Here's the soundtrack for Spyro 2: Ripto's Rage.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label Spyro 2: Ripto's Rage. Show all posts
Showing posts with label Spyro 2: Ripto's Rage. Show all posts
Thursday, March 26, 2020
Wednesday, March 25, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 27 of 27
...and here's everything! See you next game and next blog series!
The Dragon Shores Coaster is the hardest of them all. You'll be popping balloons while avoiding obstacles. You'll have to press Left or Right at the right time to take the forks in the road (it's kinda picky, so you might have to press it repeatedly until it moves like you want it at the forks). In the second track, you may have to jump with the X button to get some of the balloons. The last track has you armed with a cannon, which lets you take down the balloons with the targets at them. You'll have to press Circle at the right time to take those balloons down, since you can't aim the cannon at a different spot (kinda like the trolley in Breeze Harbor).
Now for the post-game surprise for finding everything in the game. There is a door that requires you to have 10,000 gems and 64 orbs to open. Inisde is a Superflame power-up...with lightning emanating from it! If you walk through, nothing seemingly happens...until you press Circle. It's a permanent Superflame, and you can even keep it when you save the game afterwards!
What's also interesting is that if you start a new game immediately after saving, you can play the game all over again with the permanent Superflame! It's really awesome! With that, I get revenge on Fracture Hills for giving me a hard time.
Also worth mentioning is that when you beat the game and go to the Guidebook, you can now scroll past Winter Tundra. If you do that, you'll be able to check out all the Skill Points. If you have 8 or more, you can press X to access the epilogue. That reminds me...next time! If you have all 16, it'll say "Well Done!" at the end of the list in big black letters. Nice. You'll also extend the epilogue with the extra "Faunus Mortas" section as well.
If you have the maximum of 99 lives, but you don't have all the skill points, you can go past 99 and have triple digit lives. You can even save this total to your save file, if you wish. Of course, if you get an extra life through normal game play, you'll be kicked back down to 99.
Well, this was a fun one. See you next game.
Skill Points
Gulp's Overlook
Perfect - Beat Gulp without taking damage and you'll receive an Extra Life and a Skill Point.
Hit Ripto - If you can hit Ripto with a rocket, you'll get an extra life and a Skill Point for you efforts.
Ripto's Arena
Perfect - If you can somehow beat Ripto without taking damage at all, you get one of the hardest skill points in the game as well as an extra life.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 26 of 27
Here it is: the battle with Ripto!
Ripto's Arena
First Form
Well, here were are.
You'll be collecting orbs and using the power-ups to do as much damage on Ripto as you can. Grab three orbs before Ripto can and you'll be able to make Ritpo run away from you like the little coward he is!
The red ones give you Superflame, the blue ones give you Supercharge, and the green ones give you what look like some sort of bio-bomb that you can spit out like a grenade and cause a small explosion. You don't have to grab three of the same color, just grab three as soon as possible. The color of the last one of the three you pick will dictate which power-up you'll have for a few seconds. Avoid his scepter shots, grab orbs, and chase after him with whatever you have and do as much damage as possible.
In case you need health, there will be sheep in the arena every so often. Also, if you die at any point in the battle, you start back at the first form. Lame.
In case Ripto gets three orbs, red gives him a few red shockwaves similar to the Crush battle, blue gives him an ice shield that damages you if you touch him, and green gives him a bunch of green fireballs similar to Gulp.
Second Form
When his health runs out, he'll summon a mechanical version of Gulp and ride on top of it. The battle is still the same, even though Gulp can cover more ground.
The Ripto power-ups are different this time. Red shoots out a homing fire-worm by which the only means of escape is to send it towards Robo-Gulp. Blue shoots some ice balls, while green gives the Robo-Gulp some eye lasers you'll have to jump over to avoid.
Third Form
All the orbs turn gold when they come out of Robo-Gulp after it blows up. Ripto uses his scepter to turn one into a giant bird, while Spyro collects one and instantly starts flying. Also, the floor turns into lava as Ripto tries to shoot at you while you're doing loops in the cutscene. No health replenishment for you!
Keep an eye on Ripto and shot at him as much as you can. Avoid his green fireballs.
Every once in a while, he'll fly behind the entrance part of the wall to temporarily avoid you. Interestingly enough, you can wait for him to come back out from the other side and pound him.
When you empty his health meter, Ripto falls into the lava below. You did it!
When you make it out of Ripto's Arena, Elora and friends will thank you for saving Avalar. Also, Hunter actually does something for once...he returns all the money that Moneybags blackmailed you out of during the game, and if you collected all the gems, you'll end up with 10,000. (For the record, you spent 5200 on Moneybag's services, so if you collected all the gems before you beat Ripto and paid Moneybags for every service he has, you'll have 4800 before you beat Ripto.)
You'll also finally end up at Dragon Shores after the credits roll.
Dragon Shores
Now that we're here, it's time for fun and games. If you get ten tokens, you can watch any of the cutscenes in the game whenever you feel like it.
The first thing covered here is the tunnel of love. It only nets you one token, but it's still hilarious to either see who you get paired up or see Spyro still being alone on the boat. foreveralone.jpg
The target practice area gives you three more. Here, you have to hit all the targets with the Superflame power-up before the timer on it runs out.
