SpyroGamer2008
Emerald Sparx
Gems: 4203
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#194 Posted: 20:50:15 24/04/2010 | Topic Creator
Okay. Finally, I've gotten around to update Zephyr. Here it is. The first 1/2 of Zephyr's glitches. I hope you enjoy! Oh! One more thing before I post the glitches. I have been constantly working on this section for a little bit, and have revised it about twice. I'm not sure if it sounds right, and would like your opinion on it. If you would like me to revise it some more, then I will. But if you would like me to leave it as it is, then I will. Okay. That's enough of me talking. On with the guide!
Zephyr Glitches:
83.) Spyro Has No Need For Doors 5!:
Note: Requires the Double-Jump Technique.
In less anyone other than me has found this glitch before, this glitch is one that I should get credit for. If you have found this glitch before me, please give me a note and I shall immediately change the credit of the finding of this glitch to you.
This is a technique that will allow Spyro to get to the end of the level (just outside of the area with Corporal Glug, the guy who gives you the “Ruby Bomb” Talisman) without having to access the use any of the doors in Zephyr. Okay, first enter the level Zephyr. First, go through the level normally until you reach Sergeant Tub (or the guy who’s using the cannon to try and kill the bird). Now, instead of using the cannon to get through the door, jump onto the platform directly to your right, and then turn around. (This should be the area in the level where the second set of birds flying around will attempt to dive bomb Spyro.) Next, position Spyro so that he is directly parallel to the “tower” to your right. (This is the “tower” facing the platform where the metal case of gems are/were, and is the shortest one of the two “towers), and simply Double Jump, glide, and hover (if need be) to get on top. Finally, Double Jump and glide, or just simply glide and hover (if need be) toward the platform directly in front of you (the one that has/had the metal gem chest).
Now, the next step to this glitch is a little bit tricky. Position Spyro so that he is facing the green-like wall directly to the left of the castle-like doorframe. Next, edge Spyro so that he is as close to the edge as possible (without falling off) facing the wall. Then, Double-Jump, Glide, and hover (if need be) toward the wall. (When doing this, try to aim directly for the top-most section of the wall.). If done right, you should have been able to glide right through the top part of the wall. Now, while gliding, try and land in the hallway with the birds with the TNT. (If you miss the hallway completely, though, when going through the wall, you can instead try and land in the area where the Cowlek Challenge was instead, then use the whirlwind to get back to the area where Zoe zaps you for a second time.) You have now skipped the first door in Zephyr!
Continue walking through this hallway until you reach the area where Zoe zaps you a second time. Once you are here, go to the right of this platform away from Zoe until you reach another castle-like wall (or the boundary wall for this platform that appears unreachable). Position Spyro like before so that he is directly parallel to this particular wall, and Double Jump onto one of the lower sections of this wall. (This may take a few tries to do.) From here, have Spyro jump and glide toward the green-like hills directly in front of you. Simply walk forward along these hills until you are past the second door. Finally, simply glide back down to the level. Ta da! You have now successfully skipped most of the doors in Zephyr.
84.) Walking On Hills Of Zephyr:
Note: Requires the Double-Jump Technique.
Okay, first start out at the beginning of the level. Then, go to the area where you encounter the first set of “towers” to your right. (This area should be a little bit behind the hill that you use to destroy the first set of birds that provide ammunition for the birds on the ground. This is also the spot where the birds flying around in a circle will try and dive-bomb you when you stand on top of the hill.) Now, jump up on the platform to your left (in order to go behind these set of “towers”), turn around, and jump onto a little ledge between these two “towers”. You should now be between these first set of “towers”. Then, position Spyro so that he is directly parallel to the lowest “tower” to your right, and Double Jump while also moving in the direction toward the “tower”. If done right, you should be able to get on top of this hexagonal “tower”.
Now, simply Double Jump and Glide, or Glide and Hover to the tallest “tower” directly in front of you. (This one should be octagonal shaped.) Once you are here, glide to the next smaller “tower” directly ahead of you. Now for the tricky part. Position Spyro so that he is facing the boundary wall directly ahead of you. Finally, Double Jump and glide directly to the right hand side of the boundary wall. (Try and aim for the slanted section in the wall directly to the right of you.) If done right, you should now be able to walk atop some of the hills of Zephyr.
85.) Who Are You Aiming For?
Note: Requires the Super Flame.
In less anyone other than me has found this glitch before, this glitch is one that I should get credit for. If you have found this glitch before me, please give me a note and I shall immediately change the credit of the finding of this glitch to you.
This is another minor “bug”/glitch that will happen to you when you flame the bird Sergeant Tub is aiming for. Okay, first follow glitch #81 up to the point where you are at the part with the cannon. Now, before you do this, make sure you don’t talk to Sergeant Tub otherwise the “bug”/glitch won’t work. In order to perform this “bug”/glitch, simply flame the bird that Sergeant Tub is aiming for with your Super Flame breath, and there you go. Sergeant Tub will sometimes continue firing at the “bird” you just killed. Kind of weird, huh?
86.) Behind A Wall:
Note: Requires the Double-Jump Technique, and part of the previous glitch (glitch #81).
This glitch is one of those minor bugs in the game that will allow you to get behind the wooden door where you could get some gems (behind the cannon). Okay, first perform the previous glitch (glitch #81) up to the point where you are on top of the lowest “tower”. Now, instead of jumping to that platform where the unbreakable chest is/was, turn around until you see the higher “tower” directly above you. To get on top of this higher hexagonal “tower”, simply Double Jump and Glide, or simply Glide (and hover, if need be) over to it. Finally, both Double Jump and Glide again, or just simply jump and glide, through the green hill directly ahead of you. You should have been able to go through it. Now, while gliding, it is important to try and land inside of the room directly to your left. Once your inside, congratulations! You have successfully gotten behind one of the doors in Zephyr. To undo this glitch, simply walk forward through the blank doorway, and you should be able to pass right through it.
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