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Guide and Walkthrough by dark52

Version: Crab | Updated: 07/05/2015

             | This guide has a 72.73% GameFAQs approval rating. |
             o-----------------o               o-----------------o
                               | 24 Yes / 9 No |  (01/06/2018)

                   ___    _  |  _  _  _     _
            -,'',   | |_||_  | |_ / _|_ |\|| \
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  |/_|             .'   |   )   '.             /  |   \    |               \
   ( |        ..  . |   |..'      '          .'   |___/    /       ..       \
    \/\       \     |             /\      .''|            /      /   \       |
       \       \    |           .' |     |   |        .-'|      |     |      |
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          ''.....''  |   '___ __  __                 |\   |     __       ___
           ---    _  |     | |   |  ) |\ |  /\  |    | \  | |  /  ' |  |  |
            | |_||_  |--|  | |-  |--  | \| /--\ |    |  \ | | |  __ |--|  |
            | | ||_  |     | |__ |  \ |  |/    \|__  |   \| |  \__| |  |  |
                     |___,                           |    |

              |   CONSOLE WALKTHROUGH   |
          |~-~-~-~-~-~-~-~-~-~-TABLE OF CONTENTS-~-~-~-~-~-~-~-~-~-~|
          |  1 - Introduction.............................[010000]  |
          |      i - Introduction.........................[010100]  |
          |      ii - Controls............................[010200]  |
          |      iii - Gems...............................[010300]  |
          |      iv - Health..............................[010400]  |
          |      v - Breath...............................[010500]  |
          |      vi - Melee...............................[010600]  |
          |      vii - Fury...............................[010700]  |
          |      viii - Experience........................[010800]  |
          |  2 - Walkthrough..............................[020000]  |
          |      i - Temple...............................[020100]  |
          |      ii - Fire Dream..........................[020200]  |
          |      iii - Temple.............................[020300]  |
          |      iv - Assassin............................[020400]  |
          |      v - Ancient Grove........................[020500]  |
          |      vi - Ice Dream...........................[020600]  |
          |      vii - Grove Underground..................[020700]  |
          |      viii - Scurvywing........................[020800]  |
          |      ix - Grove Underground...................[020900]  |
          |      x - Arborick.............................[021000]  |
          |      xi - Fellmuth Arena......................[021100]  |
          |      xii - Earth Dream........................[021200]  |
          |      xiii - Ravage Rider......................[021300]  |
          |      xiv - Executioner........................[021400]  |
          |      xv - Fellmuth Arena......................[021500]  |
          |      xvi - Skabb..............................[021600]  |
          |      xvii - Pirate Fleet......................[021700]  |
          |      xviii - Scurvywing.......................[021800]  |
          |      xix - Pirate Fleet.......................[021900]  |
          |      xx - Skabb...............................[022000]  |
          |      xxi - Electricity Dream..................[022100]  |
          |      xxii - Celestial Caves...................[022200]  |
          |      xxiii - Fire Cave........................[022300]  |
          |      xxiv - Fire Spirit.......................[022400]  |
          |      xxv - Ice Cave...........................[022500]  |
          |      xxvi - Ice Spirit........................[022600]  |
          |      xxvii - Earth Cave.......................[022700]  |
          |      xxviii - Earth Spirit....................[022800]  |
          |      xxix - Electric Cave.....................[022900]  |
          |      xxx - Electric Spirit....................[023000]  |
          |      xxxi - Elemental Dragon..................[023100]  |
          |      xxxii - Mountain Fortress................[023200]  |
          |      xxxiii - Assassin........................[023300]  |
          |      xxxiv - Mountain Fortress................[023400]  |
          |      xxxv - Gaul..............................[023500]  |
          |  3 - Dragon Relics............................[030000]  |
          |      i - Magic................................[030100]  |
          |      ii - Health..............................[030200]  |
          |  4 - Enchanted Scriber's Quills...............[040000]  |
          |  5 - Dragon Challenges........................[050000]  |
          |  6 - Frequently Asked Questions...............[060000]  |
          |  7 - Thanks...................................[070000]  |
          |  8 - Updates..................................[080000]  |
          |  9 - Contact..................................[090000]  |
          | 10 - Copyright................................[100000]  |
               |                                    |
               | Author: dark52                     |
               | Version: Crab                      |
               | Start Date: 23/11/07               |
               | Last Updated: 06/03/08             |
               | Website: http://www.darkspyro.net/ |
               | Email: dark52(at)darkspyro(dot)net |



  | [010100]      Introduction      [010100] |

Sequel to 2006's The Legend of Spyro: A New Beginning, The Legend of Spyro: The
Eternal Night continues the story, but as it's the second of a trilogy, it
doesn't conclude it.

Welcome to my FAQ/Walkthrough for the The Legend of Spyro: The Eternal Night's
PS2 version. Most everything should also apply to the Wii version but not to
the Nintendo DS or Game Boy Advance versions.

This guide is now complete, but you can always find the 100% definite latest
version of this guide at the following address:


  | [010200]      Controls      [010200] |

                 | PLAYSTATION 2 |
             | Button               | Action                    |
             | D-Pad Up             | Select Fire Breath        |
             | D-Pad Right          | Select Electricity Breath |
             | D-Pad Down           | Select Ice Breath         |
             | D-Pad Left           | Select Earth Breath       |
             | Left Analog          | Move                      |
             | Right Analog         | Move Camera               |
             | X                    | Jump                      |
             | X + X                | Double Jump               |
             | X + X (Hold)         | Double Jump and Glide     |
             | Square               | Breath Attack             |
             | Triangle             | Special Attack            |
             | O                    | Melee Attack              |
             | O (Hold)             | Horn Knock                |
             | L1                   | Dragon Time               |
             | L1                   | Skip Cutscene             |
             | R1                   | Charge                    |
             | R2                   | Fury                      |
             | O, O, O, O           | Melee Knock Up            |
             | X, X, O              | Tail Strike               |
             | X + R1               | Air Charge                |
             | L2 + Left Analog + X | Evade                     |
             | X, O, O, O           | Air Combo                 |
             | X, O, O, R1          | Air Knock Back            |

             | WII |
         | Button                           | Action                |
         | Analog Stick                     | Move                  |
         | Dpad                             | Camera Control        |
         | A                                | Jump                  |
         | A + A (Hold)                     | Double Jump and Glide |
         | B                                | Melee                 |
         | +                                | Cycle Breaths         |
         | -                                | Dragon Time           |
         | Z                                | Elemental Melee       |
         | C                                | Breath Attack         |
         | 1                                | Pause Menu            |
         | 2                                | Level Up Menu         |
         | Left to right                    | Melee                 |
         | Pitch back                       | Horn knock up         |
         | Nunchuck up + Analog up          | Charge                |
         | Pitch back + Nunchuck pitch back | Fury                  |
         | Left to Right x 4                | Melee knock up        |
         | A, A, Pitch front                | Tail Strike           |
         | A + Shake nunchuck               | Air charge            |
         | A, B, B, B or A + Left to right  | Air combo             |
         | Nunchuck up                      | Air knock back        |

Don't ask me about the Wii controls, I've no idea what any of that means.

  | [010300]      Gems      [010300] |

If you've played the previous game, A New Beginning, you should already be
familiar with what the gems in this game will do. Red will heal Spyro, Green
will fill his magic bar, Blue will give him experience to upgrade his breath
attacks, and purple fills Spyro's Fury bar.

  | [010400]      Health      [010400] |

This is almost identical to A New Beginning, your health is displayed by a red
bar in the top left corner of the screen and is replenished by collecting Red
Gems. These can be found by killing enemies or by smashing the red gem clusters
you'll find strewn around the game. Once your bar empties Spyro will die and be
sent back to the last checkpoint, which are quite frequent but usually
difficult to accurately guess exactly what counts as one. For the most part you
won't get set back too much.

Unlike A New Beginning though you can upgrade your health by collecting the
five Health Relics hidden throughout the game. Refer to the Relic section for

  | [010500]      Breath      [010500] |

Again the same as in A New Beginning, this is displayed by a green bar in the
top left corner and is used to power Spyro's breath attacks, both primary and
secondary. You can fill it up by collecting green gems, dropped by enemies or
found in green gem clusters, unlimited versions of the clusters are usually
found near places where you will need to use a breath attack to move on such as
near magical torches which require fire breath.

You can also upgrade your magic bar by collecting green Magic Relics, five of
which are hidden around the game. Refer to the Relic section for locations.

Fire Breath, aka "Fire Blast", has been enhanced from the previous game, now it
occasionally sends out a long range blast.

Ice Breath or "Polar Bomb", freezes enemies allowing you to freely melee them
without interuption, though attacking can cause them to become free again.
Smaller enemies become snowballs which you can roll about and even knock off
any nearby edges.

Electric Breath, "Electric Orb", is completely different to what you may have
enjoyed using previously. Instead of being able to drag enemies about Spyro
creates an orb which you can either drop straight away or knock further off,
detonating either manually by pressing the primary breath again or leaving it
to go off by itself. The effect is to throw enemies up into the air, as well as
damaging them of course.

And finally Earth Breath has become "Earth Flail". A devastating attack which
when held down you can swing about through enemies knocking them about. Jumping
in the air and holding the primary breath attack will automatically spin Spyro
around, but you're more likely to miss.

  | [010600]      Melee      [010600] |

Melee has been complemented by a variety of new elemental secondary attacks,
all of which take Spyro into the fray rather than staying out of it with
primary or the secondary of the previous game.

Comet Dash, the fire attack, causes Spyro to rush into enemies with more force
than a simple charge.

