Walkthrough by: Sheepman23
Creator of Game: Naughty Dog
Date Started: 7/29/10
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Table of Contents
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Introduction
About This Walkthrough
Update History
The Story
The World of Crash
The Basics
Advanced Moves, Combos, and Powers
Boxes
Crystals, Gems, and Relics
The Table of Gems and Gem Paths
Walkthrough
Warp Room #1
Level 1: Toad Village
Level 2: Under Pressure
Level 3: Orient Express
Level 4: Bone Yard
Level 5: Makin’ Waves
Boss Battle: Tiny Tiger
Warp Room #2
Level 6: Gee Wiz
Level 7: Hang ‘Em High
Level 8: Hog Ride
Level 9: Tomb Time
Level 10: Midnight Run
Boss Battle: Dingodile
Warp Room #3
Level 11: Dino Might!
Level 12: Deep Trouble
Level 13: High Time
Level 14: Road Crash
Level 15: Double Header
Boss Battle: N. Tropy
Warp Room #4
Level 16: Sphynxinator
Level 17: Bye-Bye Blimps
Level 18: Tell No Tales
Level 19: Future Frenzy
Level 20: Tomb Wader
Boss Battle: N. Gin
Warp Room #5
Level 21: Gone Tomorrow
Level 22: Orange Asphalt
Level 23: Flaming Passion
Level 24: Mad Bombers
Level 25: Bug Lite
Boss Battle: N. Cortex
Secret Warp Room
Level 26: Ski Crazed
Level 27: Hang ‘Em High
Level 28: Area 51?
Level 29: Future Frenzy
Level 30: Rings of Power
Super Secret Levels
Level 31: Hot Coco
Level 32: Eggipus Rex
Relic Tips
Closing and Credits
INTRODUCTION
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Welcome to my guide for Crash Bandicoot 3: Warped. I must say that I’m
a huge fan of the Crash series, and this could be my favorite game out
of them – it’s in a close tie with Cortex Strikes Back.
Well... let’s get started with the game already!
ABOUT THE WALKTHROUGH
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First things first, I don’t give out my e-mail, so there’s no way of
contacting me about this walkthrough, and that’s a good thing, because
I don’t necessarily want to be contacted personally about it. If you
have anything you’d like to say about it, post it in a new topic on the
board for Crash Bandicoot: Warped, as I check out the board every once
in a while.
This walkthrough covers almost everything about the game. To be
perfectly honest, however, the relics are the section that I cannot
vouch for, as I have not retrieved very many platinum relics, and I
only know the basic tips and tricks for the levels in time trial mode.
The other walkthroughs give better hints and tips for them, so try
looking there if you don’t have luck here.
UPDATE HISTORY
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7/29/10 – started the walkthrough.
9/8/10 – walkthrough sent to GameFAQs. Levels 1 – 15 complete, 16 – 32
to go.
THE STORY
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If you’ve played Crash Bandicoot 2: Cortex Strikes Back, and you’ve
gotten 100% with all of the gems, then you’ll know what happens at the
end of that game, and the beginning picks up where it left off. Pieces
of Cortex’s space station go flying to Earth, and one of them flies
into a temple structure. The structure is demolished, and a new god-
like creature is set free...
A horrible laugh sounds across Wumpa island... we see Crash, Coco,
Polar, Pura, and Aku Aku outside of the Bandicoot house, and they rush
inside after the sound occurs. Aku Aku explains to Crash and Coco that
Uka Uka has been freed, and ironically enough, Uka Uka is Aku Aku’s
evil brother. The Bandicoots, Pura, and Aku Aku rush out of the house,
headed for an unknown destination.
We then see Cortex, who pleads to Uka Uka (a new bad guy) that the
wretched Bandicoot is the reason that Cortex has failed in world
domination twice. Uka Uka doesn’t fear another loss, however, as he has
recruited an old friend, N. Tropy, to help them recover the crystals
from their original places in time. Tropy has created a time machine
that will take them to those locations.
