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Spyro 2: Ripto's Rage!

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Spyro 2: Ripto's Rage (also known as Gateway to Glimmer in Europe) is the second installment to Insomniac's original Spyro trilogy. It is a popular game to speedrun on. This page will feature proven strategies and techniques to speedrun the game following certain conditions and guidelines.

Due to the varying different classifications for speedrunning Spyro 2, there is no definitive record. However a time of 05:36.00 by Hazel Flanigan is the current World Record for beating the game as quick as possible whilst Touval holds a the record for fastest finish with as little as possible.

Speedrun Challenges

There are four notable ways to speedrun Spyro 2. They are as followed:

1. Super Speedrun - Finish the game as fast as possible with as little as possible.

2. Standard - Finish the game with 15 talismans and 40 orbs.

3. Advanced - Finish the game with 15 talismans, 64 orbs and 10000 gems.

4. Complete Speedrun - Finish the game with all talismans, orbs, gems, skill points and finish Dragon Shores.

For Funruns (or extra-challenging speedrun), some popular rules include:

1. No glitches, exploits or use of the double jump/walk/charge double jump/swim through air function.

2. Limited gliding (use as little gliding as possible - there are time penalties per glide - these can be custom penalties).


Speedrun Challenge: Super Speedrun Strategy

Current World Record: 4:21.69 by Retro, Super Speedrun, 15 glides.

Previous World Record: 05:36.00 by Hazel Flanigan, 19, UK Full 100% Complete Game.

Note: Hazel's record is slower by just over 1 hour, but unlike Retro, they finish the game with the least possible as they only had one talisman, no orbs , hardly any gems and no abilities, whereas Hazel fully completed the game 100% with no cheats,glitches or permanent super flame.

This challenge is easily the hardest, but fastest way to beat Spyro 2. It utilizes the three main glitches in the game to achieve this (see techniques for details).

The strategy uses:

1. The double jump and walking double jump

2. Swim through air

3. Boundary breaks

Note: This challenge is for advanced players only who have mastered the use of all the above listed techniques. Apart from obtaining the superflame power-up and 500 gems which is optional, following these steps is the only known way to beat the game with as little as possible; only collecting one talisman.


Step One: Get out of Glimmer

You begin the game in Glimmer and exit level is not yet an option in the pause menu so you must finish this level. It is advised to try and collect around 100 gems as you will eventually need 500 gems to purchase the ability to swim off of Moneybags at some point. If you would rather just gather gems in the home worlds, then simply charge straight ahead at the start of the level and jump up to one of the raised platforms in the first area and use the double jump to get onto the surrounding boundaries (clearly marked as they have grass on top). Once on top of the boundary, charge until you can see other parts of the level through the gaps in the graphics. Once you have spotted the end room with the talisman in, glide there (you can glide through the walls as from this side they have no collision mechanics). Receive the talisman and leave the portal.


Step Two: Summer Forest

It is advised that as soon as you arrive in Summer Forest to get as many gems as possible without going too far out the way. Aim to reach 200-300. In the area with Colossus and Idol Springs, there is a vase by where Hunter teaches you to glide which has a purple gem in. After you have gathered some gems (it is not recommended advancing without at least 200 gems) then race up to where Hunter teaches you to glide, but charge past him until you are at the section after you would usually have to have hovered for the first time. Climb up those steps and you will need to do a walking double jump to reach onto the right hand boundary) and then glide around to the section that usually requires swimming to get to Aquaria Towers etc, (again the physics are not intact as you are not meant to be up there). Race your way up the stairs until you are in the area that contains Sunny Beach and Hurricos. Open the large wooden door that leads to Aquaria Towers, but instead of going through the door, stand directly underneath it. Then flame the button so that the door shuts on Spyro. Carefully walk along the door (do not come out of the door else you will have to start over) and glide through the wall that is on the right hand side of the door. You will be under the map and see a red tunnel where the entrance to Crush's dungeon is stored. Glide directly into it and you will be transported to Crush's Dungeon without any orbs or other talismans.


Step Three: Crush

Defeating Crush quickly requires good timing and a little luck. No matter what you can only ever achieve one hit at a time on Crush. Therefore to defeat him as quickly as possible it will require getting hit (so ensure you have full health). Each time Crush steps on one of his power-up pads, allow him to hit you as he will immediately stop, allowing you to flame him. Quickly get out of the way while he throws a tantrum and if there are any sheep, flame them to regenerate Sparx. Rinse and repeat until he is dead. Another tactic is to use double jump to hit Crush over his barrier, however, this does not always register unless timed to perfection (just as his barrier is going up or coming down).


Step Four: Autumn Plains

As soon as you arrive in Autumn Plains, go on a mad gem hunt and don't stop until you have at least 300 gems. Then charge over to the Breeze Harbor portal. Use the double jump to get on top of it and then use it again to reach the outer wall of the level. This is where things get tricky. Use the double jump again to reach the arch that is right by Breeze Harbor and then again to reach the green roof to the left and then back onto the next arch. Once on that arch, double jump up onto the roof of the turret on the left side of that arch and double jump over to the next turret directly in front. Once on it you can run across the roof and you will find your self at the part that has a whirlwind to the tallest tower. If you are some gems short go up the whirlwind and glide across to the far-away island with orb on, as it also has three purple gems on it before repeating earlier steps to get back to the section with the whirlwind. This means you will bypass buying the climb ability and the door that requires 8 orbs that the professor guards. Go through the doorway where the first whirlwind leads you up to this area (where the cracked wall is that is usually smashed. Like most walls in Spyro, they are one way in collision. Walk into the smashable wall which will be invisible from this side. Do not walk through the wall as you will have to repeat earlier steps and do not smash the wall as if you do this method will no longer be available.