There is also the dunking booth. You can get three tokens from this one easy. Just pick up the baseball, use Triangle to aim, and shoot. Just talk to the showman and he'll give you a baseball.
Tuesday, March 24, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 25 of 27
Welcome to Robotica Farms, the last level in the Let's Play before we face Ripto. After taking on Metropolis, it's time to head to the farm and take care of the problems there.
Robotica Farms
You'll have to make your way through the level and get the bug zapped turned on to get the exit portal to open up as well as an orb.
The blue-green bugs that spin around can be taken down with a charge attack (or a rock spit) followed by a headbash when they're flat on their back. You can also headbash them twice if you don't feel like waiting for them to stop spinning. The brown bugs that fly around can be taken out with a flame or (if you have one handy) a rock. The green bugs that push the barrels at you can not only be taken out easily, you can ram one of their own barrels back at them with the charge attack! Attack fail!
More sheep for fodder this time around. At least they're more prevalent in this level and not all in one spot.
The seesaws can help you get to areas at time. Run up to the other side of the seesaw and glide off while it starts leaning towards the other direction. It's pretty interesting.
The metal box for this level is just next to the scarecrow orb.
The rocket can be found quite easily as you're going through the level. Heck, you might even find it on accident. Once you take the first elevator you find in the level, take it up and go right. There it is.
Anyway, just about everything in the level gets covered here.
There's a mystery vase near the Supercharge power-up. From there, it's just some simple backtracking to the beginning of the stage to get some gems.
Orbs
Robotica Farms
1. Midway through the level, you'll see a bunch of robot scarecrows. If you talk to the farmer there, you'll find out about the bugs that are running around in his field. Glide off the top of the mounds of dirt and take the bugs out as you come towards them. Unlike the thieves in Mystic Marsh, they don't reverse direction if you come at them the other way. Also, if you're not fast enough, they will re-spawn. Thankfully, it's not that hard.
2. When you make it to the giant bug lamp at the end, you'll turn it on and earn an orb.
3. Close to the exit portal is another platform you can glide to. Talk to the farmer there and you'll find out that you have to clear the path leading all the way back to here with the Supercharge power-up. Do that, and you'll get an orb.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 24 of 27
We head to the future in our quest for more orbs and even see a cool new power-up while we're there.
Metropolis
Love the robots' voices for this one.
This stage is like Breeze Harbor and Zephyr, as it has that rare interconnection with another level. In this case, it's Robotica Farms. The animals you didn't see over there are causing a ruckus, going so far as to pilfer from the Metropolis armory and take over. You'll be dealing with cows shooting at you from behind metal shields (wait until they stop ducking behind them to hit them with your flame), cows with space helmets waving laser guns around (glide towards them to avoid the laser, then flame them), and...my favorite...rocket pigs! (Let them come near you, then flame them just before they run into you. Or hide behind a wall. That works too.)
When you meet up with the Inventor Droid, you'll be able to get one of four orbs for this level (this is one of the rare levels that have more than three).
The fodder here are eggs with legs. Reminds me of Shelldon from US Acres (if you've ever watched the U.S. Acres cartoons on Garfield and Friends, you know who I'm talking about).
To use the elevators, get on top of one and use the headbash ability on it.
There's a metal box near where you battle the ox with the bombs, but you'll have to make it to the end and go all the way back with the power-up for it. About that power-up...I'll explain it later. It's really good. There's also another metal box in the sheep saucer area next to the exit portal. There's also a headbash box near the end after you take the second to last elevator up as well as another one in the sheep saucer area on top of one of the buildings.
When you make it to the Inventor Droid, you'll be able to take advantage of the combination power-up: a combination of Superfly and Superflame. Now you can fly around and hit things with the Superflame at the same time.
Canyon Speedway
Ah, yes, Canyon Speedway. My favorite speedway of the four, as well as the easiest of the four.
You'll be flying around a mountain with lava bubbling below you as you take out goats, tractors, and vultures. Arches, always the staple of every speedway, make an appearance here as well.
Orbs
Metropolis
1. Fight the ox and take it down by lighting the bombs with your flame attack and sending them near it. When you deplete the ox's health meter, you'll get an orb.
2. When you meet the Inventor Droid where the exit portal is, she'll give you an orb.
3. Take down the three sheep in the flying saucers using the combination power-up and you'll get an orb.
4. You need to get #3 to do this one. When you take down the three saucer sheep, they'll send a distress signal and back-up will arrive. Take down the next five and you'll get yet another orb.
Canyon Speedway
1. In the area with the vultures, scan the top of the walls and you'll find an opening. Go into it and you'll find Hunter. Take control of his planes and shoot down all the balloons without missing one. This one's pretty easy, but it's also pretty awesome, too. Just remember that up and down are reversed and that you can hold the Circle button down to do rapid fire.
Skill Points
Canyon Speedway
Under 1:10 - Of the speedway Skill Points, getting 1:10 is the easiest to get. Take care of the goats first, then go through the rings, go against the flow with the tractors and then take care of the vultures. You may get this on your first pass through the stage without even knowing. It's that easy.
Monday, March 23, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 23 of 27
asdf
Cloud Temples
To get through the level, you'll have to take down the evil warlocks with your flame attack to help the wizards get their wands back. The wands will make the environment right again so you can continue on.
