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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter S » Spyro: Season Of Flame - Strategy Guide (Page 02)

Spyro: Season Of Flame - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Spyro: Season Of Flame - Strategy Guide (Page 02).

When on the long strip of column, take the platform left and light the star
block there (5) and notice where Agent 9's portal is.

Go back and refuel your electric breath (sizzle sizzle) and now take the flying
plat north instead of left like I told ya previously and strike another star
block (6).

Now we must visit the east side, so let’s head there. Run through a lightning
gate if you see one, and light up the penultimate star block on the eastern
side (7). There is the 5th firefly right by it so grab that too.

On the lower east side of the map, there is a blue gate, so follow these next
sentences quickly. Run through the gate, breath on the shallow waters, then
dash west of the blue gate, through a green gate, dash on the icy surface
before it melts and take care of the last star block (8). Collect the 6th
firefly. Next you may head to Dreamy Castle, in the map's middle.

Dreamy Castle
-------------
Gems - 500
Fireflies - 7

As always, there is some entity in trouble needing assistance. Before you speak
with her, immediately go right and freeze up the 1st firefly.

Minda tells you that her Mayor has been kidnapped and sentenced to life on a
hot balloon, now if only someone would have the sense to do the same to
Giuliani...

Just a few steps from Minda is a cuckoo bird, burn its annoying ass (1) and
keep going north. Set fire to another wooden flyer (2), then use the up and
down plats to get up. There is the Mayor Minda spoke of, but you can't get him
down just yet. Blow fire on the balloon, and he'll begin moving. Follow him!

Fly southwards quickly and torch another winged vertebrae (bird for you laymen)
(3) and keep on the Mayor's trail. While traveling south you notice the 2nd
firefly, so grab him up then notice the boulder right there.

Break in and discover three soldier Rhynocs guarding some vases and a 25 gem,
send them to HELLO Operator, give me number 9!

Once back outside, take the first rising plats up, and then take the next one
that goes south. Take another plat when you go there going west, and burn the
next cuckoo (4). Grab the key on top of a platform then drop back down. Let the
midpoint fairy save your progress now.

Go back to the boulder place and this time up both plats. Blow hot air on the
mayor (as if most needed them) to watch him spiral away yet again.

He travels southwest now, so follow him right up to the most southernwestest
corner in this map, with a single vase up there. Break it then heat his balloon
up again and start traveling.

Follow him in his course northwards, and up a ramp you'll toast another bird
(5), mmm chicken!

Many Rhynoc soldiers try to stop your flow, but put a stop to theirs first.
When you see where the Mayor temporarily stops at, go south then up the west
ramp to spot a challenge portal, next to another annoying cuckoo (6). Head
inside the portal now to be challenged.

Shirley the pig asks you if you want to be Dream Knighted by her rollyness, so
say yes and run the gauntlet. It's very easy, you must land on the blue squares
with stripes on them, all six of them. Here are their positions, but watch for
the Rhynoc ice wizards...

         Gauntlet Map
------------------------------
|    2       3    4          |  The numbers signify the order that you
|                         5  |  must go in. Easy enough.
|        1          6        |
|              7             |
|              8             |
|              9             |
------------------------------

Your reward for this? The 3rd firefly. Repeat it on hard to earn the 4th
firefly, and to earn the title of Elite Knight of Dreamland (worthless as it
is). Once done, travel back north and heat up the Mayor again. Move with him
east. He floats for the last time, and lands near the Starry Plains portal.

Now that you have saved him, he gives you your 5th firefly, transaction over.
You've chased him all over this level! Drop down and ignite another chirping
birdie (7) and break into the boulder place. Inside is your 6th firefly.

All that’s left is to find the last cuckoo clock, let’s hope it doesn't turn
out to be the Amityville Horror.

Back where you stopped the 6th clock, you can fly northward off the ramp so do
so. Collect the various gems and you'll stumble upon the last clock (8) which
holds the last firefly (7) near a 25 gem and lo! you are done with this level.

Now you should have around 75 fireflies. We'll do another level just in case
you don't quite have that amount yet. So being said, let's proceed to Moon
Fondue, located in the far south of Starry Plains.