Ice Tail freezes and knocks back enemies close to Spyro.

Electric Whirlwind turns Spyro into a mini yellow tornado, you control the
path, ripping through enemies and throwing them up into the air.

Earth Pound throws nearby enemies up into the air so that you can melee them.

  | [010700]      Fury      [010700] |

Just about identical to the previous game again. Collecting Purple Gems will
fill the circle surrounding the element icon in the top left corner of your
screen and when full you can unleash a devastating attack on all the
surrounding enemies.

  | [010800]      Experience      [010800] |

And again with the similarities with A New Beginning. Collecting the blue
versions of the gems, or Blue Spirit Gems as they're called, will fill up a
small pool in the Level Up screen which will show you exactly how much your
collection of gems will advance your primary breaths. These spirit gems tend to
be found in the remains of dead enemies or in blue clusters, usually hidden
slightly out of the general path.

Even if the game is suggesting that you can fill up a level for a breath, your
pool will still collect Blue Spirit gems so don't worry about losing out on
experience if you're saving for some new breath that you haven't got yet if
that's what you want to do.


  | [020100]      Temple      [020100] |

After the recap of the last moments of The Legend of Spyro: A New Beginning you
begin outside the Dragon Temple, simply walk up the slope and head inside. Go
around the dragon statue and pick up Enchanted Scriber's Quill [01/40]. This
ones a freebie but in general they're hidden just out of view so you usually
have to be looking to find them. Go through the door that opens and then top
the right through another door.

Continue down the corridor and use your melee attack on the cracked door at the
end. You'll then meet the first enemy of the game, a Toad Weed. It's like the
Frog Weed of A New Beginning except blue and a bit more vicious looking. A
simple knockup of the creature is needed to get it out of its hole where you
can then proceed to kill it. Follow Sparx up to a second Toad Weed, then go up
to where the game tells you to double jump and glide. Instead of doing so stop
on the platform just below the top one and turn to the right. Double jump and
glide onto the out-stretching tree branch and then quickly to the Quill [02/40]
as it'll collapse and you'll fall if you stay more than a moment.

Go back and glide over the gap as the game suggested now. Position yourself so
that the Toad Weed is between you and the root wall beyond. Knock him up into
the air and then knock it back into the wall, smashing it.

  | [020200]      Fire Dream      [020200] |

Immediately you'll notice a strange effect on the screen and Spyro's movement
is slowed. This is Dragon Time, for now it's unlimited so take your time in
jumping onto the rotating platform ahead, of course once you're on the platform
jump off straight away. Once you land on the next bit of land you'll have the
Dragon Time ability for real. Switch it on at the right moment so that you can
jump on the fast moving platform directly infront of you, and then off again
when you land on it to preserve it for your next little jump.

As the platform gets close to another fast moving platform start your Dragon
Time again and jump onto the new one. You can jump off this onto solid land
without using Dragon Time. There's another fast mover and then a tilt beam. It
doesn't require Dragon Time to get on but you might to get off unless you're
quite quick off the mark. Use it so that you can reach an end without it
sinking below the level of the platform you want to get to. Then just glide
down to the firey spot ahead.

Now with Fire Breath back you should head forwards and jump up the floating
platforms to get to where there are four Stone Trolls waiting. Once you're told
what to do they'll begin to awaken, here you won't have to do much damage and
your magic is self regenerating. Move over to the far end and jump up the new
platforms to get to some more Trolls. Kill them with your new Comet Dash attack
(Fire Breath does nothing) and then move on again.

Use your Fire Breath on the three torches and again it's moving on time. Go up
the platforms and jump onto the teleporter. You'll learn all about gems, and
get a few free ones too. Some more platforms will appear once you've smashed
the clusters so get up them and teleport into the last part of your fire
training. Fury.

Kill the advancing Stone Trolls in any way you feel like, Breath, Dash or
Melee. Smash the purple gem cluster in the centre to help things along a bit.
Once your Fury meter reaches the full point simply unleash your fury upon
whatever is around. Whilst furying you can't be hit. Once done head up the last
set of platforms and enter the building.

  | [020300]      Temple      [020300] |

Back out in the Temple level again, walk forwards and some apes will appear.
After killing the pair of soldiers that attack first a couple of Death Hounds
will appear. These are fast moving enemies that will charge into you from afar,
so watch out for them. Another pair will arrive and then you'll see a short
scene of a large ape leader jumping down. His attacks, if they hit you, will
freeze you on the spot. Use fire breath to get out of it quickly, jiggling the
analogue stick is a bit slow. Once you've taken care of the Leader and the
soldiers and hounds that appear some bombs will helpfully smash some rocks for

Go over to the right and push the first statue into position at the end of its
track. Then off to the left and push the second statue. Jump on top of the
statue to reach the part above. Stand on the circle and the door will open.
Activate Dragon Time and wander into the building.

Dead ahead there's a torch to flame (to the right is an unlimited green gem
cluster if you run out of magic) and down the hall to the left you'll find
another couple, the last of which will open up the big door. Go through that
very same door. Avoiding the large hole in the floor, continue on through this
passageway to where some soldiers put out the torches. Kill them and their
leader and reignite the torches. The door will reopen to go through.

Go right and outside. Kill the spider, once it's down you need to tail strike
it (aka head bash or horn dive) so that it doesn't get up again. After killing
it turn to the left and jump up onto the ledge. Stand on the little platform in
the far corner and look up to the left. Jump from the first branch onto the
hexagonal pillar, then onto a tree branch and then across the path to Quill

Continue on along the path again and light the three torches ahead, jumping up
the steep platforms to reach the last one. The door will open and a Snail Rider
will enter. Flame the snail and then jump and air melee the rider. Make sure to
jump back after a few hits as the snail will pop out again, hitting you in the
process. Keep repeating this until they're dead. The door will open.

Go through the door and along to a fire torch which you'll need to light. The
other two are just ahead, one to the left and the other behind a vine wall
which you'll need to smash using your melee attacks. Once lit, in will charge a
couple of Death Hounds, take care of them before moving through the door. Go
down the corridor to the left carefully, the floor will shake and collapse.
Glide over the gap to take out the leader throwing ice bombs at you, as well as
the couple of soldiers he summons when you reach him. Now turn around and go
back over the second gap and look down into the first. You should be able to
see a green thing twirling around down there. This is the first of five Magic
Relics, Magic Relic [1/5]. Jump back out of the hole again and go through the
door you just opened.

Smash down the vines blocking your way and go right (left to some Blue Spirit
gems) and head outside. A Commander and a pair of Death Hounds will appear.
Kill them, watching out for the Commander's green blasts that he sends out
every now and again by hitting the floor. Then you need to light the three
torches. One to the right of the entrance, one to the left and the last you
need to use the platform the left one is on to reach.

The correct direction of travel once inside is to the left. Smash the vines and
jump over the gaps, watching out as the floor is all ready to collapse, even
just by gliding over. Once at the other end you'll reach a check point. Tail
Strike the vines and you'll fall through into a spider den. Watch out for their
spinning, and remember the easy way is to simply knock them up into the air
once and Tail Strike them when they're down or you'll keep on having the attack
them. You only have to hit them twice. Once the first two are dead another pair
will smash their way in, handily making an exit for you once you're done with

Follow the path out and smash the vines in your way, you'll reach some Toad
Weeds. Kill them and get onto the bridge just past, turn to the right and you
might just notice a red/orange spinning icon in the distance. Glide down to it
and collect Health Relic [1/5]. Use the roots on the wall to get back up, the
last one requiring a sudden change in direction. You'll get back up on the
right side of the bridge, keep going.

You'll encounter a spider lickety split, kill it and jump up the platforms
beyond and inside again. You'll reach a room with five hexagonal pillars of
varying size. Exactly positioned so that you can reach the very highest one and
collect Quill [04/40].

Continue on to the right, watch as the pillar topples over forming a bridge,
and immediately avoid the spider's attack. Cross that new bridge and kill that
spider (I say spider, it's only got six legs). Down the path behind it and up
to where a Snail Rider is sitting waiting. He'll summon a load of Toad Weeds to
help, ignore them whilst going straight for the big target.

The vine wall will smash by itself allowing you through. Jump over the broken
bridge and follow the leader dancing about on the other side upwards. At the
first jump before turning to jump up again continue along a bit and round the
corner you'll discover Quill [05/40]. Get back to jumping upwards. As you enter
the passageway watch out for the rolling barrel. It will explode if you bump
into it so just jump over, Dragon Time if you can't seem to time it right. Kill
the leader standing about halfway through the tunnel and then jump straight off
the end.

Glide down to the torches below, light the three of them and get back upwards
to continue along the path above. A couple of hounds and a leader will run in
to get killed. Once past them there's a Commander in the next room awaiting the
same fate. He'll summon three soldiers to help him though, and once the four of
them are dead another few waves of soldiers and leaders will smash their way

Once they're out of the way some spiders will appear. Jump up the platforms
once you've squished them and you're saved again. Use the branches on the left
to get over the thorn pit where a couple of spiders will promptly attack.
Avoiding the attacks of a third long distance spider you'll then want to glide
over some more thorns using branches, you might need Dragon Time in order to
avoid getting stopped.

There's another Snail Rider up ahead along with a crafty catapult and and ball
for firing in it hidden beneath some vines. Kill the Snail Rider in the usual
manner and melee the vines holding the ball in place. Drag it up the slope to
the catapult, stopping only to kill the Toad Weeds that appear, push it into
the cup and melee it to trigger. Use the platforms below to get up to where you
smashed and keep going.