The enemies in the stone shells burst out of the rock and attack when you get close enough. The goats try to ram you but can easily be defeated, while the purple things will try to spit rocks at you. You'll have to be a little more agile against the latter.
The fodder here are sheep again, but just like the enemies they're encased in stone and break out when you get close enough. The only other thing worth noting about them is that there's only two spots in the level where you can even find fodder, and that's after the first checkpoint and next to where you trigger the Agent Zero orb (where you can also find the metal box for this level).
When you take care of 21 enemies, you finally get to access a power-up that's exclusive only to this level: the Superfreeze. This basically hits enemies with a blast of ice. You'll need this to get one of the orbs.
The trolls will run around with their rear ends on fire, but if you use the Superfreeze power-up on them, they'll be frozen in ice and stuck in place for a while. You can then use the frozen trolls as platforms. Keep in mind that with the ones that jump, the higher they are, the bigger the platforms they make when they freeze, so be sure to hit them at the top of their jump.
To get to the rocket that blows up the metal box, get the Superfreeze power-up and take the whirlwind. You'll need to use the troll as a platform to glide and hover to reach the rocket - it's the only way you're going to make it up there.
Orbs
Cloud Temples
1. When you take out all the warlocks, the wizard at the end will give you an orb.
2. Use the Superfreeze power-up to freeze the trolls and use them as platforms so you can charge into the bells to ring them. Time your shots so you can get the blocks of ice that the trolls freeze into to be tall enough to use as a platform to get to where you need to go. Midway through this orb, you'll find out there are three you need to take care of instead of two. Thankfully, the game hits you with a checkpoint when you complete the first part of this, though this can be easy to forget (I honestly did not know this at first, and I thought I triggered a glitch when I died mid-mission - something I had never done here up until the Let's Play of this game.)
3. Follow Agent Zero to his hideout without getting spotted. Getting in is simple enough. When you make it to the field inside the building, get behind the tree on the left, then get on the other side of the tree when he comes close to where you're at. Wait for him to look around from the other side of the tree, then charge in when he enters his hideout. Problem solved, and it's easier than it really is. (Thanks, angryponcho.)
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 22 of 27
There's only four levels in Winter Tundra. This one is probably the easiest out of the four to do everything in.
Mystic Marsh
The first of four regular levels in Winter Tundra.
For this one, you'll have to make it to the end of the level and find out why the fountain has been turned off. You'll find out that the guy watching it has fallen asleep, and once you find him, he'll give you an orb.
The rhinos in the snail shells have metal shells, so you won't be able to flame them. Instead, charge them. That'll do it. The elephants in the shells (as hilarious as they are) can be flamed. As for the monkeys in the trees, glide towards them, then hover and flame to avoid the rocks they throw, which have a little bit of range.
If you go underwater, be mindful of the platypuses. Charge at them when they're not all puffed up and spiky (which makes them temporarily invulnerable to normal attack).
The frogs from Summer Forest return for all your fodder needs in this level.
Orbs
Mystic Marsh
1. When you find the WaterWizard at the end of the level and turn the fountain back on, the WaterWizard will give you an orb.
2. Talk to Basil the Explorer near the exit portal and you'll find out about the four thieves that have stolen his spark plugs. If you can catch up to them and flame them, you'll get the spark plugs back. Get all four back to get an orb. (Also, just for the record, the one in the cave is the easiest. You don't even have to chase it if you know what you're doing.)
3. If you follow the river that flows through the level, you'll find a house with the Professor in it. He's lost his pencil, and you'll have to trade stuff around to get it back. He starts you off with an egg. Take it to the nest near the exit portal and stand on the platform next to it to help aim it into the nest. (You don't have to be precise, as long as you get it into the general area of where it's supposed to be, it'll get there.) A bird will fly out and drop a seed. Take a seed to the pot above the beginning of the level and a flower will pop out, giving you a duck. (Why the hell is a flower spitting out a duck?!?) Take the duck to the ducks swimming in the river and the big duck will spit out a turnip. Get the turnip and spit it into the pot in the cave. Take the coin back to the fountain at the beginning and you'll finally get the pencil. Bring it to the Professor to get the orb. Finally, level complete!
Sunday, March 22, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 21 of 27
Before handling the stages in Winter Tundra, we head back to Autumn Plains and take care of some unfinished business now that we have the Headbash.
Shady Oasis
After returning to Autumn Plains to backtrack for stuff, we're in Shady Oasis again. Not only can we bash that box, we can also take on the second orb.
Fracture Hills
Also, I finally get everything in Fracture Hills. About time.
Also, you have to use the supercharge and go off to the left a bit to destroy the metal box.
Orbs
Shady Oasis
2. You need to have the Headbash ability to do this one. Once you've defeated enough enemies, you'll be able to active the invincibilty power-up below the exit. Talk to the hippo here to find out about the hippos you'll have to free from stone, then use the power-up, get into the lava and headbash the hippos out of the stone before they sink into the lava. Follow the hippo you talked to to find out which order to break them out in. When you free all eight of them, you'll get an orb.
