Why Spyro the Dragon High Caves is the Best (and Most Annoying) Level in Magic Crafters

Why Spyro the Dragon High Caves is the Best (and Most Annoying) Level in Magic Crafters

If you grew up in the late nineties, you probably have a core memory involving a purple dragon, a very fast ramp, and a group of wizards who just wouldn't stop moving the floor. Honestly, Spyro the Dragon High Caves is one of those levels that defines the original PlayStation experience. It isn’t just a stage; it’s a massive difficulty spike that catches people off guard. One minute you’re cruising through the Artisans world, and the next, you’re stuck in a mountain fortress in the Magic Crafters home world, wondering why on earth these Green Druids are so obsessed with mountain moving.

It's iconic. It's frustrating. It's beautiful.

The level design in High Caves is actually a masterclass in 3D platforming for 1998. Insomniac Games didn't just give you a flat plane to run across. They gave you verticality. They gave you those terrifying metal-backed spiders that you can’t kill with fire. They gave you a supercharge ramp that felt like it was breaking the game’s physics. If you played this as a kid, you remember the sheer panic of hearing that "whoosh" sound as a Druid shifted a platform right as you were about to land.

The Magic Crafters Vibe and Why High Caves Stands Out

Most people think of the Magic Crafters world as just a hub for wizards, but High Caves is the peak of that aesthetic. It’s airy. It feels like you’re actually high up in the mountains. The music, composed by Stewart Copeland (of The Police fame), uses this driving, rhythmic percussion that makes the whole experience feel urgent. It’s got that signature "Spyro" sound—whimsical but slightly edgy.

When you first drop into the level, you're greeted by a wide-open bridge and a bunch of wizards who really don't want you there. These guys, the Green Druids, are the primary "gimmick" of the level. They move the environment. It was a pretty revolutionary concept back then. Usually, in games, the floor is the floor. In Spyro the Dragon High Caves, the floor is a suggestion.

The level is split into distinct zones. You have the exterior mountain paths, the interior caves (where those nightmare-fuel spiders live), and the supercharge area. This variety is why it’s a favorite for speedrunners and casual fans alike. It doesn't get boring. It just gets harder.

Those Spiders are Genuinely Terrifying

Let’s talk about the spiders. They are officially called "Metalback Spiders," and if you try to breathe fire on them, you’re going to have a bad time. They just shrug it off. In a game where "fire fixes everything" is the general rule, these guys are a rude awakening.

✨ Don't miss: Why Mario Odyssey for the Nintendo Switch Still Beats Every Other Platformer

You have to use the Supercharge to take them out.

The caves themselves are dark and cramped, which contrasts perfectly with the bright, open snowy peaks outside. It creates this sense of claustrophobia. You're running through these narrow corridors, hearing the skittering of feet, knowing that if you don't hit that Supercharge perfectly, you're toast. Most players remember the "spider room" as the first time they felt genuinely threatened in the game. It’s a classic "gear check" for players. If you haven't mastered the charge mechanic, you aren't getting those gems.

Mastering the High Caves Supercharge

The Supercharge ramp in High Caves is legendary. It’s tucked away in a side area, and it's the key to 100% completion. You don't just use it once; you have to use it to bridge gaps, kill the aforementioned spiders, and reach that one annoying platform out in the distance.

Here is the thing: the physics of the Supercharge are slippery. You feel like you're barely in control. That’s the point. It’s supposed to be a rush.

  1. You start at the top of the ramp.
  2. You hold down the charge button and feel the speed kick in.
  3. You have to steer through a narrow doorway.
  4. Then, you launch.

If you miss the turn, you plummet. If you jump too late, you don't get the height. It's a skill test. I’ve seen people spend hours trying to get the trajectory right for the hidden ledge where the egg thief is hiding. Oh, the egg thieves. Don't even get me started on the taunting sound they make. "Heh-heh-heh-heh-heh!" It’s enough to make anyone lose their cool. There are two of them in this level, and they are both masters of leading you into traps.

The Hidden Details Most People Miss

Did you know that the level layout of High Caves actually wraps around itself in a way that was very clever for the limited RAM of the PlayStation 1? The developers used the "fog" not just for atmosphere, but to hide the fact that the game was constantly loading and unloading sections of the mountain.