Watching out for the ice bombs, glide down to the left, up the platform, light
the torch and glide over to where the leaders and commander are. Kill them,
light the torch and finally glide over to the last torch in order to open the
temple door, making sure that none of the apes have put out your torches.

It's a quick trot along a long thin path, jump over the spikes onto a tiny
platform in the middle of them and again to a branch sticking out, one more
platform and then to safety. Wander past the gems and into the darkness at the
end. Finally.

There's a few soldiers and a couple of leaders to kill before you get to the
boss fight.

  | [020400]      Assassin      [020400] |

Immediately you'll have to dodge his red blasts, and since you're in strafing
mode for no good reason that's jumping to the left of right. Use Dragon Time to
dodge if necessary. In order to hurt him you need to jump and tap flame when
he's either going up or going down. Keep repeating this simple process over and
over again until his life bar is empty.

Once he's defeated you're treated to a long talky cutscene in which you're
cheated out of a flight level. On with the show.

  | [020500]      Ancient Grove      [020500] |

Almost immediately a trio of Grove Mites will run up to you and latch onto
Spyro's back if you don't kill them. If you do get on you just perform a melee
attack of two to shake them off again. Charge over to their nest straight ahead
and smash it so that no more bother you. Go up to the waterfall and wait for
the platform floating in it to come down so that you can jump onto it and up to
the left onto some round thing sticking out, allowing you to reach the upper
layer. You might need to use Dragon Time if you can't manage to time it
perfectly. Go round to the right, past the exit of this area and keep going.

Jump onto the round collapsing tree branches all the way to where you'll find
Quill [06/40]. Jump back to the top of the waterfall and follow the actual path
out of this starting area. There's a Mite Nest straight ahead so smash that to
pieces to avoid bother. Keep on going past here and you should then be able to
see a green icon up in the distance. A few trees will collapse as you continue
and then a pair of Death Hounds will appear behind you. Turn around and kill
them in order to trigger another to free up the path.

Go past the tree lying over the path and attack the three hounds still waiting
for you, being aware of the mites running in from ahead as well. Once the
hounds are dead go smash the nest and melee the tree that it's under. Jump up
onto the fallen tree and turn around, jump onto the tree branch sticking out,
then to another on the right and finally glide into that green icon floating in
the air, Magic Relic [2/5].

Turn around again and use the tree for its straightforward purpose - getting
past the tree wall. You'll immediately notice a large pulsating mushroom type
thing standing in the middle of some purple water. Jump and melee it, watching
out for the occasional mite from a little further on, and grab Quill [07/40]
left behind.

Continue round the room to the other side where you'll encounter a place with a
load of Grove Mite nests, despite this there seem to be very little actual
mites so smashing them shouldn't be any sort of challenge. Keep on through the
tree and glide down onto one of the platforms in the purple water below. Use
Dragon Time to cross this water, switching it on and off again to get the
platforms to get into the useful position.

As soon as you're over the water jump up to the righthand side of the path and
melee the base of a tree there. It should fall over the path, so jump up onto
it (avoiding the attacks of a Grove Beast up ahead) and then up onto the tree
branch on the upper lefthand side of this path, then up to one slightly above,
over to one on the right, back over to the left and round the circular part to
where Quill [08/40] is.

Drop down, take care of the large Growth behind you if you want, you might
recognise it from its brief appearance in A New Beginning, and then just keep
on going. You'll quickly arrive at a larger lake of purpleness, this one
inhabited by Grove Worms, creatures that spit out an annoying substance that
can hurt you a bit. To kill them you can jump into the water and tail strike,
but it's not particularly worth it, so just ignore them and avoid their

Jump onto the first platform and smash the nest, over to the right is another
nest, then just keep on following the platforms around. There are some Blue
Spirit Gems that you might want to get, you can get these by taking a detour
along some branches to the right. In any case smash the next nest of Grove
Mites and get on over to the other side of the lake. Approach the thorny
blockage and a death hound or three will smash their way through. Back off to
get out of the range of the Growth and kill the three of them, then run up to
the Growth and take him down, noteful of the fact that he's rooted to the
ground so you can't knock him into the air.

Some more Death Hounds and another Growth and just around the corner so lure
those hounds out and take on the Growth by itself. And when they're dead your
path will clear up. Trundle on along it and you'll hit a cutscene.

  | [020600]      Ice Dream      [020600] |

Back in the training grounds, it's time to learn Ice Breath and all its new
features. You don't even have to walk over to where you regain the power, how
lucky. Jump up the platforms, Dragon Time for the first one, and try out your
new Polar Bomb attack. This is much more powerful and much more useful than the
Ice Breath of the previous game, this time your foes almost always freeze
allowing you the freedom to get up close and personal without them attacking.

There's a tilt beam inbetween you and the next part, not too difficult I should
imagine. Using the cool new Ice Tail attack you can quickly kill these Stone
Trolls. Using the beams to get up high now you should reach a small lake where
you'll be instructed to use Polar Bomb to help cross. It's quite a nice method
of getting across the water, simply fire it into it and it should create a
small ice platform that you can stand on for a short time before it breaks up
and becomes water again. Make as many platforms as you like here, your breath
is unlimited for now.

Once at the far end of the lake you should use the turning tilt beams to reach
the platforms above to the left where you'll be doing the Ice Fury. Ice Tail is
quite slow but will wipe out the trolls easily. Unleash your fury and then jump
over to the building to finish up and get back to the real world again.

  | [020700]      Grove Underground      [020700] |

Scavengers attack! Three soldiers and a leader will immediately rush towards
you, simply use your new Ice abilities to defeat them all. You should be able
to make it over the first gap in the platforms without using Polar Bomb to
create a platform but the next part requires it. Try and get the platforms a
decent distance apart (you use the same amount of magic however long you charge
it) so that you don't run out of breath before you reach the other side. If you
decide that you want to kill those annoying Grove Worms then it'd probably be
best to attempt it from shore where you can stock up on magic. It's only a
short hop to the next platform but then it's a bit longer to dry land again.

Once there you should run along to the other end and go for one last run across
an even longer stretch of the purple water. There's a couple more Grove Worms
to the right inbetween some odd low platforms in the water and then a host of
mite nests that you may want to smash. Now, stand on the raised platform to the
right in the water. Looking back you'll notice another platform start to rise,
use Dragon Time, jump onto that platform and keep going along this pattern to
get to the top of the last one where Quill [09/40] is.

Getting back to the path, as you approach the next corner a pair of Death
Hounds will charge around and start to attack. Once you've killed them jump up
the steps at the end and you'll emerge into  large open area, pirate ship
ahead. Proceed further forwards until a scene introduces a whole load of
scavengers. This might take a little while as there are several waves of
leaders and soldiers. Once you're done with them, or bored of them, go over to
the far right corner. A small boat of three soldiers will arrive, ignore them
and instead flame the fuse inbetween the boxes on the left. Wait a short while
and some explosives will go off.

Now go through the gap in the cages that you just made, another small boat will
turn up, this one you should get on (killing the passengers first of course)
and it'll take you a short distance to the left. You should then follow Sparx
up onto the cages back on land and then just keep following him over the cages.
Once on the highest points get as close to the large ship just off land and
glide down onto the deck, next to a cannon. The game will helpfully hint that
you should hit the barrel of cannonballs on the far side of the ship. First you
might want to kill the attacking scavengers, but once they're dead take a
cannonball over to the front of the cannon, then once it's inside light it with
your fire breath.

That's another path opened. Glide back down to dry land and make your way along
to the new opening. Use your Ice Breath to put out the fires and then melee the
wood left behind.

  | [020800]      Scurvywing      [020800] |

Seem familiar? Yes, this fight is almost exactly the same as your fight against
the Assassin. I'm not really sure whether or not to class it as a boss fight
but I might as well.

Just like with the Assassin you need to dodge the blasts of red either by just
jumping to the left or right. Or use Dragon Time to slow things down for you.
And then attacking is simply a case of jumping and hitting the breath button,
oddly you can't change breaths despite having Ice Breath now but I guess fire
works perfectly well anyway.

  | [020900]      Grove Underground - Continued      [020900] |

Turn around and head down the path to the left and jump down at the end of it.
The game will save and you'll see a short flyby of the upcoming enemies for the
next little area. Anyway, kill the Grove Beast to your left, he'll set of green
blasts by hitting the floor and doesn't seem to be able to be thrown into the
air. No matter, he freezes well. Over to the small pond with three Grove Worms
sitting in and another Grove Beast on the far side. Around the pond and to the
right and you'll round a corner where two more Grove Beasts will pop up ahead.

Get over the thin strip of purple water between you and them and beat the gems
out of them. Over some more water to the exit ahead, a Grove Beast might be
there but he tends to kill himself.

It's bottomless pit time now, the flyby helpfully showing you the Health Relic
you're going to be trying to get in a minute as well. Jump forwards onto the
tree branch and then follow a few more branches until you get to a large
floating jellyfish. For the most part these are harmless platforms that seem to
allow you to land on them in impossible places but some ahead, like the very
next one for example, will flash yellow and shock you, so watch out for those.
Timing your jump to land exactly after the Jellyfish stops shocking make your
way over to a large tree trunk just past a few more branches. Don't go inside
yet though, instead head to the right.

You should be able to see a path of branches curving around to the left, just
keep following them and past the shocking Jellyfish. The jumps here will start
to get annoying so either be really good at perfect timing or double jump and
instead of gliding the whole way, use Comet Dash. This will propel you forwards
through the air usually closer to the target branch and higher than you would
have got with a normal glide.  You'll be rewarded with Health Relic [2/5] for
getting to the end of the path. Glide downwards onto the Jellyfish ahead and
get back to the tree, go inside now.