Fracture Hills
1. Around the perimeter of the stage near the start is a Supercharge power-up and a hard-to-break door to a temple. Once you activate the Supercharge power-up, hold Square as you go through it and keep holding it as you follow the path. It's just a few doors, but it might take a few tries just to remember where to jump. Once you're near the door, jump into it to break it. You'll free the fawn inside the locked temple and she'll give you an orb.
2. Near the exit is a part of the level that's nowhere near lava and has a ton of Earthshapers. Hunter is stuck in a certain part of the level, and his feet are encased in stone. Find the Alchemist, talk to him, and keep the Earthshapers from hitting him. For best results, stay close to him, since there is a point late in this orb mission where the Alchemist doubles back before heading to Hunter. (If he had just turned left at the start, none of this would be happening.) You'll be able to tell which one is about to hit them when they rear back with their pick. When you get the Alchemist to the other side, you'll get an orb.
3. You need to get #2 and have the Headbash ability to do this one. Once you've gotten the Alchemist to un-stick Hunter's feet, Hunter will be able to run around the area near the Supercharge and take down all the Earthshapers with his bow and arrow. Follow him around, and when he hits one of the Earthshapers, headbash it before it can get back up, otherwise you'll have to start over. This one's pretty easy to do.
Skill Points
Fracture Hills
3 Laps of Supercharge - Here it is - the hardest one to pull off. Once you're done with that Supercharge orb, charge through the Supercharge power-up again and instead of heading straight for where that temple door was, charge back into the Supercharge power-up. Complete this loop two more times, and you'll get a Skill Point and an extra life.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 20 of 27
In this entry, we have our second boss battle and head to the third homeworld, where we learn the last move we need almost immediately.
Gulp's Overlook
Now that you're a little closer to Ripto, Ripto will send Gulp after you.
Start moving to start the battle (otherwise, he'll just stand there forever), then charge away from him to avoid his pounce. The pterodactyls will start dropping items: explosive kegs, bombs and rockets. The explosive kegs have to be charged into to be sent flying (and hopefully in Gulp's direction), the bombs have to be lit with the flame attack, and the rockets have to be picked up in Spyro's mouth and spit back out at Gulp. Sometimes chickens will come out of the eggs. Flame these if you need to replenish your health, and make sure Gulp doesn't get to one if there's one available...he'll eat it and replenish a unit of health.
When you hit him with something, he'll jump and then shake the ground, destroying all the weapons currently on the floor. You'll have to wait for the pterodactyls to drop something before you can attack again.
After the first hit, Gulp will return to the center of the room and start firing laser orbs at you. Use your charge to run away from the lasers, and them use an item on him before he shoots again.
After the second hit, he'll run at pounce at you and then shoot at you, alternating between the two attacks.
After the fourth hit, he'll shoot four orbs at you instead of two.
After the fifth hit, he'll try to go for the nearest weapon and use it against you. If he eats a barrel or a bomb, get away from him. The further away you are, the easier it is to avoid the projectiles he spits out. If he gets a rocket, run away from it and get it to hit Gulp, as it will home in on you. He can also eat the chickens if they show up, and if that happens, he will gain a unit of life if he eats a chicken.
After the ninth hit, he'll shoot six orb.
After taking down Gulp, the castle is now out of Ripto's control. More of the land is at peace, but you still have some work to do as Elora and the others try to clean up Avalar and fix the superportal so that Spyro can go back to the Dragon world. Spyro relaxes, but not for long, and he follows Elora to Winter Tundra. Right when the Professor gets the superportal working again, Ripto interferes and steals the power crystal before kicking Moneybags out of the castle...again.
Winter Tundra
From this point forward, there are no more talismans, just gems and orbs.
If you go right after the beginning, you'll find the Professor again. If you have enough orbs, you'll be able to open the portal to Cloud Temples next to him. There is another one to the right of where the superportal that the Professor is standing near, and Metropolis will open up over there if you have plenty of orbs.
At the entrance to the castle, you'll find Moneybags. If you have 1000 gems (what a jerk), he'll finally teach you the headbash move. To perform it, press Triangle after you jump.
Use it to break the rocks to get gems, open the doors to the castle, and get an orb. Nice.
If you need health, hit the little penguins that run around the level. They act as the fodder in this homeworld.
There is a flight of stairs you can take if you go left from the beginning, and it takes you to a cave. You'll meet Moneybags in here again, and if you pay him 200 gems, he'll open up Canyon Speedway, which is arguably the easiest of the four speedway levels.
When you enter the castle grounds, you'll find a whirlwind to your left that will help you get one of the orbs in Winter Tundra. The hallway to the right of the doors takes you to the Professor. If you have a good amount of orbs, you'll be able to open up Metropolis (one of my favorite worlds in the game).
The stairs lead to Ripto's Arena. If you have enough orbs at this point, you can fight him without having to go through any of the levels in Winter Tundra. We're obviously not going to do that, though, since the Winter Tundra worlds are actually pretty good. Too bad there's only four...
Orbs
Winter Tundra
1. One of the rocks you can break with the headbash move at the beginning contains an orb.
2. When you climb the stairs to Ripto's Arena, turn back and glide to the top of the castle walls. You'll find an orb for your efforts.