Moon Fondue
-----------
Gems - 400
Fireflies - 6

Whoa this level looks weird, like a straight cutout of what would happen if a
nuclear battle occurred in Stuart Little. There is some coward who thinks you
cannot speak English, his name is Captain Whiskers. He has another tragedy on
his world (don't they all?) and has to get all 8 of his navigational systems
online.

Walk through the lightning gate then use it to activate the 1st system (*1).
Turn on the pathway here to have Sparx notify that these robots can only be
destroyed by lightning breath, so never leave home without it. Blast the flying
robot and the Frankenstein's monster type robot then take the southern hovering
plat.

Light up the first crescent beam machine (1) and the navi system (*2) by it.
Back on the landform where you just came from, head west and fly across.
Electrify the enemies here, and capture the 1st firefly. There is a challenge
portal, but first jump up and recharge another navi system (*3).

Leave the challenge portal for now, and fly back across. Take the eastern plat
now and quickly hop up the steps to activate another navi system (*4). Wait up
top for the flying plat to come to you, and get on.

When you stop, you'll recharge another system (*5). If you need more electric
breath, eat some Mexican food. Haha. Actually there is a gate just north next
to a crescent machine (2).

Right by the lightning gate there is a green block of cheese, and by that is
the midpoint fairy. Get your progress recorded and push on north. You'll pass
by a floating firefly behind a gate, we'll snag it later.

Turn west when you have the chance, and you'll chance upon a few enemies
guarding a crescent machine (3).

You can now go behind the gate and take the 2nd firefly. Head back to the
lightning gate by the midpoint fairy, then fly eastern across the water. Take
the long ass path up, and in the middle there is a machine crescent (4).

Soon you will spot another navi system (*6), if you don't have any electric
juice there is a gate right there. Break into the boulder area, collect the
gems and if you don't have any sparkle breath, you may ram into the flying
nuisance and leave.

A bit further southwest is where you'll find the 3rd firefly, and a boulder
cavern reveals some gems. Keep treading south and you will discover another
crescent (5), drop down from there and head west for another crescent (6). Get
back up to where the boulder was, and take the rising platform up.

Once on top take the eastbound plat and then the next one to find the
penultimate navi system. Back by the boulder; take the southbound plat then
another west plat to put the last guidance system online. You can tell Capt.
Whiskers, but not just yet.

Now drop down and activate the last machine crescent (7) which gives the 4th
firefly. Inside the boulder up place you'll find a 25 gem. Keep dropping down
southwards and you'll be by the challenge portal, don't head in just yet.

You should know the path now, so flag down Capt. Whiskers for your 5th firefly.
You may now enter the challenge portal, and it seems that the folks need help
guarding their ship due to those hungry hungry Rhynocs.

               Protect the Ship!
            -----------------------
            |      L   *          |  S - Ships
            |                     |  * - Directions Rhynocs are coming from
            |  *       S       *  |  L - Lightning Gate
            |                     |
            |          *          |
            -----------------------

As you see, you must be incredibly fast protecting the little mousers ship from
oncoming junk metal piles (the Rhynocs). Once you destroy the first batch they
get doubly fast, so you must get doubly fast as well.

When completed you see their little ship taking off, but them leaving behind
the 6th firefly. You may get it and leave the level, you are finished now.

Back in Starry Plains, you have two options either;
a - go to fight Ripto now that you have [more] than enough fireflies or
b - finish another of Spyro's stages and then pursue option a

I'll assume that you picked option B, so find Spyro's [real] last stage; it is
on the easternmost side of the map.

Gypsy Road
----------
Gems - 400
Fireflies - 6

Speak with the mystic lady Laura, hopefully she doesn't charge to talk at the
outrageous rates Ms. Cleo does, and let's hope that she is authentic as well.
She speaks of a Madame Meow that needs rescuing, so that is why you are here
(beyond gaining more fireflies/gems). The collectible here seem to be skull
candles, so light the fire one directly east of Laura.

Direct yourself south, and up the steps. You'll remember this penguin-looking
enemy from the Shamrock Isle, so get rid of him and torch another skull (2).
Glide straight across the water to meet a new type of wizard. He is invisible
until he fires a cold ball at you, then it is open season on all Druids.

