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Spyro 2: Ripto's Rage!
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This article uses content from Wikipedia (view authors), and falls under the compatible Creative Commons license. |
- "Spyro 2" redirects here. For information about the Game Boy Advance game with "Spyro 2" in its title, see Spyro 2: Season of Flame.
Spyro 2: Ripto's Rage! | |||
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Developer(s) | Insomniac Games | ||
Publisher | Sony Computer Entertainment | ||
Release date(s) | PlayStation:![]() ![]() ![]() PlayStation Network: ![]() ![]() | ||
Genre(s) | Platformer | ||
Rating(s) |
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Console(s) | PlayStation | ||
Mode(s) | Single player | ||
Media | PlayStation: Disc PlayStation Network: Digital download | ||
Input | PlayStation controller |
Spyro 2: Ripto's Rage!, known as Spyro 2: Gateway to Glimmer in Europe, is the second game of the Spyro franchise and a sequel to Spyro the Dragon. It was originally released for the PlayStation in 1999. In 2018, the first three Spyro the Dragon games, one of which is Spyro 2: Ripto's Rage!, were remade for Spyro Reignited Trilogy.
In the game, Spyro is placed in Avalar, rather than the Dragon Worlds, where the previous installment was set. A dinosaur-riding sorcerer, known as Ripto, has invaded the world of Avalar, and is wreaking havoc on its citizens with his magic. Idols come to life and attack their creators, Eskimos are encased in ice cubes, and a civilization of seahorses has had its water confiscated. Spyro must travel through the world of Avalar and undo the damage done by Ripto. Spyro and Sparx are the only two returning characters from the first game.
On July 26, 2007, Spyro 2: Ripto's Rage! was released as a PSone Classic for the PlayStation Network, which is before its predecessor, Spyro the Dragon. On August 7, 2007, the game was pulled from the PlayStation Network due to technical issues, such as certain levels failing to load.[1] A few days later, Sony refunded those who bought the game and MediEvil (another PSone Classic that was released on the PlayStation Network).[2] On May 7, 2009, Spyro 2: Ripto's Rage! was re-added to the PlayStation Network.
Story[edit]
In the fantasy realm of Avalar, local residents Elora, Hunter, and The Professor have been working on their latest and largest portal. During a test of it, Hunter enters his birthdate (22475) as the portal's target coordinates, inadvertently activating it and allowing a small wizard named Ripto into the realm along with two large dinosaurs, Crush and Gulp. Identifying that the land has no dragons, Ripto declares that he is going to "move in" and take it over; however, Elora is able to de-activate the portal by instructing fairies to remove the orbs powering the portal. As Ripto begins to terrorize Avalar, Elora and the Professor plan to 'catch' a dragon in order to drive Ripto off. Somehow, Ripto's magic has corrupted the minds of the citizens of the realm and turned them against each other, causing outbreaks of war between worlds and races.
Meanwhile, the Dragon Realms have been under rainy weather for some time; Spyro, declaring he needs a vacation, locates a portal to the realm of Dragon Shores. However, after traveling through the portal, he finds himself instead landing in the realm of Avalar by means of a smaller portal, built by Avalar's Professor. Ripto enters the scene and destroys the portal, objecting to how the Professor succeeded in bringing a dragon to the world of Avalar. Ripto is, however, forced to retreat when Gulp accidentally swallows Ripto's magical sceptre, and Spyro is asked to help save the realm of Avalar by defeating Ripto.
Each of Avalar's overworlds is captured by Ripto after Spyro enters them. In a dungeon area, Ripto and one of his minions (or, on the final overworld, resurrected versions of them) wait for Spyro. The only way to access these dungeons is to collect all Talismans in the overworld. The final battle requires 40 orbs.
Gameplay[edit]
The gameplay is similar to the original Spyro the Dragon but with few variations in control and Spyro's main abilities intact. Spyro can attack enemies with his flame attack, or charge through them in a charge attack, though different varieties of enemies may require a specific attack to defeat; metal-armored enemies are impervious to Spyro's flame, and enemies much larger than Spyro himself are immune to his charge attack. Like the first game, Spyro's health is indicated by the color of Sparx, whose health can be replenished by eating butterflies.