Crash and Coco arrive afterwards, and Cortex and Uka Uka are nowhere to
be found. Aku Aku tells them how to enter the time traveling portals,
and tells them good luck. The Bandicoots are on another adventure...
THE WORLD OF CRASH
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The Warp Room
****************
The Warp Room consists of five different sections, and at the beginning
of the game, only one section is available for you to enter. In each
section, there are five numbered pads that, when stepped on, create a
time portal above the central platform of the hub. Stepping into this
portal brings you the desired level. Once you collect 5 relics, a
platform will appear in the very center that transports you to the
secret warp room. Inside of here, there are five more levels that are
unlocked by collecting a certain amount of relics for each.
When all five crystals are collected within a hub (except in the secret
warp room), the pads will disappear and be replaced by a single pad,
and the portal that this creates is a boss battle. Once you defeat the
boss, the other five pads will reappear, along with the boss battle
pad.
The Load/Save screen is located in the central section of the five
hubs, and you can come here at any time to save your progress in your
adventure, or load a different adventure.
Between Levels
****************
While traveling through the time portals to the different levels, you
may encounter Cortex, Uka Uka, or one of their minions. Often times
they will provide you with unimportant information. Aku Aku sometimes
shows up to provide you with more important stuff, like things about
time trials when you reenter a level for the first time.
The Level
***********
A simple level in the Crash universe consists of a direct path from the
start of the level to the exit warp at the end. This direct path, of
course, can twist and turn and be littered with tons of traps, enemies,
crates, and whatnot, but it will always lead you to the warp. In a few
levels of the game, there are detours, but these detours always lead
back together. There are also platforms in some of the levels that
brings you from one location along the path to another – however, the
path it brings you to is always the same one that leads to the exit
portal.
Platforms that have an ? on them, a skull and crossbones, or are in the
shape of gem, however, take you to a different section of the level. ?
are Bonus Level platforms, and can be accessed in any level that has
them. Skull & crossbones, or “Death Route” platforms, are only filled
in if you reach that point in the level without dying – if you don’t,
then it’s just an outline. For gem platforms, you must have retrieved
the gem of that color in order for the platform to be filled in.
Some levels of the game are very much free-roaming, however, and allow
you to turn the camera in the same direction that your vehicle is
pointing. These levels include the Coco jet ski levels and the airplane
levels for both Crash and Coco. In the jet ski levels, there is a
direct path ahead, but you can turn in any direction and drive.
Other levels do not allow you to backtrack at all, like the Great Wall
and Motorcycle levels. In these, you cannot turn back at any type, and
in the Great Wall levels, there is no way that you can stop, either.
Bonus Levels
***************
A bonus level is a branch of the main path of a level where Crash can
collect extra crates located along a short side-scrolling area. These
crates are required for getting the Box Gem, so you should always hop
on the Bonus Level elevator. Once you complete the Bonus Level whether
or not you collected all the boxes within, the Bonus platform will be
inactive unless you come back into the level on a different run.
There usually are no hazards on the Bonus Level platform besides pits,
TNTs, and Nitro boxes. If you die during the Bonus Level, you will not
lose a life, and will be transported right next to the Bonus Level
platform so you can try it again if you’d like.
Death Routes
**************
Three levels of the game consist of a platform nearly halfway through
the level that has a skull & crossbones on it. In order for this
platform to be filled in you must reach that point in the level without
dying. The platform will take you to a different branch of the level,
and sometimes this branch leads to an exit portal of it’s own, and
sometimes there is another platform at the end to take you back to the
regular level.
The Death Routes are usually generally harder than the basic level. If
you die within the Death Route, you are transported back to the last
Checkpoint you hit. If the checkpoint is outside of the Death Route,
then the platform will still be filled if you return to it.
All three of the game’s Death Routes yield a colored gem at the end.