Up the steps you'll find another skull (3). Fly westward now, and face a whole
plethora of inflatable penguins, pop them, and reach the top to see a skull
(4). There is also a chest there, remember the location for when you get the
key.

Continue on and you'll spot the 1st firefly, and another skull to burn (5). But
before you can get them you must defeat 3 fading wizards. Just dodge their
projectiles then attack quickly before they recharge.

Go down the steps the southern way to be greeted by the midpoint fairy, I'm
glad she's there, but isn't she a bit late in the level? Next to her is a
candle, so light that sucka (6) and move north.

There are three rooms behind three boulders, go into the first one and you'll
find that there is only gems. In the second one however, there are gems as well
as a gypsy. She tells you about some fire pixies (uh-oh) and asks you to remove
them for her. Well you won't do it for her; you'll prolly do it for the
fireflies. In any case, begin the game.

Use the same tactics that you used in Shamrock Isle for all four, which is
basically freeze one fire pixie than use him to bait the rest, and one is
behind a crystal ball. When you accomplish this, you receive the 2nd firefly.

Don't let the time limit faze you. The second time around on hard mode, you'll
freeze four then discover one hiding behind a clear crystal ball. For doing it
on hard mode, you receive the 3rd firefly from a spell gone awry.

In the third boulder there are just gems, and the key. Now go back to where you
lit the 6th candle, and veer east for a fade wizard and a candle (7) beside
him. Press on eastward to find the 4th firefly just loggin' around, by a
rolling penguin.

Down south they got good catfish and haddock, but they also got a boulder.
Behind the curtains, there are four fade wizards guarding a gypsy. Defeat them
all in hand-to-mouth combat. The gypsy turns out to be Madame Meow, and you
just freed her. Receive your 5th firefly and leave.

Head up top on these steps, and fight the last two enemies, the dastardly duo
of the primal penguins. Light the last skull candle (8) for the 6th firefly,
and you can leave. If you didn't open the chest yet, you may it holds the last
11 gems you need to totally complete this level.

Now you may head to the big showdown, between you and Ripto. The Elder Dragon
tried to get it on Pay-Per-View but there was hardly an audience. *shrugs*
The portal is located at the very north of Starry Plains. Bianca will open it
for you.

**********************
| Boss Fight - Ripto |
**********************

Ripto seems to be pretty pissed that you made it this far, so naturally he will
do his best (which is very good!) to see to it that you don't make it any
farther.

To beat him, look at this map of the stage.

-------------------------
|     F        I        | F - Fire
|                       | I - Ice
|         R             | L - Lightning
|                       | R - Ripto
|         L             |
-------------------------

As you can see, there are three various breath gates around the fight arena.
Ripto has three cards surrounding him at all times, each corresponding to these
three elements. So you must get each element, use it on his card then go change
and do it again.

Once all cards are down, ram him quickly. Almost immediately after you burn his
cards, regardless of whether you ram him or not they regenerate so be quick
about it, eh? You must do this while dodging fireballs and electric ground
charges.

Hit 'em three times to make him whine just like all his other colleagues, and
then he finally dies. For now. Thalia, the fairy you just rescued gives you the
ability to warp to any world you wish, it’s not a lot but at least its there.

Back in Sunny Plains, speak with the Elder Dragon. Now you can stay in your
home without having to move since you brought back so many fireflies. Watch the
disgustingly cute ending, and pat yourself on the back for beating this game.

!@#$%^&*
THE END!
*&^%$#@!


*----------------------------------------------------------------------------*

 A G E N T 9  &  S H E I L A

*----------------------------------------------------------------------------*

Since they are not really part of the game, I decided to throw their levels in
a separate section, to let the player focus on Spyro, since he always has a
multitude of things to do in his levels.

----------------
| Sunny Plains |
----------------

Minty Mines
-----------
Gems - 300
Fireflies - 1

The controls for Agent 9 are listed above if you are confused. Okay, first off
collect the gems around the area then double jump onto the platform above.
Double jump to reach any gems you can't normally get, and blast the enemies.
Drop down, and enter the door with the green goo above it to refill your gun,
then drop again and enter that door if you need some health.