The game is split up into three main hub worlds containing portals to various realms. In order to progress through the first two hub worlds, Spyro must acquire a talisman from each realm, which is awarded for reaching the end of the level, before facing the boss of each world. Each level also contains a certain number of orbs, which can be earned by completing secondary tasks for certain characters, such as lighting a series of lamps or protecting characters from attacks. These orbs are required for opening some of the portals to certain levels, as well as progressing through the third hub world.
Gems gathered throughout the game are required to pay fees Moneybags charges in order to progress through the game. As well as opening portals or granting access to certain areas, Moneybags also teaches Spyro three brand new abilities over the course of the game. Swimming lets Spyro dive underwater to reach submerged treasure and hidden tunnels, climbing lets Spyro climb up certain surfaces. The headbash allows Spyro to perform an overhead smashing attack that can break rocks and certain cages.
In various locations throughout each level there are small creatures, such as frogs or sheep, known as fodder. When Spyro approaches them, the fodder try and escape from him. When Spyro charges or flames a fodder, it releases a butterfly, which Sparx can eat to restore a unit of his health. If Sparx eats nine butterflies, the tenth one will be a blue butterfly, which grants an extra life. Blue butterflies are sometimes found in a bottle.
Each level has a Power-up Gate, which can be activated after defeating a certain number of enemies, who release a spirit particle upon being defeated. When Spyro walks through a Power-up Gate, he is given a temporary power-up, including Invincible, Superfly, Supercharge, Powerflame, Superfreeze, and Bigbounce.
Characters[edit]
This game introduces new characters into the Spyro series, many of whom would appear in later games. Both Hunter and Moneybags make recurring appearances in the series, while Ripto would make more series appearances than any other antagonist, making him the key villain of the original series. The dragons of the previous installment have been replaced with an entirely new cast of characters, including fauns, satyrs, anthropomorphic animals, and robotic businessmen, among others.
Playable characters[edit]
Name | Description |
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![]() Spyro |
The eager, headstrong, purple dragon and main protagonist. A vacation to Dragon Shores turns tragic as Ripto has taken over Avalar. After encountering Elora and Hunter, Spyro embarks on a journey through Avalar to collect Orbs and Talismans and stop Ripto. This is accomplished through the aide of Sparx. The game's story is partially framed after the events of its predecessor, and Spyro has the same feel, physics and a similar control from the first Spyro the Dragon, now a little more experienced after his adventures in the first Spyro game. |
Non-playable characters[edit]
Name | Description |
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![]() Sparx |
Spyro's constant dragonfly companion that represents his health meter, also alowing Spyro to withstand more hits, and collects nearby gems for him. |
![]() Elora |
A faun of Avalar, and assistant to the Professor. She is friendly and wise and develops a friendship with Spyro over the course of the game. |
![]() Hunter |
An anthropomorphic cheetah armed with a bow and arrows who was inadvertently responsible for bringing Ripto to the realm of Avalar, during a test of the Professor's "Super Portal". In the game, Hunter teaches the player about Spyro's abilities early on and occasionally challenges Spyro to various mini-games or missions later. |
![]() Zoe |
A fairy who helped scatter Avalar's orbs throughout the realm to prevent Ripto from using them. Zoe appears in several locations throughout all levels and serves as a checkpoint should Spyro lose a life. |
![]() Moneybags |
An anthropomorphic bear seen in various places throughout the realm of Avalar. As his name suggests, he has a love for gems and will not hesitate to ask Spyro to "share" some of them, sometimes inventing ridiculous reasons that Spyro should agree. However, in all cases, paying Moneybags enough gems will result in access to new levels, further progress within the same level, or in some cases, a new ability for Spyro. |
![]() Professor |
The creator of the "Super Portal" in Avalar. After Ripto's arrival, he created a smaller portal in the Glimmer realm to locate a dragon and bring it to Avalar. |
Enemies[edit]
It has been requested that this article be rewritten and expanded. Reason: Needs more enemies added to the table
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Name | ![]() ![]() |
Locations | Can be flamed? | Can be charged? |
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![]() Arabian Thief |
