Thursday, June 9, 2016

angryponcho plays Spyro 3: Year of the Dragon - Part 39 of 41


We're ending this game already? Well, damn.


Dino Mines


There is a red building in this level that you'll have to jump to the rear of, even though you can't seen the ground behind it (though you may see the gem there. You'll have to go to the left of it, and jump to whatever is behind it from the back corner. This leads you to a few gems you'll be needing as well as a Dragon Egg.

Midnight Mountain


Now that you've gotten everything, look for Moneybags. He shouldn't be too hard to find. He says we won't be needing any of your money since he's going to sell a Dragon Egg at Avalar.


Spyro isn't too thrilled about this...so you now get to chase him around the level like one of the thieves. Unlike the thieves, however, you can flame him multiple times. Everytime you flame him, you'll get all of the gems you paid him for random stuff throughout the game back. When he gives up, he'll give you the Dragon Egg before retiring to become a haiku poet in Crystal Swamp...then runs straight into the portal for Crystal Islands. wut

Anyway, enjoy this Dragon Egg...because it's the very last one.

The portal that was once shut to you will now be open. Go ahead and go in there already!

Super Bonus Round


Welcome to the Super Bonus Round! When you step out of the building at the start, Bianca shows up again. This time around, you'll be reclaiming the Sorceress's hidden treasure, which has been stolen by thieves. If you can get the treasure, you can keep it.

You won't be able to access certain parts of the level until you have 16000, 17000, 18500 and 20000 gems for each respective door. You have the Gem Compass, go use it.

For 16000, you'll get a Challenge Portal. Hunter will tell you how Bianca was freaking out when you were about to fight the Sorceress, then he lets you ride an old submarine. Ride it, and take out the other seven submarines to get the gems. Head back to where you entered the water from and you'll be done with this part.

The submarine here works just like the one in Spooky Swamp. Keep close to the subs so the three green circles turn red, allowing your missiles to lock on.

You'll now be able to open the 17000 door. This time, it's a skateboard level. Remember that souped-up skateboard race from earlier in the game? Well, it's that time again, and this time, the course has much less room to manuever in. Land tricks to increase your turbo boost and take out the yetis of the Sasquatch Six to ensure victory and more treasure.

You'll have over 18500 now. Check out the rest of the track without a board to get the rest of the gems here, then head out.

The 18500 door will open up a combination power-up: Superfly plus Superflame. Amazing how you don't see the power-up spires that often compared to the second game. Anyway, you can now take out the seven sheep saucers that are flying around in the level. This time around, the Superflame projectiles have heat-seeking capabilities, so if you see a saucer, go nuts. One of the fireballs will eventually hit the saucer you have in your sights.

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