Progress your way on and move past a giant falling gem, to spot some tougher
enemies with rocket launchers. It takes 5 shots of the green goo for them, 3
shots for the others. Enter the next health door, then drop and enter the door
with the yellow ball above it. Now you have stronger ammo, so jump back up to
the health door you were just in.

Hop up platforms twice, enter the green goo door and hop the gap to be greeted
by the midway fairy. Walk across the gated area destroying various commandos,
and you'll reach another place where a huge diamond is dropping. The box with
the arrow tells you in the future, so watch out for it. Blast the last two
enemies, and run into the firefly box and you have completed this level.
Hooray!

Let's finish off Agent 9's stages on this Plains area by heading to Alpine
Adove. The portal location is past the place where Bianca has her stronger ice
breath station set up.

Alpine Adove
------------
Gems - 300
Fireflies - 1

This level is much lighter than the last, but let’s quit comparing and
contrasting. Shoot a few folks here; including a pesky grenade launcher then
use the inertia of the platform to jump over. What do I mean by inertia? Jump
up and down on it, and the millisecond your feet land on the platform
immediately double jump over.

Get your refill of green goo, then double jump up and take on the rocket
launcher. Use the same strategy now to get across three of these weak space
platforms, and turn left. Keep going down all the way left, jumping from
platform to platform until you've collected all those jewels, which in case you
should be at around 40.

Head back to where the platforms were now, instead turn yourself right on a
dime. Hop up the platforms maneuvered as steps, and land on a column. Double
jump to reach a 25 gem, and now drop down. Clear out the enemies here, and then
proceed right.

Use the flying plat (short for platform) again and finally reach the midway
point fairy. Clear out this area as well, but be vigilant about it. Run right,
use another Superman plat (cuz its crippled) and refill your ammo. Go back to
where you just cleared out some enemies, jump up twice and blast the grenade
Rhynoc away, then veer right for another ammo recharge.

Keep hopping up, shooting enemies as you go. When you reach the long walkway,
head left for the stronger bullets (yellow suns). Make a leap (double leap) of
faith left, and hopefully you will land on the 25 karat gem. Go all the way
back to where you were before the leap of faith. Now don't stop going up until
you hit the midpoint fairy.

Now this next part takes incredible platforming abilities, or good
concentration as either will you get across the many flying plats. After the
middle one, they get much more sensitive so therefore, you must become, much
more sensitive. Now you must be expeditious in your movements here, as the
grenade Rhynocs are out in force.

Jump up until you reach more flying platforms, go across them to face a
spaceman. Shoot him out of the sky to send him to the Columbia's fate, with one
blow he folds. Drop down and grab up the firefly on this stage, and take your
leave.

Wow that was a dozy eh?


*----------------------------------------------------------------------------*

 G O I N G  F O R  B R O K E ?

*----------------------------------------------------------------------------*

*note, this section is for those who wish to gather all of the gems possible
from the levels, if you cannot obtain some the first run through (i.e. can't
get through the boulder in Shamrock Isle). You may still beat the game without
this section however.

Sunny Plains II
---------------
Now if you want the last firefly on this level, you must go around lighting all
the torches with your flame breath. The locations are as follows -

- Left of the first time you saw Hunter

- By the platforms where you jump with hunter

- In the middle of the trickling mini-river

- Due north of the Canyon Hop portal

- East of the previous.

- By the Celestial Plains portal

- South of Bianca, by a big spike-boulder

- Get the stronger ice breath and there is the last, across the river

Now you have totally completed this level. Next up to complete is Shamrock
Isle, where you probably are trying to nail all the other gems and 2 fireflies.

Shamrock Isle II
----------------
Dash towards the south of the map, then turn, facing your northeast and keep
flying across the islands until you reach another leprechaun, named Darby. He
needs help inside a challenge portal, as the fire pixies are destroying his
crop or somethin. Turn on your freeze breath and head inside.