Gem Paths
***********
Gem Paths are much like Death Routes, only you must have a specific
colored gem to enter them, and if you die within the regular level, the
platform will remain filled in. Gem paths also sometimes have an exit
portal of their own at the other end, rejoin with the main level at the
end, or have a platform that brings you back to the main level.
Much like the Death Routes, Gem Paths are normally more challenging
than the regular level, and at the end of every one there is a Clear
Gem. It should be noted that some gem paths also have boxes located
along them, ones that need to be broken in order to obtain the level’s
Box Gem.
Boss Battles
**************
There are five boss battles in the game, and each one is opened up by
completing five levels within a hub. In the boss battle, the general
idea is to sink the boss’s health meter down until it’s gone, and there
are varied ways to do this. In the first three battles, you must strike
the boss three times. In the fourth and fifth boss battles, there are
different ways to drain the health.
Once you defeat a boss, you’ll receive a new power. These powers are
sometimes ideal for completing the next set of levels, or are simply
nice to have and make things easier. The other result of completing a
boss is that the next warp hub will be open for Crash and Coco.
After you defeat a boss, you can reenter the boss battle at any time by
using the pad with the boss’s face on it in the warp hub.
Time Trial Mode
*****************
Several elements of a level change when you hit the time trial clock at
the beginning. First of all, all of the Wumpa fruit in plain sight
within the level vanishes, and many of the level’s boxes are changed to
either Aku Aku Boxes or Clock-Stopper Boxes, while many are simply
changed to regular boxes.
In time trial mode, the Bonus Level becomes off-limits, but Death
Routes and Gem Paths are still available if you want to use them. Other
than this, everything else in the level remains the same.
Completing the Game
**********************
I’m not going to spoil anything, but I will say that there are two
endings. One is gotten for doing the easy thing – getting all 25
crystals and beating the final boss. The other (the “real” ending) is
gotten for completing the game with 100%. Although they say that
getting there is half the fun, I think that it’s nearly all of the
fun...
THE BASICS
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The basic moves in the Crash world. If you can’t contend with these
simple things, then this is not the game for you. Here are the
abbreviations for some of the controls:
Cross – X
Square – S
Circle – O
Triangle – T
L3 – Left Analog Stick
(r) – tap button repeatedly
Move/Action Control(s)
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Walk L3 (lightly)
Run L3 or D-Pad controls
Jump X
Directional Jump X + L3/D-Pad controls
Spin S
Crouch O
Crawl O (hold) + L3/D-Pad controls
Body Slam X + O
Pause Screen Start
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ADVANCED MOVES, COMBOS, AND POWERS
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These moves are a bit trickier, but are pretty easy to work out. Most
of these moves are simply a combination of two or more different moves,
while the ones with the * mark are super moves that require the power
token to perform. The same abbreviations apply here that did with the
Basic Moves.
Move/Combo Control(s) Requirements
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High Jump O + X
Slide L3/D-Pad + O
Slide Jump L3/D-Pad + O + X
Super Body Slam X + O Super Body Slam
Double Jump X + X Double Jump
Double High Jump O + X + X Double Jump
Death Tornado Spin S (r) Tornado Spin
Long Distance Air Combo L3 + O + X + X + S (r) Double Jump,
Tornado Spin
Aim Fruit Bazooka L2 (hold) + L3/D-Pad Fruit Bazooka
Fire Fruit Bazooka L2 (hold) + O Fruit Bazooka
Crash Dash R2 (hold) Crash Dash
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BOXES
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Every Crash level is littered with an amount of boxes. If you break all
of the breakable boxes within a level, you’ll receive a Box Gem at the
very end for your hard effort.
There are many types of boxes, both breakable (boxes/crates) and
unbreakable (iron). All of these are shown below, along with what they
contain or do.