Thieves responsible of stealing the hippos' three magical brass lamps. They are not as fast as the other Thieves in the Dragon Realms, but are still quite tricky to catch. Defeating all three will award the player an orb. | Shady Oasis | Yes | Yes |
![]() Camel |
Bipedal, ostrich-like dromedaries that attack Spyro by biting him or swinging their necks at him. They will bury their heads in the sand like an ostrich if Spyro is not near them. They also hop around to face his direction if he approaches them. | Scorch | Yes | No |
![]() Draclet |
Small, green, spider-like creatures that cannot damage Spyro. They quickly breed but only have a set limit of members in their family. Some of them can be found walking on the floor, whilst others hang by small threads. | Scorch | Yes | No |
![]() Earthshaper |
Creatures out of stone, capable of shaping the ground to make a lot of mischief. Charging them pushes them further. They are the only enemies that cannot be defeated by the Supercharge, although it pushes them more further. | Fracture Hills Magma Cone |
No | Yes |
![]() Horned Rabbit |
Rabbits that disguise themselves as an ice spike and pop out of the ground and charge into Spyro if he gets too close. | Crystal Glacier | Yes | Yes |
![]() Kangaroo Thief |
Agile kangaroos that are able to leap great distances and heights, glide with their small wings, and swim in the few watery areas. Four are responsible for stealing Basil the Explorer's four spark plugs in attempt to take them away from Mystic Marsh. Each one runs on a fixed path, and once defeated, they make a sound, then the spark plugs appear. When all four are defeated, Spyro is awarded an orb from Basil. | Mystic Marsh | Yes | Yes |
![]() Young Earthshaper |
Small Earthshapers that wear pants and attempt to throw rocks at Spyro. They can only be charged and will run away from Spyro if he does not hit them. Following their attempt, they will run to the other side of a building or large object and attempt the same attack. | Magma Cone | No | Yes |
Bosses[edit]
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Colossus Yeti | Master Chef | Bombo the Flagkeeper | Ox | ||||||||||||||||
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A yeti who is rampaging in Colossus before being trapped by the monks. If Spyro steps any closer to the yeti, the latter is defeated. | A duck who is responsible for trying to wrangle up the local baby turtles to be used as a main ingredient in a soup he wants to prepare for himself and his unseen dinner guests. He gives Spyro an Orb for each challenge in which Spyro tries to keep the unsuspecting turtles from falling into the soup pot. | A genie who keeps taking flags away from Scorch. He does not appear unless Spyro has talked to after defeating 20 enemies. After Spyro does so, he will need to use the superflame powerup to shoot the Flagkeeper off of each flagpole. Following that, Spyro must follow him without getting hurt by his magical bombs. After three flags are received, Handel gives Spyro an orb. | A member of the rebellion of the farm animals against Metropolis who spits bombs from its mouth at its disposal and is stationed in the ice arena. To defeat him, Spyro must either charge or flame the bombs back at him to hit him until his health meter is depleted. | ||||||||||||||||
Realm | Realm | Realm | Realm | ||||||||||||||||
Colossus | Sunny Beach | Scorch | Metropolis |
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Crush | Gulp | Ripto | |||||||||
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A large, blue dinosaur who wields his club and uses pads to unleash fearsome attacks. Flaming him outside the pads is the only way to damage him. | A large, green dinosaur with thick green scales and a giant pair of laser cannons on his back. He is resisted by the flame attack, so Spyro must use the objects which hatch from the eggs dropped from the sky by pterodactyls to defeat him. A robotic variant of him appears during the final boss. | Spyro's arch-nemesis: a sorcerer dinosaur. Ripto is the title villain and the final boss. At the start, he was accidentally transported to Avalar, where he decides to take over because it is not inhabited by dragons. Ripto uses magical orbs to gain power-ups, and can fire projectiles from his scepter. When in trouble, he calls a robotic version of Gulp to help him out, and when in danger, he then takes to the skies on a monstrous pterodactyl robot for a fast-paced aerial battle. Spyro should use the orbs that Hunter drops to get new powerups. | |||||||||
Realm | Realm | Realm | |||||||||
Crush's Dungeon | Gulp's Overlook | Ripto's Arena |
Realms[edit]
The world of Avalar is divided into three homeworlds, each based on a particular season. Spyro can access the levels via portals. In every realm, there is a castle that, during the course of the storyline, is captured by Ripto. Each realm features a number of different worlds, a speedway world, and a dungeon with a boss. Every level has 400 gems.
