Sunday, August 10, 2014

angryponcho plays Spyro the Dragon - Part 7 of 21

In this episode, we go to Disneyland! Okay, not really.

Peacekeepers Homeworld


Alright, it's time to talk to the balloonist. From here, you'll be able to go to the Magic Crafters world if you've collected 1200 treasure in the first two worlds.

Magic Crafters Homeworld


Well, here we are. The mountains.

The fodder here are sheep. Or llamas. Not sure.

Shortly after the start of the world, you'll meet your sixth thief.

The magic casters are pretty weird. You'll have to charge up to them in order to flame them. Otherwise, they'll raise the ground around them like a mountain and laugh at you because you can't reach them. When you move away, the ground around them lowers again, giving you another chance. Some of them will alter the area around them in other ways, such as putting a wall up in front of them just by raising the ground.

In the area where you first meet the magic casters, you'll find another thief. Two in the home world? Well...

The dangers of LP'ing.

The slopes with the arrows pointing downward create a Supercharge attack if charge on them. Just hold the button down and you'll be able to charge a lot faster than normal until you either run into the wall or release the Square button. You will also need this ramp to break the supposedly unbreakable metal chest in this stage (which isn't very far away from that slope at all).

The green wizards will try to zap you, but if you get the jump on them you'll be able to flame them before they can do anything.

The key is located in a house surrounded by water. If you glide off the platform where the entrance to High Caves is at, you'll find a cave in the waterfall. There, you'll find the key chest as well as an extra life.

Wizard Peak


Instead of going forward at the beginning, go left. You'll find an alternate route where you can take out some of the wizards with less trouble. You'll also be in an area that you wouldn't regularly be at until you reached the end of the stage proper.


Some of the wizards cast spells that summon big snow monsters with clubs. Guess what? They're not any harder than any other huge guy with a club that you've seen.

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