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PRIMA OFFICIAL GAME GUIDE

Joe Grant Bell

The Prima Games logo is a registered trademark of Random House,Inc., registered in the United States and other countries.Primagames.com is a registered trademark of Random House, Inc.,registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may bereproduced or transmitted in any form or by any means, electronic or mechanical,including photocopying, recording, or by any information storage or retrievalsystem without written permission from Prima Games. Prima Games is a divisionof Random House, Inc.

Product Manager: Mario De GoviaEditor: Alaina YeeLayout & Design: Graphic Applications Group, Inc.

Spyro A Hero’s Tail ©2004 Universal Interactive, Inc. Spyro and relatedcharacters are ™ and © Universal Interactive, Inc. All rights reserved. VivendiUniversal Games and the Vivendi Universal Games Logo are trademarks ofVivendi Universal Games, Inc., in the U.S. and other countries.All products and characters mentioned in this book are trademarks of theirrespective companies.

Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T", "M", "AO"and “RP” are copyrighted works and certification marks owned by theEntertainment Software Association and the Entertainment Software Rating Boardand may only be used with their permission and authority. Under no circum-stances may the rating icons be self-applied or used in connection with anyproduct that has not been rated by the ESRB. For information regarding whether aproduct has been rated by the ESRB, please call the ESRB at 1-800-771-3772 orvisit www.esrb.org. For information regarding licensing issues, please call theESA at (212) 223-8936. Please note that ESRB ratings only apply to the contentof the game itself and does NOT apply to the content of this book.

Important:Prima Games has made every effort to determine that the information containedin this book is accurate. However, the publisher makes no warranty, eitherexpressed or implied, as to the accuracy, effectiveness, or completeness of thematerial in this book; nor does the publisher assume liability for damages, eitherincidental or consequential, that may result from using the information in thisbook. The publisher cannot provide information regarding game play, hints andstrategies, or problems with hardware or software. Questions should be directed tothe support numbers provided by the game and device manufacturers in theirdocumentation. Some game tricks require precise timing and may requirerepeated attempts before the desired result is achieved.

ISBN: 0-7615-4575-1Library of Congress Catalog Card Number: 2004110779

Prima GamesA Division of Random House, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

(800) 733-3000www.primagames.com

ContentsChapter 1: Items & Equipment ..............2Chapter 2: Moves & Techniques ..............7Chapter 3: Enemies & Hazards..............14Chapter 4: Dragon Kingdom ................20

Dragon Village ..............................................21The Crocovile Swamp ..................................27Dragonfly Falls ..............................................36Boss Fight: Gnasty Gnorc ............................42

Chapter 5: Lost Cities ..............................46Coastal Remains............................................46Sunken Ruins ................................................52Cloudy Domain ............................................60Boss Fight: Ineptune ....................................70

Chapter 6: Icy Wilderness ......................74Frostbite Village ............................................74Gloomy Glacier..............................................81Ice Citadel ......................................................86Boss Fight: Red ..............................................95

Chapter 7: Volcanic Isle ........................100Stormy Beach ..............................................100Molten Mount..............................................103Magma Falls Top ........................................108Ball Gadget ..................................................109Magma Falls Bottom ..................................111Dark Mine ....................................................113Red's Laboratory..........................................118Boss Fight: Mecha-Red ..............................123

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PRIMA OFFICIAL GAME GUIDE

2

PRIMA OFFICIAL GAME GUIDE

Spyro's world is littered with useful stuff. This chapter helps you understand what everything is, what it does, and how to properly use it.

Regular gems (not dark or light gems)are money in Spyro's land. Use themto buy stuff from Moneybags, thegreedy but helpful shopkeeper.

You find gems all over—in chests,from defeated enemies, andsometimes just lying around. Collectthem whenever possible, and redeem

them for ammo and other useful gear. The game becomesmuch easier if you buy the right stuff!

Chests come in several varieties. The main differencebetween them is the method you use to open them.

Wicker Baskets

Break wicker baskets with fire breath,a charge, a horn dive, or just aboutany attack.

Metal Chests

Metal chests are immune to firebreath. Charge them to break them open.

Horn Dive Chests(aka Target Chests)

Horn dive chests have a big target on them. Horn dive on top of them to pop them open and grab the gems inside.

Locked ChestsYou must use a lock pick to open alocked chest. Buy the keychain asearly as possible, which allows youto carry up to three lock picks at alltimes. That way you don't have toscurry to the shop every time youwant to open a locked chest orlocked gate.

Locked chests sometimes contain regular gems, butcertain locked chests contain dragon eggs, light gems, andeven ammo.

Miscellaneous ContainersAs you proceed from realm to realm,you find things that don't look likenormal chests but that in fact are. Forexample, sometimes you see floor tilesor rocks with a faint target on top ofthem. These are, essentially, horn divechests. Break them open for loot.Break open suspicious-looking dirtpiles for gems as well. Ignite boxes offireworks with fire breath, and you'll see that these, too, arenothing more than chests. (Just be sure to stand back!)

Sometimes you find glass bottles underwater. These arechests too. Break them open to collect the loot.

Gems

Chests

Unlike fire breath, electrical breath willbreak metal chests.

Note

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Dark gems are evil stones that turnthe surrounding land into an evil andunpleasant place. They also powereach realm's dark gem force field. It'syour job to destroy them wheneveryou find them.

There are several dark gems in eachlevel. Destroy them with a horn dive,

a technique you learn very early in the game.

Destroy every dark gem in all three levels of a particularrealm to drop the dark gem force field, which protects theboss' area.

Dark shards looklike miniature darkgems, but don'tmistake them fordark gems! Theyhave very little incommon.

Whereas darkgems are the key toopening up arealm's boss fight,dark shards are

simply a way for Spyro to make money. Break them with acharge or horn dive to collect regular gems.

There are several light gems on eachlevel.

Certain secret areas stay lockeduntil you have the right number oflight gems. Also, certain Professorgadgets won't work until you collect aspecific number of light gems. If youdon't have enough light gems to opena particular door or operate a particular gadget, come backafter you collect enough gems.

Most light gems are hidden in hard-to-find or hard-to-reachspots. Some are given as rewards after you complete minigames.

You don't need to collect every light gem to complete thegame; you just need enough of them to get by. Later, if youwant to, go back and grab all the light gems you missed earlier.

Dragon eggs, like light gems, are oftengiven as rewards for minigames orplaced in hard-to-reach spots.

Unlike light gems, dragon eggs areunnecessary for beating the game.You could ignore the dragon eggs, butyou'll probably want to collect them,because they unlock special features(such as minigames and new playable characters).

You collect several dragon eggs on your first pass throughthe game, but it's easy to miss a few. You can always go backlater and collect the eggs you missed.

Spyro learns several different breath attacks, though hestarts out with only fire breath.

Each breath attack has an associated secondary attack.You may purchase ammo for these secondary attacks fromMoneybags or find them as treasure. Spyro can carry alimited number of each ammo type, but he can increasethat number by buying the appropriate magazines (ammocontainers) from Moneybags.

Here's a look at each breath attack and its associatedsecondary attack.

Dark Gems

Dragon Eggs

Breath Weapons & Bombs

Dark Shards

Light Gems

Dark shards are also the primary goal in Blink theMole's minigames. Destroy them all to win.

If you collect every Light Gem and Dragon Egg inthe game, you unlock a special endgame movie.

Each set of ten Dragon Eggs unlocks a particularfeature, such as concept art or a new playable character. Refer to

your inventory screen to see exactly what each set unlocks.

Items & Equipment

Note

Note

Note

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Fire Breath & Flame BombsFire breath is Spyro's default attackand is the only one he starts with.Fortunately, it's very powerful.

In fact, fire breath is Spyro's bestattack against most enemies. It friesthem instantly, allowing Spyro toburn through foes with ease. Spinin circles while breathing fire to

roast packs of foes at a time.

Fire breath's range is somewhat limited, and it can't openmetal chests. But these are minor shortcomings: fire breathis still Spyro's best all-purpose weapon.

Fire breath is also a useful tool. It can light firecrackersand ignite various objects you encounter throughout thegame.

While Spyro is in fire breath mode, he may also shootflame bombs. Flame bombs fly in the direction Spyro ispointing; the longer you hold down the trigger, the fartherthey shoot. Flame bombs explode on impact and destroy allenemies within a short blast radius.

Flame bombs are a little tricky to aim, since they requireyou to line up your shot, then hold down the trigger for theright amount of time. After you get the hang of aimingthem, though, they're a useful way of dealing with yourtoughest enemies. They're also relatively cheap, and you cancarry lots of them.

Electric Breath & TriboltSpyro obtains electric breath partwayinto the game. At that point, he canfreely switch back and forth betweenelectric breath and fire breath.

Electric breath is useful both as atool and as a weapon. As a tool, youuse it to activate electrical switches,which open doors or move platforms.

As a weapon, electric breath has both advantages anddisadvantages. Electric breath takes longer to destroy anenemy than does fire breath, but its range is longer and ithomes in on targets, so you don't need to aim as precisely asyou do with fire breath. It also stuns most enemies whileyou're electrocuting them, so you don't have to worry abouta counterattack. You'll use fire breath for most situations,

but switch to electric breath when you need more range, orwhen you're facing lone enemies that you want to stunbefore they can throw something at you.

Tribolt is the bomb that's paired with electric breath.Point at your enemies, pull the trigger, and the tribolthomes in on them. If there are multiple enemies, the triboltsplits three ways and destroys all of them. Just fire andforget.

As you might expect, tribolt's ability to home in anddestroy several enemies at once makes it extremely useful.It's the most effective bomb attack in the game, which iswhy it's so expensive to buy (and you can't hold many atonce).

Water Breath & Aqua BombsWater breath is more of a tool than aweapon—at least at first. Use it topower waterwheels and other gadgets,thus gaining access to places youotherwise can't reach. You can alsouse it to push certain items around.

As a weapon, water breath is onlyuseful against fiery opponents, such

as fire imps and fire birds. You must aim carefully, but it hasexcellent range. Standard enemies ignore water breath orare slowed down but unharmed by it. Blast standard foeswith fire or lightning instead.

Aqua bombs, like water breath, don't have much effect onstandard enemies but are very effective against fieryenemies. They're exceptionally cheap, and you can carry aton of them.

Ice Breath & Ice ShardsIce breath freezes enemies. Frozenenemies can't do anything for severalseconds, but if you leave them alone,they eventually thaw out and resumeattacking.

Ice breath has a great advantage.Normally you must charge intoarmored foes to knock the armor off.After that, you roast them with fire breath. That works fine,except that you're vulnerable when you're charging in.

Tribolt is the best way of dealing with missileattackers (such as archers) in high places.

Tip

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Items & Equipment

5

With ice breath, you freeze armored enemies from a saferdistance, then charge into them to shatter them. This is asuperior technique, especially against groups of enemies.After you get ice breath, use it as your main weapon againstarmored foes.

Ice breath is also very useful against fiery foes. Its range issomewhat shorter than water breath, but it has a widershot. Use water breath when range is important; otherwise,use ice breath against fiery enemies.

Finally, there are certain enemies, like steel traps, thatyou can't easily destroy without ice breath. With it, though,you can freeze the trap and charge it to make it shatter.

Ice shards are excellent for freezing enemies from adistance. Archers and robo-gnorcs with lasers are the sortsof enemies you want to freeze so you can avoid their deadlyprojectiles. Just be sure you can reach them quickly andshatter them. If you can't, use the tribolt instead.

Moneybags' stores come in two varieties: shops and remoteshop pads.

Shops are big places where Moneybags is actuallystanding around. Prices here are as low as they get.

Remote shop pads are outposts where you can buy itemsat higher prices. They appear as glowing green discs, with agreen holographic image of Moneybags floating over them.

The inventory is the same at both store types, and theslight price difference isn't a big deal. Buy the biggest items(such as shockwave) at an actual shop, but go ahead and buyeverything else (keys, ammo) at a remote shop pad.

Here's a look at the items available at Moneybags' shops.Secondary Weapon Ammo

Moneybags' shop offers flame bombs, tribolts, aqua bombs,and ice shards—stock up if you've got the cash.

Each bomb type's price is based on how useful it is.Tribolt, the most useful weapon, is expensive; nextcomes the highly effective ice shard. The somewhattrickier-to-use flame bomb is a bargain, and aqua bombsare dirt cheap.

You may buy ammo only if you have the correspondingbreath weapon. So for example, if you don't have ice breathyet, you aren't allowed to buy ice shards.

There's a limit to how many of each bomb type you maycarry. Buy more magazines to carry more bombs.

Prices for items vary, depending on whether you're shopping at Moneybags'

actual store or at a remote shop pad. We list both prices for each item in

the following table.

Note

Moneybags' PricesRemote

Shop ShopItem Price Pad Price

Flame bomb 50 62

Tribolt 250 312

Aqua bomb 50 62

Ice shard 100 125

Flame bomb magazine 500 625

Tribolt magazine 1,000 1,250

Aqua bomb magazine 250 312

Ice shard magazine 750 937

Teleport pass 100 100

Lock pick 500 625

Double value gems 1,000 1,250

Butterfly jar 1,500 1,875

Keychain 5,000 6,250

Extra health unit 5,000 6,250

Shockwave 10,000 12,500

Moneybags' Shops

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Magazines (Extra Ammo)

Magazines allow Spyro to lug around more secondaryweapon ammo. There's a magazine type for every secondaryweapon type.

Magazine prices are based on the usefulness of the ammothey hold. So for example, ice shard magazines cost morethan aqua bomb magazines.

You can buy only a limited number of magazines. Whenat the max, you can carry 50 flame bombs, 10 tribolts, 100aqua bombs, and 20 ice shards.

Lock Picks & KeychainSpyro can carry only one lock pick ata time until he buys the keychain,which is a permanent item. After that,he can carry three lock picks at once.

You encounter quite a few lockedchests andlocked gates, sobuy thekeychain as soon as possible. Stock upon lock picks every time you pass ashop, and you'll be prepared. There'snothing worse than having tobacktrack just to buy extra lock picks!

Teleport PassBuy this item to teleport to anyMoneybags shop (or remote shop pad)that you've visited on the level. This isan excellent way of quickly gettingfrom one end of the level to the other.

Extra Health UnitThe extra health unit is a permanentupgrade. Make it your second bigpurchase, after you get a keychain.When you have this item, Spyro cantake one more hit than before.

Without the extra health unit,damage works like this: Sparx (Spyro'sflying companion and shield) startsout yellow. If Spyro takes a hit, Sparx turns blue. The nexthit turns Sparx green. The next hit makes Sparx disappearcompletely. Now Spyro is vulnerable and will be killed if hetakes another hit.

The extra health unit adds a final color—red—to Sparx'sdamage cycle. Therefore, Sparx now turns from yellow toblue to green to red before disappearing. This is very usefulin any tough situation.

Butterfly JarThis item restores Spyro to full health.Since there are many save points, andSpyro reappears at full health after hedies, you can get away with notbuying these items very often.

Double-Value GemsPurchase this item and for a limitedtime you receive two gems for everyone gem you collect. The best time touse this, obviously, is right beforecollecting a mother lode of gems. Onestrategy is to open lots of strong chestswith a firecracker, get the double-valuegems power-up, then collect the gems.

You can use or ignore this power-up; there are enoughgems in the game to buy everything you want either way.

ShockwaveThe expensive shockwave is apermanent power-up that enhancesSpyro's horn dive. The shockwave givesthe horn dive a bigger blast radius,making it a much better weapon fordestroying unarmored foes. It's partic-ularly great when Spyro is surrounded;just horn dive and the shockwave takesout foes on every side!

You can't teleport between levels with a teleport pass, nor can you teleport to a shop you haven't visited.

Note

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primagames.com 7

You control several characters besides Spyro in Spyro A Hero's Tail. This chapter gets you up to speed on each character's moves, so you can launch right into the game.

Spyro’s Moves

You mainly play as Spyro, so it's important to get good at controlling him.

The table shows how to control Spyro oneach game console. Following the table areexplanations and tips on each move.

Spyro’s MovesMove GameCube PS2 XboxJump 1 u 1Double jump 1 + 1 u + u 1 + 1Glide 1 + hold 1 u + hold u 1 + hold 1Charge/dive (underwater) 3 o 2Breath attack 4 p 3Horn dive 1 + 1 + 3 u + u + o 1 + 1 + 2Secondary attack 7 r 8Wing shield/interact 2 i 4Switch breath mode Directional pad Directional pad Directional pad

First-person perspective 6 l 7Map/status 8 t 0

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Spyro moves in various ways. The most basic is walking,which simply requires thumbstick movement.

Tap the Jumpbutton once tojump. Tap it twice(once on theground and oncein midair) todouble jump. Formaximum height,the second jumpshould come atthe apex of thefirst jump.

To glide, hold down the second press of your double jumpinstead of tapping and releasing. You can steer Spyro whilehe glides.

Gliding allows you to reach distant platforms. It takestime and practice to master this art.

Later on, Spyrolearns specialskills, includingpole jumping andwall kicks. Thesearen't listed abovebecause youtrigger them justas you would aregular jump. Thespecial movesautomaticallyhappen if you'restanding in the correct spot (and have learned the skill).

You can pole jump and wall kick only at specific places.It's easy to figure out where you can use these skills: forpole jumping, you'll see a set of thin poles; for wallkicking, you'll see a pair of closely spaced walls setdirectly opposite each other. You get an in-game expla-nation when you learn each new skill.

Spyro's AttacksSpyro has a variety of attacks, some of which he starts thegame with, and some of which he must learn.

Breath attacks arethe easiest to use. Justhold down the buttonand point at theenemy. Refer to the"Items & Equipment"section for an expla-nation of each breathattack's strengths andweaknesses.

Secondary attacksare linked to breath attacks. Check out the "Items &Equipment" section for tips on using each secondary attack.

Hold down theCharge button to runfull-speed and ramenemies with Spyro'shorns. Some enemiesthat are immune tobreath attacks aresusceptible tocharging, while othersmust be charged first(to knock off their

armor), then hit with the breath attack (to destroy them).

Charging is also a convenient way of traveling quickly.Hold down the Charge button and Spyro moves much fasterthan he can walk. Be careful, though—he can't turn veryfast while he's charging.

The same button that handles charge attacks also letsSpyro swim quickly underwater. Aim at underwater foes andhold down this button to ram them.

Spyro doesn't start with the ability to double jump,but he learns it early in the game.

Note

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Moves & Techniques

9

After a double jump,press the Chargebutton to execute ahorn dive. Spyro learnsthis skill early in thegame, and it isnecessary fordestroying dark gems.

Miscellaneous ControlsWing shield is a trickSpyro learns in themiddle of the game. Itprotects Spyro frommost projectile attacksand even deflects someof them back at theenemy.

First-personperspective allows youto look up, down, andall around. Use it frequently to get your bearings. It's alsohandy for precisely aiming your secondary attacks.

The directional pad allows you to switch between youractive breath types. This only works after you learn an extrabreath type; you have only fire breath for the first few levels.

The map screen shows you where you are and gives accessto screens with extra information (goals and inventory).

Underwater SpyroSpyro has a limited setof moves underwater.Aim him with thethumbstick as usual,and make him quicklyswim in the directionhe's pointing byholding down theCharge button. Breathattacks and secondaryattacks don't workunderwater, nor do any of Spyro's other tricks.

Charge headfirst into underwater enemies, such as clamsand mer-gnorcs, to destroy them. Sea horses serve asunderwater fodder; swim into them to restore Spyro's health.

Ball Gadget Spyro

When Spyro gets insidethe Professor's ballgadget, his moves arevery limited.

Aside from steeringwith the thumbstick,you can speed up(turbo), slow down(brake), or jump.

When we say go north, south, west, or east in thewalkthrough chapters, refer to your in-game map to check your

orientation. It's an invaluable tool.

Note

Ball Gadget MovesMove GameCube PS2 XboxTurbo 4 o 2Brake 3 p 3Jump 1 u 1

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You control Hunter at certain points in the game.

Hunter can double jump, and his pounce stompis much like Spyro's horn dive. His most effectiveattack is shoot arrows. You can either shoot "fromthe hip" or aim precisely by using first-personperspective.

Explosive arrows are Hunter's specialammunition. Use them to break open strongchests and destructible walls.

Hunter's bow spin defense, like Spyro's wingshield, protects Hunter from projectiles.

Hunter the Cheetah’s Moves

Hunter the Cheetah’s MovesMove GameCube PS2 XboxJump 1 u 1Double jump 1 + 1 u + u 1 + 1Pounce stomp 1 + 1 + 3 u + u + o 1 + 1 + 2Punch 3 o 2Bow swipe 1 + 4 u + p 1 + 3Shoot arrow 4 p 3Shoot explosive arrow 7 r 8First-person perspective 6 l 7Bow spin defense 2 i 4Flying kick 1 + 3 u + o 1 + 1

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Moves & Techniques

11

Sgt. Byrd the Penguin’s Moves

You control Sgt. Byrd during certain minigames.

Controlling Sgt. Byrd is like flying an airplane,and takes some getting used to. Hold down theFly button constantly, or Sgt. Byrd drops like arock. (Of course, if you need to lose altitude fast,you should let up on the button.)

You can only turbo boost after you grab a fuelbarrel, then only until the fuel runs out.

Missiles are Sgt. Byrd's best all-purposeweapons, as they lock onto the target and strikeat long range. Bombs, though, are useful forhitting targets below you. Some targets can onlybe destroyed with bombs.

Sgt. Byrd the Penguin’s MovesMove GameCube PS2 XboxFly Hold 1 Hold u Hold 1Turbo boost 3 while holding 1 p while holding u 3 while holding 1Fire missiles 7 r 8Drop bombs 6 l 7

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Sparx the Dragonfly’s Moves

You control Sparx duringcertain minigames.

Sparx constantly movesforward, whether youwant him to or not. Usehis turbo and brakeabilities to speed up or slowdown. You can only usethese abilities as long as youhave turbo fuel.