Realms | |||||||||||
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Challenges | Orbs | |||||||||
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Hunter's Challenge | On a secret ledge | |||||||||
Atop a ladder | |||||||||||
Behind the door | |||||||||||
The first Home World is luscious and green. Here, Avalar is enjoying summer. Before reaching certain portals in this world, Spyro must pay Moneybags to teach him to swim. Unlock criterion: complete Glimmer | |||||||||||
01.![]() ![]() ![]() |
Challenges | 02.![]() ![]() ![]() |
Challenges | Skill Point | |||||||
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Lizard hunt | Gem Lamp Flight outdoors | ![]() |
Foreman Bud's puzzles | Land on Idol | ||||||
Gem Lamp Flight in cave | Hula Girl rescue | ||||||||||
A world lush with gems, and home to the Gemcutters, who are springhares. They are being terrorized by lizards, who keep stealing their gems. | A marsh-like area adorned with Idol Monsters, where the local foremen incessantly carve idols. These idols are turning on them. Unlock criterion: complete Glimmer | ||||||||||
03.![]() ![]() ![]() |
Challenges | Skill Point | 04.![]() ![]() ![]() |
Challenges | Skill Point | ||||||
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Hockey vs. Goalie | Perfect in Hockey | ![]() |
Stone thief chase | All Windmills | ||||||
Hockey one on one | Factory Glide 1 | ||||||||||
Evil spirit search | Factory Glide 2 | ||||||||||
A mountainous world inhabited by peaceful monks. A Yeti is rampaging around the once-peaceful mountain; however, the monks are able to close all the doors to trap the him. Unlock criterion: complete Glimmer |
A stormy world in perpetual darkness, home to the Electrolls. Their bigger and stronger workmates, the Gear Grinders, are segregating their smaller, weaker workmatems. Unlock criteria: complete Glimmer and pay Moneybags 500 gems to swim underwater | ||||||||||
05.![]() ![]() ![]() |
Challenges | 06.![]() ![]() ![]() |
Challenges | ||||||||
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Blasting boxes | ![]() |
Seahorse rescue | All Seaweed | |||||||
Turtle soup I | Manta ride I | ||||||||||
Turtle soup II | Manta ride II | ||||||||||
A scenic beach inhabited by turtles. Water Workers are entrapping the innocent turtles. Unlock criteria: complete Glimmer and pay Moneybags 500 gems to swim underwater |
A piece of ocean belonging to a school of seahorses and Verne, their giant squid. Their civilization have had their water confiscated by the Water Workers. Unlock criteria: complete Glimmer and pay Moneybags 500 gems to swim underwater, and pay Moneybags 400 gems for access | ||||||||||
07.![]() ![]() |
Challenge | Skill Point | |||||||||
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Follow Hunter | Under 1:10 | |||||||||
A segment of sea where the locals race and cheer in the stands, featuring rings, arches, boats, and cars. Unlock criteria: complete Glimmer, pay Moneybags 500 gems to swim underwater, and collect 3 orbs for access | |||||||||||
08.![]() |
Skill Point | ||||||||||
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Perfect | ||||||||||
The first and easiest boss level. Located obviously in a dungeon, Spyro is surrounded by colored pads. The blue pads let Crush use a shock wave running along the ground against Spyro, and the red pads lets the monster unleash a fireball onto him. Unlock criteria: collect all 6 Talismans within Summer Forest's realms | |||||||||||
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Orbs | ||||||||||
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The end of the wall | ||||||||||
Long Glide! | |||||||||||
The second world contains the most portals to other levels. The only notable difference between it and Summer Forest is that the leaves are autumnal colors. There is also a far more extensive series of castle ramparts and galleries. Unlock criterion: complete Crush's Dungeon | |||||||||||
09.![]() ![]() ![]() |
Challenges | Skill Points | 10.![]() ![]() ![]() |
Challenges | |||||||
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Lava lizards I | All Cacti | ![]() |
Draclet cave | George the snow leopard | ||||||
Lava lizards II | |||||||||||
Dem bones | Catbat Quartet | ||||||||||
A prehistoric wasteland covered in giant skeletons and scalding-hot lava. The cavemen here, however, like to call it home, although they are having trouble with some prehistoric creatures and Fire Wizards. Unlock criterion: complete Crush's Dungeon |
A lofty, snow-covered, mountainous area inhabited by eskimos, who are being frozen solid; their leader is imprisoned by Ice Wizards. Unlock criterion: complete Crush's Dungeon | ||||||||||