🔗 Read more: Why BioShock Explained Matters More Than Ever in 2026

Another detail: the fairy at the end of the supercharge run. She's there to kiss Spyro and give him a "super flame" power-up. This is the only way to kill those spiders if you don't want to use the charge. It feels like a secret reward for exploring. It turns Spyro into a temporary powerhouse, letting you sniper-fire those metal-clad pests from a distance. It’s deeply satisfying.

What Really Happened With the Reignited Trilogy Version?

When Toys for Bob remade the game in the Spyro Reignited Trilogy, fans were worried. Would Spyro the Dragon High Caves still feel the same?

Visually, it’s stunning. The snow looks like actual powder. The wizards have more personality in their animations. But some veterans felt the Supercharge felt a bit "heavier." In the original 1998 version, Spyro felt like a paper airplane—vulnerable but incredibly agile. In the remake, he feels more like a little tank. This changes the timing for the jumps in High Caves just enough that old muscle memory might fail you.

However, the "Spider Cave" in the remake is actually scarier. The lighting is much more atmospheric, with glowing mushrooms and better shadows. It makes the Metalback Spiders look even more formidable. If you’re playing the remake, my advice is to take it slow in the caves. The original game was a bit more forgiving with hitboxes, but the remake requires precision.

How to 100% High Caves Without Losing Your Mind

If you’re going for that 100% completion mark, you need all 400 gems and 3 dragons. It sounds simple, but High Caves is notorious for that one gem hidden behind a pillar or on a ledge you forgot to glide to.

  • The Dragons: Cyrus, Ajax, and Cedric. They provide the hints you need, mostly about the supercharge. Don't skip their dialogue; it's actually useful here.
  • The Egg Thieves: There’s one on the high ledges and one in the supercharge area. Chase the one on the ledges first. He’s easier. The one near the supercharge requires you to maintain your speed while turning sharp corners. It’s a nightmare.
  • The Fairy Power-up: Use the Super Flame to clear the spiders before you try to collect the gems in the back of the cave. It saves so much frustration.

Honestly, the biggest mistake people make is trying to rush the Green Druids. These guys have a rhythm. If you watch them, they move the platforms on a cycle. If you charge blindly, you’ll fall into the abyss every time. Wait for the platform to begin its move, then jump.

💡 You might also like: Why 3d mahjong online free is actually harder than the classic version

Why We Still Talk About This Level in 2026

It has been nearly thirty years since this game came out, yet High Caves is still a benchmark for 3D platformers. Why? Because it respects the player's intelligence. It doesn't hold your hand. It presents a problem—moving floors, invincible enemies—and gives you the tools (Supercharge, Super Flame) to solve them.

It’s also just beautiful. The color palette of whites, blues, and vibrant greens is classic Magic Crafters. It feels like a vacation in a high-altitude wizarding resort, minus the fact that everyone is trying to kill you.

When you finally finish the level, fly back to the home world, and see that "100%" on your pause screen, it feels earned. High Caves isn't a "gimme" level. It’s a hurdle. And clearing that hurdle is one of the best feelings in retro gaming.


Actionable Next Steps for Your Playthrough

If you are currently stuck in High Caves or planning a revisit, keep these specific strategies in mind to avoid the common pitfalls:

  • Focus on the Druids first: Don't try to platform around them. Take them out with a flame or charge immediately so the environment stays static while you explore.
  • Listen for the Thief: The audio cue for the Egg Thief is directional. If you have headphones on, you can hear exactly which way he's running before you even see him.
  • The Supercharge "Leap of Faith": When you are aiming for the distant platform with the thief, do not jump at the very edge of the ramp. Jump slightly before it to ensure you get the maximum "lift" from the physics engine.
  • Check the Walls: There are several gems tucked into the crevices of the cave walls that are easy to miss because of the dark textures. Use Spyro’s flame to light up the corners if you're missing that last 10 gems.

Stop overthinking the jumps. The original Spyro physics are momentum-based. Once you get the "feel" for the Supercharge, stop fighting the analog stick and let the momentum carry you. You'll find that the level is much easier when you stop trying to micro-manage every movement and just go with the flow of the speed.