3. To the right of the entrance to the castle grounds is a waterfall. Glide down to the castle wall near it and go to the waterfall. You'll land in a pool of water that has a tunnel below. Go through the tunnel and you'll end up at the waterfall next to the Canyon Speedway portal...as well as the orb!
Saturday, March 21, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 19 of 27
I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills I hate Fracture Hills
Icy Speedway
Flaming the ropes between the para-gliders and the snowmobiles does nothing. You'll have to go up to all eight of the snowmobile targets directly in order to destroy them. Other than that and the odd placing of some of the targets, this is pretty much a medium-difficulty course.
Fracture Hills
Oh, Christ. This level.
Not only are the orbs here the hardest in the game, there's also the hardest Skill Point to get in the game, the hardest metal box to break in the game as well as the fact that you can't get 100% until you get the Headbash in Winter Tundra.
Your goal here is to free all six satyrs by flaming or charging the satyr statues. When you free a satyr, they'll play music that will break the stone encasing the castle in the center of the world.
The Earthshapers are in the bottom part of the world, and the only way you can destroy them is to keep ramming them with your charge attack until you push them into the lava. Above the Earthshapers' domain are trees with beehives that send bees after you and animate bushes that try to eat you. If you can get close just enough and stand still, you'll see the bushes grow eyes and look around (which is really hilarious) and the trees will grow eyes as well as if they're lying in wait for you. Thankfully, both can easily be destroyed with the flame attack.
The fodder here are the pigs that run around and oink throughout the level. If any are in your immediate vicinity when you free a satyr, they'll come up to the satyr and dance to the music just like in the pre-level cutscene. Nice touch.
You'll basically be going in a circle the entire time, though you'll be going through both the perimeter of the level and the Earthshapers' domain in the center to get everything.
Technically, you can get two orbs here, but I'd rather save the one not involving the Supercharge for later since there's another orb after it that requires the Headbash.
The metal box is in the Earthshaper's domain around the center, and the only way to open is to use the Supercharge and run all the way to it without running into a wall. It can be done, it's just a matter of how to get to it...and that will probably take several tries. It's near the first and second doors as well as the orbs you get with Hunter, it's just a matter of getting there.
Orbs
Icy Speedway
1. At the start is an igloo. Go up to it and hit Square to Supercharge into it. You'll find Hunter, who wants you to go through 50 rings on a paraglider that he'll pull on a jet-ski. If you can go through all 50 rings without missing, you'll get an orb.
Skill Points
Icy Speedway
Under 1:15 - Hit all the targets in less than 1:15 to get an extra life and a Skill Point.
Friday, March 20, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 18 of 27
We head to another level in Autumn Plains, and just like a few other levels we've been to before, we won't get everything here on the first pass.
Shady Oasis
You won't be able to get everything the first time around. One of the orbs as well as the last few gems won't be available until you've learned the headbash in Winter Tundra.
To get through this stage, you'll have to attack the bush either with your charge, ram or rock spit to get fruits out of them. The hippo you're escorting to the other side will eat the berry that comes out, get huge, smash through the door, return to normal size and run for the next tree. When you reach the big berry bush, you'll get the talisman.
The only enemy that you'll have to use your brain on here is the guys with the shields. They still aren't too much trouble, though. Either ram into them and then flame them, or flame them from behind. The genies that throw bombs can defeated with either your flame or your charge attack, as can the guys that only have swords.
There's yet another mystery vases when you reach the end. You know what to do by now.
The fodder here are peacocks, complete with tails that open and close.
The rocket that destroys the metal box at the beginning is just below the end of the stage (where the headbash box is). Look behind one of the columns and you'll find it.
Orbs
Shady Oasis
1. Talk to the other hippo near the exit and you'll cause the three lamp thieves to show up. Charge after them to catch up to them and flame them when you're close enough. When you defeat all three and get the magic lamps back, you'll get an orb.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 17 of 27
Now that we have the talisman for Magma Cone out of the way, it's time to go for the orbs.
Magma Cone
Now that we have the talisman, we can now go for the orbs.
The one concerning the Lava Lizards is the hardest. They can get you from a pretty good distance, and their party favors attack can hit you from further away than you think.
The crystal popcorn mini-game is one of my favorites. You'll have to beat Hunter not once, but twice, at getting a certain amount of popcorn. Just watch where the steam travels, and you'll see where the crystal popcorn pops up. If you need to, follow Hunter and take the popcorn from under his nose, since Hunter is good at catching these and he can yank them even if they're at his feet.
Orbs
Magma Cone
1. Use the Superfly power-up to fly around and spit the rocks hovering on the geysers coming out of the lava in the volcano at the Lava Lizards. Defeat all 12 to get an orb.
2. There is another set of ladders you'll have to glide to from a distance in order to reach before you make it to the volcano. Reach those, then climb into the opening in that part of the cone to find a room with a bunch of cracks in it. You'll find Hunter here. Collect 10 pieces of crystal popcorn before Hunter does to get an orb.
3. You need to get #2 to do this one. Once you get the first orb from Hunter, you'll be able to do another game where you have to get 15 pieces. Following Hunter and grabbing the ones he's going for before he can will help you here.
Thursday, March 19, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 16 of 27
In this entry, we wrap up Scorch, then continue to Magma Cone.