Sparx's main guns destroymost enemies. Hold down thebutton to fire continuously.

Missiles are good for taking out dangeroustargets, while smart bombs eradicate allenemies on the screen.

Sparx the Dragonfly’s MovesMove GameCube PS2 XboxShoot 1 u 1Fire missiles 2 o 3Smart bomb 4 p 4Turbo 7 r 8Brake 6 l 7

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Moves & Techniques

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Blink the Mole’s Moves

You control Blink during certain minigames.

Blink can jump and double jump, and his butt bounce ismuch like Spyro's horn dive. He can also smack enemies withhis claw attack or shoot them at long range with his laser.

The first-person perspective is very useful for Blink. Use itto see "diggable" spots on the walls; tunnel through thesespots by digging at them. Also, use first-person perspectiveto precisely aim Blink's laser. This is great for dealing withlong-range enemies.

Blink gets bombs from special bomb dispensers. They'renecessary for blowing up dark shards, metal crates, anddestructible walls. Bomb dispensers also act as save points,recording Blink's progress so you don't have to start over after anymishaps.

Hold the Crouch button to make Blink immune to his ownbombs. This technique lets you stand right next to a bomb whileit explodes, rather than having to hurry away.

Blink the Mole’s MovesMove GameCube PS2 XboxJump 1 u 1Double jump 1 + 1 u + u 1 + 1Butt bounce 1 + 3 u + o 1 + 2Claw attack/dig 3 o 2Shoot laser 4 p 3Throw bomb 7 r 8First-person perspective 6 l 7Crouch 2 i 4

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Before digging into the walkthrough, let's look at common enemies and hazards.This chapter gives you an overview of how to deal with the threats the game dishes out.

Common Enemies

FodderWhile nottechnically anenemy, you findsmall creaturesknown as fodderthroughout thegame. Roast thesecreatures to regainhealth points.

Fodder comes inmany forms: sheep,bats, sand

crabs…even sea horses when you're swimming underwater.They're all a free source of health.

GnorcsGnorcs are Red's foot soldiers. They come in many differentshapes and sizes and carry all types of weapons.

Unarmored GnorcsA standard gnorc isextremely big andwears no armor. Heoften carries a big,heavy weapon likean axe or ahammer.

Unarmoredgnorcs are resistantto Spyro's chargesbecause they're sofat. Destroy themwith fire breath.

Armored GnorcsArmored gnorcs arejust like unarmoredgnorcs, except thatthey have armor.Sometimes,though, they carrya shield instead ofarmor.

To destroy anarmored or shield-bearing gnorc, firstcharge it to destroythe armor or knockaway the shield. Then use fire breath to finish him off.

Electric breath, with its long range and easytargeting, is the best weapon for roasting fast-moving fodder.

Tip

These are some of the most common creatures you battle, listed in roughly the order you encounter them. There are other nasties you meet in the game,

but these guys are singled out because you see them repeatedly.

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Gnorc ArchersGnorc archers aremuch smaller thanthe usual gnorc,but they're alsodeadlier. Theyshoot bows at Spyrofrom long range.

Weave back andforth to avoidarchers' arrows.Get close to themquickly and roastthem with firebreath or electric breath.

If archers are positioned up high where you can't easilyget at them, zap them with a tribolt.

Mer-gnorcsMer-gnorcs are halfgnorc, half fish.When youencounter them onland, they poke atyou with spears orthrow starfish.Underwater, theyjust use spears.

On land, electricbreath is a greatway of dealing withmer-gnorcs—you

can zap them before they hurl anything at you.

Underwater, ram into mer-gnorcs to knock them out, orsimply avoid them.

Balloon-a-rangs

Balloon-a-rangs aregnorcs hangingfrom balloons.They attack bythrowing deadlyboomerangs. UseSpyro's wing shieldto deflect theboomerang backand kill theballoon-a-rang.

Robo-gnorcsIn the final realm,you encounterhigh-tech robo-gnorcs, which arespiffy new versionsof the gnorcsyou've been dealingwith throughoutthe game.

Big robo-gnorcsgenerate plasmaexplosions. Standback from thedetonation when they attack with these.

Little robo-gnorcs are just archer gnorcs with laser riflesinstead of bows.

Use ice breath (which you have by the final realm) to dealwith robo-gnorcs of all kinds. Freeze them before they canunleash their deadly attacks, then charge them to shatterthem into pieces.

CrocovilesThese swampdwellers come in acouple of varieties.

A typicalcrocovile lumbersafter you andswings an oversizedbone like a club.Charge into thesecrocoviles or roastthem with firebreath.

Boomerang-throwing crocoviles are much moredangerous. Veer to the side as you charge in, avoiding theirboomerangs. Then roast them or finish them off with acharge.

Enemies & Hazards

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Jupiter Dragon Traps

These deadlyflowers shootfireballs. Get closeand roast them, orthey'll make yourlife miserable.

SpidersSpiders pounce andsling webs. Roastthem from afarwith a breathattack.

Look around forspider doors, whichproduce an infinitesupply of spiders.Don't hang aroundthese, for obviousreasons.

CrittersCritters are viciouspack animals thatchase and bite.Later in the game,you encountercritters that canbreathe fire. Usefire breath or icebreath to deal withcritters. Spin incircles while usingyour breath attackto annihilatecrowds of them.

Bats, Vultures, AlbatrossYou encounter avariety of flyingfoes in the game.

Flying enemiesthat aren't carryinganything will circlean area and attackwhen you get tooclose. Jump up totheir level and useyour fire breath tolay them low. Or, ifyou're Hunter, shoot them with arrows.

Flying enemies that carry rocks circle an area and droprocks on your head. Avoid these creatures or look for anearby cannon.

Crabs

Crabs come in twovarieties: littlecrabs and bigsnapper crabs.

Charge into littlecrabs to destroythem, or fry themwith fire or electricbreath.

To take outsnapper crabs, waitfor them to snaptheir pincers, thencharge them (staybetween thepincers) to flipthem over. Finally,horn dive themwhile they'reupside down.

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Enemies & Hazards

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Clams

Clams are oftenfound underwaterand can shoot pearl projectiles along distance.Swim quicklytoward them andram them.

Pygmy Cannibals

Use fire breath toroast these hordesof pint-sizedaggressors. Lookaround for theirhuts, which youcan horn dive todestroy.

BirdmenBirdmen come intwo varieties: bigand little. Big onesjust try to get inyour way andinterfere with yourjumps. Little onesshoot projectiles.

Roast theseenemies withflames orelectricity. Use

Spyro's wing shield to deflect the little birdmen's projectiles.When they're in tricky spots and are particularly hard to getrid of, take them out with a tribolt.

Eski-moles

Eski-moles are littlefoes that toss spearswith greataccuracy. Roastthem with firebreath, or useelectric breath toattack from greaterrange.

Yeti

Yeti are hugeenemies thatattack in a varietyof ways: somethrow barrels orsnowballs, whileothers firecrossbows. Takethem down withfire breath andarrows.

Ignore big birdmen if you don't have to jump nearthem. The little ones, with their dangerous projectiles,

should always be destroyed.

Tip

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Steel TrapsSteel traps don'tmove, but they dosnap closed whenyou get too close.One strategy is tosimply avoid them.Another is to zapthem with electricbreath; fire doesn'thurt them.

If you have icebreath, you candestroy steel trapsby freezing them, then charging them.

Fire Birds

Destroy fire birdswith water breath.Attack quickly oruse Spyro's wingshield to deflecttheir fieryprojectiles.

Fire Imps

Fire imps hover inthe air and shootprojectiles. Usewater or ice breathto deal with them.

Haywire Robots

You encounter anumber of haywirerobots in the lastrealm. Use icebreath, followed bya charge, to takethem out.

Rock Monsters

Keep charging intorock monsters untilyou knock them offa platform's edge.Meanwhile, keeprunning in and outof range of theirhammeringattacks.

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Bottomless Pits

Any time you can'tsee the ground,chances are goodthat Spyro (orwhomever you'recontrolling) willdie if he falls there.Avoid these areas.

Lava & Quicksand

Lava fries Spyro oncontact, andswampy quicksandsucks him in. Itdoesn't matter howhealthy he is at thetime, so avoid theseterrain types asbest you can.

Icy Water

Regular water isnot lethal to Spyro.He can walk inshallow water andswim in deepwater. But freezingwater kills himinstantly.

Moving ObstaclesSwingingpendulums, jets oflava, rising andfalling spikes—these things all fallinto the category ofharmful movingobstacles.

Moving obstaclesdeal a point ofdamage to Spyroinstead of killinghim outright. However, many moving obstacles will knockSpyro into deadly terrain (like a pit) that will kill himoutright. So stay on your toes!

Common HazardsIn addition to the assortment of nasties we just looked at, there

are a few common things Spyro should watch out for.

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Walkthrough IntroductionYou should know a few things before jumping into the walkthrough.

The game is divided into four realms. The first three realms consist of three levels: a central hub and twosublevels. The hub is the first level you visit; it contains the Professor's teleporter gadget, Moneybags' mainshop, and gateways leading to the two sublevels. The fourth realm is more linear in its format: you prettymuch plow straight on through from one level to the next.

Your game plan usually goes like this: First, destroy all the dark gems on the hub level. Then visit the twosublevels and destroy the dark gems on those. When you're done, return to the hub level and fight a boss. Afteryou defeat the boss, move on to the next realm.

In addition to destroying dark gems, you'll also collect light gems and dragon eggs. Light gems allow you toenter special locations and trigger special abilities; dragoneggs unlock rewards and special features.

You won't proceed straight through game levels—youmust travel back and forth between levels, sometimes severaltimes. If you want to collect every light gem and dragon egg,you'll do even more traveling.

Each walkthrough contains several sections. First is the mainwalkthrough, which tells you how to destroy all the dark gems anddefeat the boss on a particular world. It alsopoints out all the light gems and dragon eggsthat you can pick up along the way.

Next is the "Light Gems" section, which explainshow to pick up every light gem on each level(although you'll pick up most of the light gems justby following the main walkthrough). There are somelight gems that you can't collect on your first tripthrough the level; in these cases, you must come back laterwhen you've gained a special ability or gathered more lightgems.

Finally, the "Dragon Eggs" section tells youhow to get every dragon egg on the level.Again, you may not be able to collectevery dragon egg on your first runthrough the level.

Whew! With that out of the way, let's get started on the firstrealm: Dragon Kingdom.

You don't need to collect every light gemand dragon egg to win the game. You need only some light gems, and dragon eggs are optional.

Note

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Dragon Kingdom

Main Walkthrough

This is the walkthrough for Dragon Kingdom. Follow thiswalkthrough to destroy all dark gems, beat Gnasty Gnorc, and moveon to the next realm. You'll also collect several light gems anddragon eggs along the way.

Check out the "Light Gems" and "DragonEggs" sections at the end of the chapter if you want to collect every light gem and dragon egg.

Tip

Starting Out in Dragon Village

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LegendDark Gem

Light Gem

Dragon Egg

To Crocovile Swamp

Ember

Flame

Elder Tomas

Nanny

Village DepotLocked Gate

Sgt. Byrd

Hunter

Hunter’s Gate

Breakable Wall Teleport Gadget To Gnasty Gnorc’s Cave

Dark Gem Forcefield

Ball Gadget(to Dragonfly Falls)

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Your adventure starts in Dragon Village, the hub level of theDragon Kingdom realm. After a series of movies, you assumecontrol of Spyro.

You start out nearthe Professor'steleporter gadget(at the moment, itdoesn't work). Runover to Moneybags.He tells you tocollect 500 gems.

Roam around theclearing, collectinggems. Burn wickerbaskets and chargeinto metal chestsand dark shards.After you collect500 gems, return toMoneybags andtalk to him to enterhis shop.

Buy a lock pick for 500 gems. Go to the nearby locked gateand unlock it.

Past the gate, payattention to Zoe asshe explains howsave games work.Then go on toEmber, who'sstanding near adark gem. She urgesyou to talk to anElder in the hopesof finding a way todestroy the gem.

Stand on a weight-activated switch toopen a gate. Gothrough the gateand examine thetunnel walls for abreakable spot.Charge the walland collecttreasure.

Move along to Elder Tomas. He explains how you can doublejump and horn dive.

Immediately putboth skills to use.Double jump ontoa nearby ledge,then horn dive todestroy a dark gem.This opens a tunnelleading out of theroom.

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Dragon Kingdom

Follow the tunnel to a big open valley. Hunter is here. Talkto him; he explains how to glide and says he'll open the gatebehind him if you manage to get a dragon egg.

Glide along theledges to thevalley's other end.Go through atunnel, and thenglide along severalmore ledges,roasting a gnorcalong the way.

You come to a gatewith a weight-triggered plate.Open the gate, passthrough, andcollect a pinkdragon egg fromthe ground.

Proceed along thepath, grabbingsome flame bombsand defeating anarmored gnorc.You emerge on aledge that containsa firecracker andoverlooks the samevalley where youtalked with Hunter.

Breathe on thefirecracker to lightit; this destroys astrong chest downin the valley. Glidedown to collect thegems, then talk toHunter. He opensthe gate for you.

Go through the gate.Note the locked cheston the other side,then approach thebig contraption. TheProfessor appearsand tells you it's theball gadget and thatyou need eight lightgems to power it. Healso opens thenursery door.

Go through thenursery door andgrab a light gem.Talk to the Nanny.She tells you tocollect all 80dragon eggs.

Go out the othernursery door andyou're back whereyou started thegame. Buy anotherlock pick fromMoneybags, thenreturn to the lockedchest near the ballgadget. Unlock it toclaim a greendragon egg.

Check out the floor of the valley. You find your first horn dive chest down there.

Tip

You can light more firecrackers to destroy a strongchest in this area and claim a pile of gems.

Tip

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Return toMoneybags' shopand buy anotherlock pick. Lookfor a tall ledgenear Moneybags'shop, which youmight have triedto reach earlier,but couldn't(because youcouldn't doublejump yet). Double

jump and unlock the locked chest on the ledge to grabanother light gem.

Pass the lockedchest, and enter abig area withseveral woodenplatforms. Chargea wall-mountedtarget to makesome of theplatforms rise.Then quicklyjump onto thenearest platform, and glide along the platforms into apink tower. Collect a light gem.

Hop back down.Activate the wall-mounted targetagain and hop ontothe woodenplatforms. Thistime, jump fromthe towers to aledge with a darkgem. Destroy the

dark gem. There's an orange dragon egg in the tower rightnext to you. Grab the egg.

Jump back downand talk to Sgt.Byrd, who'sstanding by aglowing pinkdoorway. He asks ifhe should go seekout a treasure. Sayyes. You nowtemporarily becomeSgt. Byrd and play aminigame.

Sgt. Byrd Minigame:Island Speedway 1

You can play every minigame twice. The firsttime you win, you're rewarded with a dragonegg. The second time you play, the game issomewhat harder, and your reward is a light gem.After beating the minigame twice, you've got allthe treasure it has to offer. You can play again forfun, but there are no more goodies.

Sgt. Byrd's minigames require skillful flying,which is something you'll learn with time.Expect to play these minigames several times toget familiar with them; eventually you'll be ableto complete them in the allotted time. We willprovide hints to get you on the right track.

In this first minigame, you must do thefollowing in under three minutes:

• Fly through eight rings

• Fly through eight time gates

• Shoot eight targets (may use missiles or bombs)

• Shoot eight gnorcs (may use missiles or bombs)

• Shoot eight vultures (use missiles)

You can approach this minigame any way youwant, but here are some important tips:

• The rings float in a long string, off to the sideof the central castle. Hit them all in a row.

• Use turbo boost when flying through the rings,because this is the most time-consuming partof the run.

• The vultures are all circling a big rock pillar,somewhat apart from the central castle. Circlethe rock and get them all at once.

• There are gnorcs both in the central castle andstanding around a smaller rock pillar.

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Dragon Kingdom

Sgt. Byrd Minigame:Island Speedway 2

Sgt. Byrd's first minigame isn't that tough afteryou give it a few attempts. His second minigameis much harder, so expect to spend some timemastering it!

In the second minigame, your objectives arethe same:

• Fly through eight rings

• Fly through eight time gates

• Shoot eight targets (may use missiles or bombs)

• Shoot eight gnorcs (may use missiles or bombs)

• Shoot eight vultures (use missiles)

The locations of these items have changed, andnow you have a mere 1:42 to completeeverything! Some notes on target placement:

• The gnorcs are all clustered on the centralcastle. Shoot them off the walls and towers.Look for gnorcs on the tallest towers andhidden under arched doorways.

• Targets appear on the outlying rocks; one rockhas four targets placed around it. You mustcircle that rock.

• Time gates are generally outside the centralcastle.

• Rings are packed closer together but are harderto take in a straight line because of theirstrange angles. Do your best to get them all atonce.

• Vultures fly a more random route, weavinginto the central castle and then out again.Keep your eyes peeled and shoot them whileyou're doing other tasks.

Cruise ahead andslightly left, gunningdown gnorcs andvultures in yourimmediate path.Destroy the pair oftargets, then angle leftto fly through a timegate next to them.

Jet forward, veeringslightly to the right. Asyou get close to thepillar with thevultures up ahead,veer hard to the rightand aim down. Grabthe barrel of boosterfuel in a circular rock opening.

Now that you havebooster fuel, pull up.Blast a gnorc and keepmoving forward. Thefirst of the green ringsappears. Jet through itand shoot all thegnorcs on the rock

island in front of it. Keep going in the samedirection, using booster-fuel bursts to keep yourspeed up.

Fly through morerings, passing througha time gate along theway. Collect anotherbooster fuel near theend of the rings. Lookfor a time gate. Flythrough it, into thecastle. The time gates are arranged in a linethrough the castle; follow them, hitting them all.

Get back outside thecastle and circle it,using booster fuel forspeed, until you returnto the crag with thevultures. Circle thecrag and shoot downall the vultures.

Now focus on targets.Get some altitude andcheck out the tall pillarsarranged around thecastle; several targetsare up there. Completethe minigame to collecta purple dragon egg.

25

Sgt. Byrd Minigame: Island Speedway 1(continued)

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When you're donewith Sgt. Byrd, youfind yourself backin the area with thewooden platforms.Look for adestructible wall.Charge the walland run through atunnel to a smallarea with somegnorc archers.

Destroy the gnorcsand collect a bluedragon egg from agrate in a smallstream.

Hop up someledges into a redbuilding. Jump tocollect a light gemand fall throughthe floor. This isthe Professor's lab!Talk to him and heopens a door for you.

The door leads outto where you firststarted the game.Buy a lock pickfrom Moneybagsand then take theonce-locked gateback to Ember andher dark gem.Destroy this thirdand final dark gemto repair thebroken bridge.

Veer up and sharply to the right. Swoopthrough two timegates and then veerdown. Fly through thebig mess of rings asbest you can. Noticethe two rings hiddenin stone arches!

When the rings aregone, fly along theoutside of the centralisland. Fly through acouple more timegates, including oneabove a stone arch thatcontained a ring. Shoot

vultures and gnorcs that appear in your path.

Up ahead is a rockpillar with four targetsspaced evenly aroundit. Circle the pillar,blasting the targets.

Complete your circuitaround the mainisland, shootingvultures and targetsand finishing off thetime gates. Then turnto the castle on themain island and gundown gnorcs. Don't miss the ones on high towersor the one partially hidden under a gateway.

Mop up any straygnorcs or vultures intime and win theminigame! Don't besurprised if you haveto try this one several times.

Sgt. Byrd Minigame: Island Speedway 2(continued)

Back in the Dragon Village

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Cross the broken bridge and unlock the locked chest on theother side. You gain a light gem.

Keep going throughthe tunnel. Hop ona blue platform andride it across a gap.Hop off and keepgoing until you'rein the CrocovileSwamp.

The Crocovile SwampYou now enter the Crocovile Swamp, a place that's dangerous and somewhat confusing at first.

LegendDark Gem

Light Gem

Dragon Egg

To Dragon Village

ElderMagnus

Secret Area

Forgotten TempleRemote Shop Pad

Perilous PyramidRemote Shop Pad

Elder’s TreeRemote Shop Pad

Blink

Supercharge Gadget

Breakable Wall

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Cruise through aroom filled withtentacles, pickingup a flame bombalong the way. Youemerge in a bigopen area that has aremote shop pad(called PerilousPyramid, as you'llsee if you stand onit). Buy a lock pick ifyou don't have one.

Beyond thePerilous PyramidRemote Shop Pad,smash a dark gem.Pillars rise from theswamp. Jump upthe pillars andenter a tunnel.

Look for abreakable sectionof wall in thetunnel. Charge itand unlock thelocked chest tograb a light gem.Then return to themain tunnel andfollow it.

You emerge in asmall area withfodder and spiders.Jump around thecorner to the leftand activate afirecracker,destroying a strongchest on the area'sright side.

Explore the area's right side. Jump out across woodenplatforms to collect a green dragon egg.

Return to thePerilous PyramidRemote Shop Pad.Near the shop padis the pyramiditself, whichactually looks morelike a pile of rockledges than apyramid. Get to thetop of the pyramidand look aroundfor a cannon on afloating ledge.

Glide across to thecannon. Aim thecannon at thepyramid's top andblow it apart (ittakes two hits). Thisreveals a light gem;get back on thepyramid to collectthe gem.

There's an infinite supply of spiders here, so don'tget caught up in trying to kill them all!

Tip

Notice the strong door set into the pyramid's base.You can't open it yet—you must use the supercharge gadget, andyou won't have enough light gems to power it for quite a while.

Note

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Drop back downand explore therest of this area,moving northeast.Notice a distantledge with a lightgem; you can't getthere yet.

Locate one of theProfessor'sgadgets: the super-charge gadget. Hetells you that youneed 40 light gemsto power it. Lookslike you'll becoming back muchlater for that!

