Saturday, March 14, 2020

PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 7 of 27


We go underwater in this blog entry. Thankfully, Spyro knows how to swim now.

Time to go back to that wall where we met Moneybags.

Aquaria Towers


Hit the switches to open the doors in the ceiling and bring the world under water again in order to reach the end.

The fodder here are sheep...with diver helmets. They actually swim underwater, believe it or not.

Just after the start, there's a small cave with four metal sharks and a metal box. You'll need to activate the Superflame power-up first before you can take care of both the sharks and the box. Don't even try to get close and tangle with the sharks if you don't have the power-up; if they eat you, it's instant death.

After a while, you'll meet Moneybags again. If you hand him a one-time fee of 100 gems, he'll let you ride in this shark submarine. You're better off doing it, as once again being eaten by the metal sharks equals instant death. If you watch the cutscene, you'll find out that there are bottles, gems...and another metal box through this corridor. Once you come in here with the Superflame power-up after you get the talisman, this area is going to be a hell of a lot more fun.

Speaking of getting the talisman, now that you've filled the entire level up with water, you can get all three orbs! Just go through the hole in the ceiling at the first room in the level, and you'll reach the actual towers. Look around and get all the gems, then scope the perimeter and you'll find people to talk to, one of them being the king of the seahorses and another being Hunter the Cheetah in scuba gear.

Orbs


Aquaria Towers

Note: I'm not even going to say that you'll need the swimming ability to get all these orbs, since the only way you can get here in Summer Forest is if you have the swimming ability, anyway. However, you will have to hit all the water switches in order to reach the tunnel in the ceiling at the beginning of the level, since that's the only way you can talk to certain people and trigger the orb events.

1. Enter the six numbered towers and reach the top of each one to save King Flippy's children. Watch out for the electric barriers as you make your way up...some of them in the later towers move upwards! Don't worry about taking damage on the way down, as these barriers disappear when you rescue a seahorse.

When you complete one tower, the door to the next will automatically be forced open with the explosives via a cutscene.

Skill Points


Aquaria Towers

All Seaweed: This one is easy to miss, but you can do it: destroy all the seaweeds with the Superflame power-up and you'll get both a Skill Point and an extra life.

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