Scorch
There's one more orb, and it's at the end. Thankfully, the Orbs section does a very good job at explaining everything.
Magma Cone
From one level with Earthshapers and fauns to another. The awesome difference here is that these fauns speak with an Irish accent. (Reminds me of Sheamus.)
Anyway, you'll have to make your way to the top of the volcano and close the top to get the talisman here. Along the way, you'll have to ram the Earthshapers to the X's so that the fauns of Magma Cone can take care of them for you. As for the little guys that throw rocks at you, charge at them. They'll run away, but you'll eventually catch up to them and nail them.
The fodder in this level are snails. Flame them on sight, as the extra lives you can get on them whenever possible complements the extra lives you can find in the bottles very well. There's one spot where you can find three butterflies in a jar, so exploring this level is worth it.
When you start climbing the volcano, you'll meet Moneybags again. You'll have to pay him 200 gems to use the elevator to continue on.
Once you're in the volcano, take the ladders to the top and avoid the rocks on the way. If you look around at the location where you got the talisman, you'll be able to find a Superfly power-up on another ledge next to a faun. Talk to that faun and you'll trigger an Orb where you'll have to take down a bunch of partying lizards to get all of the fauns' party hats back.
Orbs
Scorch
2. Talk to Handel at the end of the level and he'll tell you about the flags and the Flagkeeper. Get the Superflame power-up, then head backwards to the level until you find the third flag. Aim at the Flagkeeper at the top of the flagpole and fire at him. Approach him when he comes down and you'll have to chase him all the way to the end without getting hit by his bomb in order to get the flag. Do the same at the second and first flags and you'll get the orb. The subsequent chases are harder, so watch out!
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 15 of 27
We take on another speedway level, then go on solving more problems in Avalar.
Metro Speedway
Another speedway level.
This time you'll be knocking pigeons off switches, flaming signal guys, going through more arches and flaming guys with bungee cords.
Scorch
Make your way through the level, hitting switches to lift up the flags and open the doors. When you find Greta at the end, you'll get the talisman.
The swordsmen and the camels aren't so bad, but the guys with the guns are a pain in the butt. Glide in on them before you flame them, since they can't aim upwards.
The fodder here are snakes jumping around in woven baskets, which makes sense with the Arabian theme of the level.
Under the bridge is a passageway to a whirlwind. The whirlwind will take you to a good number of gems, and the reason this is worth mentioning is because of all the explosive vases that there are. Light one up and watch the rest break in sequence! Awesome!
Orbs
Metro Speedway
1. There is a waterfall somewhere in the stage. Behind it is a hidden room with the Mayor of Metro Speedway inside. He'll tell you about the crime problem that's been happening in the city, and he wants your help. Take his offer. (Strangely, he sounds just like Moneybags minus the British accent.)
Hunter will zap the cat burglars (that strangely look like raccoons), and it'll be your job to catch the loot they drop. Grab all the loot before it falls into the water, and you'll get an orb for a job well done.
Scorch
1. Help Hunter catch all six monkeys. Charge the trees they're hanging onto before they bop Hunter in the head with a coconut. This one's pretty easy.
Skill Points
Metro Speedway
Under 1:15 - If you can take out all the targets in 1:15 or less, you'll get a Skill Point and an extra life.
Scorch
All Trees - Headbutt all the trees so that a coconut drops out. (The curved ones the monkeys are in don't count, the much straighter ones are the ones you have to worry about). When the last coconut drops, an Extra Life butterfly comes out. Enjoy your Skill Point!
Wednesday, March 18, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 14 of 27
Well, we've been to Zephyr. Might as well help out the other side.
Breeze Harbor
In this one, you have to help the Breeze Builders take on the Land Blubbers. Light the fires with your flame attack to activate whirlwinds. Before you can do that, you'll have to take down all the enemies in the immediate area. The guys living in buckets will charge at you and spit water at you (and put out the fires), and the brown guys with the firefighter helmets and the hoses also attack you with water (in addition to putting fires out as well). Watching these two enemies from afar is hilarious, as the firefighter guys drink right from their hoses and the guys in the buckets wash their backs with a brush. Ram the guys in the buckets, and hit the firefighters with your flame attack.
After the first whirlwind, you'll see a round thing with a face floating in mid-air. This is a mine, and there are eight of them in the level. Destroying them all gives you an orb. Don't jump up to it, though, because you won't be able to damage it yourself and spikes sprout out of its body when you get too close. Instead, jump on the cannon nearby. Move left and right to aim, and press up or down on the D-pad/left analog stick to change the trajectory. The ammo from these cannons will kill them...and this isn't the only world where you'll see the cannons, so get some practice in here. If you move the cannon to the right after you destroy that mine, you'll find a metal box. (There is another metal box near the cannon where you find out about the orb concerning the mines. Once again, this one isn't too hard to get.) The cannon will be able to take that thing apart, as well. You can also aim higher and get the mine behind the platform where the metal box is, since we're going for everything anyway.
The fodder here are clams. Make sense, since the Breezebuilders are a bunch of seagulls...and they're all voiced by the same guy that voices Hunter. (Didn't know that.)
When you make it to the ship, light both fires and you'll get the ship up and running again.