Hop up somenearby ledges andopen a lockedchest with apatchwork quiltbehind it to score apink dragon egg.

Cruise through atunnel near thelocked chest. Youemerge at theForgotten TempleRemote Shop Pad.Destroy someJupiter dragontraps (they're fire-breathing plants),

and horn dive a ground target to your right. This drops thegate of the nearby temple.

Go up to the temple entrance. Notice that a door still blocksit. Horn dive a ground target to the door's right to open it.

Inside the temple,open a pressure-plate gate to yourleft. Pick a lockedchest to score apink-and-orangedragon egg.

You can also open strong chests with the cannon. Infact, always look for strong chests when you've got a cannon.

There are often a few in the area.

Tip

The room to your right contains a door activated byfour electrical switches. You can't trigger the switches until you

have electrical breath, so we'll ignore them for now.

Note

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Now open the otherpressure-plate door.Ahead is a series ofplatforms withswinging blades andcrocoviles. Crossthese platforms toscore a light gem.More crocovilesappear after yougrab it, so be carefulgetting back.

Exit the temple andtake a tunnel filledwith spikes andspinning obstacles.Partway along thetunnel, look for astone in the wallthat's bluer thanthe rest. Charge it toreveal a secret areathat has a light gem.

Follow the tunnelto another swampyclearing. Explore it.Notice the spinpoles on the farwall; you will get touse them later.

Look for a series oflow platforms thatrise from the mudand sink backdown after a fewseconds. Crossthem as soon asthey rise. Then hopup some steps to asmall tower to graba light gem, anddrop back down tofamiliar ground.

Explore this areasome more. You'llfind a cage withBlink the Mole.Hop on a trigger tofree Blink. Talk tohim to access hisminigames.

You need to bounce off only one or two of thoserising platforms to cross the mud. If you try to land on too many

of them, you'll take too much time and they'll sink.

Tip

Blink Minigame:Completely Swamped 1

Blink's minigames are not much different thanthe main game—the big difference is that youcontrol Blink instead of Spyro. Your task inBlink's games is to destroy every dark shard inthe cave.

For this first minigame, you must destroy fivedark shards.

Collect treasure fromboxes, and doublejump onto a ledge. Inthe next room, noticethe tentacles andfodder.

Use your specialgoggles to scan for aplace to dig—a pile ofrocks on the wall thatshows up brightthrough the goggles.Dig through the wall.

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Grab bombs from thebomb dispenser in thenext room. Plant abomb on the crackedwall to detonate it, andthen destroy crates inthe chamber beyond.

Go back to a pair ofladderlike walls. Theseare sticky walls; Blinkcan jump back andforth between them inorder to climb. Climbthem and destroy yourfirst dark shard at thetop. Notice the sticky ceiling here, but don'tclimb across it. Instead, drop to the floor. Destroya tall stack of metal crates with bombs. Thenbomb the dark shard behind the crates.

Blink Minigame:Completely Swamped 1 (continued)

Jump up a pair ofsticky walls. Upstairs,you'll see another pairof sticky walls. Climbthem to reach a bigchamber with thethird dark shard at thefar end. Jump andcling to a sticky ceiling rock that's traveling backand forth across the room. Shoot spiders whileyou cross. Destroy the dark shard with a bomb.

Backtrack and dropback down one set ofsticky walls. Look for aspot in the wall whereyou can dig. Tunnelthrough it.

You emerge in a bigarea with sticky rockssliding back and forththrough the air.Destroy the dark shardnear your feet; that'sthe fourth one.

Ride across the pair ofsticky rocks to theother side of the room.(Ignore the platformsleading up to theceiling.) On the otherside, shoot somespiders, drop down

between a pair of sticky walls, and detonate thefinal dark shard to collect a blue dragon egg.

Blink Minigame:Completely Swamped 1 (continued)

You don't have to run from explosions.Just duck, and they won't hurt you.

Tip

If you fall to the floor, just shoot thecritters, get back up, and try again.

Tip

Bomb dispensers don't just give youammo: they're also save points. If Blink is killed, hecan reappear at the last bomb dispenser he used. Anydark shards he destroyed before touching that bomb

dispenser stay destroyed—so you don't have to go backand do everything again. Visit bomb dispensers

regularly, just to save your progress.

Tip

We call the ladderlike ceilings that Blinkcan hang from (and move across hand-over-hand)"sticky ceilings." Similarly, "sticky walls" are the

ladderlike walls that Blink can jump back and forthbetween in order to climb. Finally, Blink can hang onthe side or bottom of certain moving rocks. We call

these "sticky rocks."

Note

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Blink Minigame:Completely Swamped 2

This minigame takes place in the same locale asthe first one. You must destroy 10 dark shardsthis time. Also, there's no fodder, so you must bemore careful.

Remember that bomb dispensers act as savepoints. It's important to visit them regularly ontough Blink levels to save your progress.

Follow the sameroutine as last time toreach the bombdispenser. Destroy thebreakable wall nearthe dispenser; there's adark shard behind itnow. Destroy theshard and bounce up the sticky walls. Destroythe dark shard near the spider generator and thesticky ceiling.

Drop down instead oftaking the stickyceiling. Destroy a darkshard down here, thendetonate metal cratesand destroy anotherdark shard behindthem (your total isnow four).

Bounce up two sets ofsticky walls. Ride thesticky, moving ceilingrock to get the fifthdark shard. Then dropback down one set ofclimbing walls.

Dig through a softspot in the wall toenter the cavern withtwo floating stickyrocks. Destroy a darkshard right next toyou, then ride one ofthe floating rocks

and destroy a dark shard on the side wall.That's seven.

Ride the secondfloating rock to thecavern's other side.Jump down between apair of sticky walls.Destroy spiders and ashard. Jump acrossseveral platforms to an

island in the cavern's middle to destroy anothershard; now you have nine.

Get back to the stickywalls and jump up.Look for a series offloating platforms inthe cavern's middle.Jump up theseplatforms to reach thetop. Destroy the tenthdark shard up here to win the minigame andcollect a light gem.

Blink Minigame:Completely Swamped 2 (continued)

Water is lethal to Blink, so avoid it.Caution

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Take a tunnel toBlink's left. Itleads to the Elder'sTree Remote ShopPad. Stock up onuseful gear.

Destroy the darkgem in front of theElder's tree. Thetree opens. Goinside and ElderMagnus teaches youhow to pole spin.

Pole spin up theinside of Magnus'tree. Partway up,break a wall tocollect an orangedragon egg. Alsolight a firecracker,which destroys astrong chest acrossfrom the tree.

Jump the rest of theway up the insideof the tree. Collecta light gem fromthe topmost ledge,across fromMagnus' bed.

Exit the tree andlook for poles nearthe Elder's TreeRemote Shop Pad.Spin up the poles tocollect gems,including onesfrom the strongchest you just hitwith a firecracker.

Return to Blink's cage. Spin up the poles next to his cage andfollow the tunnel, watching out for spider attacks. Destroythe swamp's third and final dark gem in here.

Back to the SwampYou've got everything Blink can give you. Return to Spyro and explore the rest of the swamp.

Break open a secret panel at the base of the hugetree to collect gems.

Tip On the same ledge as the light gem, look around thecorner. There's a metal chest and another firecracker there.

Note

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A wall crumbles.Drop through itand talk to FarmerFrederick. He asksyou to clear hisland of critters.

Farmer Frederick Minigame:Critter Calamity 1

In this minigame, you must gun down critters asthey try to steal Frederick's piles of supplies.

You man a gun turret in this game. Shootcritters before they reach the food lying near thebottom of the screen.

This is a simple game. First, a wave of bluecritters attacks. Then comes a wave of bats. Thenmore critters. Shoot them all and you're done.

The green bar fills in as you destroy bats andcritters. If critters steal food, the red bar fills in.You lose if the red bar fills entirely.

Target the crittersnearest the food first.If there's a break inthe action, look at theradar and shoot atmore-distant targets.

The farther away thetarget, the more youhave to aim in front ofits current position(a.k.a. "lead it") to hit it.

Farmer Frederick Minigame:Critter Calamity 2

Time for more of the same! In this minigame, thebats and critters attack simultaneously instead ofin waves. Just stay on your toes and you'll do fine.

The attacks are moreintense this time, sokeep a sharp lookouton the food. Shoot thecritters closest to thefood first.

When you vanquish allthe critters, you receivea light gem.

When all critters andbats are slain, you wina dragon egg.

Farmer Frederick Minigame:Critter Calamity 1 (continued)

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Lily pads haveappeared in themud nearFrederick. Usethem to reach aledge that has alight gem.

There's still one setof spin poles youhaven't climbed. It'sin the generalvicinity of Blink'scage. Locate andjump up these poles.

Upstairs, jumpacross platforms,avoidingpendulums. Chargeinto a fragile gateto collect a bluedragon egg.

You're done withthe swamp for now.Return to DragonVillage via the sametunnel from whichyou came.

Back in DragonVillage, find theProfessor's ballgadget. Youcouldn't get inbefore because youneeded eight lightgems; you've gotthem now, soclimb inside!

Make your way tothe other end ofthe ball-gadgetcourse. You canhop, speed up, orslow down withdifferent buttons.Early on, you'llneed to roll up aramp and hopacross a gap.

Later on, you'llneed to reach ahigher ledge. Rollup onto the curvedwall and then jumpto reach the ledge.

Finishing Up in the Swamp

To the Ball Gadget!

Before entering the ball gadget,visit Moneybags' village depot and buy a

keychain and extra lock picks.

Tip

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Exit the ball gadgetthrough the hole atthe end of thecourse. If you accidentally go back into the hole from which

you entered, you'll end up back in Dragon Village. Remember: The ball gadget is both a way of collecting

gems and a way of moving between two places.

Tip

Dragonfly FallsIf you came out on the proper end of the ball gadget, you'll be in Dragonfly Falls.

Tropical CoveRemote Shop Pad

Secret AreaRemote Shop Pad

Ball Gadget(to Dragon Village)

Breakable Wall

70-Gem Gate

Breakable Walls

Breakable Wall

Hunter

Sparx

LegendDark Gem

Light Gem

Dragon Egg

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Move down the tunnel. At the first save point, turn aroundand jump across a gap to a locked chest. Grab a light gemfrom it, then jump back across and break a wall to grabtreasure from a secret room.

Move out of thetunnel onto thegrass. Look for aslightly elevatedledge with abreakable wall.Charge the wall, frysome bats, anddestroy the darkgem back there.

A passage opens upwhen you destroythe dark gem. Gothrough it to claima pink dragon egg.

Get back on themain path. Go pastthe Steep CanyonRemote Shop Pad,and fight an angryshepherd and hisgoats on the bridge.

Hop off the bridgeand horn dive aground target toraise a woodenplatform. Man thenearby cannon andshoot open thestrong door acrossthe way.

Jump onto thewooden platformyou just raised;from there, jumpthrough theblown-open strongdoor. Grab a lightgem. Smash abreakable wall tocollect extratreasure, and thenreturn to thebridge.

Run past the bridgeinto another bridgearea. Jump fromledge to ledge,collecting gems,then move on.

Enter a tunnel. Veerleft when it forks(away from thespikes). You emergein an area withcircling vultures.

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Jump to a ledge onyour left that has adark gem. Destroythe gem, whichreveals a cannon.Man the cannonand aim at theboulders beneath asecond cannon.Repeatedly blastthe boulders untilthey're gone and the other cannon rests on the ground.

Jump across to theother cannon andman it. Shoot aboulder that blocksa platform. Thengun down thevultures. It takescareful aim!

Jump across theplatforms you justcleared and veerleft. Jump a chasmand collect a greendragon egg from agigantic vulture'snest.

Go back across thechasm and, in thetunnel where youoriginally wentleft, take the otherpath. Hop up someboxes on the path'sleft side; there's alocked gate. Youneed 70 light gemsto open it. Whoa!You won't begetting in there anytime soon. Just remember it for later.

Get back down and keep following the tunnel. In the nextbig clearing, which features a huge dragon elder statue,veer right and get on a platform with a dark gem. Destroyit. This fills the area behind it with water.

Dive into the waterand swim around abit. Notice theyellow seahorses,which are fodder.Look for abreakable wallunder the water.

Swim into thebreakable wall toobliterate it. On theother side, get outof the water andcollect a light gem.Then return to thecavern with thestatue.

On the other side ofthis cavern,approach a crack inthe wall with a signplanted near it.Sparx appears andoffers to fly in thereand grab some loot.Accept his offer.

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Sparx Minigame:Cavern Chaos 1

In this minigame, you control Sparx as he fliesdown a tunnel. You can't prevent him fromgoing down the tunnel, but you can movearound, speed up, and slow down. Your goal isjust to survive to the end.

Numerous enemies will attack. Mostlythey are blue or yellow moths. There are alsospiders, which shoot webs.

Here are some tips for succeeding inSparx's minigames:

• If enemy moths get too close, just avoid them.Don't risk getting hit. The same goes for anyfoe that gets too close.

• Shoot moths if they're far away. Shooting thewhole cluster can produce a power-up.

• Spiders are much deadlier than moths, sotarget them immediately.

• Use smart bombs to clear the screen whenyou're cornered.

• Use missiles to thin out big clusters of moths.

• Collect blue vials to get power for your boost(speed up) and brake (slow down) abilities.Collect rapid-fire barrels to temporarily speedup your basic shot. And collect yellowbutterflies to restore Sparx's health.

• The blue bar is your fuel. Using boost andbrake lowers your fuel level; your meterautomatically refills as you go along, though.

• The red bar is your shot power. It'll decreaseno matter what you do after grabbing a barrel,so just keep constantly shooting!

• When bombs or rocks fall from above, fly low,stick to one side, and use boost to get throughthe area quickly.

Fly low and fast, andstick near the rightwall to avoid fallingbombs. Boost your waythrough this!

Collect butterflies tostay healthy. Whenyou reach the end, youreceive a dragon egg.

Sparx Minigame:Cavern Chaos 1 (continued)

Gun down waves ofmoths. Target spidersas soon as theyappear.

Sparx Minigame:Cavern Chaos 2

Sparx's second minigame is a lot like the firstone, but with more enemies and fewer power-ups. The reward is a light gem.

In addition to moths and spiders, look out forlizards on the ground.

If you don't destroy anenemy fast enough, getas far away as possibleand try to dodge it. Allenemies' attacks canbe dodged.

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Back to Dragonfly Falls

Take the tunnelnear Sparx'sminigames. Itleads to a massivearea with lots ofwater. Fly down toa locked chest onthe left-hand walland grab a lightgem from it.

Hop onto thenearest floatingwooden block.Vultures cometoward you one byone. Double jumpand float down,breathing fire toscorch them all.When they're gone,cross the platformsand grab a light gemfrom a little island.

Jump back acrossthe platforms andlook for someledges by a smallwaterfall. Jump upand look forHunter. Jump acrossto him and talk tohim. He offers toexplore an area foryou; let him.

It's OK to hit the flooror cavern walls. You'llget jostled around, butit doesn't take awayhealth.

Make your waythrough this leveland you collect alight gem.

Sparx Minigame:Cavern Chaos 2 (continued)

Avoid swimming out here, or you'll be eaten by schools of deadly piranhas! Also, notice the

Tropical Cove Remote Shop Pad and the wall-kick ladder leading up beside it. Wall kick is a move you haven't

learned yet, so you can't get up there yet.

Tip

Hunter’s InterludeTake Hunter up a seriesof platforms,practicing his moves.The most importantones are his doublejump and his bowattack. Note that youcan aim the bow

precisely by switching to first-person perspective.

Keep climbingplatforms. Use first-person perspective topick off enemies beforeyou reach them—especially the archers.When you reach aplatform near a

waterfall, jump through the waterfall to access asecret cave with treasure.

There's an explosive arrow in here.These arrows can break open any chest except a

locked one, and will also destroy breakable walls.

Tip

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Back to SpyroYou're Spyro again.Veer left andproceed to a bigarea you haven'tbeen in yet. Exploreit. Note the wall-kick area. Youdon't know how towall kick yet, soyou'll have to comeback and deal withthis later.

Look for a movingplatform in the sky.This platformtravels back andforth between twohigh ledges. Jumpup on the ledge youcan reach, glidefrom there onto theplatform, and thenjump onto thesecond ledge,which contains adark gem.

Destroy the dark gem, then find the updraft (also known asa thermal) nearby. You can ride updrafts like elevators. Getin it and float up.

The updraft takesyou to a tunnel.Follow it, avoidingobstacles. Go leftwhen it forks. Goback to the ballgadget.

Finishing UpYou've done everything you can in the Dragon Kingdom—at least for now. Later, when you've acquired more lightgems and new skills, you can come back and unlock secretareas you can't reach yet.

Jump back through thewaterfall and look for aclimbing wall, whichHunter can cling to.Climb along it,collecting gems andanother explosivearrow. Then return towhere you started from.

Jump up a series ofplatforms, shootingenemies. When you seecircling vultures, shootthem in first-personmode. Then jump acrossand grab a dragon eggfrom their nest.

Hop down a few moreplatforms, and you'llfind a light gem.Grab it and dropdown. You're backnear the start of thisarea. Return to Spyroand take control ofhim again.

Hunter’s Interlude (continued)

There are a couple of containers placedon ledges that you can't reach. Shoot them to collect

their treasure. You'll need to use an explosive arrow ifthe inaccessible item is a metal chest.

Tip

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Take the ballgadget back toDragon Village andapproach the darkgem force fieldwith the tentacles.Now that you'vedestroyed all thedark gems inDragon Kingdom,the tentaclesdisappear and theforce field drops.Go inside.

Talk to Flame, thencollect an orangedragon egg. Followthe path toGnasty's Cave.

Boss Fight: Gnasty GnorcGnasty Gnorc is big and durable, but he isn't too bright.Check out the sidebar for the complete lowdown on Gnasty.

Gnasty Gnorc has a variety of attacks, but heinitiates them all the same way: by pounding hismace on the ground. When the mace hits theground, different things can happen. Here's a listof his attacks, and how to avoid them:

• Shockwave: A shockwave ripples out from themace. Jump over it.

• Vertical bars: Three vertical bars of energy flyfrom the mace head. Move sideways whilejumping to avoid them.

• Triple shockwave: Three successive ringsripple out from the mace. Double jump andglide to stay airborne, thus avoiding them.

Gnasty Gnorc

• Shockwave with vertical bars: Jump whilemoving sideways to avoid this combinationattack.

• Falling boulders: The mace brings down acascade of boulders. Slowly walk sideways,watching for boulders' shadows. Avoid theshadows, and run if one is coming down onyou.

• Electric bolt: Gnasty points the mace andelectricity springs out. Running sideways andstaying away keeps you safe.

• Electric burst: A burst of electricity comesout of the mace. Stay away to avoid it.

• Electric waves: Three waves of electricitycome out of the mace head. They either stay atground level (double jump and glide to avoidthem) or go from low to mid to high (jumponce and then dive).

That's a lot of attacks, and it makes the fightsound complicated—but really it's not. Most ofthe time, all you have to do is run circles aroundthe outside of the arena. When Gnasty swings hismace into the ground, double jump and glidewhile still moving sideways. Staying airborne andconstantly moving sideways allows you to avoidmost attacks.

The exceptions to this rule are falling bouldersand rising electric waves. When the boulders fall,keep moving but don't jump. Instead, watch forboulder shadows and avoid them. For the risingelectric waves, jump the first one and then fall(or dive) to the ground, letting the others go overyour head.

If you get hit, no big deal. There are butterfliesaround the edge of the arena, so you'll getchances to restore Spyro's health.

Every so often, Gnasty gets his mace stuck inthe ground. When that happens, get behind himand charge into his polka-dotted boxer shorts toknock his health down a peg.

It takes nine charges to defeat Gnasty, butthere's a save point after you've hit him threetimes, and again after six—so you don't have tostart all over if you get smacked down late inthe fight.

Gnasty Gnorc (continued)

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Run circles aroundthe edge of thearena, staying asfar from Gnasty aspossible. Getairborne when heattacks.

When Gnasty's mace gets stuck in the ground, run behindhim and charge into his backside.

At first, Gnasty'sattacks are mostlyassortedshockwaves.

After you'vesuccessfullycharged Gnastythree times, hestarts to mix fallingboulders in withthe shockwaves.Keep moving andavoid the boulders'shadows.

After you hitGnasty six times,he starts usingelectrical attacks.Keep jumpingwhen he attacks,but be prepared todive immediately ifhe shoots a risingelectric wave.

Gnasty falls whenyou've charged himnine times. You'rethen rewarded withelectrical breath.

To the Lost CitiesWith Gnasty defeated, it's time to move along.

Jump on a platformand zap theelectrical switchwith your newelectrical breath tomake it move. Zapthe switch a secondtime when you'rehalfway across.Jump off whenyou're close enoughto the other side.

Exit Gnasty's Cave.The Professorgreets you and saysthat you can nowvisit another realm.Stand on histeleporter gadget,activate it, andselect Lost Cities.

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You've already grabbed most of the light gems in DragonKingdom if you followed our walkthrough. But here's acomplete rundown so you can go back later and grab anyyou missed.

Gems that weren't covered in the walkthrough are markedwith an asterisk and are explained in greater detail thanones that were covered.

Dragon Village Light Gems1. In the nursery, next to the Nanny.

2. Above the first double jump ledge, in a locked chest.

3. In a pink tower. Raise wooden platforms with a wall-mounted target to reach it.

4. Reward for Sgt. Byrd's second minigame.

5. Top floor of the Professor's lab.

6. Locked chest on the other side of the broken bridge.

Crocovile Swamp Light Gems1. In locked chest, behind breakable wall, at the map's

western edge.2. Inside the top of the pyramid. Shoot it open with a

cannon to get the gem.3. Inside the forgotten temple, at the end of a series of

platforms.4. Enter a corridor between the forgotten temple area and

the Blink area. Look for a blue stone in the wall. Hit itto reveal a secret area with a light gem.