Box Type Features
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Regular Box always contains Wumpa fruit(s)
? Crate a surprise is inside, usually Wumpa fruit
Crash Crate a Crash life is inside every one
Aku Aku Box with an Aku Aku mask, you won’t die if you get hit
by an enemy or trap (besides deep pits). If you
collect three in a row without using any, you’ll
become temporarily invincible!
Bouncy Box gives you a certain amount of Wumpa fruit by
jumping on it (or hitting it from underneath)
until it breaks. Breaking it by other means gives
you nothing.
Checkpoint Box if you die, you’ll return to the nearest
Checkpoint box that you hit.
Slot Box this box changes what’s inside of it, and whatever
is on it when you hit it is what the box becomes.
Watch out, though, because if you leave it sit
long enough, it changes into a Steel Crate.
Arrow Crate these allow Crash to bounce up high with them, but
can also be broken. Make sure that you don’t spin
them until you’ve used them.
Steel Crate these can only be broken with a Body Slam (or
Super Body Slam), and always contain Wumpa fruit.
TNT Box never spin these, as they explode with a spin or
slide impact. If you jump on them, they’ll start a
countdown to 1, and after that, they explode, thus
exploding any crates except iron ones around them.
Nitro Box never, EVER touch a Nitro box. In the first 20
levels of the game, you have no means of
destroying them, so just leave them alone and
sometimes they’ll explode from something else in
the environment. The Iron Nitro Switch at the end
of the level will take care of all of them.
Iron Crate an unbreakable, stable crate. Usually serves as a
path in some Bonus Levels.
Iron Bouncy Box exactly like the regular Bouncy Boxes, only
unbreakable.
Iron Switch these can be struck to fill in outline crates (see
below) or activate something in the environment.
Outline Box these are outlines of boxes that are filled in
when you hit an Iron Switch.
Nitro Switch like the regular Iron Switch, only this destroys
every single Nitro box in the level, and is
usually located near the very end of the level.
Clock-Stopper Box in Time Trial Mode, many of the boxes within the
level will change into this. There are three types
of these – 1 second, 2 seconds, and 3 seconds. Hit
one to stop the time trial clock for however many
seconds the box is worth.
CRYSTALS, GEMS, AND RELICS
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Of course, Crash has an objective as he goes through all of these
perilous levels – to collect all three of the items that are shown
above. Every one of the first 25 levels in the game has all three, and
all of the other seven have atleast the gem and the relic. Some levels
have two gems: one is a box gem, the other a clear or colored gem.
Crystals are generally located in obvious spots within the level,
usually towards the end. In the racing and flying levels, the crystal
is collected for winning the race or destroying all of the
blimps/aircrafts, respectively. Collect five crystals in a hub to open
up the boss level for that hub.
There are three types of gems – box, clear, and colored. Every level in
the game has a box gem, except for Level 32. A Box Gem is retrieved for
breaking every box in the level, and if you don’t break every box, then
there is simply a box counter at the end that shows how many you
missed. In some levels it is impossible to get the Box Gem on the first
time through, as sometimes boxes are located on a path within the level
that cannot be accessed at the time. Also, in the flying levels, the
gem is awarded immediately after you break all of the boxes.
The second type of gem is the Clear Gem. Clear Gems are usually in
plain sight at the end of a path opened up by a colored gem, or in
secret areas, like at the end of the path in Level 29. In Levels 28 and
30, the gem is awarded for winning the race.
The last type of gem is the Colored Gem. Three of the colored gems in
the game are located at the end of a Death Route. One is accessible
through the secret warp room, and the other is located in a secret area
of a level. Colored Gems are like Clear Gems, but when you collect one,
it fills in a gem path in a different level, making it accessible. For
instance, by collecting the Purple Gem in Level 13, you’ll make the
Purple Gem door in Level 9 openable.
Relics can only be retrieved by entering the Time Trial Mode of a level
and making it to the end before the time of the desired relic. Sapphire
relics are the easiest relic to retrieve, and this type of relic is
really all it takes to collect the official “relic” of the level. Gold
and Platinum relics are simply for a greater challenge. If you get a
Sapphire or Gold relic, and you retry the level and get a better relic,
it will automatically change in the hub stats.
