
Spyro™ Reignited Trilogy — Achievement Walkthrough
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Toasty is the first boss in Spyro 1 and is almost entirely safe if you stay patient. He hides behind a cardboard cutout and only becomes vulnerable when he steps out and his sheepdog lunges. Don't rush him. Flame the two sheepdogs first from a distance, then wait for Toasty to expose himself, charge in for a single flame, and immediately back off before his scythe swing connects. He telegraphs the swing clearly. Three clean hits ends it. If you get greedy and try to hit him twice in one approach, that's how people get clipped — one hit, retreat, repeat.
Gnasty's Loot is a flight-style vault packed with gems, some tucked behind chests and in corners you have to fly tight lines to reach. Do a slow, thorough sweep rather than a speed run — circle the whole space, break every chest (some need a charge/flame), and watch the gem counter. Use the in-level gem-finding behaviour of the dragonfly Sparx (he points toward remaining gems when you're close). If you finish a lap below 100%, retrace the edges and any chest you might have skipped.
This is a shooting-gallery style ride where you must hit targets without missing/letting enemies through. Lead your shots slightly ahead of moving targets and prioritise the closest threats first. Learn the spawn order on a practice attempt, then on your clean run fire early and keep the reticle moving between lanes. Don't panic-spam — measured, accurate shots clear it.
Flight levels drop you to the ground if you fly too low or clip terrain. The trick is to keep tapping the charge/boost while staying high, and to route smartly: hit the planes, then boats, then the other groups, but never dive so steeply that you scrape the water or land. After every group of targets, pull up. If you're struggling, do a practice lap first just to learn the layout without worrying about the clock, then a clean lap focused only on altitude. You don't have to be fast for this — slow and high beats fast and low. Touching water counts as touching the ground, so stay above it.
The murky water hurts you and voids this if touched. Stick to the raised paths and use precise glides between platforms — aim past the edge of each landing spot so a short glide still lands you dry. The hippos and layout push you toward the water, so slow down at every gap. If a jump looks marginal, line it up fully before committing rather than glide-and-hope.
The idol wants fish; feeding it the correct (non-red) fish progresses things, but a red fish voids the achievement. Fish swim in clear colours — simply only flame/deliver the safe-coloured fish and never the red ones. Take your time identifying each fish before you act. If a red one is in the way, wait for it to move rather than risk grabbing it.
Fodder are the small critters that wander the arena and normally give you a butterfly/health when flamed. For this you must leave every one of them alive for the whole fight. Crush attacks by slamming his club (causing rocks to fall) and charging. Dodge his club slam, then flame or charge Crush himself while carefully avoiding the fodder — they tend to cluster at the edges, so fight Crush toward the centre. If a falling rock or a stray flame kills fodder, restart the fight. Focus your damage strictly on Crush.
Same principle as Wild Flight — height is everything. Icy Flight has tighter arches and a tendency to funnel you low near the boats and snowmen. Take the arches with a gentle line rather than a sharp dive, and re-climb immediately after each set of targets. Learn the layout on a throwaway run, then commit to a clean one. Don't chase the timer; just keep Spyro airborne and let the targets come to you on a high, smooth route.
Agent 9's laser can bounce off angled surfaces. Find a spot where an enemy is positioned near or behind a wall/corner, aim at the adjacent surface so the shot ricochets into them, and land the kill that way. The saloon/indoor sections of Dino Mines have good geometry for this — line up a wall between you and an enemy and bank the shot. It can take a few tries to read the bounce angle, but you only need one ricochet kill.
Gulp is a tougher no-fodder run because the arena has more chaos. You'll use the cannons/orbs Sparx-style supply to damage Gulp, but stray shots and Gulp's own attacks can wipe out fodder. Grab the rockets/supplies and aim them squarely at Gulp, not into the crowd of fodder. Keep moving to avoid his projectiles and the birds dropping bombs. If fodder dies to splash or a missed shot, reset. Patience over aggression — it's a longer fight done carefully.
Frozen Altars temporarily swaps your fire breath for ice breath in certain sections. Simply use that ice breath on the yeti/enemies — freezing 12 total across the level. They respawn in the relevant area, so if you're short, loop back through and keep freezing until the counter hits 12. Easy to get just by playing the ice sections normally and mopping up a few extra.
The Ox charges and swings. Bait the charge, sidestep so he rushes past, then punish with a flame or charge from behind before he recovers. Never trade hits head-on. Keep circling and only attack in the recovery window after his charge. Clean, patient hit-and-run wins it without a scratch.
The rats scurry around the level and it's easy to flame or charge one on reflex — that's the only thing that voids this. Move deliberately: walk (don't charge) through areas with rats, and never flame near them. If you accidentally kill one, die or exit to the home portal and re-enter to reset the level. Collect gems and finish the level normally, just keeping your hands off the rats the entire time.
Skelos Badlands is full of lava gaps and moving platforms. The danger spots are the glide sequences and the bouncing dino-tail platforms. Take jumps and glides slowly and deliberately, always aiming for solid ground with margin to spare rather than the edge. Use the hover (jump then glide then a late extra hop) to extend any glide that looks short. If you fall in lava, you lose the run — so when in doubt, take the longer, safer route around rather than the risky shortcut over lava.
Sheep wander the level and flaming/charging one is the only fail condition. Walk past them, never charge through their area, and keep your flame off. They're easy to avoid if you slow down. If you slip up, exit and re-enter the level to reset, then complete it cleanly keeping away from every sheep.
Bob telegraphs his attacks slowly. Watch his wind-up, sidestep or back away, then dart in for a flame and retreat. He's not aggressive — the only way people fail is by standing still or attacking through his swing. One hit at a time, always reposition between hits, and his pattern is easy to read once you stop rushing.