5. A series of low platforms rise and fall from the mudnear Blink the mole. The gem is in a small tower on theother side of the platforms.

6. Reward for Blink's second minigame.7. At the top of the Elder's tree. Pole spin to the top to

reach it.8. Reward for Farmer Frederick's second minigame.9. On a ledge, above the lily pads near Farmer Frederick.*10. Activate the lone supercharge

gadget in the level. Whilesupercharged, break thestrong door in the base of thepyramid, next to the PerilousPyramid Remote Shop Pad.

Dragonfly Falls Light Gems1. In locked chest near ball gadget.

2. Behind a strong door across from a bridge. Shoot thestrong door open with a cannon.

3. Destroy the dark gem in the room with the big crocovilestatue. Then swim in the pool behind it and break theunderwater wall. The light gem is behind the wall.

4. Reward for Sparx's second minigame.

5. In a locked chest on the eastern edge of the big piranha-filled lagoon.

6. On an island at the end of the floating woodenplatforms, in the big piranha-filled lagoon.

7. At the end of Hunter's area.

*8. There's a wall-kick surface inthe west-central part of themap. Locate it and wall kickup to a ledge. Then jump tothe opposite ledge to grab thelight gem.

*9. Go through the locked gatethat requires 70 light gems toopen. In the clearing beyond,jump through a waterfall intoa secret tunnel. Cross a bridgeand look for a destructiblewall. Break the wall, zap somebats, and collect the light gemfrom a pedestal.

Light Gems

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You've already grabbed most of the dragon eggs in DragonKingdom if you followed our walkthrough. But here's acomplete rundown, so you can go back later and grab anyyou missed.

Dragon eggs that weren't covered in the walkthrough aremarked with an asterisk and explained in greater detail.

Dragon Village Dragon Eggs1. Follow the ledges past Hunter. The dragon egg is on the

ground.

2. Locked chest near the ball gadget.

3. From a tower near Sgt. Byrd's. Charge a wall-mountedtarget, jump two wooden platforms, and destroy a darkgem to get access.

4. Reward for Sgt. Byrd's first minigame.

5. From a grate in a small stream.

6. Behind the dark gem force field on the way toGnasty's Cave.

Crocovile Swamp Dragon Eggs1. In the swamp at the map's western edge, at the end of

several wooden platforms.

2. In a locked chest near the supercharge gadget.

3. In a locked chest in the forgotten temple.

4. Reward for Blink's first minigame.

5. Partway up the Elder's tree, behind a breakable wall.

6. Reward for Frederick's first minigame.

7. At the top of some spin poles near Blink's area, behind afragile gate. Charge the gate.

*8. Open a door in the losttemple by zapping fourelectrical switches in thecorners of the room. Beyondthe door, locate and smack anegg thief with a white egg.

Dragonfly Falls Dragon Eggs1. Behind a breakable wall near the first dark gem, fairly

close to the ball gadget.

2. In a giant vulture's nest, past the rock-droppingvultures.

3. Reward for Sparx's first minigame.

4. From a vulture's nest in Hunter's area.

*5. Go to the big watery area inthe southeast. Find a wall-kick surface next to theTropical Cove Remote ShopPad. Wall kick up there andbreak a wall to grab the egg.

*6. Go through the door thatrequires 70 light gems toopen. In the clearing beyond,jump through a waterfall intoa secret tunnel. Cross a bridgeand look for a gem thief in alittle side tunnel. Smack himto grab the egg.

Dragon Eggs

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PRIMA OFFICIAL GAME GUIDE

Main Walkthrough

These next few levels take you deep underground, high into the air, andeverywhere in between. The difficulty is somewhat harder than that of Dragon

Kingdom, so be prepared for a challenge.

LegendDark Gem

Light Gem

Dragon EggWater Wheel

Water Wheel

Otto

Coastal DepotDark GemForcefield

Teleporter Gadget Domain DoorstepRemote Shop Pad

20-Gem Gate

Turtle Mother

Waterfall WalkwayRemote Shop Pad

Lift toCloudy Domain

BlinkLift toSunken Ruins

Coastal Remains

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Lost Cities

You emerge inCoastal Remains.Nearby is theCoastal Depot,Moneybags' mainstore in this realm.Grab treasure fromvarious containersin this area,including a lockedchest.

Back at theProfessor'steleporter gadget,take the firsttunnel to theteleporter's right.Fight crabs in thetunnel and emergenear Otto thesurfer. Talk to him.

Otto wants you toraise the lake'swater level. Fornow, jump into thedrained lake andcollect treasure.Then go to thelake's other endand jump out onthe right-hand side.

Follow a tunnel to a giant waterwheel. Jump up onthe stones on thewheel's left sideand from thereonto the leftmostof the two wooden polessticking out if it.

Turn the waterwheel by quicklyjumping from poleto pole. A meterappears, showingyour progress. If it'snot filling fastenough, pick up thepace of your jumps.Eventually youactivate the wheel,

and the water level in the lake rises slightly.

Go back to the lake and take another tunnel. It leads yousouth to an open area with fodder and the WaterfallWalkway Remote Shop Pad.

There's a dark gemin this area.Destroy it, and twopaths appear infront of you. Takethe leftmost path.

The water is now higher, but you must raise the water level with a second device before it's high

enough to please Otto.

Tip

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Find a pair ofplatforms withelectrical switchesbeneath them.Quickly hit bothswitches withelectrical breath,hop onto a ledge,and jump acrossthe platforms to geta blue dragon egg.

Go back and takethe other path. Itleads to a giantwater wheel, slightlydifferent from theother one. This onehas three platformsinstead of two poles.Jump up onto thestones nearby, thenonto the rightmostplatform.

The wheel startsmoving. Every time aplatform appears onthe right, singlejump onto it. Do thisevery time aplatform rotates intoview on your right.Eventually the wheelturns fast enough tofill up the lake therest of the way.

Though you could do it later, go back to Otto and talk tohim. He gives you a light gem as a reward.

There's anotherlight gem nearby,on a ledge abovethe lake. Hop up aseries of ledges(from low to high)to reach the gem.

Return to theremote shop pad(WaterfallWalkway) whereyou destroyed thedark gem. Look forBlink the Mole andtalk to him to playhis minigames.

Try to be fast; the platforms will drop after a few seconds.

Tip

Your goal, as in all Blink minigames, is todestroy dark shards. This time you'll need toblow up five of them.

Blink Minigame:All Washed Up 1

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Explore the first bigchamber. There aretwo dark shards inhere: one on groundlevel and one up high.Grab bombs from abomb dispenser onground level, and blowup the lower shard.

Jump up on somepedestals, then onto arising platform, andride across the roomon two sticky rocks.Destroy the seconddark shard up here,then drop down anddig through the wall toa second cavern.

There are three darkshards in this newcavern: one up highand two on the middlelevel. We'll get thehigh one first. Throw abomb onto a nearbymine, then hop ontothe platform you justcleared.

Wait for a rock todescend. Jump on itand ride it up. Taketwo sticky ceilingsacross the cavern,shooting spiders asyou reach the otherend. Then hop off anddetonate the darkshard up here.

Blink Minigame:All Washed Up 1 (continued)

Note the dirt piles on the ground. Youcan dig these up to collect gems.

Tip

Backtrack across thesticky ceilings and getback down to the bombdispenser. Look for apair of moving stickyrocks that can take youacross the cavernagain—this time, onthe middle level.

Ride across both stickyrocks. Jump off andshoot spiders, thenhop over to thiscavern's second darkshard (your fourth)and destroy it.

There's one more darkshard, but you have toblow up a mine toreach it. Stand nearthe edge of yourcurrent platform andhold down the triggerto throw a bomb as faras you can, sticking iton the mine.

Jump over to the finaldark shard, using theplatform you justcleared.

Blink Minigame:All Washed Up 1 (continued)

The bats flying around here are fodder.Aim with your night vision goggles and shoot them

with your laser blaster if you're low on health.

Tip

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Detonate the finaldark shard to collect ablue dragon egg.

Blink Minigame:All Washed Up 1 (continued)

Recross the stickyceilings and go backto the bombdispenser. Ride acrossthe two moving stickyrocks, and destroy adark shard on themiddle level.

Destroy another mineby standing on theplatform's edge andthrowing hard. Thenjump to where the minewas, hop again to reachthe far side, and destroya fifth dark shard besidethe wall. Then dig ahole in the wall.

Now you're in a newcavern that didn't existbefore. Shoot spiders,then drop down a leveland detonate a darkshard (your sixth). Arock bridge falls. Takethe bridge.

Destroy a dark shard onthe other side, andcollect more bombs.Shoot distant spiders,then jump across aplatform underneath asticky ceiling (you can'tactually reach theceiling from this side).

Shoot more spiders,then destroy a darkshard. Also throw abomb at a crackedsection of wall,destroying it. Shootmore spiders in thedistance.

Blink Minigame:All Washed Up 2 (continued)

Blink Minigame:All Washed Up 2

This minigame occurs in the same place as thelast one. There are more enemies now, and youmust destroy 10 dark shards instead of five.

Check out the firstcavern. There are stillonly two dark shardsin here. Destroy bothand then tunnelthrough the wall tothe second cavern.

Collect bombs from thebomb dispenser in thesecond cavern. Destroya mine and ride up amoving rock to the toplevel. Cross two stickyceilings, and then blowup the dark shard onthe top level (nothing'schanged so far).

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Back to Coastal Remains

Take a tunnelleading west.Dodge swingingshells and smash afew pygmycannibals. Youemerge near a biglagoon.

Swim aroundunderwater,destroying clams.Notice thesubmerged dome.

Explore the ruined towers sticking out of the water. One ofthem contains a light gem; grab it.

There's a dark gemin a ruinedbuilding stickingout of the water.Destroy it, and thesubmerged domerises into the air.

Jump from the ruinsaround the domeonto the dome'stop. Horn dive thebutton atop thedome to break theroof. This reveals aplatform that leadsto Sunken Ruins.Activate theplatform todescend.

The wall youdestroyed forms crudesteps. Jump ontothem, then across agap. Destroy anotherdark shard (yourninth), then get on afloating rock that goesup and down, using ametal crate as a stepladder.

Jump up a sticky walland climb it. Thencross a section ofsticky ceiling.

Hop onto a movingrock, and ride it toanother sticky ceiling.While hanging fromthis ceiling, switch tofirst-personperspective and shootsome spiders on theground up ahead.

Drop down to wherethose spiders were, andblow up the tenth andfinal dark shard tocollect your light gem.

Blink Minigame:All Washed Up 2 (continued)

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Sunken Ruins

Downstairs, makeyour way to theAtlantian EntrywayRemote Shop Pad.Stock up on lockpicks. Past theshop, go through adoor and hop inthe water.

Underwater,destroy mer-gnorcsand clams. Alsocollect gems fromgreen flasks, whichare like underwaterchests. Whenyou're done, comeup through adifferent hole.

LegendDark Gem

Light Gem

Dragon Egg

InvincibilityGadget

Sparx

The DepthsRemote Shop Pad

Lily

Atlantian EntrywayRemote Shop Pad

InvincibilityGadgets

Toxic RiseRemote Shop Pad

Lift toCoastal Remains

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Turn around, get over some rubble, and locate a lockedchest containing a pink dragon egg. Then go through adoorway.

You enter a big,circular room thathas a dark gem inthe middle. Destroythe dark gem tostart a fanspinning, creatinga thermal(updraft).

There are actuallyseveral fans, andthey take turnsspinning. Get on thelowest thermal andrise to its top. As itfalls, look foranother thermaland glide to it. Inthis way, glide fromupdraft to updraftuntil you can fly to ahigh ledge that has apink dragon egg.

Grab the dragonegg, then glide tothe other ledges uphere. You'll find alocked chestcontaining a lightgem and afirecracker thatdestroys severalstrong chests downbelow.

Drop down andcollect gems, thenhop up and exit onthe room's northedge. Go talk toLily, a mermaidsitting by a hole inthe floor.

Grab a light gemfrom a locked chestnear Lily. Then,dive into the holeby her feet.

Swim theunderwater area,grabbing treasure.Swim into mer-gnorcs to destroythem; avoidjellyfish and pufferfish. Yellow seahorses are fodder.Exit through ahole at the area'sother end.

In the next room isan invincibilitygadget: it's a pad youcan run across andgain temporaryinvincibility. Youcan only activate it ifyou have at least 24light gems. (If you'vebeen following thiswalkthrough, youhave over 24 lightgems at this point,so you can use it.)

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Dash across theinvincibility gadgetand into the nearbyhole in the floor,which drops youinto a tunnel filledwith deadly slime.Quickly turnaround and swimfull speed to a holein the tunnel'sother end, dodgingspinning fans. Get out before your invincibility expires.

Jump onto apedestal and grab alight gem. Awindow opens,letting you backout near the invin-cibility gadget.

Follow the hall andgo downstairs tothe Depths RemoteShop Pad. Past theshop pad is a roomwith another invin-cibility gadget.

Examine the room,avoiding the holein the floor.Approach the signin the corner. Sparxappears and offersminigames; goahead and play.

Notice the glowing pipes at the room's other end.This is actually a wall-kick spot—but you can't wall kick

yet, so you'll have to return here later.

Note

Sparx Minigame:Outlandish Inlet 1

The main difference between this set of Sparxminigames and the last set of Sparx minigames isthese have deadly doors that open and close. IfSparx gets caught by one of these, he loses all hishealth, regardless of his current condition. Avoidthose obstacles above all else.

The two door types are "iris"-style doors andcrusher doors. Shoot a wheel next to the irisdoors to open them. The doors gradually closeafter you stop shooting, so keep shooting themuntil you reach them to give yourself extra time.

Crusher doors slam open and closed on theirown; you can't control them. Just time yourapproach, and boost and brake to avoid gettingsquished.

Later on you encounter a fan. Time your flightand boost to avoid getting hit by the blades.

Falling rocks are deadly too. Fly low and hugthe extreme left wall to avoid the rocks in thisminigame.

Your reward for beating this minigame is a reddragon egg.

Shoot the wheel nextto the iris door to forceit open. Then use alittle boost to hurrythrough.

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Back to the Sunken Ruins

Drop through thehole in the floor.Downstairs, followa passageway to along, narrow room.Jump up a pile ofstone at one endand get a dragonegg from a lockedchest.

Jump across thisroom's top,avoiding a series ofcarved fish thatshoot jets of greenflame. Grab a lightgem at the room'sother end.

Sparx Minigame:Outlandish Inlet 2

After receiving your dragon egg, play Sparx'ssecond minigame.

This game is much like the first but with fewersupplies. There are also a few lizards on theground near the end, but overall it isn't substan-tially harder than the first minigame.

As before, the doorsare your first priority.Shoot the wheels toopen iris doors, andadjust your speed withboost and brake to getthrough successfully.

Resources are limited,so conserve fuel. Boostand brake just enoughto get past obstacles.

Shoot spiders andlizards from adistance so you don'thave to deal withthem up close.

Conserve your fuel forhurrying throughdoors, or for brakingwhen you're about tohit one. Deal withfalling rocks by flyingoff to the side.

Focus all your energyon getting throughdoors. If enemies are aproblem, use a smartbomb to destroy themall, then concentrateon getting through the door.

Target spiders andmoths while they'redistant. Avoid them ifthey get too close.

Sparx Minigame:Outlandish Inlet 1 (continued)

Sparx Minigame:Outlandish Inlet 2 (continued)

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Get on a seashellplatform andactivate a switchwith electricalbreath. Take it up,and jump into ahallway. Follow thehallway to a bigcircular room witha lift.

Drop to the lift'sbottom and exit.You're now inanother largeroom. This one hasan invincibilitygadget on the floorand several ledgesup above.

Run across theinvincibilitygadget, get intothe pool of slime,and swim to thenext room. Collectan underwaterlight gem as youswim. Get outbefore the invinci-bility wears off.

The next room ismuch like the lastone, with an invin-cibility gadget onthe floor. One bigdifference: shardsof a broken statueblock a doorleading north.

Climb up somerubble, jump acrossa few poles, andhorn dive a floortarget on a highledge. This extendsjumping poles inthe previous room.

Get back down.Run across theinvincibilitygadget, get into thepool of slime, andswim back to thefirst room.

Jump up thestones on one endof the room. Fromhere, use the newlyuncovered swingpoles to jump toanother small ledge that has a floor target. Horn dive thetarget to extend more jumping poles in the next room.

Once again, runacross the invinci-bility gadget, getinto the pool ofslime, and swim tothe next room.Climb up the rubbleagain, and thenjump across all thepoles to a secondledge. Destroy thedark gem up here.The broken statuerepairs itself, opening up a passage down below.

From this highpoint, look for atunnel that leadsback to theprevious room.Take it. Now you'reback in theprevious room butup on a high ledge.Ignite a firecrackerup here to destroystrong chests downbelow.

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Jump to the otherhigh ledges in thisroom; one of theledges has a lockedchest that containsa green dragon egg.

After collectingtreasure from bothrooms' high ledges,go through thedoorway thatopened when thestatue repaireditself.

Go through abroken stairwelland past the ToxicRise Remote ShopPad. Enter a bigcircular chamberwith a green slimepool in the middle.

There are four ground targets in this room's corners, eachon a ledge.

Horn dive the floortarget. Also noticeanother electricalswitch nearby. Hitit with electricalbreath to move apole closer to yourcurrent position.Jump onto the pole,wait for it to moveback, and then leapto another ledge.Horn dive the floortarget there.

Repeat this processto horn dive allfour targets in thisroom. Near one ofthe targets is alocked chest; openit to get a light gem.

When all fourtargets areactivated, a statuewith a dark gemrises in the room'scenter. Destroy thedark gem and anexit opens to thenorth.

Follow thecorridor, fightingmer-gnorcs, andemerge in a roomwith a big lift.Jump onto abroken pillar, andfrom there ontothe lift.

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Upstairs, open alocked chest thatcontains anotherlight gem. Proceednorth.

Hit a floor trigger,go through a door,and you reenterfamiliar territory.Take a right toreach the lift thatleads back toCoastal Remains.

Coastal Remains… Again!Back at CoastalRemains, backtrackto the big centralarea withMoneybags' CoastalDepot (where youfirst entered thelevel). When you getthere, turn left andenter the firsttunnel (next to theone you came from).

You emerge on aledge overlooking alake. Severalmoving platformsslide back andforth over the lake.Jump fromplatform toplatform, until youreach anotherledge. Enter a caveand collect a bluedragon egg. Returnto the central area with Moneybags' Coastal Depot.

Buy tribolt ammoand flame bombs atMoneybags'Coastal Depot;then look for abroken red shellthat's actually atunnel entrance (tothe left ofMoneybags' shop).Take this tunnel.

The tunnel leads toa small clearing,where two smallhuts generateinfinite supplies ofpygmy cannibals.Horn dive the huts'tops to destroythem and to stopthe flow ofcannibals.

These platforms are hard to stay on. If you fall,swim back to the starting ledge and try again—but watch out

for schools of vicious piranhas. Stay away from them, and glide as much as possible if they attack.

Tip

If you have lots of gems, consider buying an extrahealth unit. This gives you a better margin for

error throughout the rest of the game.

Tip

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To the north is agate that requires20 light gems toopen. You havemore than enoughlight gems, so goinside.

Advancecautiously. Thereare several gnorcarchers on highledges in this place;they are the mostdangerous thinghere. Your best betis to hang back,locate them, andzap them with atribolt.

There's an egg thief with a white dragon egg runningaround in here. Charge him to make him cough up the egg.

At the back of thisarea, take the rocksteps up to a littlecavern thatcontains a lightgem. Collect thelight gem andreturn to the areawhere youdestroyed thecannibals' huts.

Take the southeasttunnel from thecannibal hut area.Jump over patchesof deadlyquicksand. Youemerge in an areawith two woodenplatforms(currently lowered),a high platform,and a high pole.

Pass this area andenter a place withragged windmills.Horn dive a groundtarget, then chargeback to theprevious area andjump up thewooden platforms(which have nowbeen temporarilyraised) and acrossto a wooden pole.

Use flame bombs if you run out of tribolts. Clearing the archers is your first priority; you're

pretty safe after they're gone.

Tip

Egg thieves are fast. Anticipate where they're goingand intercept them, rather than just chasing them.

Tip

The platforms sink back down after a short time, so be quick.

Caution

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From here, jump acrossa series of poles,avoiding the windmillblades. Collect a lightgem from a ledge at thefar end.

Take the nearbytunnel. Jump somequicksand. You arriveat the DomainDoorstep Remote ShopPad. Jump up ledgesand hop onto aseashell platform;activate an electricalswitch to cross a gap.

Jump off at theother end. Zap anelectrical switchbelow a seashellplatform to raise it.Then quickly jumponto anotherseashell platformwith a switchsitting on it. Zapthe switch and rideup. Jump acrossplatforms to reacha light gem on ahigh ledge.

Find anotherseashell platformthat takes you backacross the gap. Backon the other side,look for a massiveorange platformwith a built-in fan.Get on it andactivate it to rise toCloudy Domain.

Cloudy DomainCloudy Domain is a series of floating platforms. You must jump and glide with great skill to do well here.

LegendDark Gem

Light Gem

Dragon Egg

Ball Gadget Exit

Ball GadgetEntrance

Sgt. Byrd

Elder Titan

Floating Discs Tallest TowerRemote Shop Pad

Elevator TopRemote Shop Pad

Elder’s HomesteadRemote Shop Pad

Lift toCoastal Remains

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At the top, stock upon keys and triboltammo at theElevator TopRemote Shop Pad.Also, grab a lightgem from a lockedchest.

Follow the walkwayinto a building thathas a wall targetand a floor target.Activate both. Thisopens a door andturns a couple ofjets over behindyou, revealing moretargets.

Go back to those two jets you just turned over. Horn divethe northern one to drop a nearby platform.