This really is a game of freeze tag with three fire pixies, and if you freeze
run and run after the others, they will mostly likely tag their cryogenic buddy
back into the game. Thus, you must freeze one, and stay in his vicinity at all
times. Move around a bit though, because the other two will be trying to rescue
him. Like so;

      Fire Pixie Freeze Tag
---------------------------------
|                               |   # - pixie already frozen
|                               |   * - pixies trying to free the frozen one
|                               |   S - Superman. Or Spyro.
|        *      *               |
|                               |
|          S #                  |
---------------------------------

When you have the objective completed, receive your 6th firefly from Darby.
Speak with him one more time and it seems that there are four fire pixies now,
and you must freeze them again. Use the same strategy, and receive the 7th
firefly. Now you want all the gems. So go to the rock adjacent to the first
island (where the Sunny Plain portal is) and break open the boulder.

Inside get the key for the chest and return to the first island. Break open
THAT boulder, and open it to procure the last of this island's gems. You have
one last level to go. Go to the Temple of Dune, you can find it on top of some
stairs by Bianca's blue gate.

Temple of Dune II
-----------------
If you wanna finish up this level, traverse directly south from the northern
pyramid, and crack open the boulder with your crushing ability you got when you
defeated Crush. Inside, is a mouse next to a challenge portal, along with an
extra life and some scattered gems, which will propel you to 300/300 if you
found all the other gems.

Shoot the time with the mouse, and he mentions that some crackhead has stolen
his great treasure. Could it be?!? The same crackhead that was running around
in Watertopia (if you did these levels outta order like me) ? Go inside and
you'll find that it is indeed the one and only.

To catch him, you must become him. Haha j/k. The six pillars make this a real
challenge, but of course it is a challenge portal. You must try to predict his
moves, and follow him. You are a bit faster than him, but he can juke you good.

After you got him go get your 7th firefly, and pat yourself on the back since
you were Going for Broke.


*----------------------------------------------------------------------------*

 F I R E F L Y  E N C Y C L O P E D I A

*----------------------------------------------------------------------------*

Firefly Encyclopedia*

*the fireflies in Agent 9 and Sheila's levels have no names, which is why they
aren't listed. makes sense huh?

----------------
| Sunny Plains |
----------------

Sunny Plains - 6/6
------------
Pyro
Magma
Brimstone
Smoky
Incendio
Tracer

Country Farms - 7/7
-------------
Welt
Parch
Zap
Blush
Shock
Crimson
Scald

Shamrock Isle - 7/7
-------------
Scorch
Kelvin
Loomy
Shine
Simoom
Beam
Ashley

Temple of Dune - 7/7
--------------
Rocket
Dynamo
Blaze
Matches
Butane
Hibana
Fuse

Tiki Tropics - 7/7
------------
Flicker
Glitter
Gleam
Twinkle
Burner
Scarlet
Swelter

--------------------
| Celestial Plains |
--------------------

Celestial Plains - 6/6
----------------
Phospho
Glow
Brulé
Sparkle
Toasty
Pepper

Winter Mesa - 7/7
-----------
Dawn
Glint
Soot
Gloaming
Sunny
Comet
Stella

Haunted Hills - 7/7
-------------
Red
Charcoal
Fizzle
Cauldron
Candle
Crispy
Ember

Watertopia - 6/6
----------
Hydra
Ishtar
Agni
Chili
Phoenix
Smoulder

-----------------
| Starry Plains |
-----------------

Starry Plains - 6/6
-------------
Roasty
Braise
Sear
Sizzle
Griller
Broil

Dreamy Castle - 7/7
-------------
Solar
Coalman
Haze
Thermo
Smelter
Brandy
Mirage

Moon Fondue - 6/6
-----------
Steamy
Ray
Wick
Shiny
Bubble
Kazan

Gypsy Road - 6/6
----------
Blister
Flame
Jewel
Singe
Torch
Lava


*----------------------------------------------------------------------------*

 L E G A L  S T U F F

*----------------------------------------------------------------------------*

This document is © 2003 crooked j. It is not to be distributed in any form
without the permission of the author. The author of this document is not
affiliated with the creators of this game in any way. All Rights Reserved.

quote - "There was never a genius without a tincture of madness."
        -- Aristotle (384-322 BC), Greek philosopher

                                     -EOF-


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