Whenever you collect a certain crystal, gem, or relic, it will
automatically switch over to Crash/Coco’s face in the hub stats (to see
this, step on the pad of the desired level, and the stats will be on
the left side).
THE TABLE OF GEMS AND GEM PATHS
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This is a table showing all of the gems within a level besides Box
Gems, as well as any paths that are opened up by certain color gems.
For good measure, I also threw in if the level has a Bonus Level or
not.
# Level Bonus? Extra Gem? Gem Path?
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1 Toad Village Yes
2 Under Pressure No
3 Orient Express No
4 Bone Yard Yes Clear Gem Red Path
5 Makin’ Waves No
6 Gee Wiz Yes
7 Hang ‘Em High Yes Yellow Gem*
8 Hog Ride No
9 Tomb Time Yes Clear Gem Purple Path
10 Midnight Run No
11 Dino Might! Yes Clear Gem Yellow Path
12 Deep Trouble No Red Gem
13 High Time Yes Purple Gem Death Route
14 Road Crash No
15 Double Header Yes
16 Sphynxinator Yes Clear Gem Blue Path
17 Bye-Bye Blimps No
18 Tell No Tales No
19 Future Frenzy Yes Clear Gem**
20 Tomb Wader Yes Blue Gem Death Route
21 Gone Tomorrow Yes Clear Gem Green Path
22 Orange Asphalt No
23 Flaming Passion Yes Green Gem Death Route
24 Mad Bombers No
25 Bug Lite Yes Clear Gem All Gems
26 Ski Crazed No
27 Hang ‘Em High No Yellow Gem*
28 Area 51? No Clear Gem***
29 Future Frenzy No Clear Gem**
30 Rings of Power No Clear Gem***
31 Hot Coco No
32 Eggipus Rex No Clear Gem****
* The Yellow Gem is located in Level 7, but is only accessed through
Level 27.
** Future Frenzy’s Clear Gem is located in Level 19, but is only
accessed through Level 29.
*** Both of these Clear Gems are gotten by winning the race.
**** Eggipus Rex has no boxes, so you receive a Clear Gem near the
level’s end in place of the Box Gem.
THE WALKTHROUGH
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Well, here’s the main part of the guide, the walkthrough. This
walkthrough covers all of the most important stuff in every level of
the game, so hopefully that should be enough to get you through. There
are tips on every death route and gem path, as well as the bonus
levels. The boss battles are also described in detail for you.
Warp Room #1
**************
Level 1: Toad Village
Level 2: Under Pressure
Level 3: Orient Express
Level 4: Bone Yard
Level 5: Makin’ Waves
Boss 1: Tiny Tiger
The Toad Village should not be of much trouble to you. If you’re a
newcomer to the Crash series, there are only a few things you really
need to know. First, every level in this enemy can be spun, as well as
slid into or jumped on. In later levels, that may not be the case, but
here it is. In the case of the guys swinging the swords, make sure that
they’ve swung it around before you run up and hit them. Break all of
the boxes in sight, and be SURE that you hit the Slot Boxes before they
turn into Iron Crates, which are unbreakable.
Be careful around the frogs. Although they’re very easy to kill and
really are pretty slow, they jump very quickly from one spot to
another, so try to go at them right after they jump to a spot. Don’t
fall in any of the pits (although the water is fine), and you’ll make
it through OK.
BOX GEM: There are no hidden boxes at all, just make sure you get all
of the ones on the bonus level.
BONUS LEVEL: Extremely easy, I don’t think there’s any pointers to give
here. Just get off the Bonus platform, get all seven boxes, and jump
onto the one at the other end.