Jump alongplatforms to thenorth and westuntil you reach asmall building.Unlock a lockedchest and grab anorange dragon egg.

Horn dive a groundtarget to drop afloating platform.Jump along a seriesof movingplatforms and graba light gem.

Make your wayback to theElevator TopRemote Shop Pad.

Go east. Hop acrossa pair of movingplatforms, fryingbirdmen as you go,until you reach aplatform with adark gem. Destroyit to activate a fan,causing an updraft.

Activate afirecracker on anearby platform toclaim some flamebombs. Then ridethe updraft to ahigher level.

Be careful when jumping on the blue ring-shapedplatforms. These turn white when you touch them, and then

disappear in a couple of seconds. Move quickly!

Tip

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At the walkway'send is a light gem.Zap the birdmenguarding it, thentake it.

Jump over to theElder's HomesteadRemote Shop Pad.Circle the platformand hit a wall targetto open the frontdoor. Thenbacktrack, goinside, and talk toElder Titan. Heteaches you how touse the wing shield.

Take the north exitfrom the Elder'shouse. Jump to aplatform to get ablue dragon egg.Use your wingshield to deflect aballoon-a-rang'sattack, destroyinghim in the process.

Jump a series ofrising platforms tocollect a light gem.Use your wingshield to defeatballoon-a-rangs asyou go.

Return to theElder's platform.From there,backtrack to thelevel's start, nearthe Elevator TopRemote Shop Pad.

Earlier, you turnedover a couple of jets here. Horn dive the target onthe southern jet.Make your wayacross platforms to the south, using your wingshield to deal withballoon-a-rangs.

When you seeplatforms to boththe east andsouthwest, pick thesouthwest one.Jump along floatingplatforms andspecial blue-ringedplatforms,maximizing yourflight time andavoiding enemies.Grab a light gem

from a platform in the map's southwest corner.

Watch out for small birdmen and remember to useyour wing shield. It works against birdmen projectiles too. Use

your tribolt to blast particularly pesky foes.

Tip

Big birdmen just try to get in your way,while the small ones shoot projectiles. The small ones

are definitely more dangerous.

Tip

There are chickens (fodder) on this higher level.Note

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Backtrack and takethe eastern path youignored a couplesteps ago. Followthe platforms eastuntil you see a bigsolid platform witha blue-ringedplatform below it.There's a bluedragon egg on theblue-ringedplatform.

Glide down to the blue-ringed platform, grab the dragonegg, and ride a moving lift up to the solid platform above.

Look around for apair of floatingdiscs. These are aspecial mode oftransportation;when you jump onone disc, the otherone circles aroundyou. By hoppingfrom one disc tothe other, you canslowly travel acrossthe map.

Get on the discsand slowly makeyour waysoutheast,destroying enemiesthat get in yourway. Proceed to abig platform.

Destroy an eggthief on thisplatform, andcollect his dragonegg. Locate anotherpair of floatingdiscs to theplatform'snortheast and geton them. Makeyour way north.

Get off on aplatform shapedlike a backward L.Jump to a largerplatform to thenorth, get insidethe building, andride the lift up.

Upstairs, get offthe lift and destroya dark gem tomake a bridgeappear to the east.Jump across to thebridge. You're nowby the TallestTower RemoteShop Pad.

Ride an updraft tothe tall tower's top.Hop off and talk toSgt. Byrd, whooffers someminigames.

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Sgt. Byrd Minigame:Cloudy Speedway 1

This minigame takes place in Cloudy Speedway,the most challenging of Byrd's minigame maps.Your task is to:• Fly through eight rings• Fly through eight time gates• Destroy eight turrets• Destroy eight balloon-a-rangs (floating gnorcs)• Destroy eight vulturesThis map is a complicated series of tubes andfloating islands. We recommend that you justexplore the map on your first few tries, ratherthan trying to win. Fly up high and look down atthe map from above. An understanding of theterrain helps you later.

The main difference between this map andprevious Sgt. Byrd maps is that turrets take theplace of targets. You must bomb these turrets(missiles don't work), which shoot back at you.Approach them from as high as possible and veerback and forth as you approach (to avoid gettingshot).

There are fuel barrels all over, so you can burnfuel whenever you want some extra speed.You must complete your tasks in 3:20.

You start in a tunnel.Fly through somerings and collect afuel barrel along theway. Complete therings, using boost tospeed up.

When you get the lastring, you've collectedeverything you needfrom the tunnels. Veerslightly left to exit thetunnel, and hit a timegate. Look forballoon-a-rangs upahead. Get them all at once; they're all in a line.

Sgt. Byrd Minigame:Cloudy Speedway 2

Once again, your mission goals are straight-forward:

• Fly through eight rings

• Fly through eight time gates

• Destroy eight turrets

• Destroy eight balloon-a-rangs (floating gnorcs)

• Destroy eight vultures

You have 3:00 to complete the minigame, whichis only 20 seconds less than before. But theplacement of your targets is much trickier, andyou've got only a couple of fuel barrels.

We'll give you a general plan of attack, but thisminigame is extremely tough. To beat it, you'llneed to try it several times—maybe lots oftimes—and then do a very clean, efficient runwhen you've got the location of everythingmemorized. Anything else will come up short. Sobe prepared to spend some effort on this one!

Scour the rest of themap. When you seevultures, target themand look for more.They all fly in thesame general area.

Turrets and time gatesare scattered aroundon flat surfaces. Getsome altitude and lookfor them; a few are uphigh, and you can seebetter from up thereanyway. When you'vemopped up everything, you win a dragon egg.

Sgt. Byrd Minigame:Cloudy Speedway 1 (continued)

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Back to Cloudy Domain

Follow a walkwayleading away fromSgt. Byrd onto atransparent floor.Notice the light gembelow you. You'llneed the wall kickability to get it.

The two remainingvultures are circlingbelow this structure.Blast them and thenlook for a line ofballoon-a-rangsnearby. Destroy thewhole line, detouring

to hit time gates and turrets as you go.

There are just a fewturrets and time gatesleft. Fly up anddestroy a turret atop abig, circular tower.Then fly lower,looking for the yellowglow of the time gatesand incoming shells from turrets. You win whenthe last target is destroyed.

Sgt. Byrd Minigame:Cloudy Speedway 2 (continued)

Generally speaking:

• Most of the rings are still in the tunnels. Thelast ring is outside the tunnels and placedhorizontally, so you have to fly straight up ordown through it.

• Six vultures circle the central area. The othertwo circle an outlying building. Destroy all thevultures in a particular area when you findthem, so you don't have to come back laterlooking for the last vulture.

• Turrets are placed high, low, and everywherein between. The toughest one to find is atop atall, circular tower.

• The balloon-a-rangs are all in a row again,though the row is looser and more spread outthan the last one.

• Time gates are generally on mid to low areas,often between sections of tunnel (but neveractually in a tunnel).

Start flying throughthe rings. When thetunnel opens up, dropa bomb on a turretbelow you and veerleft. Six vultures circlea big structure withopen bay doors.

Destroy all six, and then fly into the open baydoors and grab the fuel barrel.

Get back into thetunnels and starthitting more rings.After you get sevenrings, exit the tunnelagain. Fly straight upas you exit the tunnel,and cruise throughthe eighth ring.

Level out and veersomewhat left. Thesecond fuel barrel isbehind an outlyingstructure with acouple of turrets andtime gates. Hit theturrets and time gates,and grab the fuel.

Sgt. Byrd Minigame:Cloudy Speedway 2 (continued)

The ground target activates an updraft below thetransparent floor. When you get the wall kick ability, jump downto a nearby platform, ride the updraft, and get under the floor.

Tip

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Look for a bigplatform to thenorthwest with adark gem. Glideover there anddestroy the darkgem to raise a seriesof platformsleading northeastto a ball gadget.

Follow theplatforms to theball gadget and getinside.

If you take a lift downstairs and horn dive a trigger,platforms spring up that lead back to the Elder's platform.

Don't do that now, however.

Tip

Ball Gadget Minigame 1This time, the ball gadget isn't just a mode oftransportation: it's also a minigame. Reach theother end fast enough and you'll claim a dragon egg.

Remember that you can hop, hit the brakes, orspeed up by pressing different buttons. Speedingup at the right times is crucial if you want tocollect your reward.

Ball Gadget Minigame 2To reach this minigame, successfully completethe first one.

This time you have 1:20 to complete yourobjective. That's 20 seconds more than theprevious game. The reason: There's a detour earlyon in the track, which leads to a long section oftrack you didn't see before. You'll encountersome new obstacles this time around.

Hold down the speedboost button most ofthe time. Steer to avoidrolling balls andpinball-style bumpers.

Slow down (let up onthe speed button) asyou approach jumpramps (there are twojumps placed close toeach other).Otherwise you'll flyoff the track!

Try to speed throughbumpers, but if youhit them, several ofthem will drop.Navigate as quickly aspossible through thedropped bumpers.

If you reach the end inunder a minute, youcollect a dragon egg.

Ball Gadget Minigame 1 (continued)

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Back to Cloudy Domain

The ball gadgetdeposits you nearthe lift down toCoastal Remains.Ride downwhenever you'redone pokingaround in thislevel.

Back to Coastal RemainsMake your wayback past theragged windmillsto the small inter-section with thetwo cannibal huts.Take the south exitand go pastswinging seashellobstacles.

You emerge at a bigwatery area withplatforms. Glideover to a bigplatform anddestroy a dark gem.This makes newpillars and jumppoles appear allaround the area.

Hop along thejump poles, andthen jump acrossseveral platforms tocollect a pink-and-orange dragon egg.

If you fall, just go to the updraft. Ride it up and try again.

Tip

Shortly after thedetour, prepare forbumpers and jumpramps.

There are three jumpson this track, and youhave to go at regularspeed for all of them.Speed through most ofthe course, but slowdown before the jumpramps (or risk flyingoff the course).

A light gem is yourreward if youcomplete the track in time.

Ball Gadget Minigame 2 (continued)

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Get on the pillarwith the cannonon it. To do this,jump to theplatform where thedark gem was.From there, lookfor a strong door.Glide toward theupdraft near thatdoor, ride theupdraft to the top,and glide onto thecannon pillar.

Shoot the strongdoor with thecannon. Also,shoot variousstrong chestsaround the area.

Get back onto theupdraft near thebroken strong door.Ride it up, andglide through thebroken strong door.Run through atunnel withswinging shells.

You emerge on aledge overlooking a big new area.Destroy the darkgem here to raise pillars leading down.

Swim into the bay.Jump on ruins toreach a line offloating seashellplatforms. Jumpacross theplatforms to reacha tower and collecta green dragon egg.

Find a breakablewall on this area'swest edge. Break itand talk to a TurtleMother, who offersyou minigames.

Also notice a light gem hovering over a water wheel in the middle of the bay. You can't get that yet,

but remember it for later.

Tip

Turtle Mother Minigame 1

The Turtle Mother minigames are like thefarmer's minigames in Crocovile Swamp. Youcontrol a gun turret, and this time you defendturtle hatchlings instead of food.

The hatchlings start near you, and then movetoward the ocean. Shoot crabs and vulturesbefore they carry the hatchlings away. Ifhatchlings are taken, a red bar goes up. You loseif the red bar fills completely.

There are 20 hatchlings in this first wave. Youreceive a dragon egg for completing theminigame.

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Off to Ineptune's Lair

Return toMoneybags'Coastal Depot.Nearby is the darkgem force field.Approach it and itdrops. Go throughit and follow thetunnel, destroyingcrabs.

Turtle Mother Minigame 2

This time there are 27 turtles to protect and a lotmore critters to shoot. No question, this is atougher minigame than the last.

To win, you need a good deal of skill. There aretoo many enemies to shoot them all, so focus onthe ones that are an immediate threat to theturtles. Especially ignore crabs that are off on thesidelines. Vultures are a much bigger threat.

Keep your guns firing constantly. Follow theturtles as they move down the beach. Don't getdistracted shooting enemies off to the side.

You must be reallygood at leading thetarget. Focus onprotecting individualturtles, not justshooting randomenemies.

Target vultures first,crabs second. Vulturesare much faster andtherefore much moredangerous.

If a vulture or crabgrabs a turtle, shoot itto make it release theturtle. Remember tolead your target,especially if it's far away!

Turtle Mother Minigame 1 (continued)

Move your gun sightsin tight circles toeradicate groups ofenemies.

Ignore groups of crabson this area's sides.Only target a crabwhen it's convenientor when it makes adash for a turtle.

Turtle Mother Minigame 2 (continued)

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Boss Fight: Ineptune

You've entered a boss level called Watery Tomb.Your foe here is Ineptune, alarge mermaid with a bad disposition. See the sidebarfor tips on Ineptune'sabilities.

IneptuneIneptune has several attacks:

• Acid breath: Ineptune exhales a goutof acid breath, which blasts from side toside. Stand on the opposite side of theplatform to avoid this.

• Slime balls: Ineptune hurls one or two ballsof slime at you. Make sure you have room torun in one direction (left or right). Charge inthat direction as soon as the slime startsflying.

• Spinning turrets: Ineptune dives underwater,which causes one or more laser turrets to rise.They spin around and damage you if they hityou with their beams. Either hop over thebeams or stand atop the turrets while they'redoing their thing.

You can damage Ineptune by charging into herafter she uses her acid breath. Aim for hermassive belt buckle. You'll only get an oppor-tunity to charge her after the acid breath.

Like Gnasty Gnorc, Ineptune can sustain ninehits. There's a save point each time you've hit herthree times, so you don't have to start over at thebeginning if you get killed.

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Stay on theopposite side of thetriangular platformfrom Ineptune.You're out of rangeof her acid breathback here.

Charge in and hit her belt buckle after she uses her acidbreath.

When Ineptunedives underwater, alaser turret rises.Stand on the turretor hop each timethe laser beampasses. Later in thefight, two turretswill rise.

Ineptune uses slimeball attacks later inthe fight, so beprepared for them.Make sure you haveroom and chargeleft or right toavoid slime balls.

Keep avoidingattacks andcharging Ineptuneafter her acidbreath attack. Shefalls after youcharge her ninetimes. As a reward,you learn waterbreath.

On to the Icy Wilderness

When the fight iswon, make yourway out of theWatery Tomb. Toopen a gate on theway out, shoot awater wheel withyour new waterbreath. Back atCoastal Remains,feel free to look forlight gems ordragon eggs youmissed before.

When you're ready, get on the Professor's teleporter gadgetand activate it. Select Icy Wilderness and you're off to thenext realm!

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Coastal Remains Light Gems1. Reward from Otto the surfer after raising the lake's

water level twice.

2. On a ledge near Otto. Accessible after you raise thelake's water level twice.

3. Reward for Blink's second minigame.

4. In a ruined tower sticking out of the water, next to thelift to Sunken Ruins.

5. In a cave behind the gate that requires 20 light gems toopen.

6. On a platform near the ragged windmills. Horn dive aground target to raise platform that gives you access tothe gem.

7. South of the entrance to Cloudy Domain. Ride a seashellplatform to get there, and look for it on a high ledge.

8. Reward for the Turtle Mother's second minigame.

*9. Above a water wheel in thesouth central part of thelevel. Stand on a platformand use water breath to spinthe wheel. This raises theplatform and lets you grabthe gem.

Sunken Ruins Light Gems1. At the top of a room with several fans that create

thermals. Ride the thermals to the top. The light gem isin a locked chest.

2. In a locked chest near Lily the mermaid.

3. Behind a stained-glass window. Use an invincibilitygadget and swim a slime tunnel to grab it.

4. Reward for Sparx's second minigame.

5. Beyond a line of carved fish that shoot green flames.

6. In the slime tunnel connecting two southern rooms.Use invincibility to swim the tunnel.

7. In a locked chest in a circular room with four groundtargets, which you must hit to raise a statue. The lightgem is on the side of this room in a locked chest.

8. Just south of the level entrance, above a lift. The lightgem is in a locked chest on a high ledge.

Cloudy Domain Light Gems1. In a locked chest near the level entrance.

2. Hit a target near the level entrance to spin a pair of jets.The jets turn over, revealing more targets. Hit the targeton the northern jet to lower a platform and head for thelight gem.

3. Hit a target near the level entrance to spin a pair of jets,revealing more targets. Hit the target on the southernjet to lower a platform. Head southwest to collect thelight gem.

4. On the floating island directly west of Elder Titan'sisland, surrounded by birdmen.

5. Take the northern exit from Elder Titan's floatingisland. The light gem is on a platform out here.

6. Reward for Sgt. Byrd's second minigame.

7. Reward for second ball gadget minigame.

*8. Get on the tower top withSgt. Byrd. Follow thewalkway and look for a glassfloor. The light gem is belowthat floor. Hit a floor targetto start an updraft, then getdown below the light gem,ride the updraft, and wallkick to the gem.

Light Gems

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Coastal Remains Dragon Eggs1. Destroy a dark gem near Blink. Two paths appear to the

east. The northern one leads to the dragon egg.

2. Reward for Blink's first minigame.

3. Held by an egg thief, behind the door that requires 20light gems to open.

4. On a high platform in the southeast. Horn dive a floortarget to extend jump poles, then take the poles and aseries of platforms to reach the egg.

5. On a high tower near the Turtle Mother. Jump across aseries of seashell platforms to get there.

6. Reward for the Turtle Mother's first minigame.

7. A series of seashell platforms leads across a lake filledwith piranhas. Take the platforms to get the egg.

Sunken Ruins Dragon Eggs1. In a locked chest northwest of the level entrance, just

past a watery tunnel that you must swim through.

2. At the top of a room with several fans that createthermals. Ride the thermals to the top.

3. Reward for Sparx's first minigame.

4. In a locked chest near the fire-spouting stone fish.

5. In a locked chest in the southwest. The locked chest islocated on a high ledge, accessed through a complicatedseries of actions (see walkthrough for details).

*6. In the west-central part of thelevel is a room with an invin-cibility gadget and two red-hot, glowing pipes. Getinvincible and wall kick upthe red-hot pipes. The dragonegg is on a ledge up here.

Cloudy Domain Dragon Eggs1. Hit a target near the level entrance to spin a pair of jets.

The jets turn over, revealing more targets. Hit the targeton the northern jet to lower a platform. Take this pathto the dragon egg in a locked chest.

2. Go straight north from Elder Titan's homestead. Thedragon egg is sitting on a small platform.

3. Hit a target near the level entrance to spin a pair of jets.The jets turn over, revealing more targets. Hit the targeton the southern jet to lower a platform. Go south, theneast when you get the chance. Look for the dragon eggbeneath a big platform.

4. Held by an egg thief on a platform at the level'ssouthern edge.

5. Reward for the first Sgt. Byrd minigame.

6. Reward for first ball gadget minigame.

*7. Use the supercharge gadgetnear Elder Titan. Jump to aplatform to the south. Break astrong door and look in alocked chest.

Dragon Eggs

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PRIMA OFFICIAL GAME GUIDE

Main Walkthrough

You've made it to the third realm, Icy Wilderness. This is a rough placewith challenging obstacles. Fortunately, all the skills you learned in

previous realms will help you to succeed here.

Frostbite Village

LegendDark Gem

Light Gem

Dragon Egg

InvincibilityGadget

Eski-mole VillageRemote Shop Pad

95-Gem Gate

Peggy

Phil

TeleporterGadget

Dark GemForcefield

Blink

Icy CampRemote Shop Pad

SpyroCaptured

Hunter

Frosty Depot

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Icy Wilderness

After arriving in Frostbite Village, explore the central area.As usual, there's a shop (Frosty Depot) and a number of exits.

Talk to Phil thepenguin. Heexplains that youcan open the gatebehind him if youmanage to hit sixelectrical switches(using electricalbreath) in a shorttime period. Accepthis challenge andrace to hit all sixswitches.

Talk to Phil againafter you've hit allsix switches. Hetells you to look forhis wife, Peggy. Gothrough the gatebehind him.

You emerge near awater wheel. Dropdown to the ice.Peggy, a penguinon ice skates, ishere. Accept herminigames.

The switches appear when you accept the challenge.They are in the following areas:

• Right next to Phil• Above the frozen central

fountain• Behind the Professor's

teleporter gadget• Under an ice arch• Behind a section of fence• Behind an ice pillar, near a

strong door

Tip

Peggy Minigame:Iced TNT 1

This is another shooting game, like the farmer'sgame in Crocovile Swamp and the TurtleMother's game in Coastal Remains. Thedifference is that this time you're defendingyourself instead of someone else.

There are two enemy types: eski-moles andyeti. Eski-moles pop up out of holes in the ice.Yeti lumber in from offscreen. If you leave themaround long enough, eski-moles throw spearsand yeti throw explosive barrels. Shoot downspears and barrels in midair to save yourself from damage.

Every time an enemy hits you, a red barpartially fills in. The green bar fills in as youdestroy foes. Make sure the red bar never fills upall the way!

Eski-moles appearfirst. Target them asthey appear. Neverstop shooting!

The eski-moles stopshowing up, and yetiappear above you. Gunthem down.

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Back to Frostbite Village

Jump back up and shoot the water wheel with your waterbreath. This raises a wooden platform.

Finally, eski-moles popup again while yetiappear on the right.Split your attentionbetween the twoenemy types to win adragon egg.

Peggy Minigame:Iced TNT 1 (continued)

Peggy Minigame:Iced TNT 2

This minigame is harder than the first, becauseeski-moles and yeti appear at the same time forlonger periods, rather than one enemy typeshowing up by itself.

Use the little radar at the screen's bottom tolook for enemies. It's invaluable when bothenemy types are attacking simultaneously.

The key is to be alert and to realize when bothenemy types are attacking you at once. If you'refocused on eski-moles and don't realize that yetiare hammering you from above, for example, youlose health very quickly.

The round starts witheski-moles. But watchthe radar, because yetisoon show up on theledge overhead.

Switch back and forthbetween targeting yetiand eski-moles. Aftera break, the yetiappear from the right.Again, divide yourattention between yetiand eski-moles.