There is a third metal box you have to take care of, and it's on the trolley tracks. You'll have to take it out with the cannon on the trolley in order to open it up.
Orbs
Breeze Harbor
1. Take out all eight mines with the cannons scattered throughout the level. It'll take some good aim, and some of them move. This one isn't too hard as long as you know where all eight of them are at.
2. Once you get the Superjump power-up, you'll be able to get on the trolley and collect all the gears without crashing into something. Move left and right on the track at the right time to cover all the tracks, and shoot the ringing arrow signs with the cannon (activated with the Circle button) in order to switch paths.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 13 of 27
We're back into a one-level-a-video groove as we complete Crystal Glacier as well as Skelos Badlands.
Crystal Glacier
Now it's time for the second orb. Underneath the bridge you paid Moneybags to access is a large cave that loops around the level. Inside it are a bunch of green spider-like things with three eyes. These are the Draclets, and they're infesting the cave. Use the Superfly power-up once you activate it and take them all out in one go; otherwise, they will reproduce. (I know I'm copying and pasting here, but that's pretty much all that needs to be said.)
Autumn Plains
The portal in front of the small pool where you start this overworld area leads to Skelos Badlands. We're heading there next.
Skelos Badlands
Your task here is to make it to the end of the level to help beat a bet made by one of the cavemen that you can't make it over to the other end of the level.
The fodder here are little red salamanders. You'll need them, because there's lava running throughout the level and it burns to the touch.
Along the way, there are catbats that fly around and spit fire at you. Hit them with your flame attack or with rocks. There are also Fire Wizards that litter the path every so often. Ram into them with the charge attack, then back away so that you won't get hit by the ring of fire that results when the head explodes.
Near the exit is an area with four catbats that fly higher than the rest of them. In that area is a rocket which will destroy the metal box near the beginning of the stage.
When you destroy 16 enemies, you'll activate the Invincibility power-up. It not only makes you invulnerable to enemy attacks, it also allows you to walk freely on the lava as long as it's in effect...which isn't long. Do what you need to do with it and get out of whatever danger zone you're in, as you'll need this power-up to get the third orb.
There's also another mystery vase near the end, by the way.
Orbs
Crystal Glacier
2. Underneath the bridge you paid Moneybags to access is a large cave that loops around the level. Inside it are a bunch of green spider-like things with three eyes. These are the Draclets, and they're infesting the cave. Use the Superfly power-up once you activate it and take them all out in one go; otherwise, they will reproduce.
Skelos Badlands
1. Across from the metal box at the beginning of the stage is a little caveman village of sorts that's isolated from the rest of the level. Talk to the caveman over here and he'll lower the bridge for you. Take down the Lava Lizards as soon as they hatch, and you'll get an orb when you touch them all. If you're too slow, one of the cavemen will get eaten and you'll have to start all over.
They hatch in a specific order, so you'll be able to get this one down pat after a few tries.
2. You need to get #1 to do this one. Once you get the first orb, there'll be a second wave of Lava Lizards! Take them down!
3. The Lava Toads have taken the bones of the skeleton friend of one of the cavemen in this level. Defeat them to get the bones back. When you get all eight bones back, you'll be able to rebuild the little guy and get another orb.
Skill Points
Skelos Badlands
All Cacti - Flame all the cacti in the level for a Skill Point and an extra life.
Catbat Quartet - You know where that rocket was that destroyed the metal box. Head over there and use the rocks that come out of the lava to destroy the four catbats here - the ones that fly higher than the others in the level. Taking the time to do so will give you a Skill Point and an extra life.
Tuesday, March 17, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 12 of 27
In this entry, we finish up Zephyr before heading to Crystal Glacier.
Zephyr
Now for the other two orbs.
For these, you'll have to put some orbs in your mouth and place them in soil spots, where the seeds will instantly grow into beanstalks that you'll have to jump to and climb on to make it to other areas. Getting the seeds planted is as simple as spitting the seeds into the green-and-brown hexagons, and flaming the plants will get rid of them and turn them back into seeds.
If you misplace any of your seeds, you can talk to The Professor and start over.
To get the first vine, you'll have to go down with your first seed, take it down to a soil spot where you can find another seed, take it back to where the professor is, plant the first seed in the spot right next to the Professor. go back down, flame the plant you made and take it to the spot near where the first spot was. From there, you can jump to another areas with a seed and place it in the last spot. Or, you can do what I did: plant the first seed in the middle spot near the professor, then jump straight up at the center of the soil spot. From there, you can jump to the second spot and plant it near the platform you need to jump to. Just remember to re-plant the first seed where you put it and jump straight up again. This, of course, disregards the first seed in the lower area nearby entirely.
For the second part of this, take both seeds up the stairs, then spit a seed in the first soil spot. From there, you can easily reach Juliet.
Autumn Plains
Next up is Crystal Glacier. It's on a set of small stairs in the corner near where you start the Autumn Plains area.
Crystal Glacier
Flame all the Ice Wizards in each immediate area, then free the Icebuilders with your flame attack. They'll help you continue through the level. Take them all out to ensure you can free all the Icebuilders, and you'll eventually be able to make it to the end, where you can defrost Shaman Tuk and get the Talisman here. Beware: the Ice Wizards have a good rang e
New item involving the collectibles here - the pots with the dynamite strapped on. Flame them, then back away as you will take damage from being hit by the resulting debris. The debris can also start a chain reaction between other pots with the dynamite strapped onto them, which is fun to watch.