11.![]() ![]() ![]() |
Challenges | 12.![]() ![]() ![]() |
Challenges | ||||||||
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Mine blast | ![]() |
Cowlek corral I | Cowlek corral II | |||||||
Gear grab | Sowing seeds I | Sowing seeds II | |||||||||
The harbor where Breeze Builders dwell. The Breezebuilders try to fend off a Land Blubber infestation; both the Breeze Builders and the Land Blubbers of Zephyr are constantly at war. Unlock criterion: complete Crush's Dungeon |
A land covered in rolling, grassy green hills, decorated with high-rise towers and tunnels. Here, the Land Blubbers try to repel the Breezebuilder assault. Unlock criteria: complete Crush's Dungeon and pay Moneybags 500 gems for access | ||||||||||
13.![]() ![]() ![]() |
Challenges | Skill Point | 14.![]() ![]() ![]() |
Challenges | Skill Point | ||||||
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Barrel of Monkeys | All Trees | ![]() |
Free the faun | 3 Laps of Supercharge | ||||||
Capture the flags | Alchemist escort | ||||||||||
Earthshaper bash | |||||||||||
An arid desert area with many temples. A couple of secret agents (Handel and Greta) are here, too; they attempt to infiltrate an enemy castle. Unlock criteria: complete Crush's Dungeon and pay Moneybags 500 gems to climb |
Among the forested, tranquil landscape, is a cragged, wide canyon, with lava, inexperienced alchemists, and bagpipe music. Satyrs have been encased in stone by the Earthshapers. Unlock criteria: complete Crush's Dungeon and pay Moneybags 500 gems to climb | ||||||||||
15.![]() ![]() ![]() |
Challenges | 16.![]() ![]() ![]() |
Challenges | ||||||||
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Party crashers | ![]() |
Catch 3 thieves | Free Hippos | |||||||
Crystal geysers I | |||||||||||
Crystal geysers II | |||||||||||
A hilly landscape flowing with lava, and next door to a constantly active volcano that endangered the Fauns. Third-degree burns are extremely common here. Unlock criteria: complete Crush's Dungeon, Moneybags 500 gems to climb, and collect 8 orbs |
A temple area filled with acid, booby-traps, and hippos who like to eat Power Berries, which are all being stolen by the Thieves. Unlock criteria: complete Crush's Dungeon, Moneybags 500 gems to climb, collect 8 orbs, and pay Moneybags 400 gems for access | ||||||||||
17.![]() ![]() |
Challenge | Skill Point | 18.![]() ![]() |
Challenge | Skill Point | ||||||
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Grab the Loot | Under 1:15 | ![]() |
Parasail through Rings | Under 1:15 | ||||||
A city surrounded by water. Here there are many pigeons, Cat Burglars, jumpers, slow signs, and arches. Unlock criteria: complete Crush's Dungeon and collect 6 orbs |
A frozen-over tundra surrounded by the ocean, which is inhabited by small sea monsters. There are many eskimos and cavemen on vacation here, whether they ride snowmobiles attached parasailors or go ice skating. featuring snowmobiles, arches, skaters, and serpents. Unlock criteria: complete Crush's Dungeon, Moneybags 500 gems to climb, collect 8 orbs, and pay Moneybags 100 gems for access | ||||||||||
19.![]() |
Skill Points | ||||||||||
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Perfect | ||||||||||
Hit Ripto | |||||||||||
A boss realm focusing on a battle with Gulp, a huge and green Riptoc with a cannon-like contraption on his back; this realm is a bit more challenging. Elora has trained some Pterodactyls from Skelos Badlands to drop eggs containing weapons for Spyro. Unlock criteria: collect all 8 Talismans within Autumn Plains' realms | |||||||||||
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Orbs | ||||||||||
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Top of the waterfall | ||||||||||
On the tall wall | |||||||||||
Smash the rock | |||||||||||
The final Home World. This is the residence of Ripto during his attempt to get revenge on Spyro and his friends from Avalar and is also the location of the Super Portal to the Dragon Realms, Spyro's true home. It is located on an alpine tundra, with a focal temple and secret caves. Unlock criterion: complete Gulp's Overlook | |||||||||||
20.![]() ![]() |
Challenges | 21.![]() ![]() |
Challenges | ||||||||
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Fix the fountain | ![]() |
Break down doors | ||||||||
Very versatile thieves! | Agent Zero's secret hideout | ||||||||||
Retrieve professor's pencil | Ring tower bells | ||||||||||