Finally, there'sanother short waveof yeti from theoverhead ledge. Gunthem down to collecta light gem.

Peggy Minigame:Iced TNT 2 (continued)

You can't double jump from ice—get onto the snowif you need to double jump. Also, you can't charge on ice;

you must walk at normal speed.

Note

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Jump from thewooden platform toa ledge that has aground target. Horndive the target toopen a gate, andthen jump on amoving platform.Glide over to a logcabin with a lightgem in front of it.Grab the light gem.

Drop back down to the ice and enter a cave mouth. Destroya dark gem in the cave. This opens a hole in the floor.

Drop through thehole and take out abunch of eski-moles pushing TNTcrates. (You canpush the TNTcrates with waterbreath or justsmack the eski-moles directly.)

Grab an orangedragon egg fromthe locked chestdown here. Thenreturn to theclearing withMoneybags' FrostyDepot.

Find a gate with aground target infront of it. Horndive the target andfollow the tunnelto a clearing (watchout for a giantsnowball)!

On this clearing'sother side, jump up to a ledge thathas a dark gem.Destroy it to stop a snow avalanche,revealing an alcove with Blinkthe Mole.

Talk to Blink andaccept hisminigames.

Blink Minigame:Snowed Under 1

This is a typical Blink minigame, in which youmust destroy five dark shards. However, the mapsize is different. There's a circular area at thestart, then a long tunnel (with various hazards)that leads to where most of the dark shards are.

There are a couple ways to approach this map.We clear out the closer area before going to thefarther one. This makes best use of your save pointsand ensures that you don't have to come back.

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Ahead is a long, stickyceiling with bonespiders crawling acrossit. Use your nightvision goggles to aimat eski-moles andcaterpillars on eachside of the stickyceiling. Shoot everything you can before gettingon the sticky ceiling.

Crawl across the stickyceiling. Avoid the bonespiders. Stop at thevarious side ledges andshoot eski-moles andcaterpillars on ledgesahead.

At the other end, getdown off the ceilingand break a dark shard.Then dig through awall. Bomb a breakablewall to the right, thengo through it anddestroy another darkshard (your third).

Back out of this areaand follow the mainpath. Shoot eski-molesas you go.

Up ahead, youencounter several setsof barrel-throwing yeti.Advance along thepath, destroying twomore dark shards andshooting the yeti fromoutside the barrels'path. You win when you destroy the fifth shard.

Blink Minigame:Snowed Under 1 (continued)

Slide down a ramp. Atthe base, note theclimbing walls butdon't climb them.Instead, veer left,avoiding tentacles.

Stay to your left,avoiding obstacles.Find a chamber filledwith eski-moles andskeletons. Shoot themfrom outside and thenenter.

Find a breakable wall.Bomb it and destroy adark shard on theother side.

Jump up the steps,destroying tentacles.At the top, jump downto an ice float and hopacross to dry land.Return to the climbingwalls you saw earlierand bounce upstairs.

Destroy an ice walland jump across aseries of platforms,avoiding swingingblades.

Blink Minigame:Snowed Under 1 (continued)

You can't shoot the bone spiders, soavoid them (they won't chase you). They travel infixed patterns, never adjusting their course. If you

watch their patterns for a while, you easily get across.

Tip

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Blink Minigame:Snowed Under 2

Follow the same game plan in this minigame asyou did last time. However, there are 10 darkshards instead of five.

As before, explore thelower level first.There's a dark shardon a ledge in the firstroom (with the traps,skeletons, and eski-moles). Destroy it andthe dark shard thatwas down here last time. Go to the climbingwalls and jump up them.

Upstairs, there’s a darkshard before you reachthe swinging blades.Destroy it and advanceto the sticky ceilingwith the bone spiders.There's another darkshard just before thesticky ceiling; destroy it.

Shoot enemies andadvance along thesticky ceiling,avoiding bone spidersand hopping off at thevarious waypoints toshoot more foes.

Destroy the dark shardat the sticky ceiling'send, then tunnelthrough the wall. Blowup the destructible wallon the other side, anddetonate the dark shardbehind it (that's six).

Climb up the steps. Atthe top, destroy mineson floating platforms,and jump up theplatforms to destroy anew shard. You'vedestroyed seven ofthem now.

Destroy eski-moles andproceed down thetunnel, blowing up adark shard in thecorridor's middle.

Follow the corridor tofind the remaining twoshards. Destroy themto collect a light gem.

Blink Minigame:Snowed Under 2 (continued)

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Back to Frostbite Village

Exit Blink's alcoveand jump up ledgesin the middle ofthis snowy area.Horn dive a groundtarget to open a gate.

Jump up moreplatforms. Go tothe tunnel leadingdue east from thisarea (avoid thefalling snowballs).Follow the tunnel.

Drop to the new area's bottom. There's an egg thief downhere; charge him to collect a white dragon egg.

Ride an updraftback to the higherlevel. Jumpplatforms to reachthe clearing'sother side. Collecta light gem from asmall cave.

Return west to thebig area where youfound Blink. Jumpup the platformsand enter thetunnel to the south.Jump across achasm withswinging logs; veerin midair to avoidthe second log.

You arrive at aclearing with theIcy Camp RemoteShop Pad. Notice thewall kick surfaceshere (you can'tclimb them yet).

Go through thisarea and enter atunnel to thesouth. Follow ituntil a movie plays,in which Spyro istaken prisoner byRed's woollymammothhenchman. Younow assumecontrol of Hunter.

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Move south andtalk to Bentley theyeti. He asks you toclear out the evilyeti from his lair.

Take a left. Climbup the climbablewall to the yeti lair.Inside, take downyeti with your bowand arrows.

You are Hunter for this entire level.Gloomy Glacier

LegendDark Gem

Light Gem

Dragon Egg

Sparx

To Ice Citadel

Collapsing Bridge

Breakable Wall

Breakable Wall

Breakable Wall

Bentley

From Frostbite Village

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Grab an explosivearrow from theground. Shoot opena strong chest withit to receive twomore explosivearrows.

Keep exploring. Grab a pink dragon egg from a locked chestin a yeti's bedroom. Get an explosive arrow from theadjacent bedroom.

Shoot a strongchest to grab a key.You can also shoota destructible wallbehind the chest,but it just leadsback to where youalready were.

Backtrack toBentley (you mustjump over thewater spill on theway out of the yeticave). Talk to him.He gives you a lightgem and opens thegate behind him.

Go through thegate. Beyond is acave with a pair ofswinging hammers.Avoiding thehammers, stomp onfour floor targets tounlock a gate at thefar end. Go throughthe gate.

Move ahead to acavern that has alight gem in themiddle. Grab it.Gates close, lockingyou in, and awizard appears.

You cannot hurtthe wizard. Hesummonsskeletons; defeat 12of his skeletons tomake himdisappear andunlock the gates.

If you lack picks for the locked chests, come backlater when you have them.

Note

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Take the exit onthe far wall. Unlocka locked chest inthe hallway,scoring a pink-and-orange dragon egg.

Jump across adangerous series ofpillars, avoiding agiant snowball,swinging blades,and falling rocks.Shoot out adestructible wallwith an explosivearrow, and grab apink dragon eggfrom behind it.

Keep moving. When you see a target in the distance, shoot itwith an arrow (and also shoot a yeti and eski-moles). Thisraises another platform. Take it.

Advance to acavern withcircling bats; gundown a yeti alongthe way. Standback and shoot thebats with arrows,starting with theones hanging onthe ceiling. Takeout the yeti on theother side too.

Jump across thecrumblingplatform to thecavern's other side.Locate a snowball-throwing yetibehind adestructible wallshaped like fangs.Destroy the wallwith an explosivearrow, and thentake out the yeti.Collect a light gemback there.

Move to a massivecavern withskeletal bridges.Shoot a barrel-rolling yeti, andthen look forcrumblingplatforms leadingdown under thebridge. Go downthere to grab agreen dragon egg.

Wait for thecrumblingplatforms to re-form themselves.Then get back upand follow theskeletal bridge towhere the yeti was.Shoot some bats(and another yeti)above the bridge'snext section beforeadvancing.

Bats fly at you if you get too close. It's safest tostand back and pick them off while they circle, but it's fastest to get close to them and pick them off as they

fly toward you. Either technique works.

Tip

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When the bats aregone, run forwardbut be prepared tojump as the middlesection of bridgecollapses.

Smack a skeleton,shoot another yeti,and jump acrossanother gap in thebridge to reach thiscavern's end.

In the next cavern,jump a gap andleap up somecrumblingplatforms. Veerright, smack a yeti,and take a lightgem from theledge.

When thecrumblingplatform remateri-alizes, jump alongthe series ofplatforms, onto agiant, curved,spinning platform.

Jump to the nextspinning platform,timing your jumpto avoid fallingrocks. From here,target a yeti.

Jump to the thirdspinning platform,then to a ledgewith an orangedragon egg.

Move along to a sign, where Sparx offers you minigames.

Aim for the middle of the spinning platform.Tip

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Back to Gloomy Glacier

Move to a ledgeoverlooking achasm. To the left isa climbing wall; tothe right is askeletal bridge.Shoot a yeti andtake a movingplatform to theskeletal bridge.

Jump up severalcrumblingplatforms to a highledge with a light gem.

Backtrack and geton the climbingwall. Wait near thewall's bottom andwatch a bonespider's movementpattern beforeheading right.

Pass a second bonespider and get off atthe climbing wall'sother end. Turnaround and facethe chasm. Shoot ayeti, then shoot thetarget behind him.This opens a gateabove the climbing wall.

Sparx Minigame:Frosty Flight 1

This minigame is not particularly tough. Thereare the usual blue and yellow moths, plus spidersup high. You don't have to worry about openingand closing doors this time.

Dodge anything thatgets too close.

Spiders are your mainthreat. Shoot themearly, or use missileson them. Your rewardis a dragon egg.

Sparx Minigame:Frosty Flight 2

This minigame is much like the last one, butwith the addition of eski-moles and yeti on theground. Fly low and take out these groundtargets, and spiders, as soon as possible.

Yeti can take more of a beating than anyother foe, so shoot them early and often.

Scan ahead for eski-moles—there are lotsof them. Watch forthem as you roundcorners, and makegunning them down atlong range a priority.

Complete thisminigame to collect alight gem.

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Get back on the climbing wall and climb up to the gate youjust opened. Collect a light gem up there, and then climbback to the right.

At the climbingwall's end, duckinto a tunnel. Runacross a collapsingfloor, avoidingtraps, and collect alight gem in thetunnel.

Just past the lightgem, a movie plays.Gloomy Glacier iscomplete.

Ice Citadel

LegendDark Gem

Light Gem

Dragon Egg

To Frostbite Village

Slippery Ramp

Sgt. Byrd

Royal ChamberRemote Shop Pad

Ice Princess

FromGloomy Glacier

Cool CourtyardRemote Shop Pad

Elder Astor

Supercharge CentralRemote Shop Pad

SuperchargeGadget

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Now you're Spyro again. Follow the corridor to the CoolCourtyard Remote Shop Pad.

Explore this area.In a western corneris a boiler. Breatheyour flame breathinto the boiler toignite it.

Back near theremote shop pad,ride up severalmoving platformsto a ledge. Fromhere, ride moreplatforms up to alight gem above thecavern's center.

Drop back down tothe ledge and lookfor a water wheelby a barred door.Shoot the wheelwith water breathto unbar the door.Go inside.

Follow the corridor.Find a locked doorwith a floor targetin front of it. Horndive the target toopen the door.

Head to anotherextinguishedboiler. Ignite itwith flame breath,then horn dive afloor target to opena door. Move on.

At the nextcorridor's end, turnleft and smash abreakable wall.Collect an orangedragon egg from alocked chestbehind the wall.

Advance to acircular room thatcontains a darkgem. Destroy it andthe floor collapses.You fall into ElderAstor's chamber; heteaches you how towall kick.

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Wall kick up aspecial wall inAstor's room.Upstairs, get a lightgem from a lockedchest in thecorridor.

Proceed to an openarea containingthe SuperchargeCentral RemoteShop Pad. Nearbyis a superchargegadget. You shouldhave about 60 lightgems if you'vebeen following thewalkthrough—you

need only 40 to use the supercharge gadget.

Use the super-charge gadget.Smash the strongdoor in front ofyou, jump over agap, and charge upthe slime-filledtunnel.

At the slime slide'stop, jump across toa pillar with a darkgem. Destroy thedark gem to revealanother slimetunnel.

There's anothersupercharge gadgetup here. Run acrossit, then jump intothe slime tunnelyou just revealed(avoid the gap atthe tunnelentrance). Run tothe top to collect apink dragon egg.

Take the easttunnel out of thisarea. Follow it to aclearing with an iceelemental and along slippery rampthat you need asupercharge to getup. Destroy the iceelemental.

Sgt. Byrd is in this area. Talk to him to initiate hisminigames.

You can also destroy the nearby strong chests while you're supercharged.

Tip

You can't run against the slime current unless you're supercharged. If you run out of juice, slide

back down and try again.

Note

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Sgt. Byrd Minigame:Iceberg Acrobatics 1

This level, Iceberg Acrobatics, is easier than thelast Sgt. Byrd level. You'll find the map fairlysimple to navigate.

Your task is to:• Fly through eight rings• Fly through eight time gates• Shoot eight yeti (with missiles or bombs)• Shoot four gem thieves (with missiles)• Shoot eight albatross (with missiles)

You have two minutes to complete thismission: plenty of time.

As you take off, veerslightly right, towardthe lighthouse. Circleit, destroying at leastsix albatross.

Veer right and you seethe line of rings. Flythrough the rings,collecting a fuel barrelas you go.

Complete the ringsand veer right. Duckinto the tunnel thatcuts through thecentral island. You hita couple of time gateshere and possiblyencounter albatrossyou missed earlier.

Fly low over the mainisland, shooting yetiand gem thieves andhitting time gates.

A gem thief, time gate,and yeti are positionedon the island's highestpart (above the centraltunnel). Fly up thereto finish off themission and collect apurple dragon egg.

Sgt. Byrd Minigame:Iceberg Acrobatics 2

You must now complete the same goals in 1:30,with a slightly different placement of yourobjectives. This is hard but not impossible.• The albatross now fly circles through the

central island's tunnel loop, then emerge andfly around the island's back. They are yourbiggest challenge; it's easy to miss one or twoof them and get stuck looking for them as timeruns out.

• The rings are more or less where they werebefore.

• Two yeti are inside the central cavern (whichyou reach via the tunnel); two more areperched on the lighthouse. The rest are on thecentral island in easy-to-see-locations.

• One gem thief is on top of the central island'shighest ridge. The rest are running around thecentral island's low areas.

• Time gates are scattered around the island,including the entrances to the tunnel loop.

You start out pointedtoward a fuel barrel.Cruise toward it andthen enter the island's central tunnelloop, shootingalbatross. Follow thealbatross rather thanflying at them.

Get the two yeti in thecentral cavern andclean up morealbatross.

Get back outside andtake down the two yetion the lighthouse.Then run the eightrings, using turboboost to move quickly.

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Back to the Ice Citadel

Ignore the strongdoor and the icyramp for now. Exitthrough this area'ssouth end. Horndive a groundtarget to open adoor, and enter acircular room witha boiler in themiddle.

After slaying enemies, light the boiler with your flamebreath to collect a light gem.

Jump on a metalcrate and into atunnel leading outof this boilerroom. Follow thepath to an alcovewith anotherboiler. Light it andmove on.

Advance to theRoyal ChamberRemote Shop Pad.Talk to the IcePrincess, who asksyou to ignite all theboilers in the level.

Follow the opendoorway to thePrincess' right.When you enter aclearing, turn rightand destroy a darkgem. This reveals acannon in theclearing's center.

Shoot open twostrong doors withthe cannon: onecircular door andone diamond-shaped door. Gothrough thediamond-shapedopening you justshot open. Take alift to the top of ashort tower andjump to grab apurple dragon egg.

Look for anyremaining albatross asyou fly the rings. Thenfly over the centralisland's top, shootinga gem thief. Settledown into the centralisland's main part andget the rest of your targets. Your victory prize is alight gem.

Sgt. Byrd Minigame:Iceberg Acrobatics 2 (continued)

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From up here, jumpdown to anotherledge and glide towhere the circularstrong door was.Grab a light gemfrom here.

Look for adiamond-shapeddoor in the area'snorthwest corner(not the diamond-shaped door to thesouth). Jump into atunnel and followit to another boilerroom. Ignite theboiler to collect alight gem.

Return to theclearing with thecannon. Take thediamond-shapeddoor that leadsdue south out ofthis area. In thenext clearing, turnright and jumpacross a couple ofslow-moving jump poles.

Grab a yellowdragon egg from aledge. Then hop ona floating platform,zap an electricalswitch, and rideacross to a ledgewith a dark gem.

Destroy the darkgem to pop up abridge to the east.Take it, smackdown some gnorcs,and zap anelectrical switch toopen a door.

The door leads backto the chamberwith the IcePrincess. Nowyou've ignited allthe boilers, so talkto her and collectyour reward: a light gem.

Backtrack to theclearing with Sgt.Byrd, the strongdoor, and the bigicy slope.

Look up to see a big lift moving up and down. Itleads back to the level entrance, but don't take it right now.

Wait for the poles to slide to spots where you canreach them. The second pole needs to be slightly lower

than the first one before you jump.

Tip

Note

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West of thisclearing, near theSuperchargeCentral RemoteShop Pad, is asuperchargegadget. Get super-charged, thencharge back hereand break open thestrong door. Grabthe pink dragonegg behind it.

Return to thesuperchargegadget, get super-charged, and thencharge back to theclearing. Dash upthe slippery slope.

Break a dark gem atthe slope's top. Thislowers adrawbridge.

Cross thedrawbridge. Nearthe DrawbridgeDrop-Off RemoteShop Pad, smack anegg thief to collect awhite dragon egg.Horn dive a groundtarget to open adoor. Take the door.

Return to Frostbite Village

This tunnel leads you back to Frostbite Village. Run across asupercharge gadget and charge forward, destroying strongchests and a strong door.

You emerge in asmall clearing thathas a light gem.Grab it and veerright. Destroyanother strongdoor. There'sanother super-charge gadgetbehind it.

Refresh your super-charge and chargeahead. Breakanother strongdoor, and you'reback in the clearingwith the Professor'steleporter gadgetand Moneybags'Frosty Depot—you're at the level's start.

You've broken onestrong door in thisclearing, but there'sstill one left in thenortheast corner.Use the superchargegadget in thetunnel you justemerged from, anddash over to breakthat strong door.

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Pass a few obstacles. Destroy a dark gem next to the Eski-mole Village Remote Shop Pad. This uncovers and raises acannon.

Wall kick up somewooden wallsnearby. From here,drop down to thecannon and shootout two strongdoors.

Enter the lower ofthe two doors youjust blew open.Follow a tunnel to alake of deadly icywater. Wait foricicles to drop fromthe ceiling, thenjump across two ofthem to a platformto the right.

Grab a pink-and-orange dragon eggfrom a lockedchest. Then jumpon two more fallenicicles to reach aledge with a dark gem.

Destroy the darkgem to open acavern behind you.Enter it. Destroy aneski-mole igloo andhop up some polesto grab a light gem.

Exit this area andmake your waysouth to the IcyCamp Remote ShopPad. Notice thewall-kick areas tothe west and east ofthis clearing.

Wall kick up thewestern walls butbe careful; there arefalling icicles.Watch for them,then climbimmediately afterthey fall. At thetop, horn dive aground target toraise a cannon inthis area's center.

Notice the locked door that requires 95 light gems toopen. You can't get in there for quite a while.

Don't try to use more than two icicles at a time,because they sink quickly. Get across in as few hops as possible.

Tip

Note

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Jump to the cannon and shoot out a strong door. Wall kickover to the newly opened doorway and go through.

From the cannonperch, look for aspot with abreakable wall.Glide down therefrom the cannon,break the wall, and collect adragon egg.

Go through thestrong door you justshot open. Youemerge in an icycavern with acentral pillar and adark gem to oneside. Snowballsconstantly fall froma hole in theopposite wall.Destroy the dark

gem to make three platforms move around the central pillar.

The three movingplatforms you justtriggered are atdifferent heights.Jump from a lowwooden platformonto the lowestone, and fromthere onto themiddle one. Thenjump from themiddle one to ahigh ledge on theopposite wall; from there, jump to the top platform, andthen to the central pillar to collect a light gem.

Backtrack to thearea with the IcyCamp Remote ShopPad. Take thesouthwest exitfrom this area, andfollow the tunnelwhere Spyro waswaylaid by thewoolly mammothearlier. Grab a lightgem down here.

Return to thecentral area withthe Professor'steleporter gadgetand the FrostyDepot. Approachthe dark gem forcefield. It opens sinceyou've destroyed allthe dark gems inthe Icy Wilderness.

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Boss Fight: RedFollow the path behind the dark gem force field to reach Red's chamber.

Red is the most formidable enemy you've faced so far. Expect to put some time in here, learning hismoves. You may have to try this fight several times to getthe hang of it.

RedRed has a variety of attacks, and he uses different ones atdifferent times. His attacks include:

• Ice wand: Red fires one, two, or three frosty shards fromhis ice wand, which freeze Spyro on contact and deal onepoint of damage.

• Critters: Red summons a pack of critters that run afteryou. Flame them.

• Fire breath: Red attacks with a blast of flaming breath. Runsideways to avoid it.

• Prolonged ice blast: Red sweeps his ice wand counter-clockwise, firing a continuous stream. Run counterclockwise,staying ahead of the stream and just out of reach of Red's tail.

• Electric beams: Red flies up into the air. Electric beams sweepthe arena. Jump over the beams each time they pass. They firstgo one way, then the other. They also move at different speeds,depending on the direction they go.