The little white guys that run around (they look like snowballs with tiny legs) are the fodder for this level, in case you can't tell.
Another enemy that you'll meet in the third section is a rabbit with a big horn covering its face. It pops out of the ground when you get close and then tries to ram horn-first into you. Hit it with the flame.
You'll eventually meet Moneybags again. Giving him 200 gems will let you cross the bridge to the fourth section of this land.
The green lava hurts to the touch, as does the light blue lava near the ending area and the pink lava where you meet George the snow leopard (see orb #1).
Orbs
Zephyr
3. Plant seeds to make your way to Juliet and reunite her with Private Romeo. If you mess up, flame plants to turn them back into seeds if necessary. When you're halfway there, you'll meet the Professor again, and he'll give you an orb for your progress.
4. You need to get #3 to do this one. When you finally make your way to Juliet, you'll get another orb. (Man, she sounds freaky. Who thought it was a good idea for the guy who did Moneybag's voice to do hers?)
Crystal Glacier
1. There's another bone bridge after the one you paid Moneybags to access what happens to be a bridge. It'll take you to another shaman who lost his pet snow leopard, George. (Watch out for the gaps in the bridge!) Help him get the fish that leap out of the small holes with your flame attack, and after you feed the snow leopard enough, it'll follow you. Go back to the shaman with the snow leopard near you (you'll have to go a little slower than usual to do this) and you'll get an orb for your trouble.
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 11 of 27
It's wartime as we begin to take on the levels of the second hubworld.
Zephyr
This time around, you're helping the Land Blubbers take out the Breeze Builders. You'll have to make your way to the munitions building in order to get the Talisman here. Use the cannons to open doors as well as a fresh new can of Land Blubber whup-ass.
Watch out for the birds that fly around in a circle carrying bombs with their feet. They'll swoop in on you and drop the bomb when you get close enough. Face them, jump when they swoop down and hit them with the flame attack to score the victory.
Sometimes they'll feed the bombs to small brown birds that are based on the ground. They'll spit the bombs out, but they're still easier. Sometimes you'll see these brown birds all by themselves. Don't get too close if you do, as they will punch at you if you simply walk right into them.
There are also blue, muscular birds throwing TNT barrels. Fortunately, their attack is limited to a straight line, so glide in on them (jumping between barrels if you have to) and flame them.
The fodder here are green caterpillars. Apparently some of the Breeze Builders rations have escaped (you'll see one of the small brown birds chasing one, so it has to be Breeze Builder rations).
There is a metal box near the first cannon in the level, one near the last cannon, and one near the Superflame power-up. You know what to do.
A new item appears here: a yellow vase with red question marks on it. Break it, and it disappears, re-appearing at a point earlier in the level. Keep looking for it and hitting it, and you'll eventually make your way back to the start of the level. This last one will reward you with a bunch of gems.
Time to take care of the orbs. There are four here, and they're all pretty interesting. From cowlek coralling to playing matchmaker with a hot bird chick and a Land Blubber, this one has some of the best orb missions in the game, in my opinion.
I only do the cowleks orb here; the other two are handled in the next video. On the way to the second one, you'll learn about the third one: a mission where you have to help a soldier in the Land Blubber army named Private Romeo get back together with his bird girlfriend, who is obviously a Breeze Builder citizen.
Orbs
Zephyr
1. You will need the climbing ability to get this one. Corral five cowleks (those brown cow-elephant hybrids that run around in the level) into Bo Peep's pen. Walking behind them will help get them to where you want, and flaming or charging them will send them over small walls. To send the cowleks a further distance, use your charge attack instead of your flame. You'll also need the Superflame attack for the last two in order to get them out of that deep pit.
2. You will need the climbing ability need and orb #1 to do this one. There are two more that you have to pick up, and they're in the area where you get the next two orbs. You'll have to do a bit of charge attacks to get them where you want to go, but it can be done.
Monday, March 16, 2020
PrinceWatercress plays Spyro 2: Ripto's Rage! - Part 10 of 27
In this episode, we tackle the first of four speedways. The speedways can be quite fun, you see.
Ocean Speedway
Once you've completed the main speedway challenge, go into the stands and you'll find Queen Finny standing in the center. You can kill everyone else off in the stands with your flame and/or charge attacks for a cheap laugh before doing so if you want.
Anyway, take her challenge and you'll be following Hunter through rings. Fly through all twenty and you'll get the orb.
Orbs
Ocean Speedway
1. Take Queen Finny's challenge and fly through all the rings. Be sure to keep an eye on Hunter at all times.
Skill Points
Ocean Speedway
Under 1:10 - Once you get all the gems, try to go for a best time. If you can clear everything in under 1:10, you'll get a Skill Point and an extra life. Head to the left for the boats after the arches instead of the right, so you can get the boats taken down faster.
CGR Undertow reviews Spyro 2: Ripto's Rage
Can't believe I haven't gotten to this yet. Here's CGR Undertow's review of Spyro 2: Ripto's Rage.
Subscribe to:
Posts (Atom)
