Check the level thoroughly to find a method to take them down. And sometimes there's a way to shrink them down so you can Charge them. Sometimes the level will have a spot that lets you use Supercharge or Super Flame, which can kill these enemies. Sometimes they have unarmored backs vulnerable to your Flame Attack. However, the game will always provide you with a means to defeat them. Occasionally however, you'll come across enemies that are both Armored and Large, and seemingly unkillable. Each has a different approach: Small enemies can be attacked with either Charge or Flame, Large enemies cannot be Charged, and Armored enemies can't be Flamed. The three Spyro games feature three main classes of enemies: Small, Large and Armored.
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Learn how to deal with Large and Armored Enemies This can help make even the hardest of gaps trivial, perfect if you can't quite get the hang of it. Doing this allows Spyro to initiate his Glide much further forward than normal, effectively adding an extra Hover to the Glide. An "unwritten" move, you can further extend your Glide if you Charge before Jumping and Gliding. You can drop earlier than you think, so use Spyro's shadow to judge where he's going to land when you use the Drop move.Įven better than Hovering is the Charge Jump. While this may seem useless, it does allow the player to prevent Spyro from overshooting platforms he's Gliding to.
In the first game however, pressing the button for Hover will instead Drop Spyro straight down, cancelling his Glide. Use this to make Glides that would normally be just short of success. In addition to giving a fancy landing, Hovering gives Spyro a vertical boost in the air. On top of this ability is the Hover in the second and third games, performed by pressing the Look Button during a Glide. As the Dragons and Hunter will teach you early in the games, holding down the Jump button will have Spyro jump higher, and pressing Jump again at the top of Spyro's highest jump will give him the maximum possible Glide distance. Gliding is one of the core moves in Spyro's arsenal, and it's essential to learn how to get the most out of them so you'll be comfortable getting through the levels. If you're playing Spyro 2, the level exit will always be marked with a Red Dot, while any Orb Challenges you find will be marked with a Green Dot. Using it, you can get a quick layout of the level, which can be handy if you're missing a bunch of collectibles and need to find a place in the level you haven't been to yet. The Minimap is a neat little feature originally exclusive to Spyro 2, but has now been expanded to all three games in Reignited and can be activated in the Pause Menu.
To that end, make sure to search through the long grass, even in caves which sometimes feature dry brown grass. This particularly affects players of the original game who are used to hoovering up every Gem in sight without needing to search for them.
In addition to the above tip, the most common way of missing Gems in Reignited is not even seeing them due to the long grass. If you're still stumped, we have an Easy to Miss Gems section to help you locate the more devious Gems. Press down the left analog stick to use it. In all three remakes, Sparx has the ability to point directly to the nearest Gem in the level, which helps narrow down Gem hunts. Go behind buildings, investigate any corners in case they go further back than you think, and look down every gap, just in case. Gems are hidden all over the place wherever Spyro goes, and since the levels can get quite expansive, you're not going to find them all by replaying the level and simply taking the exact same path you took the first time.