Once inside you'll be trapped. Surrounded by an onslaught of Grove Beasts. The
best way of taking care of the wave upon wave of these beasts is to keep
freezing them. They don't like the cold. Once it's over a mushroom platform
will descend allowing you to jump onto it. It'll take you upwards to the exit,
an oddly bright light.

Back out in the darkness jump onto the Jellyfish ahead of you and wait for
another to come floating by. Jump onboard, wait for it to get to the other end
of its path and jump onto another Jellyfish. There's a pair of Jellyfish of the
shocking variety up next, it's all a matter of timing but if not unless you're
really low on health it shouldn't matter here. A few more jumps following Sparx
onto another moving Jellyfish, at its point on the far side of the tree jump
again to another doing the same kind of thing, and then onto a nice normal
stationary one.

Wait for it to float up a little and at the highest point as they start to go
down again, jump towards the one above. You should make it by landing on the
side, jump again if you're sliding off. Instead of going left like mean old
Sparx wants you to do, go to the right and follow that short path of Jellyfish
to its conclusion, Quill [10/40], you'll need to jump to grab it. Go back now
and follow Sparx to the left. Getting past the last few Jellyfish and emerging
on proper land again. The game will also save at this point.

As you walk a little forwards a Grove Beast and a number of Death Hounds will
popup out of the ground for no reason. Keep to one end of the area so not to
provoke all of them at once, try to either kill the hounds first or
incapacitate them with ice while you attack the Beast. Once all of them are
dead and gemmified another hound will smash through the wooden fence. Kill that
and then you'll see some more Growths up ahead throwing those ice/web things at
you. They're also guarded by a few more hounds so watch out for those. A quick
ice breath or two should freeze them all solid to allow you to nullify the

Going left at the corner (where else would you go?), you might just notice the
twirling sight of a feather in the greenery ahead. As you trot down the path
towards it a trio of Death Hounds will pay you a visit from their forest home.
They should attack you near a tree on the left with a load of dents in. Melee
the base of it and it'll fall down. Jump up onto it and then directly over to
the feather to the right, that's Quill [11/40]. The camera here's not very good
but whatever.

Jump back down to the path and not much further you'll reach a large purple
lake with a half sunken ship in it. Also to the left you have an unlimited
green gem supply... handy. Using Ice Breath make your way over to the ship,
jumping on the side and to the front where there's a leader. Kill him and then
smash open the box nearby. Inside is Quill [12/40], nice. Refill your magic if
needs be and jump over to the three stone platforms in the lake. Using Ice
Breath again go around the ship to the left and grab Quill [13/40] sitting on
the small platform there. Jump back into the ship to refill your magic and then
go back to the platforms again and finally get up the ledge dead ahead (you may
be able to go straight from the quill to land depending on how much magic you
used getting there).

From here it's just path to the boss.

  | [021000]      Arborick      [021000] |

The Stone Sentinel of The Eternal Night. Unfortunately, like the other couple
of 'boss fights' you've had you're stuck in strafe mode. Not all bosses are
like this so don't worry too much. Anyway, this fight is much more boss worthy
with Arborick needing a special method of attack to defeat.

That means setting him on fire in a certain way. Hit each part of his body
twice with your fire attack, the second hit should be immediately after whilst
he's still glowing red. You need to hit both of his hands, both of his feet,
and his torso in order to beat his first health bar. If you don't get them all
on fire quick enough he'll start spinning and regenerate all his health,
putting out the fires at the same time. During this you'll also have to avoid
his punches and kicks, Dragon Time is a big help in all of this.

The second part of the fight is a much closer affair, there's no specific thing
you need to do besides attack. He no longer sets on fire and won't regenerate
once he's moved right up onto where you are. Just keep moving from side to side
pounding away at his feet and his health, dodging his now even stronger

One large part of this fight is dodging the flames he sends out when he starts
to spin. Avoid this by watching their path closely, you should be able to tell
where the ones headed in your direction will land based on your current
location. Dodge these and getting hit occasionally by Arborick won't be that
much of a problem.

  | [021100]      Fellmuth Arena      [021100] |

Without so much as an exploratory rest you're thrown into a fight against the
Blundertails. They're a couple of large scorpions with cannons for stingers.
These two work closely together and so are harder than they would be alone,
obviously. To do some damage you need to do a melee knockup to open their
blocking claws, then you can attack them freely, if the other one didn't have a
problem with you doing that of course, so the best thing to do is knock one up
and then the other, then attacking the second. Repeat until one of them is sort
of flat on the ground, it's at this point you should perform a Tail Stike to
squish them, like the spiders. With just the one Blunder Tail left there
shouldn't be too much of a problem.

  | [021200]      Earth Dream      [021200] |

Glide down to the green circle ahead to reawaken Spyro's Earth element. Then
just jump up the simple platforms to get to the Stone Trolls. Here you'll be
told about Earth Flail, no more rapid fire Earth Breath, this one is still
quite tough and is useful in attacking a lot of enemies, though not if they're
too close already. Kill the four trolls to advance.

You'll need to use Dragon Time to get up to where you are taught about Earth
Pound, an attack good for groups as well. This jumps Spyro and nearby enemies
into the air for you to immediately air melee them, it damages them a bit too.
The four trolls are quickly defeated and you move on to the practical use of
the Earth element, smashing rocks. And turning crystal ball switches on. Once
you've smashed the rocks stand in the middle of the crystal ball things, hold
down Earth Flail and turn a full circle. You'll then be let to go off and do
the Earth Fury.

One little platform jump left and you're back in the waking world.

  | [021300]      Ravage Rider      [021300] |

For the first health bar it's a simple case of standing in the middle to entice
the Ravage Rider to turn and fly at you. You should watch the cannon in its
side, popping out occasionally to fire a cannonball at you. These are easy to
dodge if you see them coming. Every few runs down the centre of the arena and
the Ravage Rider will crash, the driver's legs sticking out the bottom. Melee
the ship at this point (jumping will waster time), you'll probably need to do
this a couple of times before getting to the second stage. Getting too close
during this part will mean that the Ravage Rider will blast fire out of the
cannon spot.

Once onto the second stage of the fight you're going to need to be tougher.
Circle the arena staying near the middle, on the opposite side of it to the
Ravage Rider. This should both make the cannonballs miss and any fire won't
reach you. He'll quickly turn into the middle so get ready with your Dragon
Time in order to get out of the way. He crashes a lot less often so you'll just
have to keep circling until he does, making sure not to let him catch you up
too closely. You also get less time to attack when the ship crashes so you need
to do that more times than before as well.

Once that bar is gone he'll do one more circle of the arena and you win.

  | [021400]      Executioner      [021400] |

The Ice King-alike Executioner has a nifty sword and shield dealio. Stand a
little away and blast at him with your Fire Breath. This will quickly destroy
his shield. Dragon Time, run up to him and melee. Avoid his occasional sword
attacks and you should be able to quickly get rid of his first health bar.
You're probably supposed to wait for him to get his sword stuck in the ground
but waiting for that can mean he'll do his very annoying other attack where he
knocks you into the air from a distance.

His second should be about the same without his shield, just melee him and
avoid any of his slow motion attacks (in Dragon Time of course), using Comet
Dash as part of air melee attacks is quite useful but you may want to save a
few for his third final health bar which is again pretty much identical.

  | [021500]      Fellmuth Arena      [021500] |

Finally you're out of the fights and straight into another fight with a bunch
of Scavenger Soldiers. Once you've killed this first lot a door will open to
the right and yet more of the monkeys will pour in. Kill them and you're free
to go through that door. Over in the far corner you'll see a bunch of boxes all
piled high, smash into the lighter coloured ones at the bottom a few times,
this should clear the way.

Hit the lever on the wall next to the pressure pad and a barrel will roll out
of the pipe behind you. Stand on the pressure pad until the barrel has rolled
past the spikes, switch Dragon Time on and quickly run over to the next
pressure pad. Again stand on it and wait for the barrel to roll over the spikes
(turn off Dragon Time while waiting). Another pressure pad to get it over
another set of spikes, and then if you want to get the Health Relic, run over
to the far pressure pad and let the barrel roll into the far wall. This will
destroy the blockage and let you use Dragon Time to reach Health Relic [3/5].
To get on with the game repeat all of that except without letting the barrel
roll past the last set of spikes. It'll hit them and explode, opening the side
of the ship. Jump down.

The pattern for the first pipe is three blasts and then a gap. You might like
to use Dragon Time for an even safer jump. Keep going left, the next is eight
bursts and then a short gap (Dragon Time quite useful), the next has five
bursts (the top is pretty redundant but it bursts for three of those five) and
then its gap. The last one has ten bursts before its miniscule gap, Dragon Time
is most useful for this one.

Now you're at the other end switch to Ice Breath and use it on the fires, then
smash the remaining wood (or jump over it, whatever). Smash down the door and
turn left. Keep going to the end and then flip the lever. This will invite a
new load of scavengers in to start wailing on you. Wail on them and then go
past where you just got into this section and beyond where the gate just
opened. You've been here before so just keep on going forwards to the very end
where you'll meet Mole-Yair.

Walk out of the door to your right and you'll be shown the side of the ship
firing cannons. You can mostly ignore the cannons as you jump right over the
top of their shots, but don't stand around waiting as the planks go rather
wonky. Get to the far end of the cannons and stand in the lift. Jump off at the
top. Up here you're going to want to push the little carts towards the wall to
block the steam coming out. Those leaders might want a bit of a killing too.
Once all of them are pushed against the wall (you may need to remove a blockage
or two).