A marshy piece of land inhabited by many exotic animals and Water Wizards. The fountain that kept the local creatures calm has stopped working. Unlock criterion: complete Gulp's Overlook |
A much cooler place with more temples. There are large numbers of enemies here, and Spyro must be careful where he steps. Evil warlocks have stolen the powerful magicians' wands. Unlock criteria: complete Gulp's Overlook and collect 15 orbs | ||||||||||
22.![]() ![]() |
Challenges | 23.![]() ![]() |
Challenges | ||||||||
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Switch on bug light | Clear tractor path | ![]() |
Conquer invading cows | Shoot down sheep saucers I | ||||||
Exterminate crow bugs | Shoot down sheep saucers II | Ox bombing | |||||||||
An agricultural area run by robots. It is a wide expanse of land, now overrun by Robo-Bugs, who are giving the locals an extremely hard time with the infestation. Unlock criteria: complete Gulp's Overlook and pay Moneybags 1000 gems for the headbash ability |
A busy little city inhabited by robots who speak in monotone. Their home have been invaded by Space Cows, Rocket Pigs and Flying Sheep Saucers. Unlock criteria: complete Gulp's Overlook, pay Moneybags 1000 gems for the headbash ability, and collect 25 orbs | ||||||||||
24.![]() ![]() |
Challenge | Skill Point | |||||||||
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Shoot down balloons | Under 1:10 | |||||||||
A deep, craggy canyon inhabited by rams and vultures, with some moles known as bikers thrown in, and some rings scattered somewhere. Unlock criteria: complete Gulp's Overlook and pay Moneybags 200 gems for access | |||||||||||
25.![]() |
Skill Point | ||||||||||
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Perfect | ||||||||||
The third and final boss level, Ripto generously gives the player a bit of competition and has three phases (Normal, Robot Gulp, Pterodactyl). Unlock criteria: complete Gulp's Overlook and collect 40 orbs | |||||||||||
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Dunk 'em Down in Water![]() |
Tunnel of Love![]() |
Coaster Ride![]() |
Shooting Range![]() | ||||||||
Spyro should fire baseball-like rocks at a dunk tank. | This is where Spyro rides the Tunnel of Love. | Spyro should pop balloons on a roller coaster. | Spyro should shoot enemies and targets that pop up out of the ground. |
Abilities[edit]
In addition to his returning abilities (except the sideroll), Spyro acquires several new skills throughout Ripto's Rage! that allow him to explore the worlds of Avalar more thoroughly.
Name | Description |
---|---|
Hover | Spyro's gliding ability has been augmented with a hover maneuver which, used at the end of a glide, gives Spyro one small, final boost in elevation and distance before he falls to the ground. Hunter explains this technique to the player early on in the first world. |
Swallow | Spyro now has the ability to pick up various small items and carry them in his mouth. This is used primarily for solving certain puzzles and missions, but some items (such as rocks) can be used as weapons by spitting them back out at an enemy. |
Swimming | Most water is no longer hazardous or lethal to Spyro. At first, Spyro can only swim across the surface of water, but in the first world, Moneybags teaches Spyro (for a fee, of course) how to swim underwater. Many levels feature underwater portions through which Spyro must swim, particularly the Aquaria Towers level which are almost entirely underwater. Spyro's flame breath is of no use underwater (unless augmented by a Power-Up), but he can still use his charge attack to swim at high speeds and attack foes. Spyro can still drown in unclear waters (Mystic Marsh) and green, acidic waters (Scorch and Shady Oasis). |
Climbing | In the second world, Moneybags teaches Spyro the ability to climb on certain wall surfaces, such as ladders. Spyro can traverse such walls to gain access to new missions and areas, but he cannot defend himself while hanging from a wall. |
Headbash | In the final world, Moneybags teaches Spyro one final ability, the ability to dive vertically out of the air and crash into the ground, horns first, allowing Spyro to defeat certain late-game enemies, open certain treasure boxes, and complete additional missions. |
Power-ups[edit]
In addition to Spyro's returning and new abilities, many levels in the game feature powerup "gates" which temporarily give Spyro enhanced abilities that allow him to defeat certain enemies, reach new areas, or complete certain missions. Powerup gates are at first inactive, but become available once the player has defeated a certain number of enemies within the level.
