rescued gives you the ability to
warp to any world you wish, it’s not a lot but at least its there.
Back in Sunny Plains, speak with the Elder
Dragon. Now you can stay in your home without having to move since you brought back so many fireflies. Watch the disgustingly
cute ending, and pat yourself on the back for beating this game.
!@#$%^&* THE END! *&^%$#@!
*----------------------------------------------------------------------------*
A
G E N T 9 & S H E I L A
*----------------------------------------------------------------------------*
Since
they are not really part of the game, I decided to throw their levels in a separate section, to let the player focus on
Spyro, since he always has a multitude of things to do in his levels.
---------------- | Sunny Plains | ----------------
Minty
Mines ----------- Gems - 300 Fireflies - 1
The controls for Agent 9 are listed above if you are confused.
Okay, first off collect the gems around the area then double jump onto the platform above. Double jump to reach any
gems you can\'t normally get, and blast the enemies. Drop down, and enter the door with the green goo above it to refill
your gun, then drop again and enter that door if you need some health.
Progress your way on and move past a giant
falling gem, to spot some tougher enemies with rocket launchers. It takes 5 shots of the green goo for them, 3 shots
for the others. Enter the next health door, then drop and enter the door with the yellow ball above it. Now you have stronger
ammo, so jump back up to the health door you were just in.
Hop up platforms twice, enter the green goo door and
hop the gap to be greeted by the midway fairy. Walk across the gated area destroying various commandos, and you\'ll
reach another place where a huge diamond is dropping. The box with the arrow tells you in the future, so watch out for
it. Blast the last two enemies, and run into the firefly box and you have completed this level. Hooray!
Let\'s
finish off Agent 9\'s stages on this Plains area by heading to Alpine Adove. The portal location is past the place where
Bianca has her stronger ice breath station set up.
Alpine Adove ------------ Gems - 300 Fireflies - 1
This
level is much lighter than the last, but let’s quit comparing and contrasting. Shoot a few folks here; including
a pesky grenade launcher then use the inertia of the platform to jump over. What do I mean by inertia? Jump up and down
on it, and the millisecond your feet land on the platform immediately double jump over.
Get your refill of green
goo, then double jump up and take on the rocket launcher. Use the same strategy now to get across three of these weak space platforms,
and turn left. Keep going down all the way left, jumping from platform to platform until you\'ve collected all those jewels,
which in case you should be at around 40.
Head back to where the platforms were now, instead turn yourself right
on a dime. Hop up the platforms maneuvered as steps, and land on a column. Double jump to reach a 25 gem, and now drop
down. Clear out the enemies here, and then proceed right.
Use the flying plat (short for platform) again and finally
reach the midway point fairy. Clear out this area as well, but be vigilant about it. Run right, use another Superman
plat (cuz its crippled) and refill your ammo. Go back to where you just cleared out some enemies, jump up twice and blast
the grenade Rhynoc away, then veer right for another ammo recharge.
Keep hopping up, shooting enemies as you go.
When you reach the long walkway, head left for the stronger bullets (yellow suns). Make a leap (double leap) of faith
left, and hopefully you will land on the 25 karat gem. Go all the way back to where you were before the leap of faith.
Now don\'t stop going up until you hit the midpoint fairy.
Now this next part takes incredible platforming abilities,
or good concentration as either will you get across the many flying plats. After the middle one, they get much more
sensitive so therefore, you must become, much more sensitive. Now you must be expeditious in your movements here, as the grenade
Rhynocs are out in force.
Jump up until you reach more flying platforms, go across them to face a spaceman. Shoot
him out of the sky to send him to the Columbia\'s fate, with one blow he folds. Drop down and grab up the firefly on this
stage, and take your leave.
Wow that was a dozy eh?
*----------------------------------------------------------------------------*
G
O I N G F O R B R O K E ?
*----------------------------------------------------------------------------*
*note,
this section is for those who wish to gather all of the gems possible from the levels, if you cannot obtain some the first
run through (i.e. can\'t get through the boulder in Shamrock Isle). You may still beat the game without this section
however.
Sunny Plains II --------------- Now if you want the last firefly on this level, you must go around lighting
all the torches with your flame breath. The locations are as follows -
- Left of the first time you saw Hunter
-
By the platforms where you jump with hunter
- In the middle of the trickling mini-river
- Due north of the Canyon
Hop portal
- East of the previous.
- By the Celestial Plains portal
- South of Bianca, by a big spike-boulder
-
Get the stronger ice breath and there is the last, across the river
Now you have totally completed this level. Next
up to complete is Shamrock Isle, where you probably are trying to nail all the other gems and 2 fireflies.
Shamrock
Isle II ---------------- Dash towards the south of the map, then turn, facing your northeast and keep flying across
the islands until you reach another leprechaun, named Darby. He needs help inside a challenge portal, as the fire pixies
are destroying his crop or somethin. Turn on your freeze breath and head inside.
This really is a game of freeze
tag with three fire pixies, and if you freeze run and run after the others, they will mostly likely tag their cryogenic
buddy back into the game. Thus, you must freeze one, and stay in his vicinity at all times. Move around a bit though,
because the other two will be trying to rescue him. Like so;
Fire Pixie Freeze Tag --------------------------------- |
| # - pixie already frozen |
| * - pixies trying to free the frozen one |
| S - Spyro. | * *
| |
| | S #
| --------------------------------- receive your 6th firefly from Darby. Speak with him one more time and it
seems that there are four fire pixies now, and you must freeze them again. Use the same strategy, and receive the 7th firefly.
Now you want all the gems. So go to the rock adjacent to the first island (where the Sunny Plain portal is) and break open
the boulder.
Inside get the key for the chest and return to the first island. Break open the boulder, and open it
to procure the last of this island's gems. Go to the Temple of Dune, you can find it on top of a set of stairs by Bianca's
blue gate.
Temple of Dune II ----------------- If you want to finish up this level, traverse directly south
from the northern pyramid, and crack open the boulder with your crushing ability you got when you defeated Crush. Inside,
is a mouse next to a challenge portal, along with an extra life and some scattered gems. Shoot the time with the mouse,
and he mentions that someone has stolen his great treasure. Go inside and you\'ll find that it is indeed the one and
only.
The six pillars make this a real challenge, but of course it is a challenge portal. You must try to
predict his moves, and follow him. You are a bit faster than him, but he can juke you good.
|