• Boulders: Red causes boulders to fall. Keep moving to one side and watch forthe shadows of falling boulders. Don't stand still or reverse your direction.

• Floor burn: Not really an attack. Red shoots a fireball that eats away at thearena's edges, forcing you to move closer toward him.

• Tail whip: Avoid getting too close to Red, or he spins around and smacksyou off the arena with his tail. Always try to stay outside the reach of his tail.

Red fires the ice wand a lot, so learn how to avoid it. One method is to standfar away from Red, motionless. When he fires the wand, briefly tap the stickleft or right and then release it. This moves you slightly to the side, so youavoid a direct shot. Don't move too much, or you run into a double-shot ortriple-shot. The key is to move just enough to avoid a shard coming right atyou. If you want to be more proactive, though, you can also use your flamebreath on the ice blasts to keep them at bay!

At certain points in the fight, explosive boxes appear around Red. Use yourwater breath to push the boxes into Red and damage him. This is the only wayto inflict damage on Red.

The fight takes place in three rounds. Round 1 takes place until you'vedamaged Red three times; Round 2 continues until you damage him threemore times. Finally, Round 3 lasts until the fight's end. We describe eachround in detail.

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Round 1 begins. Redstarts by shooting hisice wand several times.Each time he shootsthe wand, moveslightly left or right toavoid the ice shards.

Eventually Red stopsshooting. Cratesappear around him.Switch to water breathand push crates intoRed, damaging him. Ifyou're lucky, you canpush a couple intohim. But it's OK if youjust get him with one.

Round 1 keepsrepeating (Red shootshis ice wand, thenexplosive boxes appear,then back to the icewand, then the boxes,etc.) until you hit Redwith three crates. Atthat point, Red talks toyou for a while. Whenhe's done talking, youenter Round 2.

In Round 2, Red summons a pack of critters. While theychase you, he alsocauses falling bouldersto drop. Pick adirection and runcircles around Red.Every once in a while,whip around in a circlewith your flame breathto scorch the closestcritters.

When all critters aregone, Red goes back toshooting his ice wand.Avoid it just like youdid before. Thenexplosive boxesappear. Switch towater breath andshove them into Red.

You probably can't hitRed with more thanone box each time.That's OK. Round 2repeats (critters andboulders, the ice wand,and then explosiveboxes) until you hitRed three times. Atthat point, Red talks toyou again, and youenter Round 3.

Round 3 starts with afloor burn, whichshrinks the arena floorsomewhat. Runcounterclockwisearound Red while hedoes this, staying justoutside the range ofhis tail.

Next comes aprolonged ice blast asRed rebuilds theplatform, though hesometimes throws in alittle fire breath beforeor after the ice blast.Just keep runningcounterclockwisearound Red, outsidethe range of his tail.

Red now flies up, andlaser turrets appear inthe arena's center. Theyspin around; jump overthe laser beams eachtime they pass. Standstill and concentrateon timing your jumps.You cannot doublejump from the slickarena floor, so youmust be precise.

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The turrets stop.Then they comeback again andrevolve in theopposite direction.Again, hop thebeams and noticethat they're movinga lot slower thistime. The speedchange takes somegetting used to.

Now Red dropsdown, causing abrief session offalling boulders,and starts using hisice wand. As usual,very smallmovements willallow you to avoidthe ice shards.

Eventually theexplosive boxesappear. Use waterbreath to push oneinto Red.

Round 3 keepsrepeating (floorburn, prolonged iceblast, turrets,boulders, ice wand,explosive boxes)until you hit Redanother three times.It's a fairly toughround, so expect tospend some timemastering this part.

After you hit Redthree times withexplosive crates,you win the battle.Red flies off, andyou receive yourfinal breath type:ice breath.

Follow the tunnelto exit the lair.When you reach anarea with steam jetscoming out of thewalls, use your newice breath to freezethe jets into poles.Then pole jumpacross them.

Make your wayalong the poles.Don't linger on thefrozen water jetstoo long, as theyeventually melt.Sometimes youhave to doubleback in order to goforward.

Icy Wilderness Once Again

Horn dive a floortarget to open adoor leading backto Icy Wilderness'central area. Gostand on theProfessor'steleporter gadget,and beam off to thenext realm:Volcanic Isle.

If you're fast, you can push two boxes into Red. Afterblasting the first one into his back, run for the one he's not

looking at, because he incinerates the box he's looking at first.

Tip

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Frostbite Village Light Gems1. Reward for Peggy's second minigame.

2. Use water breath on the water wheel near Peggy to raisea platform. Use it to reach a moving platform, and ridethat platform to the light gem.

3. Reward for Blink's second minigame.

4. In a cave south of the egg thief (in the map's southeast part).

5. There's a strong door on the clearing's west edge withthe Professor's teleporter gadget. The light gem isbehind that strong door.

6. Go east from Eski-mole Village Remote Shop Pad. Find aplace where huge icicles drop into a frozen lake. Jumpacross fallen icicles, destroy a dark gem, and collect thelight gem from a cave.

7. Destroy a dark gem in a big cavern with fallingsnowballs. This causes three platforms at variousheights to circle a central pillar. Jump up theseplatforms to grab the light gem from the pillar.

8. Return to the place where Spyro got waylaid by thewoolly mammoth. The mammoth is gone now, and youcan go a little farther to collect a light gem (and redothe Hunter level if you want to).

*9. Go through the locked gatethat requires 95 light gems.Locate an invincibilitygadget back here and standby it. Look for a series ofsmall, floating platforms.Jump across them to reachthe light gem.

Gloomy Glacier Light Gems1. Reward from Bentley for destroying the evil yeti.

2. On a platform in the wizard's chamber.

3. Behind a destructible wall shaped like fangs. There'salso a yeti behind the wall.

4. On a ledge with a yeti, right before the three spinningplatforms.

5. Reward for Sparx's second minigame.

6. Jump on a skeletal bridge near the level end (where youfind Spyro). Jump up crumbling platforms from theskeletal bridge to grab a light gem.

7. Above the climbing wall near the level end. You mustshoot a distant target with an arrow to drop a gate,which gives access to the light gem.

8. At the level's end, just before you encounter Spyro.

Ice Citadel Light Gems1. In a boiler, which is located in a corner of the same

cavern as the Cool Courtyard Remote Shop Pad. Lightthe boiler with fire breath to claim the light gem.

2. On a floating platform above the water wheel, near theCool Courtyard Remote Shop Pad.

3. In a locked chest near Elder Astor.

4. Reward for Sgt. Byrd's second minigame.

5. In a boiler located in a circular room southeast of Sgt.Byrd. Ignite the boiler to collect the gem.

6. Behind a circular strong door, in the general vicinity ofthe Ice Princess. Shoot the strong door with a cannon.

7. In the last boiler you can ignite. Located in a circularroom west of the aforementioned cannon. Light theboiler to claim the gem.

8. Reward from the Ice Princess for igniting all of theboilers.

Light Gems

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Frostbite Village Dragon Eggs1. Reward for Peggy's first minigame.

2. From a locked chest below Peggy, past several eski-moles pushing TNT crates. Break a dark gem to getdown there.

3. Reward for Blink's first minigame.

4. From an egg thief in the level's southeast part.

5. Find the icy lake with huge icicles falling into it. Jumpacross the fallen icicles to reach a locked chest thatcontains a dragon egg.

6. There's a cannon near the Icy Camp Remote Shop Pad.From the cannon perch, look for a breakable wall. Glidedown and break the wall to get the dragon egg.

*7. Go through the locked gatethat requires 95 light gems.There's a dragon egg in alocked chest, sitting on aledge back here.

Gloomy Glacier Dragon Eggs1. In a locked chest in a yeti's bedroom.

2. In a locked chest, south of the room where the wizardsummons skeletons.

3. Near a series of pillars with swinging blades and fallingrocks between them. Look for a destructible wall; thedragon egg is behind the wall.

4. Underneath the first skeletal bridge. Look forcrumbling platforms leading down beneath the bridge.

5. Just past the third long, spinning platform (near Sparx).

6. Reward for Sparx's first minigame.

Ice Citadel Dragon Eggs1. Behind a breakable wall, in a corridor northwest of

Elder Astor's chamber.

2. Above the clearing with the Supercharge CentralRemote Shop Pad. You must use supercharge to getupstairs, then destroy a dark gem to reveal a tunnel,and then supercharge again to climb the tunnel.

3. Reward for Sgt. Byrd's first minigame.

4. Go west of the Ice Princess and find a clearing with acannon in the center. Shoot out a strong door with thecannon and ride a lift behind the door to get the egg.

5. At the level's south-central edge. Jump a series ofmoving jump poles to reach it.

6. Behind a strong door, which is located next to theslippery slope (the one you can't run up unless supercharged).

7. Held by an egg thief near the northeast level exit.

Dragon Eggs

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PRIMA OFFICIAL GAME GUIDE

Main Walkthrough

Volcanic Isle is the final realm, and as you might expect, it's pretty tough.Read on for tips on making your way through it.

This walkthrough guides you to every light gem and dragon egg, so if you follow it closely, you will accomplish all tasks in this realm. However, you still must go back and revisit some earlier

realms if you want to collect all the light gems and dragon eggs in the game.

Stormy Beach

LegendDark Gem

Light Gem

Dragon Egg

To Molten Mount

Wally

Teleporter Gadget

Stormy Depot

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Volcanic Isle

Jump into the water and swim west. Take a tunnel that leadsinto this level's western half.

Go to this area'snorthern edge.Locate a series ofplatforms along thewall. Jump up theseplatforms to collecta light gem.

Return to thelevel's eastern half.Beneath the dockthat Moneybags'Stormy Depot sitsupon, look for anegg thief. Chargehim to grab adragon egg.

Jump up on a dockto the east andlocate Wally theWalrus. He offersyou someminigames.

Wally Minigame:Storming the Beach 1

This is another shooting minigame, like the onesoffered by the Turtle Mother and Peggy thepenguin. Your task is to destroy 60 gnorcs (ofassorted shapes and sizes) as they run towardyou. You fail if you let too many through.

The gnorcs emerge from several openings atonce, so you must move back and forth quickly.

Don't get locked in onone side of the screen.Keep moving from sideto side.

Instead of focusing ondistant gnorcs, sweepyour guns over thearea close to you,where they converge.

Destroy enoughgnorcs and you scorea dragon egg.

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Back to Stormy Beach

Look for someyellow crates to the right ofMoneybags' shop.Jump up the crates,then onto the edgeof a ship. Fromthere, jump ontosome sails.

Jump across the sails to a tunnel entrance at the map's northedge. Go inside and follow the tunnel to the west.

You emerge in acavern withwooden platformssliding across theceiling. Look for atunnel exit to thenorth, and take it.

There's a dark gem in this tunnel. Destroy it and jumpplatforms across a lava pool.

Wally Minigame:Storming the Beach 2

This game is just like the last one, but this timeyou must destroy 75 gnorcs.

The key is to focus your guns on the screen'slower half, where the gnorcs are closest to you(and bunched closest together). Sweep back andforth quickly and lead your targets. It may take acouple of tries, but it's definitely doable.

Fire constantly. Don'twait to see the resultsof your shots; keepmoving!

You will let a numberof gnorcs pass, but ifyou're skillful, you'll fillup your green bar firstand collect a light gem.

The sliding platforms lead to a locked chest withgems in it. You can open it or skip it.

Tip

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Keep following thetunnel. You emergein the southernpart of MoltenMount.

Lava appears on bothsides as you proceednorth. When you reacha supercharge gadget,hop east along a set ofplatforms in the lava.

Molten Mount

Fire imps and fire birds are common enemies in thislevel. Water breath and ice breath both work against fiery foes. Water

breath has a longer range, while ice breath affects a wider area.

Tip

LegendDark Gem

Light Gem

Dragon Egg

Destroyed VillageRemote Shop Pad

Teena

Breakable Walls

To MagmaFalls Top

Lumber StorageRemote Shop Pad

Invincibility Gadget

Collapsed BridgeRemote Shop Pad

Sgt. Byrd

To Stormy Beach

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Climb a set of cruderock steps and hopacross some lava.Look for Teena, alaughing hyena,near the DestroyedVillage RemoteShop Pad. Talk toher. She asks you todestroy four nearbyrock monsters.

Destroy the fourrock monsters. Seethe tip for details.

Return to Teenaafter destroying allfour rock monsters.You collect a yellowdragon egg as areward.

Move west, toward a dark gem. Destroy it to raise a bridgethat leads farther west. Take the bridge.

An evil magicianappears andconjures fire imps.Use your waterbreath to destroythem as you go.Jump across somemoving platformsand collect anorange dragon eggfrom the ground.

Keep taking themoving platforms,destroying fire impswith water breathas you go. Whenyou destroy theninth imp, themagiciandisappears.

Grab a light gemfrom a locked chestat the end of themoving platforms.Nearby is Sgt. Byrd.Talk to him to playhis minigames.

To destroy a rock monster, you must push it over theedge of a platform. Get close enough for it to attack, then back

off to avoid the shockwave and quickly charge the monster.Repeat this until you've driven it off the platform's edge.

Tip

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Sgt. Byrd Minigame:Lava Palaver 1

This mission gives you three minutes in which to:

• Fly through eight rings

• Fly through eight time gates

• Destroy eight targets

• Destroy eight gnorcs

• Destroy eight fire birds

You won't need much strategy for this one. TheSgt. Byrd minigames in Cloudy Domain weretougher than this map, because the terrain wasso complex and hard to navigate. This map iscomparatively simple, with a central volcanicisland, some outlying rocks, and some parallelwalls of rock on one side of the island. The key isto check both sides of each rock formation.

You start out with the rings in front ofyou. Fly through themand get them out ofthe way.

Now hit a couple oftime gates and look forfire birds. They're allflying in the samegeneral area, so cleanthem up all at once.

At this point, startmethodically clearingout targets, time gates,and gnorcs. Mosttargets are tuckedbetween rock ridges,while gnorcs arestanding on the

outside edge of the ridges (facing away from thecentral island). You get a dragon egg when youcomplete this one.

Sgt. Byrd Minigame:Lava Palaver 2

You have only 1:42 for this minigame, but again,it's really not that hard. Certain targets havebeen moved around, but you don't need anyparticular strategy as long as you're fast andthorough, cleaning out everything in yourcurrent area before you move on to the next. Thebiggest "trick" is that two rings are hidden in thelarge central basin of the main volcanic island,instead of being in line with the others.

Fly forward until yousee some rings. Followthe rings, hitting othertargets as you go. Afterhitting five rings, veerright and follow theridge on your right,blasting gnorcs. Pickup a fuel barrel.

Make a completecircuit of the level'souter edges. Watch forgnorcs, targets, and atime gate or two. Takeout most of the firebirds and the sixthring as well.

Duck in and loopthrough the level'sinner part. Notice thetwo final rings in thecentral island basin.Also, look for anotherfuel barrel in a longtrench between tworock ridges. You receive a light gem for beatingthis minigame.

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Back to Molten Mount

Ride the movingplatforms back tothe northeast andlocate a tunnelleading to thislevel's northernpart. Take it.

Destroy armoredgnorcs and fireimps in the tunnel,and collect a lightgem. Then polespin up a series ofpoles, avoidingflame jets.

Jump a series ofplatforms whiledestroying firebirds to reach theCollapsed BridgeRemote Shop Pad.Hop on a cannonand blast a boulderon a distant pillarof rock.

Spin across a seriesof poles along thecavern wall. Jumpseveral platforms,avoiding ordestroying fire birds.A magician appears.Destroy nine of hisfire imps to makehim go away.

You're now on theother side of thecollapsed bridge.Grab a light gemfrom the bigplatform here, thenglide back over tothe Collapsed BridgeRemote Shop Pad.

Take the tunnelleading east. Whenyou reach a savepoint, turn left andhop over to a darkgem. Destroy it toopen up a cavern tothe northeast.

The northeastcavern containsthree groundtargets. Quicklyhorn dive all threeto raise threeplatforms leadingto a light gem.

Jump across to aledge that has aninvincibilitygadget. Jump up thethree platforms youjust raised to grabthe light gem.

To reach the first ground target, jump from the highest ledge. Don't try to use the

lower ledge that is closer to the target.

Tip

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Get back out of thiscavern and take thetunnel going east.Make your way tothe Lumber StorageRemote Shop Pad.

Jump across abroken bridge,avoiding the lava.Take a left and hopup some steps to acircular maze oftunnels wherethere's an egg thief.Chase him and takehis dragon egg.

Get out of here and take the tunnel leading south. Past someswinging pendulums, watch for a breakable wall on yourright. Smash it and grab a light gem from a locked chest.

Get back in thetunnel and followit as it bends west.Hop up some stepsuntil you reach aplace whereboulders roll downa set of rock steps.

Instead of going upthe rock steps, turnright and smashthe breakable wall.Grab a pink dragonegg from a lockedchest. Also, notice asecond breakablewall in here, whichleads to a nookwith more treasure.

Get back on thepath and jump upthe steps with thefalling boulders.Avoid more lavaobstacles. Destroy adark gem to createa wall-kick surfacein front of you.

Kick up the walland make your wayto a mine elevator,which leads toMagma Falls Top.

The platforms are timed, so hurry. If they dropbefore you get the egg, use the invincibility gadget to run back

across the lava, hit the triggers again, and grab the gem.

Tip

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Magma Falls Top

At the elevator's base,take a corridor. Knocka rock monster off intothe lava, and hop up aseries of ledges.

At the fork in the path,go right. Break awooden wall near theCrackling Cave RemoteShop Pad, and grab apink-and-orangedragon egg from alocked chest.

Southwest of the shoppad, enter a cave thatcontains fodder. Wallkick up to the cave'stop to collect gemsfrom a locked chestand a light gem from ahigh ledge.

Go back past theremote shop pad andlocate the ball gadgetto the northeast. Getinside.

Look for a semi-secret area as you approach the ball gadget area. It's up above the lava and

contains a locked chest with gems.

Tip

LegendDark Gem

Light Gem

Dragon Egg

Crackling CaveRemote Shop Pad

To Molten Mount

Ball Gadget toMagma Falls Bottom

Breakable Wall

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Ball Gadget

This ball gadget takes you along a mine cart track. At severalpoints, there are obstacles that you must avoid. Also, thetrack splits in three places. If you take the default path,you'll miss most of the good stuff—so be ready to jump andsteer in midair to take the alternate path.

At the first trackjunction, jump andsteer onto the rightpath. Jump over arunaway mine cartand avoid a gnorcas you pick up ayellow dragon egg.

LegendDark Gem

Light Gem

Dragon Egg

From MagmaFalls Top

To MagmaFalls Bottom

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Speed up and jumpa gap, thenimmediately jumpagain to clear arock that falls. Slowdown to avoid apair of gnorcs, thenspeed past themwhen they're doneswinging.

Jump to hit ahanging target.Then avoid twomore gnorcs. Thetrack splits a secondtime just past thegnorcs. Jump andsteer onto the rightpath. Thenimmediately jumpa second time toavoid a mine cart.

Speed up and jump when the track drops away to collect alight gem. Then time your jump over a gap to avoid the lavabursts.

Jump to avoid astalled mine cart,then jump to taganother hangingtarget. When thetrack splits a thirdtime, go right andjump to collect alight gem. Allowyourself to getsmacked by anoncoming minecart—you'll seewhy next.

After you die, youget placed backbefore the thirdtrack split. Thistime, go left at thesplit. Jump a minecart and speed upto jump a gap,collecting a purpledragon egg in theprocess.

Jump several moremine carts, and youemerge at MagmaFalls Bottom. If youfollowed ourdirections, you'vegrabbed everythingyou needed fromthe ball gadget andwon't have toreturn to it again.

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You emerge nearthe Chains of LavaRemote Shop Pad.Stock up on gearand proceed south.Wall kick to ahigher ledge anddestroy a dark gemto lower a bridge.

Grab a light gem fromthe locked chest that'spast the bridge.

Enter a chamber withpartial bridgeshovering over lava andwith fire imps hoveringover the bridges.Destroy all eight impsand hop up to theroom's topmost ledgeto claim a light gem.

Magma Falls Bottom

LegendDark Gem

Light Gem

Dragon Egg

Ball Gadget(from Magma Falls Top)

Chains of LavaRemote Shop Pad

Sparx Can FlyRemote Shop Pad

To Dark Mine

Sparx

Breakable Wall

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Keep moving. Near theSparx Can Fly RemoteShop Pad, look for abreakable woodenwall. Break it and gothrough. Hop across alava chamber.

You arrive at a figure-eight shaped bridgeover lava. Startrunning on this bridge,and you'll find that anegg thief is on thebridge too. Run himdown and grab the egg.

Return to the remoteshop pad. Nearby,locate a wooden signand approach it to playSparx's minigames.

Back to Magma Falls Bottom

Take a corridorleading south fromthe remote shop pad.Jump across a series ofslow-moving flyingplatforms to reachDark Mine.

Fire imps are yourbiggest threat, sotarget them from afar.

Near the end of theminigame, a fire birdringed by fire impsappears. Shoot theimps with missiles andregular fire, and thentake out the fire bird.

Sparx Minigame:Sparx Will Fly 1

This is a very straightforward Sparx game. Yourenemies are the usual yellow and blue moths,plus fire imps. Fly high to avoid lava bursts fromthe ground and target imps as early as possible.

Sparx Minigame:Sparx Will Fly 2

This minigame is much like the last one, but witha couple of new obstacles and less gear.

In addition to the lavabursts, watch out for arock fall. Get to oneside and speed throughit during a lull.

Once again, the "endboss" is a fire birdsurrounded by imps.Destroy the imps first,and then gun downthe fire bird.

This egg thief is fast, and you have to jump acrossdangerous, lava-spewing gaps to chase him. Try to catch him

right away, before a jump. Anticipate his turns and take the inside track to catch up with him.

