The Dragon Realms guideSpyro the DragonGUIDES
Spyro the Dragon / Mechanics

Gems, attacks and difficult landings

Choose the right attack for a target and turn movement practice into reliable collection.

Edition covered

Original 1998 English PlayStation game. Controls, collection rules and routes exclude Spyro Reignited Trilogy.

Choose an attack by the obstacle

An original Dark Hollow encounter with a shield-carrying Gnorc
An original Dark Hollow encounter with a shield-carrying Gnorc.

Ordinary treasure chests can be opened with charge or flame, while metal chests need a charge or an appropriate stronger attack. Small metal-armored enemies also invite charging; a large enemy may need flame instead. Dark Hollow makes the distinction visible through its shield carriers and larger opponents. Test an unfamiliar target from a safe position and watch the response before repeating the same attack. Some unusual chests use a key found within the level, several flame hits or a level-specific tool. Search the surroundings when neither basic attack works.

Read your treasure and health at a glance

Dragon Egg: original-game screenshot from the original PlayStation Spyro the Dragon.

Dragon Egg: original-game screenshot from the original PlayStation Spyro the Dragon. .

Green Gem: native game graphic from the original PlayStation Spyro the Dragon.

Green Gem: native game graphic from the original PlayStation Spyro the Dragon. .

Gem colors encode value: red is one, green two, blue five, yellow ten and magenta twenty-five. A small cluster can therefore matter more than its size suggests. Sparx picks up nearby gems when healthy, but without him you must touch them yourself. Recover his protection with butterflies from harmless fodder before sweeping a busy area. Separate missing treasure from an unreachable platform: search behind walls and below bridges first, then look upward. After clearing enemies, repeat the route slowly enough to notice a lone gem that blended into the scenery.

Control the launch rather than the rescue

A long glide begins with the jump and launch point. Start from the edge with enough height, face the destination and glide near the jump's peak. Ending a glide with Triangle gives a controlled drop when you are above the landing, but it cannot add height. On a supercharge route, identify the marked ramp, the turn and the takeoff before running them together. Egg thieves are another movement test: charge along their circuit, cut a safe corner and use flame when close. The original game has no Reignited Sparx gem-direction command, so completion relies on observation and inventory checks.

FIELD NOTE

When a glide repeatedly falls short, change the launch point or route before repeating the same jump.

Picture details

Game artwork belongs to its respective rights holders.

References