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Hi need help for Legend of Spyro - Eternal Night. Have got to the four temples and in each one there is a small spiderand just beyond it a locked door. Nothing seems to hurt the spider, but it seems that it is the link to unlocking the door. Does anyone know what to do please.

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Back out in the Temple level again, walk forwards and some apes will appear.
After killing the pair of soldiers that attack first a couple of Death Hounds
will appear. These are fast moving enemies that will charge into you from afar,
so watch out for them. Another pair will arrive and then you'll see a short
scene of a large ape leader jumping down. His attacks, if they hit you, will
freeze you on the spot. Use fire breath to get out of it quickly, jiggling the
analogue stick is a bit slow. Once you've taken care of the Leader and the
soldiers and hounds that appear some bombs will helpfully smash some rocks for
you.

Go over to the right and push the first statue into position at the end of its
track. Then off to the left and push the second statue. Jump on top of the
statue to reach the part above. Stand on the circle and the door will open.
Activate Dragon Time and wander into the building.

Dead ahead there's a torch to flame (to the right is an unlimited green gem
cluster if you run out of magic) and down the hall to the left you'll find
another couple, the last of which will open up the big door. Go through that
very same door. Avoiding the large hole in the floor, continue on through this
passageway to where some soldiers put out the torches. Kill them and their
leader and reignite the torches. The door will reopen to go through.

Go right and outside. Kill the spider, once it's down you need to tail strike
it (aka head bash or horn dive) so that it doesn't get up again. After killing
it turn to the left and jump up onto the ledge. Stand on the little platform in
the far corner and look up to the left. Jump from the first branch onto the
hexagonal pillar, then onto a tree branch and then across the path to Quill
[03/40].

Continue on along the path again and light the three torches ahead, jumping up
the steep platforms to reach the last one. The door will open and a Snail Rider
will enter. Flame the snail and then jump and air melee the rider. Make sure to
jump back after a few hits as the snail will pop out again, hitting you in the
process. Keep repeating this until they're dead. The door will open.

Go through the door and along to a fire torch which you'll need to light. The
other two are just ahead, one to the left and the other behind a vine wall
which you'll need to smash using your melee attacks. Once lit, in will charge a
couple of Death Hounds, take care of them before moving through the door. Go
down the corridor to the left carefully, the floor will shake and collapse.
Glide over the gap to take out the leader throwing ice bombs at you, as well as
the couple of soldiers he summons when you reach him. Now turn around and go
back over the second gap and look down into the first. You should be able to
see a green thing twirling around down there. This is the first of five Magic
Relics, Magic Relic [1/5]. Jump back out of the hole again and go through the
door you just opened.

Smash down the vines blocking your way and go right (left to some Blue Spirit
gems) and head outside. A Commander and a pair of Death Hounds will appear.
Kill them, watching out for the Commander's green blasts that he sends out
every now and again by hitting the floor. Then you need to light the three
torches. One to the right of the entrance, one to the left and the last you
need to use the platform the left one is on to reach.

The correct direction of travel once inside is to the left. Smash the vines and
jump over the gaps, watching out as the floor is all ready to collapse, even
just by gliding over. Once at the other end you'll reach a check point. Tail
Strike the vines and you'll fall through into a spider den. Watch out for their
spinning, and remember the easy way is to simply knock them up into the air
once and Tail Strike them when they're down or you'll keep on having the attack
them. You only have to hit them twice. Once the first two are dead another pair
will smash their way in, handily making an exit for you once you're done with
them.

Follow the path out and smash the vines in your way, you'll reach some Toad
Weeds. Kill them and get onto the bridge just past, turn to the right and you
might just notice a red/orange spinning icon in the distance. Glide down to it
and collect Health Relic [1/5]. Use the roots on the wall to get back up, the
last one requiring a sudden change in direction. You'll get back up on the
right side of the bridge, keep going.

You'll encounter a spider lickety split, kill it and jump up the platforms
beyond and inside again. You'll reach a room with five hexagonal pillars of
varying size. Exactly positioned so that you can reach the very highest one and
collect Quill [04/40].

Continue on to the right, watch as the pillar topples over forming a bridge,
and immediately avoid the spider's attack. Cross that new bridge and kill that
spider (I say spider, it's only got six legs). Down the path behind it and up
to where a Snail Rider is sitting waiting. He'll summon a load of Toad Weeds to
help, ignore them whilst going straight for the big target.

The vine wall will smash by itself allowing you through. Jump over the broken
bridge and follow the leader dancing about on the other side upwards. At the
first jump before turning to jump up again continue along a bit and round the
corner you'll discover Quill [05/40]. Get back to jumping upwards. As you enter
the passageway watch out for the rolling barrel. It will explode if you bump
into it so just jump over, Dragon Time if you can't seem to time it right. Kill
the leader standing about halfway through the tunnel and then jump straight off
the end.

Glide down to the torches below, light the three of them and get back upwards
to continue along the path above. A couple of hounds and a leader will run in
to get killed. Once past them there's a Commander in the next room awaiting the
same fate. He'll summon three soldiers to help him though, and once the four of
them are dead another few waves of soldiers and leaders will smash their way
in.

Once they're out of the way some spiders will appear. Jump up the platforms
once you've squished them and you're saved again. Use the branches on the left
to get over the thorn pit where a couple of spiders will promptly attack.
Avoiding the attacks of a third long distance spider you'll then want to glide
over some more thorns using branches, you might need Dragon Time in order to
avoid getting stopped.

There's another Snail Rider up ahead along with a crafty catapult and and ball
for firing in it hidden beneath some vines. Kill the Snail Rider in the usual
manner and melee the vines holding the ball in place. Drag it up the slope to
the catapult, stopping only to kill the Toad Weeds that appear, push it into
the cup and melee it to trigger. Use the platforms below to get up to where you
smashed and keep going.

Watching out for the ice bombs, glide down to the left, up the platform, light
the torch and glide over to where the leaders and commander are. Kill them,
light the torch and finally glide over to the last torch in order to open the
temple door, making sure that none of the apes have put out your torches.

It's a quick trot along a long thin path, jump over the spikes onto a tiny
platform in the middle of them and again to a branch sticking out, one more
platform and then to safety. Wander past the gems and into the darkness at the
end. Finally.

There's a few soldiers and a couple of leaders to kill before you get to the
boss fight.

Posted on Jan 11, 2009

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