Tip

Sparx Minigame:Sparx Will Fly 1 (continued)

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Just south of theMine MouthRemote Shop Pad isa door that requires45 light gems toopen. By now youprobably havemore than 80, so goahead and open it.

The corridor leadsto an invincibilitygadget next to aslime pool. Runover the gadget andjump in the slime.

Dark Mine

LegendDark Gem

Light Gem

Dragon Egg

45-Gem Door

InvincibilityGadget

Mine MouthRemote Shop Pad

To MagmaFalls Bottom

Hidden DepthsRemote Shop Pad

Blink

BreakableWalls

Miner’s DropRemote Shop Pad

To Red’sLaboratory

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Locate a yellowdragon egg underthe slime. Returnfor more invinci-bility and then goback to the slime to look for a light gem.

Return to the MineMouth RemoteShop Pad and headsoutheast. Grab alight gem from alocked chest in thecorridor.

Break a stone wallnear the HiddenDepths RemoteShop Pad. Jumpdown into the bigroom beyond.

On this room's farside are stripedmetal walls thatslide in and out.They may look likeobstacles, butthey're actuallywall-kick surfaces.Get between them,wait for them toslide out, and wallkick to the top.

From up here youcan jump to alocked chestcontaining a bluedragon egg and alight gem in theroom's middle.

At this room'sother side, follow acorridor that hascollapsing floors(jump to avoidfalling). Chargethrough a stonewall at thecorridor's end.

Enter a room withthree robot gunnerssitting on turrets.Switch to electricalbreath and zap allthree of them.Then break a darkgem on a column inthis room's middleto open a tunnel.

Follow the tunnelto Blink the Mole.Talk to him to playhis minigames.

Gnorc gunners are positioned at various spots inthis room. Take them out with tribolts.

Tip

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Destroy this wall andjump across platforms,past a pair of ladder-like sticky walls.Destroy a thirdbreakable wall anddrop down on theother side. A seconddark shard is sitting ona ledge down here.

Return to the hole inthe wall that you dugearlier. Crawl backthrough it, and destroythe dark shard sittingnear it.

Drop straight downover the edge here; tryto avoid falling next toa spider. Destroy adark shard down here.That's your fourth.

Destroy a wall,revealing a lava lakewith several movingplatforms. Carefullymake your way acrossthe platforms, avoidinglava bursts. Destroy thefifth dark shard on theother side to completethe minigame and collect a blue dragon egg.

Blink Minigame:Mined Out 1

This is a typical Blink minigame requiring you todestroy five dark shards. What's not typical is thesheer size of the level. It's big and a little bitconfusing, so you'll need to spend some timegetting your bearings.

Remember that your progress is saved whenyou collect bombs from bomb dispensers, so visitthem whenever they're convenient. That way, ifyou die, you can reappear at the last bombdispenser you touched, and you don't have to goback and get the dark shards you alreadydestroyed.

Survey the cavernfrom your startingpoint. Wait for afloating sticky rock tofloat over. Jump on itand ride it across to asticky ceiling.

Cross the sticky ceilingand then ride anotherfloating rock to thecavern's end. There's adark shard here, butyou can't destroy it yet.Look for a spot on thewall that you can dig

through and tunnel into the next area.

There's a bombdispenser in the nextarea. Grab bombs anddetonate a destructiblewall to your right.Cross a couple ofspider-filled areas anddestroy a dark shardon the floor.

Go back to where you destroyed thewall. Wait for afloating sticky rock to come down, andride it up. Aftergetting upstairs, climbacross a sticky ceilingand drop down a short distance to anotherdestructible wall.

Blink Minigame:Mined Out 1 (continued)

Blink Minigame:Mined Out 2

You must now explore the same area, this timedestroying 10 dark shards instead of five.

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Back to the Dark Mine

Take the elevator nextto Blink. In the nextcorridor, look for aledge to your left. Dropdown there and grab apink-and-orangedragon egg. Get backup to the corridor andkeep going.

Drop down to a bigroom filled with steamjets and shaky, red-lined platforms. Youcan cross this room byfreezing the steam jetsinto ice poles, thenpole jumping fromplatform to platform.

Start out just like lasttime: Cross the top ofthe first cavern, digthrough the wall intothe second area, andgrab some bombs fromthe bomb dispenser.Then destroy the wall

and blow up the first dark shard on the bottom level.

Return to where youjust blew up the wall.Ride the floating rockupstairs. Destroy anew dark shard at thetop of this area.

Cross the sticky ceiling,then drop down to themiddle level and blowup another wall. Hopacross platforms to thepair of ladders and wallkick up them. Nowyou're on the very top level.

Jump two platformsand find a place to digthrough the wall. Nowyou're in a bright red,lava-filled cavern thatyou didn't visit lasttime. Destroy a darkshard up here and

make your way across this cavern's top.

Destroy a dark shardon the cavern's otherside. Then look for afloating rock thattakes you down to thecavern's middle level.Take it, and destroyanother dark sharddown there.

Blink Minigame:Mined Out 2 (continued)

There's one more darkshard in this lava-filledcavern. Get back to thetop level, get backacross, and drop downto the middle level todestroy it. Then dropto the bottom level

and tunnel through the wall.

On the other side,destroy another darkshard, bringing yourtotal to seven. Nowmake your way back tothe first cavern.

The last three darkshards are in the sameplaces they were thefirst time. Collectthem to complete theminigame.

Blink Minigame:Mined Out 2 (continued)

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Stop and rest amoment when youreach a pair of solidsteel platforms with nored lining. These won'tcollapse.

After your break, jumpto the next redplatform along thewall. From here, glideto a light gem in thecorner. Then makeyour way back to thesolid steel platforms.

While standing on thesteel platforms, put yourback to the wall; there'sanother red platform inthe distance. It's a longjump but you can glidethere. Go there and hopa couple more platformsto reach the exit.

Make your way to a U-shaped room filledwith blue teeter-totters. Cross thisroom's top. Grab apurple dragon egg nextto the Miner's DropRemote Shop Pad.

Look down and see thefloor target. You musthorn dive the target,then race up the teeter-totters to the door itopens. Be swift, as thedoor closes after ashort period of time.

Destroy foes on thedoor's other side andfollow the corridor.Horn dive a floortarget to squish a pairof walls together soyou can wall kick tothe top.

Ahead are several setsof green bars withmetal platformsbetween them. Jumpthe first couple of barsto a metal platformand look back. Noticethe light gem abovewhere you just were.

Some of the green barsconstantly rotate. Jumpon one of the high barswhen the angle is right.Allow it to turn, andjump over to grab thatlight gem.

Don't stand on the edge of the teeter-totters for long. If you're going to spend time on a platform, stand in the middle. Otherwise, keep moving and stay airborne

to avoid tipping into the abyss.

TipThis room is tricky, mainly because the

platforms collapse if you stand on them for more than a second. So, hop up and down while you're busy looking

around or freezing steam jets. Keep hopping and you can stay on the same platform indefinitely. Also, don't linger

too long on the frozen poles. They melt quickly.

Tip

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Get to the room'sother side using thegreen bars. Destroya dark gem here.

Glide to a distant redplatform on thisroom's north wall.From here, glide toanother platform, thento solid ground at theroom's north edge.Follow the longcorridor.

The corridor is longand "in-between"levels. Just keepmoving ahead, horndiving buttons asnecessary to opendoors and squish wallstogether (so you canwall kick up them).Eventually you reachRed's Laboratory.

Red's Laboratory

LegendDark Gem

Light Gem

Dragon Egg

Pre-ProductionRemote Shop Pad

FromDark Mine

Celestial ShowRemote Shop Pad

Triggers toUnlock Doors

Dark Gem Forcefield(to Red’s Lair)

Mechanical MishapsRemote Shop Pad

Mergatroid

Mergatroid

Mergatroid

InvincibilityGadget

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Enter a room thatcontains both astandard floortarget and a greenfloor button. Horndive the target toraise one pole, andthen stand on thegreen button for afew seconds tolower another.These poles allow you to jump up to an upper alcove andaccess a locked chest containing treasure.

Follow thecorridor. Stand ona green button tounlock a door; gothrough it.

Enter a room withfour wall targets.Charge all fourtargets in rapidsuccession tounlock a door andpop out some wallsyou can kick from.Kick up the walls tograb treasure.

Take the door youjust opened.Quickly jumpacross severalunstable blueplatforms and gothrough a door tothe big circularchamber at thislevel's center.

Stock up at theCelestial ShowRemote Shop Pad.Also, talk toMergatroid themaintenance robot.He explains thatthe spinningplanets in theroom's centercontrol whichdoors are lockedand unlocked.

Unlock thenortheast door,using the floorbuttons nearMergatroid (see thetip for details). Inthe first roombeyond the door,get on a hoveringplatform that hasan electrical switch.Zap the switch withelectrical breath to rise.

Upstairs, look for afloor target. Horndive the target toopen a door. Gothrough the door.

The unlocking device is very simple. Notice the gold beam shooting from the sun. Whatever door the beam is

pointing to is unlocked; the others are locked. To unlock a different door, just walk across one of the two buttons on the floor near Mergatroid. One button moves the beam clockwise;

the other moves it counterclockwise. With a few button presses, you can unlock any door in this chamber.

Tip

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The next room contains an invincibility gadget next to arobot assembly line. Get invincible and follow the assemblyline to the end.

Get off theassembly line. Nearanother Mergatroidrobot, look forsome walls you cankick up. Getupstairs and followthe ledges to collecta light gem.

Hop back downfrom this ledge andcontinue east. Entera room filled withmoving red laserbeams and staticyellow laser beams.Double jump andglide across theyellow ones whileavoiding the red ones.

Through the nextdoor, pass the Pre-Production RemoteShop Pad and keepgoing. You emergenear a dark gem.Destroy the darkgem to blow up anassembly linebehind it.

Return to thecentral chamberwith the spinningplanets. Use thebuttons nearMergatroid tounlock thenorthwest door. Gothrough that door.

Enter a roompacked with foes,including severallaser-shootinggnorcs. Clear theroom and noticetwo pistons. Jumponto the lower one,ride it to its peak,then glide to the topof the higher one.

Quickly glide acrossa series of unstableledges. Horn dive afloor target up hereto unlock a doorand collect a bluedragon egg.

You can also pole jump across a series of greenglowing poles to collect more treasure.

Tip

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Get back down andtake the door youjust opened. Gothrough a corridorand take anotherdoor; then, look upand notice a lift.Jump on the liftwhen it descends,and ride it up.

Upstairs, get on amoving platform.As the platformpasses laser beams,double jump andglide to avoid them,and then settleback down on theplatform. Collect alight gem up here.

Get back down and go past theMechanicalMishaps RemoteShop Pad. Enter abig room withplatforms, jumppoles, and assemblylines. Also notice adark gem protectedby glass. You can'tget at it yet.

Drop to this room'sbottom and horndive a floor target.This lifts the glassover the dark gem.You now have aminute to get upthere and smashthe dark gembefore the glassdrops.

Jump onto a greenspin pole, and fromthere run acrossseveral crushingdevices (time itcarefully). Then use aseries of platforms andspin poles to reach thedark gem; destroy it.

Look for green spinpoles near the darkgem you just destroyed.Spin up them and crossledges along the ceilingto reach a hidden lightgem on a highplatform. Grab it.

Return to the centralchamber with thespinning planets.Unlock the southeastdoor (nearest theCelestial Show RemoteShop Pad) with thegolden beam, andfollow it to a room filledwith green glowingsupercomputers.

Ride up a platform andjump to the top of acomputer. Now lookfor green spin polesand take them up tothe upper ledge thatcircles the room. Jumpto a smaller ledge andcollect a light gem.

This is tricky, but you don't have to hurry. Even if you take it slowly, you can reach the dark gem with

20 seconds to spare. If you fall, just horn dive the target again to get a fresh minute.

Tip

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Look for a corridor uphere and follow it to ahuge room withfloating platforms.Horn dive a groundtarget to remove theglass protecting a darkgem to the south. Younow have one minuteto jump across theplatforms and destroythe dark gem.

Destroy the dark gemto demolish a robotassembly line. Thenstock up on gear at theLaser Leaps RemoteShop Pad and take thedoor leading east.

There's a boiler in thisroom. Light it withyour fire breath topower a lift. Ride thelift upstairs.

Jump off this platform and glide around the corner to theleft. Grab a light gem.

Notice a red tankwith a greenhandle sticking outof it. Pole spin thishandle clockwise—a fuel gauge on thewall spikes up.You've just raised aseries of blueplatforms alongthe wall.

Pole spin over tothe blue platformsand use them toglide to a newledge. Fall througha floor panel tocollect a yellowdragon egg. Step ona floor button todrop some laserbeams and get outof this alcove.

Return to thecentral room withthe spinningplanets. Point thegolden beam at thesouthwest door toopen it. An eggthief is runningaround thiscircular walkway;locate him andgrab his egg.

Some of the platforms move and others don't. You must jump over laser-beam obstacles. Take it slowly

and be patient; you can make your way across in less than half a minute, so there's no need to rush.

Tip

The boiler eventually goes out, and the lift stopsworking. Just reflame the boiler to start the lift again.

Tip

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Go through thesouthwest door.Follow thecorridor to two setsof laser beams.When the lasersstart to flicker,charge ahead to getpast them.

The dark gem forcefield is at thishallway's end.Approach and itdrops. Go throughthe door to enterRed's lair andinitiate the finalshowdown.

You fought Red before, but you can throw out everythingyou learned from that encounter. This time Red is wearing amechanized suit and uses different attacks, so your strategywill have to change as well.

Like all the other boss fights, this one has three distinctrounds. Unlike the other boss fights, there's no save pointbetween each round. In other words, you must finish Redoff in one shot; if you die, you must start all over again.

The good news: A few butterflies appear during thecourse of the fight, so you can take a few hits and survive. Italso helps if you bought an extra health point fromMoneybags at some point earlier in the game.

Mecha-RedMecha-Red (henceforth we'll just call him Red)can absorb a lot of damage and dish out a lottoo. His attacks include:

• Hopping mines: Red produces a bunch ofmines that hop after you. While you candestroy them with electrical breath, the beststrategy is to charge in circles around Reduntil the mines blow up on their own.

• Shockwave + falling debris: Red stomps onthe ground, sending out a shockwave andcausing debris to rain down for a while.Double jump over the shockwave and thencharge circles around Red to avoid the debris.

• Eye lasers: Red shoots laser beams from hiseyes, which track you. Charge in big loops. Ifthe beams get close, charge toward Red. Thebeams tend to target the arena's outer edge.

• Foot flames: Red blasts flames out of hismecha-suit feet. Charge around Red, stayingfairly close to the arena's inner red line toavoid the flames.

• Chest rockets: Red fires several rockets fromhis armored suit. Charge in wide, loopingcircles, steering toward Red as the rocketscome down, then steering away from him. Dothis until he stops firing rockets.

• Tail tornado: Never get too close to Red or hespins around at great speed and smacks youwith his tail.

Boss Fight: Mecha-Red

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Red begins Round 1with hoppingmines. Chargecircles around thearena's edge (weusually go counter-clockwise) untilthey blow up ontheir own.

Next comes a shockwave + falling debris. Keep charging incircles around the arena's edge, hopping over the shockwavewhen it gets close.

Eye beams arelikely to be Red'snext attack. Chargein circles. If thebeams get close toyou, move intoward Red. Theyprobably won't hityou if you get closeto him.

A ring of rocketsappears aroundRed. Chargearound and ignitethem all withflame breath tohurt Red.

Also, beware of falling off the arena's edge. This isa real danger, because most of the time you'll berunning circles around Red, staying as far awayas possible. Use the red ring at the arena's edge asa visual guide for staying on solid ground.

Now you know how Red can hurt you—buthow can you hurt Red? There are three differentways:

• Rockets: At certain points, a ring of rocketsappears around Red. Dash around and lightthem all with your flame breath.

• Electrical switches: At certain points, fourelectrical switches appear around Red. Hit allfour of them with electrical breath as quicklyas possible. When the fourth switch isactivated, Red gets fried.

• Gnorcs and floor target: At certain points, aring of robo-gnorcs armed with laser riflesappears around Red and starts shooting at you.Somewhere in the ring, a floor target appearsas well. Horn dive the target to make thegnorcs shoot Red instead of you.

This is a tough fight. Expect to try it several timesbefore getting it right.

That's Round 1. This round keeps repeating if youfail to hit Red with all the rockets on your first try. It ends

when you've done enough damage with the rockets.

Mecha-Red (continued)

Note

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Assuming that youhit Red with all therockets, the fightnow moves toRound 2. In Round2, Red uses some ofthe same attacks.He'll probably startout with hoppingmines, followed byshockwave + fallingdebris. Avoid theselike you did before.

Red usually follows this up with foot flames. Keep chargingto one side to avoid these.

Next, four electricalswitches appeararound Red. Abunch of hoppingmines appear aswell. Charge aroundthe arena, zappingthe switches withelectrical breath andavoiding the mines.Red gets zappedwhen you hit thefourth switch.

Round 2 repeatsuntil you've doneenough damage toRed with theelectrical switches.You'll probablyhave to do Round2 twice.

Red starts Round 3with more hoppingmines andshockwave + debris,but then he followsit up with chestrockets. Run inwide loops to avoidthese, bending intoward Red whenthe missiles areabout to hit.

Next, a ring ofgnorcs with lasersappears. Somewherein the ring is aground target.Charge around thearena's outer edgeuntil you're close tothe target. Thencharge up to it andhorn dive it to makethe gnorcs shoot atRed instead of you.

That's all there is toRound 3. Thisround repeats untilyou've finished offRed. You'll probablyneed to horn divethe floor target atleast three timesbefore Red falls.

Congratulations—you've beaten Red!Now go back andcollect all thedragon eggs andlight gems youmissed. Read the"Light Gems" and"Dragon Eggs"sections at the endof Chapters 4through 7 for tips onfinding all of them.

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Stormy Beach Light Gems1. On a high ledge, along the north wall of the level's

western half.

2. Reward for Wally's second minigame.

Molten Mount Light Gems1. In a locked chest near Sgt. Byrd.

2. Reward for Sgt. Byrd's second minigame.

3. In a tunnel connecting the level's southern half to thenorthern half.

4. On the opposite side of the collapsed bridge (acrossfrom the Collapsed Bridge Remote Shop Pad).

5. On a high ledge in a northeastern cavern. Horn divethree ground targets to raise wooden platformsleading to it.

6. In a locked chest, behind a breakable wall in the map'ssoutheast corner.

Magma Falls Light Gems1. On a high ledge in the southwest corner of Magma

Falls Top.

2. In the ball gadget. Take a right at the second fork of thetrack to reach it.

3. In the ball gadget. Take a right at the third fork toreach it.

4. In a locked chest in a corridor, past the bridge, inMagma Falls Bottom.

5. On a high ledge in a lava-filled room, near the middle ofMagma Falls Bottom.

6. Reward for Sparx's second minigame.

Dark Mine Light Gems1. In a pool of slime. To get there, take the gate that

requires 45 light gems. Use the invincibility gadget tosurvive the slime.

2. In a locked chest on the main path, somewhatsoutheast of the 45 light gem door.

3. Wall kick up some striped walls that slide in and out ofthe main wall. Jump across to the light gem.

4. Reward for Blink's second minigame.

5. At the bottom of a room filled with collapsingplatforms and steam jets that you must freeze andpole spin.

6. Above a set of rotating green jump poles.

Red's Laboratory Light Gems1. In the northeast wing. Use an invincibility gadget to

ride down a dangerous assembly line. Find a wall tokick up, and follow ledges to the light gem.

2. In the northwest wing. Look for a moving platform inthe hallway and ride it up. Upstairs, take anotherplatform to the light gem. You must hop over a fewlaser beams.

3. In the northwest wing. Look for spin poles near thedark gem, and follow them up. The light gem is on ahigh platform.

4. In the southeast wing. Jump on a moving platformbetween four computers, and find the light gem on anupper ledge.

5. In the southeast wing. Use fire breath to start a boiler,which powers a lift. Ride the lift up and glide left tograb the light gem.

Light Gems

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Stormy Beach Dragon Eggs1. Held by an egg thief lurking beneath the dock of the

Stormy Depot.

2. Reward for Wally's first minigame.

Molten Mount Dragon Eggs1. Reward for Teena's task (destroy four rock monsters).

2. On a ledge north of Sgt. Byrd.

3. Reward for Sgt. Byrd's first minigame.

4. Held by egg thief in circular tunnels, in map's northeastcorner.

5. In a locked chest behind a breakable wall. Thebreakable wall is next to a set of rock stairs withboulders tumbling down them.

Magma Falls Dragon Eggs1. In a locked chest behind a breakable wall in Magma

Falls Top near the Crackling Cave Remote Shop Pad.

2. In the ball gadget. Take a right at the first fork toreach it.

3. In the ball gadget. Take a left at the third fork toreach it.

4. Held by an egg thief on a figure-eight shaped bridge, inthe northwest corner of Magma Falls Bottom.

5. Reward for Sparx's first minigame.

Dark Mine Dragon Eggs1. In a pool of slime. To get there, take the gate that

requires 45 light gems. Use the invincibility gadget tosurvive the slime.

2. Wall kick up some striped walls that slide in and out ofthe main wall. Jump across to a locked chest thatcontains the dragon egg.

3. Reward for Blink's first minigame.

4. In the corridor just south of Blink and the elevator, lookfor a ledge off to one side. Drop down there and grab adragon egg from below the main corridor.

5. Next to the Miner's Drop Remote Shop Pad.

Red's Laboratory Dragon Eggs1. Above a room with two pistons, in the level's

northwest wing.

2. Behind lasers in the southeast wing. Use fire breath tostart a boiler, which powers a lift. Ride the lift up andglide left. Pole spin a lever to raise some platforms. Usethe platforms to get to a ledge, then fall through a floorpanel to get behind the lasers.

3. Held by an egg thief in the central corridor thatsurrounds the spinning planet models.

Dragon Eggs