Back down by the door head inside and to the left. In the room first open on
the right is a cannon, but no cannonball. That's in the room first on the left.
Hitting the barrel will summon a pirate ghost, you can kill these very easily.
Take the cannonball back to the previous room and fire it. Quill [14/40] is
waiting under the rubble.

Back into the cannonball room again, take another to the next room along the
corridor. Fire the cannon and go back for another ball. Fire once again and
you'll be able to grab Quill [15/40]. Continue down the corridor again, going
left after a very short distance and through into a room with the bottom of a
mast in. Go into Dragon Time and hit the lever on the base of it. quickly run
around the mast and into the lift. The lever at the top opens the grating on
the far side, use Dragon Time to get there in time.

Kill the few scavengers that attack you as you reach this new checkpoint, once
they're all dead and no more are arriving turn to the left and hit the lever
next to where you came in. This'll drop a cannonball for you. Drag it over to
the far left and put it in the cannon there (it's the one facing a pile of
girders) and fire it. Quill [16/40] is found in the rubble. Hit the lever again
and take it over to the right where there's another cannon. Firing this one
will destroy the cannonball holder and make a way for you to jump up to the
next part.

You'll suddenly be onset with a horde of leaders and soldiers, and a couple of
Fire Cannons on either side. Kill a load of them and a Scavenger Commander will
appear. The totems mentioned are little statues that glow purple, a beam of
light connects them to the things that it's helping. Smash the totems or you'll
find that your enemies regenerate health while you're killing them. Go up the
ramp at the back and take care of the Commander. Once he's dead a few more
troops will pop in. Kill them and jump onto the left lift.

Beat up the several Leaders on this platform, once they eventually stop
appearing another lift will come down to you. Kill the soldier and jump on-
board. Jump out once you stop and kill the platform full of scavengers, then
look out to the far side of the platform. You should be able to see the Quill
floating about on the end of the wooden bit. Simply walk out to the end to grab
Quill [17/40] then hop back onto the lift and go back down. Walk along the rope
bridge over the arena to the far mast.

Jump straight into the lift sitting there and you'll be dropped down into a
large battle. Kill all of the soldiers and leaders around down here first, then
fire the cannon on the left. This will free a pair of Blunder Tails. Defeat
those like you did the two in the arena; if they're close together you should
knockup one and then the other and attack that one while the other recovers.
Keep doing this and then finishing them off with a Tail Strike. Go up the steps
to the left, lure the load of soldiers there down onto the deck and kill them
all, making sure to smash any totems that the Commander throws down. Once
they're all gone go up to the middle and use Ice Breath to help defeat the
three Commanders at the top.

Once you kill that last one a proper war will break out. Turn around and smash
the large chest next to the steering wheel. Inside is Quill [18/40]. Walk down
to the scavengers below and you'll see some Dreadwings destroy the deck. Once
you've killed the scavengers to your satisfaction just jump down through the
new hole (dying before getting through the hole means doing the entire battle
over again).

  | [021600]      Skabb      [021600] |

The big dumb pirate will start firing his hook at you. Dodge it a couple of
times and he'll get it stuck. This is your chance to melee attack a few times
him but as soon as he manages to free it you need to get out of his way. Keep
repeating this simple method about three or four times until you eventually get
his first health bar down.

His second attack consists of firing several shots in a row, dodge these by
walking to the side and then jumping back along the same path then walking it
and jumping and walking and jumping until he finishes this attack. He'll then
fire a couple of times with several bullets at once. Double jump right over
these (or if you're in the air when he fires, get on the ground). His gun will
start to spark after about four of these multi-shots and give you a chance to
attack, a melee of three hit should be about right. You and he should then
repeat this until you defeat him.

  | [021700]      Pirate Fleet      [021700] |

Glide down onto the deck of the pirate ship below you, landing in the midst of
a bunch of scavengers. Kill the two that are left. If you want to kill the
Armordillo locked in the cage you should be able to melee him, or just jump on
the top of the cage and perform a few Tail Strikes. Anyway, go over to the far
side of the ship and glide down to the next one, following Sparx as he changes
direction so that you miss the Dreadwings.

Once on the pirate ship kill the leaders and then use Ice Breath to get up to
the Commander at the stern who you will need to kill. Once he's dead a small
boat of three Soldiers will appear on the starboard side. This boat will take
you to another small boat which you'll need to transfer to. This one will take
you up to a third large pirate ship.

Kill the few scavengers on here and grab a cannonball from the dispenser at the
back. Take it to the cannon in the middle and fire it at the bits of wood
blocking the other ship. Glide over the gap between the two ships and get read
for a fight. A few waves of enemies will appear then a Commander will open up
the top for you and some more soldiers will pour in. After defeating them but
before jumping out of here, smash the treasure chest over next to the large
crate. Inside you'll find Quill [19/40]. Now jump up out of there.

Go up towards the Commander and he'll summon a bunch of soldiers to attack.
Ignore them and just jump up to the Commander and kill him first. Once he's
dead a small boat will arrive to the left of the ship at the back, kill the
passengers and jump onto it. On this next ship you'll need to kill another
bunch of scavengers. Before exiting and jumping on the next little boat,
instead go up to the top back of the ship and use Earth Flail on the piles of
straw there. The largest pile has a pressure pad underneath. Stand on it and
the door in the middle of the deck will slide open.

Dragon Time and run down into the hole. Behind the pair of crates on the left
is Quill [20/40], that's half of them done. Jump up to the top of the room and
the door will open automatically for you. Now get onto the boat to the right,
it'll smash a hole into the next ship.

Kill the scavengers that attack and then use the cannon to destroy a large
crate blocking the exit. Then stand on the pressure pad at the far end of the
room and go through the door. Kill the Ghost and the lone Blunder Tail at the
far end of the room. A  lift will come in, laden with a leader, which you
should jump up to and get into. Emerging on the deck you'll want to kill the
two Fire Cannons on either side and the Blunder Tail next to one of them.

Go towards the back of the ship and kill the scavengers there, some soldiers
will burst through a crate, kill the Commander behind it as well. Hit the lever
up here at the front and a boat will turn up on the right-hand side. Ignore it
just for now and head towards the back of this ship. On the right next to the
treasure chest, jump over the barrier and onto a small boat sitting there. Jump
onto the boats slightly further out to get Quill [21/40]. Now jump back and go
to the middle right. Jump along the planks to the boat and get on.

Glide down to the pirate ship below and Scurvywing will attack. Again.

  | [021800]      Scurvywing      [021800] |

It's exactly the same as your previous fight. Dodge the red blasts by jumping
to the side, and jump and tap flame when he goes down or is coming up to
attack. Simple.

  | [021900]      Pirate Fleet      [021900] |

Head towards the back of the ship and hit the switch. This'll bring a small
boat closer, jump on it as you'd expect to need to do. Jump to the left and
onto the next ship. Immediately start attacking the soldiers on the deck and
once all dead go to the back of the ship and use the cannon there. Next you
should jump onto the boat floating up and down between the two ships and then
glide over when you are able.

In the middle of the ship you'll see a wooden trap door slightly opened and
slightly cracked. Tail Strike this a few times to break through and find Quill
[22/40] under there. Jump back out and head towards the back of the ship. Kill
the leader there and flip the lever. One side of the cogs will start turning.
Turn around and go to the middle of the ship, just past where you got that
quill. Jump up to the mast and hit the lever at the bottom of it. Finally make
your way to the front of the ship, killing scavengers along the way, and hit
the third lever to open the other trap door.

Jump down the hole and into the area below. Cross the room and once you get
near to the other side some scavengers will appear back where you came in. Kill
the leaders as they arrive (two at one time at most) and avoid the parts of the
burning floor that fall. Once they're dead some more will arrive through the
grate that closed before. Kill them plus the Ghost and a boat will appear back
up on deck. Go into the next room and smash the large chest on the right.
Inside is Magic Relic [3/5]. Turn around and jump back up onto deck via the
gappy room and get on that boat to the left.

This next ship is completely void of life. Go to the back and smash open the
large treasure chest there, Quill [23/40] is your prize. Once you've got that
and are filled up on gems jump onto the boat on the right side of the ship.
Transfer to one more boat and you'll notice a health bar popup in the corner.
Glide down to where the big guy is waiting for you.

  | [022000]      Skabb      [022000] |

Here we are again, battling Skabb. He's got a different tactic this time though
you'll be glad to hear. Avoid the cannonballs as he fires them and then kill
the soldiers that appear (usually they'll jump off the edge attempting to get
you). Skabb will then turn his sword a purpley glowing colour. Avoid his swipe
and he'll slam it into the ground sending out a burst of purple energy. Double
jump and glide over these, doing this four times before he tires. This is you
chance to attack, you don't get much of a window though. He'll then start a
downpour of explosions, you can avoid these by watching the shadows as they get

In a bout of originality it'll repeat again, this time with leaders instead of
soldiers. The next time will be back to soldiers again. You'll probably need to
attack him about three of four times until you beat him depending on how much
damage you manage to do each time.

  | [022100]      Electricity Dream      [022100] |

Glide down to the yellow circle ahead. Then it's off to kill some Stone Trolls
with your new Electric Orb attack. It's a slightly more involved attack than
the others, you need to get the orb into the range of your enemy before
detonating it by breathing again. Jump on over to secondary isle, for Electric

This one's a fun move where you can just weave your way through enemies with
incredible power, sending them flying into the air. Now for the practical

Hit the orb with your own Electric Orb and then jump up onto the platform that
raises. Turn to the left and jump and fire another orb to the crystal in the
distance. Jump onto the second platform now and jump and breathe the third orb.
With that done jump all the way up to the usual Fury section. Then it's the
usual jumping to the exit.

  | [022200]      Celestial Caves      [022200] |

Going forwards you'll want to use the tilt beam in the middle of the blue part
to get up onto the ledge on the left. Turn around and jump onto the platform
floating about which will then whisk you across the room. Jump off and go left,
through into the yellow. Use the floating pillar ends in here to get across to
the opposite end and into red. Jump down and then straight outside.