TIME TRIAL: The sapphire relic can be achieved without the Crash Dash
power (which you obtain at the end of the fifth warp room, so you still
have a long ways to go if this is your first time through), but you’ll
probably need them for the gold and platinum relics. A couple of tips
regarding this time trial:
- I know this sounds incredibly stupid, but running on the walls (the
outer boundaries of the path) makes you go faster than running on the
sand. Just be careful, because some sections will make you stop
abruptly. Jump frequently to avoid these.
- Ignore the Aku Aku masks. Yet again this sounds stupid, but if you’re
running on the walls you don’t want to have to stop your run to get
one, which you’ll never have to use (and there’s no invincibility,
either).
- I have passed the platinum relic by maybe a whole second, and that
was it. Some people have found it to be easier... I didn’t, though.
Your first of two Atlantean levels in the game shouldn’t be too much
trouble, but it can take some work to master the scuba gear with Crash.
Practice swimming around and spinning at the beginning of the level to
get an idea of what it’s like.
Two major things about this level: never EVER touch one of the chained
mines, and stay away from the electrical paddles inside of the tubes.
Any other enemies that you encounter here can be spun, but if it’s a
pufferfish, make sure that they’re not puffed up when you do so. Watch
out for some slot boxes in this level, too, as sometimes you get so
caught up in doing something else that you forget completely about it.
Once you get aboard the jet in the lower section of the level, realize
that you can shoot torpedoes and do speed boosts with it. The torpedoes
will destroy the red corals at the bottom of the screen, so make sure
you destroy all of those, since there are hidden crates inside of them.
They also take out mines, which is very useful.
Inside of the tubes, you’ll have to follow the paddles around, or Crash
will be electrified. When you go in time trial mode, you may find out
that sometimes you can dart below a paddle before it comes around over
the tube hole, but on your first run through, just follow it around and
DON’T TOUCH IT. Also, below the paddle areas, there are often eels in
the sides of the reef, so watch very carefully for them.
BOX GEM: Make sure you blast open all of the corals with your
underwater jet to collect all of the boxes inside. Other than that, all
of the boxes are very noticeable.
TIME TRIAL: First things first – if you’re having trouble with this
time trial after reading my tips, do not panic. Scuba diving levels
have very challenging time trials, where the littlest things make the
biggest difference. Here are the tips I will provide for you.
- Ignore the first Aku Aku mask at the bottom of the screen. It wastes
time to go after it.
- Be awfully careful when exiting those circular tubes while going
down. Eels are lurking here, and it’s terribly annoying to lose a mask
with one, or die altogether.
- In the horizontal tube at the second tier of the level, you should
have a time of around 18:00.
- When you reach the bottom of the long vertical tube, you should be
around 29:00.
- When you’re on the underwater jet, constantly use the speed burst to
get through the opening section. Be more cautious when you get to the
area with the sharks and mines, and once here, constantly fire
torpedoes to take things out. There is also a 3-second box inside of
one of the corals.
- Here is the trickiest part. When you reach the second rotating fin in
the double chamber, the method that saves time it to dart down and to
the right to the exit tube. If you succeed without the fin closing your
path, it saves an awful lot of time. If you hit the fin and lose a
mask... you might as well restart, unless you’re going for a simple
sapphire or possibly even gold.
- The last area is also tricky. On the jet sub, you need to use the
speed burst up until the raised section with the shark. From there on
out, blast everything away until you’re past the pair of pufferfish.
Speed boost at the top of the screen to avoid the mine, and shoot the
final shark before bursting through to the exit.
I’m sure that you’ll find this level to be lots of fun, and it’s a
great opener for Coco as well. In my opinion, she gets all of the
coolest levels in this game...
Here’s the basics of the level: you hop on the tiger at the start, and
race your way to the very end of the Great Wall. Of course, this is no
easy feat. There are various construction guys along the way, pitfalls,
flying dragons, rolling barrels, and even some parts where you get the
option of going on or through a building. At these sections, you either
must jump onto a springboard being held by a guy, or jump over the
springboard and go through the building’s tunnel. To get all of the
boxes in the level, you must go through the first one, on top of the
second, and through the third one.