Three of these powerup gates are based on similar abilities in the first Spyro game:
Name | Description |
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Superflame | Superflame gates enhance Spyro's flame breath, allowing him to strike down and defeat even the normally fireproof metal-armored enemies. Unlike its incarnation in the first Spyro game, this is also a long-range ability, and Spyro can aim and shoot fireballs accurately from a first-person perspective. While underwater, Spyro fires spiked balls instead of flame. If a player gathers all the orbs and gems in the game, a door in Dragon Shores will open, with a Superflame powerup that lasts indefinitely. |
Superfly | This gate gives Spyro the ability to fly rather than glide, similar to the speedway levels. |
Supercharge | Supercharge gates give Spyro an instantaneous boost of speed. Similar to the supercharge ramps of the first Spyro game, this allows Spyro to charge through most obstacles, and even large enemies which are normally impervious to his charge attack. This ability does not wear off with time; rather it lasts until Spyro stops charging, or hits an obstacle and comes to a stop. |
The game introduces a few power-ups:
Name | Description |
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Invulnerability | This powerup renders Spyro invulnerable to all damage for a certain length of time. This is used primarily to allow Spyro to cross large areas hazardous terrain (such as lava or acidic waters) without taking harm. |
Superjump | This gate launches Spyro high into the air in a certain direction, allowing him to land in a different area of the level. |
Superfreeze | This rare gate gives Spyro a powerful ice-breath attack which can be used at long range, similar to the Superflame powerup, as well as to freeze certain enemies for solving puzzles. |
Items[edit]
Name | Description |
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Gems | Scattered throughout the realms, Gems come in varying colors and denominations, and may be found lying on the ground, or hidden in containers such as baskets, vases, and underwater pots. There are a set number of gems in every realm, and each gem collected counts toward the player's percentage of game completion; collecting enough gems is a requirement for exploring the realms (as you pay Moneybags to get rid of an obstacle) and accessing a bonus level at the end of the game. All the gems you paid Moneybags are refunded after defeating Ripto. |
Orbs | Orbs are used to access later levels, and are a requirement for reaching Dragon Shores and accessing a bonus level at the end of the game. Orbs power up portals created by The Professor. |
Talismans | Talismans are rewards given to Spyro by the inhabitants of various realms after he completes the level. All of the realms have talismans to offer except for boss dungeons, speedways, and realms in the final overworld, Winter Tundra. When the player collects all of the talismans in an overworld, that world's boss dungeon opens up, allowing the player to advance to the next overworld. This excludes the final boss, Ripto, which requires 40 orbs to enter. There are 14 talismans in total. |
Minigames[edit]
Minigames appear in three forms. Some appear as missions within various levels, like a match of ice hockey or riding a manta ray around in the water.
Another form is in the Speedway levels, which are optional flying missions in which Spyro must fly through or flame a certain number of targets within a limited amount of time. In addition, once Spyro has completed a speedway, he can return to the level freely, and may also locate a second challenge or minigame hidden somewhere in the level.
The final form is in the final level. The extra level, Dragon Shores, unlocked for completing the game, has multiple minigames. One of the minigames is a target practice where Spyro shoots targets with superflame.
Gallery[edit]
- For this subject's image gallery, see Gallery:Spyro 2: Ripto's Rage!.
Trivia[edit]
- One of the game's working titles was Spyro II.[3]
- Unlike other Spyro titles, the game starts in the the first level, Glimmer, rather than the first world's hub. This could explain why the European version is subtitled Gateway to Glimmer.
- This is the only PlayStation game in the Spyro franchise where the player cannot exceed 100% completion.
- When Spyro collects 64 orbs and 10,000 gems, he can open up a gate in Dragon Shores. Inside the gate is what looks like a superflame powerup that when passed through grants Spyro a permanent superflame ability.
- Both Fracture Hills and Magma Cone are home to the fauns and the Earthshapers, and are both levels in Autumn Plains. Elora's homeworld can possibly be Fracture Hills, since Fracture Hills' fauns are all female and Magma Cone's fauns are all male.
References[edit]
- ↑ "Two More Titles Pulled from Euro PlayStation Store". Wired. Published August 7, 2007.
- ↑ "Sony Issues Refunds for Spyro 2, MediEvil". Wired. Published August 13, 2007.
- ↑ Color diagram of Charles Zembillas's sketch of Spyro during the development of "Spyro II".