Spyro the Dragon/Walkthrough

Homeworlds/Levels
There are six Homeworlds in the game. These act as hubs from which Spyro can travel to other levels similar in appearance via numerous portals. In each level there is a set number of gems to obtain and a small number of dragons (with the exception of flight levels). With the exception of Gnorc Gnexus in Gnasty's World, each Homeworld contains five portals to separate levels. These are three standard levels, a boss confrontation and a flight. There are occasional thieves, including egg, key and least commonly, gem thieves that's loot can prove to be a vital resource for game completion.

Artisans. Spyro's home world. The Artisan dragons are tranquil and take a calmer approach to most problems. The Artisan World consists of pleasant countryside and ornate castles.
 * Stone Hill. The first Artisan level, which is set in a green hillside by the ocean. It features a large castle next to the exit portal, which overlooks the ocean, and has a series of tunnels connecting the various areas of Stone Hill. The only enemies here are rams that try to charge Spyro, and shepherds that will whack him with their crooks if he approaches them. The common thief in the first part of the game, the egg thief, is introduced.
 * Dark Hollow. As the name implies, this area is set at night, in a hollow that is lit by lamps. Spyro can light several piles of wood with his flame to light up some of the areas. There is also a small lake which can only be reached through halls guarded by Sentry Gnorcs. This area is the first area that shows the concept of Spyro's flame defeating large enemies, and his charge defeating armored enemies.
 * Town Square. A town area of which takes place at early evening. It has many buildings that border a lake, and a fountain in the main square of town. This area focuses on gliding, as it is required to reach the exit. Here, bulls which behave like the rams of Stone Hill will either chase after Spyro, or the Gnorc toreadors that are trying to tame them.
 * Toasty. The level in which the boss is fought is set in twilight, which features a large castle that Spyro must traverse, which is set atop a cliff overlooking a lake. The shepherds return in this level, along with watchdogs that pounce Spyro if he approaches them, and take two attacks to defeat. The battle against Toasty himself takes place in the castle courtyards.
 * Sunny Flight. The first flight level, which is set on an island in the middle of the ocean, and as the name suggests, it is sunny, set at morning. It features several crystals growing out of the island, and also tracks which trains carrying barrels ride upon. There is also a spire in the middle of the water which has several Gnorcs flying around it in planes, along with a tunnel and alcove holding chests. Here, Spyro must destroy the 8 barrels carried by the trains, fly through 8 green arches that are set in a circle around the island, destroy the planes, and also the 8 chests to complete the flight.
 * Peace Keepers. The second home world. The Peace Keeper Dragons have an "attack first, ask questions later" attitude. The Peace Keepers' home world is a dusty desert land at a relatively high altitude with frequent tar pits. A number of secrets can be found via perilous flights around cliff faces.
 * Dry Canyon. The first level of the Peace Keepers world.  Set in a dusty, dry canyon in the middle of a rocky desert.  Gnorc enemies in this level have been transformed from gems to vicious vultures. This level, which includes incomprehensible glides and dozens of more traps, can prove to be much more challenging than the first few levels in the Artisan homeland, but on the contrary is an introduction and a preparation for the much more challenging levels to come.
 * Cliff Town.
 * Ice Cavern.
 * Doctor Shemp.
 * Night Flight.
 * Magic Crafters. The third world is filled with landscape that defies the laws of physics. The Magic Crafter Dragons like to use brain, not brawn to keep things in order. The scenery here is that of partially snowy mountain sides. It is here where supercharge ramps are first introduced to the game. These give Spyro a blisteringly fast and powerful charge, and they can be used to glide much longer distances.
 * Wizard Peak.
 * High Caves.
 * Alpine Ridge.
 * Blowhard.
 *  Crystal Flight.
 * Beast Makers. A dark swamp turned electrified battlefield. Beast Maker Dragons send others to defend them (but don't mind getting in the battle themselves). Be careful of the native wildlife and electricity loving Gnorcs.
 * Terrace Village. The Gnorcs here all use electrical weapons, and even charge up the ground to hurt Spyro. There's a staircase near the end that is camouflaged with the wall.
 * Misty Bog. A large swamp covered in mist and inhabited by chickens, fierce frogs and even plants that try to eat Spyro. Some Gnorcs have set up traps to catch chickens.
 * Tree Tops. Stated by some to be the hardest level in the entire Spyro series, like the name says this is the top of a jungle with lots of supercharge ramps. The main enemies are small apes that throw bananas and large apes that kick Spyro. There are also two thieves, a red one and a green one, who are difficult, but not impossible, to catch.
 * Metalhead. This is a small fortress in a swamp with the same gnorcs as seen in Tree Tops. Most of the level involves getting into the fortress, while the boss battle takes place inside it.
 * Wild Flight.
 * Dream Weavers. A world of wonder and confusion. Dream Weaver Dragons are in charge of keeping and creating dreams, making for an illusion-filled world. Keep your eye out for fairies; help them, and they will return the favor. Dream Weavers consists of numerous inexplicably floating islands high in the air. Beware, because some things are not always as they seem.
 * Dark Passage. A Shadowed filled mountain that hovers way over the ground, the problem with here is that the enemies don't stay the same. In the light they are small dogs and metal-shelled turtles, but when they are in the shadows they become huge monsters. With fools who shade their lights, it can be difficult for Spyro to defeat some. But, attacking fools brings a temporary, but non-stop light in an area.
 * Lofty Castle. An airborne castle sometime near the end or beginning of night, Spyro needs to free three caged fairies to move to each part of the level. Enemies here included large, metal-wearing Gnorcs that dangle below balloons, "Handsome devils" and balloon-like birds.
 * Haunted Towers. Called so because of the heavy suits of armour that come to life when a wizard casts a spell on it. This is one of the only level where Spyro can get a permanent superflame here, at least for the rest of that level.
 * Jacques. The boss of the Dream Weavers world.
 * Icy Flight. The fifth and final flight of the game.
 * Gnorc Gnexus. Gnasty Gnorc's industrial home world. He was banished there long ago and has now turned it into his evil empire. Each level must be unlocked by completing the previous.
 * Twilight Harbor.
 * Gnorc Cove.
 * Gnasty Gnorc.
 * Gnasty's Loot.

Bonus stage
When the player has released all the dragons, collected all the gems, and has exactly 100% as shown in the inventory the player can enter the stage Gnasty's Loot, where the player can take back all the gems that Gnasty has stolen from the dragon kingdom. Gnasty's Loot is located in Gnasty's World. This level allows Spyro to fly for an unlimited time while in this stage only. This flying power, however, is controlled by how high Spyro can start his flight. A series of keys held by thieves must be captured in order to proceed to the highest flying peaks in this stage. This stage consists of Gems with values of 10 and 25 with a grand total of 2000. This is in reference to the opening sequence where the dragons cannot decide if there are 12,000 or 14,000 gems within the Dragon Realms. When Gnasty's Loot is completed, another 20% will be added to the games completion, making the game 120% complete. There is also a cut scene after the level is completed.