When you ride Pura along the wall, it’s nonstop, much like the polar
bear levels from CB2 and the hog levels from the original. You can’t
brake at all, either, so just go with it and dodge everything in your
path. You’ll be weaving all over the place – left, right, over and
under. Speaking of over and under, you’ll have to do this with the
dragons in the level. Most of them fly low, so you’ll have to jump over
them, but a few towards the end fly higher off the ground. Be careful
with the low-flying ones, because jumping too soon means you’re going
to crash on top of it, and jumping too late means that Pura will trip
over it.
Boxes. You may find yourself getting frustrated with some of the crates
in this level, especially in one section toward the end, where you must
weave left and right along the path to get every box, but you have to
in order to get the Box Gem. Just hit everything, and if you fail to
get something, don’t panic too much. I suppose that you could kill
yourself to try and get the box again, but you can also simply replay
the level and try to get it again.
BOX GEM: Hit every box here, and like I said above, you must go through
the first guardhouse, over the second one, and through the last one to
get all of the boxes. Be careful with the stacks of boxes, because you
have to go through the center to get them all.
TIME TRIAL: If you mash your finger down on the Square button
throughout this level, not only will Pura run very fast, but it’s
enough power to get you by the dragons before they even fly across,
smash through the rolling barrels, and smack every clock-stopper box in
the path. The platinum relic here is awfully steep, but with
perfection, you can get it. I’ve gotten a time of 17:73, so I didn’t
pass it by that much, but enough is enough. Here are some tips:
- At the first time box, you should have 1:63 or somewhere VERY close
to it, as in milliseconds. If you don’t, try it again.
- The first construction guy can be jumped if you’re mashing down the
Square button.
- Like I said above, going fast enough often allows you to bypass
dragon kites. Do this with the very first one.
- Underneath the first guardhouse, ignore the Aku Aku box. Chances are
that you’ll end up missing one of the one second boxes if you do try to
get it.
- You should be at about 5:50 when you bypass the third dragon kite.
- Near the second Aku Aku box (which you should hit), you should be
somewhere near 6:00.
- At the spot with the two dragon kites that fly overhead, jump the pit
near the second one and crash into it. You’ll lose your Aku Aku mask,
but if you continue to run with the Square button mashed down, you can
actually run across the pit ahead and bounce up on the board without
even jumping onto it. You’ll see how it works. At the top of the
guardhouse, hit both clock-stopper boxes and use a long jump on the
other side to save some time.
- The rest of the level should be running like the wind. Hit every
time-stopper box, and make sure you go underneath the last guardhouse
for a much-needed three second box. Sprint to the finish, and you’ll
make it.
- Like I said, it’s a run that requires extreme perfection... practice
makes perfect.
Ah, I love the prehistoric levels. However, the triceratops chases are
rather tricky, so pay attention.
After jumping down from the beginning area and getting all the boxes,
it’s a backwards chase, and you’re running from a giant triceratops.
Don’t ever stop for anything, not even boxes, as the dino will destroy
them for you. Go around the pits of lava, unless they’re blocking the
whole path – jump over them if they are. After the first resting spot
and the first checkpoint, the chase continues, but this time there are
flying pterodactyls in your path. Go around them or jump and spin them.
At the end of the second chase, you’ll be safe for good, so run towards
the screen to the next checkpoint.
The next area is pretty easy-going, but you come across two new (and
very dangerous!) boxes. The first is the TNT. Hop on a TNT, and then
back away, as after three seconds, it’ll explode and Crash will go with
it if he’s too close. There’s also the Nitro Crate, which will simply
explode upon touch, so stay away from it completely. Also in this area
you’ll come across four guys that are slogging through the swamp water.
These guys will jump up and try to hurt Crash, so spin them when they
get close. Stay out of the lava, and spin the grass away if you’d like.