Dead ahead is a pond with a Quill floating on it. Go over to grab it, that's
Quill [24/40], and the circle of Stone Trolls will awaken. They're just as easy
to beat as they were in the dreams so don't worry about them. Once they're dead
some platforms will lower from above. Go over to the right and use the tilt
beam, not to get onto the ones on the left but to go out towards the right.
You'll find Quill [25/40] hovering over the tilt beam after a couple of
floating platforms.

Now glide back to land and use the tilt beam there to go up to the left. Jump
along the platforms to the ledge with a couple of blue spotlights going back
and forth. Keep out of their path, use Dragon Time or you can use Electric Spin
and you can just go straight through. There's another couple of Stone Trolls up
ahead, kill them and then turn your attention to the rather large flaming Fire
Elemental on the left, Ice Breath should be useful.

Once you've destroyed him turn back to the remaining statues at the bottom,
jumping onto the shield of the nearest. Jump along the branches sticking out of
the wall and you'll reach Quill [26/40]. Land and then glide down to the left,
landing on the tlt beam (Comet Dash if you can't quite make it) and then get up
onto the platform above. Kill the two Stone Trolls and walk down the path

You'll come to an area with three inanimate Stone Trolls and a couple of those
statues you need to push, so push them into their places, the Stone Trolls will
awaken for you. Jump up to the Fire Elemental when you're done with them and
kill him too.  Jump through the caves behind him and you'll get to a large open

As you kill each of the crystal ball spiders drag the crystal ball they leave
behind onto one of the four holders lined up along the wall. If you don't get
the ball into the holder in time it'll explode and you'll have to kill another
spider. Once all four are in place it's time to use your breaths. From left to
right it's Ice, Earth, Electricity, Fire. If you do it quick enough the door
will open. Follow the book into a room with five doors, four with elements

Go into the fire one on the left.

  | [022300]      Fire Cave      [022300] |

You might like to note that you can only use Fire Breath in here. Anyway, walk
forwards and you'll be greeted by a pair of crystal ball spiders. Kill them and
use their remains in the pedestals behind you, light them up to get through the
door. Once inside jump over the water and turn around. Look up at the back of
the big piece of rock and you'll see Quill [27/40].

Keep going through the cave and you'll meet a Fire Brute. Not quite the same as
the Fire Elemental but he has an annoying blocking move. Once he's dead
continue on through and kill another couple of these Brutes. Once they're both
dead the blockage will be gone. Again continue on and there's a Fire Elemental
up the ledge. Jump up and kill it, as you do, and then go through the door at
the end of the short path.

Glancing upwards you can see the next relic, yay. Jump onto the book in front
of you and then onto the small platform to the right. Light the candle with
your fire breath and a couple should flip back to normal. Jump over to the next
candle and do the same, repeat this across the room going quick enough so that
they don't turn back with you on them, Dragon Timing up the last bit. At the
top instead of going to the Brutes, go to the left and jump over the book
platforms (watching out for their magic closing powers) to where you get Magic
Relic [4/5]. Then go to the Brutes and brutaly kill them.

Run up the slope and kill the Fire Elemental and his two Fire Brute friends, I
heard they said you guys look like dorks. In the next room you'll see a teeny
tiny Button Crab. Use Dragon Time and then Tail Strike it. Tail Strike is a
move identical to Head Bash or Horn Dive of previous Spyro games. To do it you
double jump and melee, this should slam you down to the ground. If you hit it
successfully it will stop moving completely and activate a red teleport pad for
you to jump on in the next room.

  | [022400]      Fire Spirit      [022400] |

A very familiar looking boss, the key here is to destroy his shield with your
fire breath. Stand a little away and burn it off. Then run in and melee until
he gets his shield back, back off, destroy the sheild, melee, and so on.
There's a green gem pile if you run out of magic.

One down, three to go. Next up, Ice.

  | [022500]      Ice Cave      [022500] |

The ground ahead might look reasonably solid, it is infact not. Use your Ice
Breath to create platforms to cross it. Go through the door to where there is a
trio of Ice Brutes. Luckily your Ice Breath is great for defeating large foes.
Once they're all dead a crystal ball spider will fly in. Kill it and put the
ball into the pedestal on the right near the entrance.

Make sure to fill up on magic, then go over to the ledge, look down to the
left, and I mean directly down, and you'll see the relic. Simply jump and hover
down to Health Relic [4/5]. Now cross the water using Ice Breath (you'll need
to use the biggest distances you can do) and jump onto the book. Try and get
the crystal ball in the wall with your Ice Breath as you go past, if you miss
then you can just stay on the book which goes up and down. When you get it, or
run out of magic, jump off at the top (remember to go back with more magic in a
bit if you missed) and kill the Ice Brutes.

Also kill the crystal ball spider and take the crystal ball over to the right,
then breathe on it. This being the third crystal ball some books will then
lower. Jump up the books and at the top, instead of going inside, go to the
left where you'll find Quill [28/40], then go through the door.

A little way through and you'll find a Button Crab, this'll activate a teleport
pad on the right. Use Dragon Time and then Tail Strike it. Tail Strike is a
move identical to Head Bash or Horn Dive of previous Spyro games. To do it you
double jump and melee, this should slam you down to the ground. When you hit it
successfully it will stop moving completely.

  | [022600]      Ice Spirit      [022600] |

It's a lot like the Fire Spirit. Blast it a few times with Polar Bomb, smashing
the shield if it blocks. Then melee it a bit, run off and repeat. He might get
his mace stuck in the ground at points, this will then break if you melee him
but he'll get it back soon enough. All you really need to do is hit him with
Polar Bomb a lot, it'll take off health and there's a nice regenerating green
gem cluster.

  | [022700]      Earth Cave      [022700] |

Turn around and jump onto the pedestal behind you. Jump up the branches to the
right all the way to Quill [29/40]. Next use Earth Flail to activate the
crystal ball switches on the ground. Move on along the path to where you'll
find three Earth Brutes. Kill them and some Button Crabs will be set free. At
the far end of this part is a tilt beam, use it to reach Quill [30/40]. Jump
back down and use Dragon Time to Tail Strike both of the Button Crabs in order
to continue. Tail Strike is a move identical to Head Bash or Horn Dive of
previous Spyro games. To do it you double jump and melee, this should slam you
down to the ground. When you hit one of them successfully it will stop moving
completely, then repeat for the second.

Go through the cave and kill the four Earth Brutes. Once they're dead a couple
of crystal ball spiders will appear. Kill them and move their crystal balls
into position. Use Earth Breath on them both to open the way out, don't go
quite yet though. Push the statue on the left into position on the white
circle. This will allow you to reach the branches circling the rock in the
middle, get around and then onto the ledge with Quill [31/40] on.

Now go along the exit and use Dragon Time to cross the platforms. It's just a
simple case of walking to the already active teleport pad now.

  | [022800]      Earth Spirit      [022800] |

Again? Smash the shield with Earth Flail and beat him up, backing off when he
recovers. Rinse and repeat.

  | [022900]      Electric Cave      [022900] |

To cross the lake ahead without Ice Breath you need to jump and fire your
Electric Orb attack at the crystal ball switches, the one on the left first,
then from the platform it creates detonate another orb to get the next platform
to rise and be able to reach shore. Kill the two Electric Brutes on the other
side. Once they're dead turn around and look back to the water. On the right
you'll see some rocks, smash them and behind you'll find Quill [32/40].

Another lake to cross next. First get the switch on the left near to you, jump
to the platform it pulls up and then over to land on the right. Then it's the
switch to your right as you land, standing on that one's platform you can reach
the final one  up high and make it to the other side. There's a statue you can
push but it isn't necessary to reach Quill [33/40] floating there. Kill the
Brute that appears and head down into the cave and through the door by meleeing

Kill the Brutes in the area below and then the crystal ball spiders that
appear. Put them into place and use Electric Breath on them. A book will lower
and allow you up to the exit. There's a little bit of work first though, by way
of Button Crabs. There are three darting around here so make sure to search
behind all the bits of rock if you can't find them. Use Dragon Time and then
Tail Strike each of them. Tail Strike is a move identical to Head Bash or Horn
Dive of previous Spyro games. To do it you double jump and melee, this should
slam you down to the ground. When you hit one of successfully it will stop
moving completely. Repeat for the other two.

  | [023000]      Electric Spirit      [023000] |

Another identical guy. This time a bit harder seeing as your attacks don't do
much to his shield. Keep throwing orbs at him and replacing your magic with the
regenerating cluster. It might be a bit slow but it works.

  | [023100]      Elemental Dragon      [023100] |

Go towards the middle of the room and you'll be teleported into the last test.

The key here is watching the colour of this dragon. Red means fire hurts her,
Blue is Ice, Green = Earth and Yellow is Electricity. This fight consists of
you running away from the dragon, jumping over her tail swipes and charging
away from the claws, while simultaneously attacking with your elemental

The best one of the bunch is Electric Spin. It does a lot of damage and the
Elemental Dragon can't hit you. It does take up a lot of magic though so you
can't go killing her in one attack.

