Avoid death
Pause game play and exit the current level if faced
with imminent death by falling. Note: This may not be done in
the home levels.
Extra roll move
Run up the side of a hill or a trunk and let yourself
fall down. Spyro will sometimes roll back down onto the floor
head first.
Extra glide distance
If you are nearing the edge of a platform on a glide
but are not going to make it, try charging. You will get just
a little bit of extra height and forward thrust,-which is usually
enough to make the edge of the platform before you fall.
Extra supercharger distance
As you are approaching the end of the supercharger
ramp, hold [X] + [Square]. This should give you extra
lift.
Gems in the ice caverns
Run into the poles in the ice caverns in Peace Keepers
to get the gems off of them.
Let Metalhead to the work
Stand with Spyro facing Metalhead with a pole directly
between them. When Metalhead throws one of the enemies to "bowl"
Spyro over, just step aside. The rolling enemy will take out the
pole. Using this technique, Metalhead can be defeated without
touching a single pole.
Sunny Flight
The best order to get all in one at Sunny Flight is
as follows:
Gold Barrels
Trains
Airplanes (fly in front of them)
Ports
To get "Sunny Flight" in Artisan home, free Delbin the
dragon, then jump on the five stones and the wall should open.
Night Flight
The best order to get all in one at Night Flight is
as follows:
Rounds
Gold Barrels
Ports
Lights
Cliff Town: Gems
There are big ladies in the level that will slap you
if you get too close. Kill them, then flame the "cooking
pots". One gem will appear.
Haunted Towers
To get to the platform at the other side at the tower,
take the supercharge and enter the last door on the right side,
inside the hall with many doors. Then, jump off the platform to
the section where Spyro smashed a door to go up the towers. Run
(with supercharge) on that slope, jump at the end, then glide.
Haunted Towers: Get dragon on top
of castle
To get the dragon in Haunted Towers on top of the castle,
do the Super Charge, then turn to the last door on the right.
Try to still have your Super Charge and go on the ramp. Glide
and you will be on top to get the dragon Note: This is very difficult
to do and will take practice. On the Super Charge ramp, you will
hear the dragon statue. The place where you hear it is where the
dragon is located, but it is above you.
Haunted Towers: Third dragon
This is the hardest dragon to find. When you get to
the Super Charge, charge through the two doors and straight into
the wooden door in front of you. This is the second dragon. Charge
down the Super Charge again and through the second door on the
right. There is a ramp in front of you. Do not go up it. Instead,
charge left and press [X], but do not fly. Go up the ramp
to get to the whirlwind. Charge off the end of it then fly. You
should get to an island with hopping mushrooms. Go into the whirlwind
and through the door. On your left should be the dragon. Go to
the right. There are some steps with sleeping wizards on them.
Jump past them as quickly as possible. There is a wizard that
wakes them up. You may need to charge past the last one. Through
the door is a fairy who gives you a kiss. This one lasts until
you leave the level.
High Caves: Save a life
When you fall of the cliff on the special boost charger,
hold [Triangle]. Fairies will pick you up and return you
to land.
Stony Hill: Backfips
Go to Stony Hill in Artisans. Go to the sides. On one
side, there should be a fountain. Jump into the fountain and Spyro
will do a one or two backflips out of it.
Beast Makers for Misty Bog: Jump
on top of hill
When the level starts, go forward, kill the trees then
frogs. Next, go to the ramp with all the little enemies on it.
Jump to the left on the tree roots provided and go towards the
big castle tree root structure. Go through it all, and after the
dragon, go up the stairs and go to the left. Carefully go around
the corner and keep going until reaching the little hill. Stand
as close to the edge as you can and jump up. Keep jumping to get
on top of this structure. There is nothing up there.
Beast Makers for Misty Bog: Hidden
loot
When you go down into the open tree root, where the
fairy points down, go over the bridge and through the tunnel.
Then, go up the stairs and jump on the block to the right. Face
to the right of the return home, and note the purple cave/cove-like
thing. Jump onto that and go up the stairs to find some loot.
Note: After you get onto that, turn towards the left ([R2])
to find more stairs which lead to the rest of the loot.
Getting the extra lives in the Ice
Cavern
In order to get the three extra lives near the end
of the level the Peace Keeper's world in the Ice Cavern, go to
the beginning. You will see a bridge with a circular platform
at the end. Get on the platform and face to the right. Jump and
glide around the wall to find the platform with three one-up boxes.
