Complete Spyro Reignited Trilogy Part 38 walkthrough, including finding Zikomo, Mazi, and collecting 300 gems to complete the level.
Walkthrough
- 1From the starting area, glide to the small island between the center one with the cannon and the one with the building to find Zikomo.
- 2Glide to the island with the building. Defeat the shrunken enemies for 3 gems. Break the green and purple-topped chests between two walls.
- 3Go into the building and smash two wooden chests for 4 gems. Defeat the Small Metal Thing (SMT) to the left for a purple gem. Follow the red gem trail to the 'Haunted Towers' portal.
- 4Follow the wall to the right to find two purple gems. Glide over the stream to three red gems by a whirlwind.
- 5Hit the Fool (an invincible enemy that falls over when hit, starting a timer). Chase it and hit it to bring down a platform in the water for a few seconds, where you can grab a purple gem and an extra life.
- 6Jump down to the left and charge three metal chests for 4 gems. Go to the opposite side of this area, beside the dragon, and pick up two loose red gems.
- 7Glide to the island reachable from the one with Zikomo on. Go through the building to find Mazi by the whirlwind.
- 8Jump onto the whirlwind to be taken up two more, which lead to the beginning of the level again.
- 9Glide to the Dark Passage island, then head atop the whirlwind to get to the biggest island again. Charge the LAGs (now SAGs) for a golden gem each.
- 10Jump up the stairs and glide over to the 4 gems on the rim of the building to the right. Follow it around and jump onto the platform, destroying the green-topped chest.
- 11Drop down, get the extra life, then hit both Fools. Flame them, then hit them at about the same time to raise platforms long enough to jump across and up above, grabbing a golden gem at the end.
- 12Glide to the explosive chest and flame it. Stand back on the little ledge sticking out of the island to avoid damage and get 30 gems.
- 13Glide over to the next island and grab 4 loose gems, then charge the metal chests for 6 more. The 'Icy Flight' portal is here.
- 14Glide back down to ground level, then go through the gap in the wall. Follow the level path over the streams, but break off to the right before the next island. Go right again from there.
- 15Jump up the red gem-topped steps to find the 'Jacques' portal, then carry on to the left to get 15 gems along the way to the balloonist.
- 16This completes the homeworld, collecting 300/300 gems.
- 17Make your way back to the beginning of the level, then glide down to the second island and go into Dark Passage.
- 18Upon landing in Dark Passage, break the two wooden chests to the right for a purple gem from each.
- 19In the room ahead, a Fool has a lantern. When lit, enemies are normal; when unlit, they grow and turn more vicious. A Puppy bites; its alter-form, the Devil Dog, chews quickly. The Small Metal Thing spits rocks; when large, rocks are slower, but the enemy can't be defeated. Hit the Fool to make it cower under the lantern while it stays alight. Tackle enemies when small. Get a green gem from the Puppy/Devil Dog, a purple one from the Small Metal Thing/Large Metal Thing. In the corner behind, find 4 loose gems.
- 20Carry on to the right and defeat two Puppies for 4 gems.
- 21In the next area, two purple gems are in metal chests to the left. Be careful of the SMT/LMT. Hit it in small form for a purple gem, then smash the green and purple-topped chests to the right.
- 22Jump into the whirlwind to find 4 gems beside Kasiya, who is found along the main level path, atop the first whirlwind.
- 23Along the path ahead, you'll find your first Devil Cupid, which fires magic arrows. Flame it for a golden gem.
- 24Charge two metal chests to the right for two purple gems. Head over to the left and smash the wooden chest for a purple gem.
- 25Go through the tunnel and defeat the Puppy/Devil Dog, hitting the Fool if needed, for a green gem.
- 26Jump up the steps and hit another Fool to easily defeat the two Puppies, each holding a purple gem.
Tips
- When fighting Fools, hitting them makes them fall over and start a timer, which can lower platforms or make enemies vulnerable.
- In Dark Passage, it is suggested to tackle enemies when they are small, before the Fool's lantern is unlit.
- Devil Cupids can be annoying as they fire magic arrows and are often positioned where charging is difficult; flaming them is recommended.
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