Just keep out of her reach and keep attacking, it may take a while but the gem
clusters will slowly reappear after destroying them. Also, one hit of a cluster
should be enough to fill your bar so don't go mad when filling up.

  | [023200]      Mountain Fortress      [023200] |

Hey look, another place where a flight level could have been. Ah well. Jump and
glide straight down ahead, it's not a very forgiving bit of gliding. Keep going
forwards, over the next gap and down to the right. Go up around the platform to
where there are thorns to your right. Smash it then jump up to the right. Smash
another bit of thorns blocking your way and collect Quill [34/40]. Jump back to
the normal path and continue up the platform.

Follow the soldiers across the gap and then once more to solid land. Before
entering the large green doors, go to the right. In the corner you'll find
Quill [35/40]. Now head inside.

Head towards the door on the far side of the courtyard and some apes will
appear to start attacking. After you've killed a few of them they'll run off
again and the door will open. Watch out for the green beam of light in the next
part. The easiest way through is to use Electric Spin. If you have full magic
you should be able to make it to the other end of the room in time. If not then
a mixture of Dragon Time and charging should be able to do the trick.

Once out the other side you'll see some more of Gaul's forces running off.
Follow them through the archway and then down the hole. Keep on following,
along the tunnel and then up the floating platform and out into a courtyard
with a Commander. He'll immediately turn invisible. Luckily he's using the kind
of invisible you can just about see as long as you're paying attention. Treat
him like any other Commander by freezing and attacking with Ice type attacks.

Once he's dead you'll be attacked by a load of soldiers and leaders all at
once. When they're all gone some more soldiers will appear with some Death
Hounds. Once the leaders have arrived and the door opened you can rest. Destroy
the thorn bush to the right of the door on the far side of the courtyard, then
Tail Strike the square switch behind it. This will open a door near to the hole
in the courtyard where you'll find Magic Relic [5/5]. Now go through the other
door and follow the cave through.

Once outside again you need to jump up the platforms on the right, avoiding the
exploding barrels as they fall. They fall in large groups but then there are
large gaps, large enough to get to the top and into the cave. Keep walking
(Dragon Time if needed) past the barrels all the way through the the wall of
them, flame it the ones to the right and the wall'll explode.

Kill the apes as they appear and then continue down the track once they stop
doing so. Jump and glide down to the left where the camera showed and then up
to a green waterfall. Turn around and a pack of Trolls will run in. You can
kill these all pretty easily with an Earth Flail or two. Once that's done get
ready for the waterfall.

You need to wait for the correct pattern of rocks to appear, there's only one
but you need to wait for it to cycle into the correct position. Once it does so
(the pattern is simply one in which there are five close together ascending
platforms) jump up them using Dragon Time to get up quickly enough to reacha a
stationary one on the right of the waterfall. Then jump along a pair of
ascending platforms to cross to the other side of the waterfall, though you'll
probably need to wait for the rocks to cycle through again. Once at the top,
instead of going down the path to the left, jump and glide to the right,
passing through Quill [36/40]. Then get back up to the top again and go left.

Use Ice Breath to cross the green water, moving fast enough to dodge the red
bolts from the Ogres up ahead. Get underneath the ones above to attack the ones
right near to you so as to get out of the firing range of the others. These
annoying things don't much like fire, use it to keep their final ghost stage
away from you. As for their armoured form well they don't like Earth Flail.

Once you've killed them and gone up to the two above as well, the door there
will open. Make sure to have filled up on green gems as you may want to use
Electric Spin to get through here. Once out the other side look down below the
entrance, you should be able to see Quill [37/40] below. Jump down there to
collect it. Then go up the platforms on the left of the entrance to reach the
middle of the room. Here you'll be attacked by many waves of enemies so make
sure to be nice and healthy. The green gems before the middle are unlimited but
the red aren't, so save them for a bit.

You'll be attacked by wave after wave after wave of enemies here. Earth Flail
is useful for attacking the Ogres, Yaks and Trolls that appear as it's a nice
heavy hitter. Make sure not to leave the Yaks too long as they get aggressive
and do a lot of damage. If you're really having trouble here then you can just
stand off the platform to the side and very slowly attack with the long range
attacks, refueling when needed. It'll be slow but it'll eventually get you
there. Once the final few are dealt with small platforms will appear at the
side allowing you upwards to the exit, you'll want full magic though.

Straight away is another of the green beams. And at the far end you should be
able to easily see Quill [38/40]. Electric Spin through the hall and the quill.
Head outside for a fight.

  | [023300]      Assassin      [023300] |

You've fought him before. Dodge the red blasts and flame as he goes up and
down, you don't even need to jump this time.

  | [023400]      Mountain Fortress      [023400] |

Once he's dead you're free to walk about again. Head over to the left and jump
down onto the ledge below. Here's Quill [39/40], just one more to go now. Jump
back up to where you were fighting and go over to the right. You should be able
to see a rocky platform with green in it floating downwards. Jump on board and
wait for it to take you upwards. Keep facing away and at the top glide forwards
to where that final Quill [40/40] is further out. That's all of them.

Turn around and jump back onto that moving platform, jumping onto another
quickly moving one more directly above the fight. Jump from this one onto
another rising platform at the other end of its circle, it'll be a few passes
before it gets in range. Wait for that one to rise up, then jump onto another
fast mover, and then onto another riser opposite. You'll be able to get onto
real land now. Go through the archway ahead and towards the door on the left of
the green pool.

Outside again with an invisible Commander, try and take care of him first.
Electric attacks are nice for this. Then kill the rest of the bunch of apes and
dogs. Some more will pop in, kill them the same. Another bunch will arrive
complete with Leaders and loads more soldiers. Keep killing them until they're
all dead and the door opens. Go through that door and into yet another green
beam corridor. Electric Spin through it and then jump up the platforms in the
circular rocky room.

Through another corridor and out into a room with a large dragon statue and
plenty of candles. Jump up to the right to the top near the statue. Turn around
and jump onto some really dark platforms sticking out of the wall behind you.
Follow them along to Health Relic [5/5], the last collectible of the game.
Glide to the exit ahead.

  | [023400]      Gaul      [023400] |

The big one. The final fight. Gaul.

The first part of the fight has a few tricks to it, but you need to first learn
his moves. He'll start out with a blast from his chest and then get to swiping
at you. Keep away from him until he strikes his jump pose, he'll move both
swords down to his left. Each time he lands he'll try to land on you and will
blast out a circle of green. Jump and then charge when this has passed to avoid
it and keep a distance away. He'll jump five times in a row and then rest, this
is your chance to attack him. He'll then teleport off or try to attack you, and
repeat all over again.

If you're finding that you keep dying by being hit from his jumps, smash the
pots surrounding the arena. Each one will smashed reduce Gaul's power so that
his hits no longer are no longer one hit kills. He won't become defenseless and
will still take the same amount of attacking to kill, but he won't hit as hard
giving you an easier time. Though the tricky bit is smashing the pots as you
need to do this while avoiding his attacks as usual but it should help.

Once onto his second stage you'll be able to use a new long range attack. Run
away from his tornado spin attack and as he gets close jump and glide through
it. Repeat until he stops, then attack with your Convexity Breath, just hold
and point from afar. If you can't manage it it doesn't matter as it doesn't
hurt, just make sure to glide back down. Simply hold down breath and point in
his general direction. It should hurt him if you're pointing it right. Avoid
the fire blasts and then he'll start a succession of laser blasts from his
eyes. Once he's done three you are free to blast him with Convexity Breath
again. Keep attacking him with it at any point he's not right next to you and
you'll soon have him beat.

One final thing to do though. Once his bar is gone you'll then be unable to
move, though you can rather aimlessly attack with your breath. Don't do that.
Your Fury bar is full; trigger your Fury and complete the game.

You've now unlocked five Dragon Challenges which you can find in the Extras
menu which is on the title screen.

|~-[030000]~-~-~-~-~-~-~-~-~-~-~-DRAGON RELICS~-~-~-~-~-~-~-~-~-~-~-[030000]-~|

  | [030100]      Magic      [030100] |

 1. Temple
    Look down into the hole left by a collapsing floor, not long after the
    first encounter with a Snail Rider.

 2. Ancient Grove
    At the first tree you knock down in the level, about turn and use the tree
    branches to reach.

 3. Pirate Fleet
    Inside a chest in the room after the section with the burning and
    collapsing floor.

 4. Celestial Caves
    In the Fire Cave, at the part with platforms and candles, turn around at
    the top and jump over some books.

 5. Mountain Fortress
    In the first courtyard with an invisible Commander, smash a thorn bush to
    the right of the exit, then Tail Strike a button behind it. This opens a
    door on the opposite side of the courtyard.

  | [030200]      Health      [030200] |

 1. Temple
   After the spider den, turn to the right when standing on a bridge near some
   Toad Weeds. Glide down to collect.

 2. Grove Underground
    At the jellyfish section, before going into the middle tree go to the right
    and follow a series of branches and jellyfish around to this relic. You
    might need to use Comet Dash to reach all of the branches.

 3. Fellmuth Arena
    In the place with a series of pressure pads and a rolling barrel, let the
    barrel get all the way to the end of the path, beyond where it would
    create an exit.