Peace Keeper's world: Cannons
At the Peace Keeper's world, approach the fourth cannon
and flame it to move it left or right. Flame the cannon to shoot
the metal chests with chains around them. This should open the
chests. If you approach the right cannon, you can shoot a target
and it will leave a part of the target behind. You can jump on
this target piece and get to the entrance to Night Flight.
Peace Keeper's world: Get behind
the barriers
Go to Peace Keepers and to Cliff Town. Get to the highest
point and go to the corner of the last barrier (not by the waterfall).
Do not try to go around, because there is another barrier. However,
there is a small spot to land while trying to go around it. glide
in front of it then glide around it. You will be behind the barrier.
Do not go back through or you will do it again.
Peace Keepers world: Restart
When you enter go to the place where you destroyed
the target. Face Night Flight and look at the left corner all
the way down to at the spike next to the corner. Jump down there
in between them. You will bounce for a little and it will put
you back at the beginning of Peace Keepers. You can also stay
there longer if you try to glide and you cannot get out.
Peace Keepers world: Gems
Go to the first half-broken archway. Walk up it, and
when you come to the edge, jump then glide toward the cave in
the rock wall. Land on the path and go into the cave. There will
be gems inside.
Wild Flight
There is a portal in the Beast Makers home located
in the slime-less well. It is a tough flyer, and it can only be
defeated with a certain strategy.
The best way to complete this flight is fly down as soon as you
enter it. Get the boats and arches at the same time. Then, get
all the chests. To get the planes as fast as possible, fly towards
them. If you use this strategy, and you missed anything the first
time around, you will most likely have time to go back and get
what you missed.
Somersault
In Sunny Flight, fly to the higher of the two train
tunnels and go inside. Stay in the air, and turn towards a side
wall. You will hit the wall, but Spyro will do a fancy somersault.
To start flying again, press [X]x2.
Extra lives
Defeat an enemy that you have already defeated before.
Instead of leaving behind a gem, they will leave behind a crystal.
Every one of these you collect will make a circle around the dragon
head that shows how many lives you have. When the circle is completed,
you will gain an extra life.
Go to a home world, kill most enemies, then play a level. Exit
that level and return to the home world. Find the enemies that
you killed earlier and kill them a second time to get part of
a life. Do this to every enemy you killed, then go back to the
level and repeat. Note: If you save then turn off the game or
go to another home world, you will need to do this over.
Hard to find treasure
Magic Crafters Home
There is a small cave on the left after you exit the opening
building. The key to the locked chest can be found behind the
Wizard Peak portal. Walk along the edge of the water and glide
into the opening to receive the key.
Magic Crafters Wizard Peak
You all have probably tried to defeat those large blue wizards
that jump onto those platforms. At the very beginning of the level,
do not walk into the building. Walk to your left and jump onto
the ledge. There is some treasure at this location. You will eventually
be able to flame one of the blue wizards. The second blue wizard
is accessible by doing almost the same thing. Walk along those
same ledges, but once you have to jump the gap over the bridge
connecting the two buildings, stop. Go to the edge and glide to
the left. You should find the second wizard and the remaining
treasure at that location.
Beast Makers Home
There is a slime-less well like the ones that contain the
green slime. Jump into it to find some treasure.
Beast Makers Tree Tops:
Charge through the enemies at the start of the level and watch
the green thief carefully. Follow him through one of the windows
and chase him through the supercharges to find some lost treasure.
Do the same thing with the red thief.
Dream Weavers Lofty Castle:
Enter the area where you must glide through that Gnorcs are
holding on to balloons to free three fairies. Instead of freeing
the fairies, walk along the bottom to find ten treasures.
Fairies
Red: Lets you save/replay Dragon.
Yellow (very rare): Take you back to solid ground when you fall
of an edge or cliff in certain levels.
Purple (rare): Their kiss will give you Super Flame power, letting
you flame metallic enemies/boxes.
Glitch: Gnasty's Loot: Fly outside level
Go to the top of the highest tower. Fly straight ahead
until Spyro tries to get up the mountain. Keep trying to get up
the mountain until you are flying into space. You can now go through
walls, but only if you are outside the level.
Glitch: Gnasty's Loot: Go through walls
and back
Go to High Caves and get to maximum height. Go to the
wall and keep trying to get on to someplace flat on a hill or
building. Fly to the water then fly back through the wall. You
will be back in the level and High Caves. Go to the Super Charge
and go down to the right. About halfway, turn to the right slightly
then jump and glide to the spot where you can land. Glide toward
the waters, but not too far.