Similar to the door glitch in Summer Forest to get to Crush, it is a similar method to get into Gulp. Whilst you are inside the wall, face towards Gulp's Arena and keep on jumping. Spyro will at first no jump, but eventually he will get stuck in the door and begin "falling". Spyro then will eventually fall through the floor, and then you must quickly glide into Gulp's tunnel. If you miss, you will die and have to start this entire section again.


Step Five: Beating Gulp

Gulp is far tougher than Crush, but unlike Crush, he can be double or even triple hit. Each time Gulp is hit he will jump and destroy all remaining items. Whilst there are no items, stay behind Gulp until some are dropped as he will be unable to attack you. Once some appear try and use combinations that can lead to double or even triple hits. A triple hit can be achieved if there are two rockets and another weapon on the Arena. Eat one rocket and stand directly by the second. Fire your rocket and swallow the next one. Then before Gulp can finish his jump launch a barrel or bomb at him to achieve the second hit before firing your other rocket to achieve the triple hit. It is completely down to luck whether double or triple hits are possible as the items are randomised. Keep at it until Gulp is defeated. It is possible to beat him in less than a minute.

Note: You can also flame the barrels to slightly move them towards another weapon to make double and triple hits more likely.


Step Six: Winter Tundra (Optional)

This section is the second hardest part to completing this strategy. There are two ways to approach the next part and I will list both as one is much harder than the other, but far faster if you can do it. The bottom line is that you are going to break the game. You will use a difficult glitch to obtain the superflame ability early so that defeating Ripto is a cinch.

Easy Way: Once in Winter Tundra, charge straight across the bridge and to the left side of Moneybags (who sells headbash). Use the double jump to get onto the small peak here and then use the double jump again to get onto the castle walls. Charge up all those stairs and stop at the top and walk to the edge of the right had side. Straight ahead is a waterfall and that is where you want to get to. To get to it you will have to double jump to the left and land on the flat section of the surrounding mountains. Then double jump off there back onto the waterfall. Once on top, walk to the right and keep walking until you see Spyro start falling. As he begins to fall, glide and direct him slowly around to the right until you are under the map and then aim for directly under the Dragon Shores Portal. This portal, like the bosses, is kept underneath the map when not in use. You must not glide through any room as you will then glitch back into the room, instead if you are too high still, use charge to lower yourself and then glide again to get to the portal. You will then be transported to Dragon Shores.

Hard Way: Head towards the doorway that leads to the small area with Cloud Temples inside. Use the charge double jump to gain some momentum and then as soon as you land, use the charge double jump again to launch yourself onto the doorway (note: this is by far the hardest technique in the game). Once on top of the doorway, glide through the wall and under the map and glide to just underneath Dragon Shores.


Step Seven: Dragon Shores

As soon as you are in the area head to the right hand wall. You will see the wall runs along until it ends where a turret meet a small pool. You will have to use the walking double jump for this as the standard one will not work. Stand where the wall has a very small bend and use the jump into the wall, but follow it around onto the turret. The turret is still to high, but when done correctly (usually landing on the right hand corner) Spyro will fall through the turret and land in water on the other side (note: this is one of the hardest jumps to master in the game so it will take a lot of practice). Do not swim in this water, else your game will crash. Instead paddle your way around, following the wall. Eventually you will see the super flame power-up through the wall. Again glide through the wall and under the map so that you land directly underneath the power-up. Spyro will receive it and then quickly pause the game and exit the level. You now have superflame early.


Step Eight: Ripto

If you have not yet got 500 gold, you must run around Winter Tundra until you do. Once you have, return to Summer Forest and but the Swim ability from Moneybags before returning to Winter Tundra. Once you are back in Winter Tundra you will have to use the same tactic as mentioned in the Easy Way of the Winter Tundra section, only this time when gliding from the waterfall your aim is to land just below the stream of water that runs down onto the area with the speedway (it is in the same direction as the Dragon Shores glitch). One you are just below the water (not on as it will then force Spyro to appear in the cave), you will be able to swim in the air. Use the swimming in the air to bypass Ripto's door and head straight into the level. Beating him will be much easier if you obtained the superflame ability but this can be done without it, albeit you won't be breaking any records for it. The superflame will allow you to beat the first to parts to the Ripto fight in less than twenty seconds. The last section however is no different and no glitches can help you there, you will have to rely on skill to beat him quickly.

Note: Touval uses a different method to reach Ripto and does not get the swimming ability. He instead gets back onto the peak that you land on before gliding onto the waterfall and instead glides around the back of the mountain and lands on the waterfall from the back side. Upon landing, Spyro gets stuck in the wall (similar to the Door and Smashable Wall glitch). After jumping several times Spyro is catapulted very high and then one must glide over the boundaries and into the tunnel leading to Ripto.

Once Ripto has fallen into the lava then you can stop the clock as you will have completed the challenge.


Current Best Times (One per person):

1. Retro: 4:21.69

2. Hazel Flanigan (Hazelflan): 05:36.00

3. SSBMstuff: 09:38:35

4. Touval: 09:41:12