 4. Celestial Caves
    In the Ice Cave, directly beneath the first cliff.

 5. Mountain Fortress
    In the room with the large dragon statue and tons of candles, go up the
    platforms to the statue then turn around and use a series of rocky
    platforms stuck to the wall to reach this relic around the other side.

|~-[040000]~-~-~-~-~-~-~-~ENCHANTED SCRIBER'S QUILLS-~-~-~-~-~-~-~-~[040000]-~|

  | [040100]      Temple      [040100] |

 1. Impossible to miss, it's on the other side of the dragon statue as you
    enter the temple.

 2. As you get to the Toad Weeds outside, turn to the right before the gliding
    part; there you'll see the Quill on a platform. Use the branch to reach it.

 3. Outside the temple as the spiders first attack. Go to the left and use the
    tree branches to reach it.

 4. On the highest of five hexagonal pillars in the very next room after the
    first Health Relic.

 5. Behind some rocks at the top far end of the room with half a broken bridge.

  | [040200]      Ancient Grove      [040200] |

 6. Once up the waterfall at the start of the level, go all the way right and
    you'll find this at the end of a few tree branches.

 7. Inside a large pulsating mushroom directly after the first tree you smash

 8. After a lake with rising and falling platforms, smash a tree on the right-
    hand side of the path and use the branches along the path ahead.

  | [040300]      Grove Underground      [040300] |

 9. After the first few lakes you need to cross with ice, stand on a series of
    small circular platforms to the right, using Dragon Time to reach the top.

10. In the Jellyfish area after the middle tree. At a fork in the path of
    Jellyfish go to the right.

11. After the Jellyfish area smash a tree along the path around the first
    corner after the Growths.

12. Inside a box on the deck of a ship half submerged in a purple lake.

13. On the far side of the above mentioned ship.

  | [040400]      Fellmuth Arena      [040400] |

14. After saving Mole-Yair's people this quill is found by using a cannon in
    the next open room on the right. Cannonballs are in first open on the left.

15. Fire a cannon twice in the first room beyond the cannonball room mentioned

16. Fire the left cannon on the deck with two cannons at opposite ends as you
    first emerge.

17. At the very top of the first mast you come to, up an extra lift that
    appears after killing several waves of leaders.

18. Inside a chest behind the steering wheel at the top of the big fight.

  | [040500]      Pirate Fleet      [040500] |

19. Inside a chest in the first section of the ship you blow a hole in the side
    of with a cannon.

20. Underneath the deck of the ship right after the one for Quill 19. Smash the
    piles of straw at the back of the ship to find a pressure pad to open it.
    You'll find the quill tucked away behind some crates.

21. On the ship you smash into with a boat, at the back right side jump onto a
    few small boats floating out in the sky.

22. On the ship with three levers, Tail Strike the trap door in the middle
    several few times.

23. In a treasure chest on the empty ship right after the one with the three

  | [040600]      Celestial Caves      [040600] |

24. In the middle of a frozen pond right surrounded by Stone Trolls.

25. Use a tilt beam to go to the right instead of in to the left at the
    previously mentioned frozen pond.

26. At the next pair of Stone Trolls use a statue with a shield to get up to
    some branches leading the way to the quill.

27. Inside the Fire Cave, behind a rock as you enter the cave after the crystal
    ball spiders.

28. Left at the doorway after the three crystal ball switches in the Ice Cave.

29. Turn around at the start of the Earth Cave and jump up the branches.

30. In the Earth Cave at the point where you free a pair of Button Crabs, use a
    tilt beam in order to reach this feather.

31. In the Earth Cave at the part with two crystal ball spiders, push a statue
    into its correct position and then use branches to reach this quill on its
    little ledge.

32. Behind some rocks on the far side of the first part of water in the
    Electric Cave.

33. To the left of the cave across the second bit of water in the Electric
    Cave. Push a statue to reach it (unnecessary).

  | [040700]      Mountain Fortress      [040700] |

34. On the second platform from the start, smash some thorns on the way up (not
    the ones at the very top) to find this hidden feather.

35. To the right of the green entrance doors at the start of the level.

36. Above a large green waterfall. From the top glide into it.

37. In the room with the Yak, Ogre, Troll many waved attack. It's right below
    the entrance.

38. In the hallway with a green beam of light right after the above room. It's
    in plain sight.

39. After the Assassin fight, jump down to the left.

40. After the Assassin fight, climb onto the moving platform on the right and
    at the top glide to where the quill is further out.

|~-[050000]~-~-~-~-~-~-~-~-~-~-DRAGON CHALLENGES~-~-~-~-~-~-~-~-~-~-[050000]-~|

After beating Gaul you unlock this and access it from the Extras menu on the
title screen. Beat each challenge to unlock the next, and the fifth to unlock
Dark Spyro, a new form to use during any replay of the game on the same save

  | [050100]      Dragon Challenge 1      [050100] |

For this first battle in the Dragon Temple you'll be randomly switching
element. The enemies are all apes of various sizes, going up the longer you're
in the fight. Really all you need to do is make sure not to get into the middle
of a load of enemies, keep away and watch your element so that you know exactly
what you're attacking with. The enemies are the sort that have a general
weakeness to everything so the type changing doesn't really make that much of a

After the soldiers leaders are added. After the leaders come Commanders, watch
out for their green ground blasts, and then  Death Hounds are added right
towards the end. When you've finally killed them, it's victory.

  | [050200]      Dragon Challenge 2      [050200] |

This one is time limited, so it should only take five minutes if you do it
right. Fellmuth Arena is the location for this one so avoid the edges. The
enemies here are of the scavenger variety, as well as a Blunder Tail right at
the end. You can use the edges to your advantage by knocking enemies off it,
that along with the freedom to switch between breaths yourself should mean that
you can complete this well within time.

  | [050300]      Dragon Challenge 3      [050300] |

This one's challenge is simply to defeat all the enemies, there's no time limit
nor are there any other restrictions. Set in the Well of Souls where you fought
Gaul, you can again knock enemies over the side if you so feel. Enemies are the
type you'd expect to find in the Mountain Fortress, soldiers, leaders (that can
teleport for some reason), death hounds, invisible commanders, then finishing
off with a few Dreadwings at the end. They can be affected by an Electric Orb,
even if they're nowhere near it.

  | [050400]      Dragon Challenge 4      [050400] |

You can't use Dragon Time for this fight. That means relying on your own button
pressing abilities. Wowsers. It's set in Concurrent Skies, one of the levels
from A New Beginning. The arena is completely sealed in so there's no throwing
of people over the edge either. The enemies here are the kind you found in
Concurrent Skies. We begin with soldiers, move on to leaders,  followed quickly
by Death Hounds and then Dreadwings. Then it's Commanders with a purple ground

  | [050500]      Dragon Challenge 5      [050500] |

The fifth and final Dragon Challenge is just a kill all type affair. The arena
is sort of Celestial Temple, knocking things off the edge is possible and there
are gem clusters about. The enemies are a varied bunch, all the different
designs in one place. Starting as usual with soldiers you quickly get into the
leaders, then commanders after a while. It's all types of Commander, including
the invisible ones.

|~-[060000]~-~-~-~-~-~-~-~-FREQUENTLY ASKED QUESTIONS~-~-~-~-~-~-~-~[060000]-~|

  | [060100]      The memory card contains corrupt data!?      [060100] |

I've occasionally seen this pop up when accessing the Load Game screen, backing
out and attempting again has fixed it for me.

  | [060200]      What unlockables are there?      [060200] |

Each of the Quills will unlock five pieces of concept art for you to view, in
total you can get 200 pieces once you've got all 40 Quills.

Defeating Gaul will unlock a special Dragon Challenge section to the Extras
menu. Completing all five of these will allow you to use Dark Spyro at any
point during your game, though you can't use it to start a new game completely
as the extras are save file specific. To use it on PS2 press L3 (click the left
analog stick) and on Wii you cycle through breaths until you reach it.

  | [060300]      What are those crazy fast metal spiders for?      [060300] |

Those are Button Crabs. Use Dragon Time to get close to them and then use Tail
Strike (Double Jump and Melee) to land directly on top of them, if you hit them
right they'll sink into the ground a little and stop moving.


Thanks to Krome Studios for making the game.

GameFly for the Wii controls.

And to Tabian00's quill guide for helping me find a couple of quills I'd


v0.01 - 23/11/07
Started the guide. Shouldn't take too long.

v0.02 - 25/11/07
First part of the temple, fire dream and a bit of the next bit of temple.

v0.03 - 26/11/07
Finished off the temple and the first "boss".

v0.04 - 27/11/07
That's Ancient Grove and the Ice Dream done, onto the Grove Underground now.

v0.05 - 28/11/07
Some more Underground done, and Scurvywing to boot.

v0.06 - 29/11/07
Finished off the Underground, Arborick, the blundertails and the Earth Dream.

v0.07 - 30/11/07
Done the Ravage Rider and Executioner a load of Fellmuth Arena and added a FAQ

v0.08 - 01/12/07
Finished off Fellmuth Arena and Skabb.

v0.09 - 02/12/07
Finished the Pirate Fleet, Scurvywing and the second Skabb fight.

v0.10 - 03/12/07
Electric Dream, Celestial Caves, the Fire Cave and the Fire Spirit all done.

v0.11 - 04/12/07
Finished off the elemental caves and their bosses.

v1.0 - 07/12/07
Finished off the rest of the game, added a Dragon Challenges section and did
the controls bit.

v1.0.1 18/12/07
Minor fixes.

vCrab 06/03/08
People keep asking about Button Crabs so I've added even more extra bits.


If you need additional help or wish to contribute in some way to the guide,
contact me at the address below. Please make sure to state which version of the
game you are playing as there are several; the two handheld versions being
completely different to this and one another.

If you can do that, contact me at the follwing email address:

                        dark52 (at) darkspyro (dot) net



Copyright 2007-2008 dark52

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.


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