The bonus level lies over here, as well as another side-scrolling area.
Hit the exclamation box (!) to fill in all of the outline boxes, and
then jump and hit all of them. Use the high jump to reach the highest
box.
Then comes the final section of the level, which is another triceratops
chase. This time, you’ve got some VERY annoying grass to contend with.
Do not ever spin this grass, just jump through it as fast as you can.
Avoid the lava once again. The end part is a little tricky – you need
to hit the box, the green Nitro switch (!), and then grab the gem
before you jump down. Fail to do this quickly, and the triceratops will
nail you. Of course, if you’ve missed a box for whatever reason, then
you can’t the gem anyway, so simply jump down to the warp.’
RED GEM PATH: About halfway through the level you’ll see a red wire-
frame platform on the ground. This is the red gem path, but you can’t
access it until you come back with the red gem from Level 12. Once you
have that, return to this level and hop on for a ride.
This path is tough. It’s another triceratops chase, but the journey is
trickier than ever. There’s a lot of grass, a lot of lava, and an awful
lot of steam vents. I actually don’t have a lot of trouble with it now,
but first-timers may find it very tough. The good news is that halfway
through there is a steel checkpoint box, and there’s also one at the
very beginning. Stock up on lives before you come through, and if you
die during the path, try to memorize the layout so you can make it
through easier the next time. At the end is a Clear Gem and an
alternate level exit.
BOX GEM: There really aren’t any hidden boxes in this level... remember
to hop on the two sets of TNTs in the first side-scrolling area to
detonate all of them. As for the one Nitro, you’ll rid of it once you
hit the Nitro Switch at the end of the level.
BONUS LEVEL: This isn’t very tricky. You’ll come across a bounce crate
here – jump on it to give you a big jumping boost which will allow you
to reach the top of the steel structure, where boxes await you. When
you jump back down, MAKE SURE that you spin the bounce crate before you
leave the level. Sometimes when I play this level I forget to spin it.
TIME TRIAL: This time trial isn’t very tough. The platinum relic takes
hard work, but in comparison to others, it won’t test you too much.
Here are the best tips I can give you.
- OK, if you have the fruit bazooka, jump down at the beginning without
getting the clock. Go as far back as you can without triggering the
triceratops (if he comes out, kill yourself and remember not to go so
far the next time). Now turn around and pull out your Bazooka. Aim and
shoot the clock, and once you shoot in that direction, take off. It
won’t actually start until the Wumpa makes it to the clock. You’ll
notice that an Aku Aku box appears on one of the nearby crates – ignore
this, you don’t need the invincibility in this level.
- With the Speed Shoes, your first time box should be around 6:00.
- After the second chase with the first triceratops, your time should
be near 22:00, or something like that (I have trouble remembering
these).
- Ignore the second Aku Aku mask, and jump swiftly over the TNTs.
- Since it’s in your direct path, you might as well hit the third mask,
since it may be useful coming up.
- Try to jump around the grass, not through it.
- Right before the side-scrolling lava area, there’s a field of grass,
a lava pit, and a geyser guy. Try jumping the grass and losing your
mask in the lava so you can jump across with no trouble.
- In the side-scrolling area, ignore the Iron Switch, none of the
outline boxes reveal time boxes.
- In the triceratops chase, let the big guy destroy all of the time
boxes – you just focus on getting to the end as fast as possible. When
you reach the very end, fall right into the warp to save time.
I really love these levels, especially their music. Alas, I have not
gotten the platinum relic on either of the three, not counting Hot
Coco. The time trials for these are extremely tough...
The main level, however, is pretty easy. One big rule here: don’t hit
anything that’s floating in the water besides boxes and ramps. Floating
bombs, cannonballs, and rowing pirates are the main things here. Watch
the pattern of the pirate rowers carefully. One big thing in this
level, however, is using the floating ramps to reach boxes in the air.
Some of these require precise movement in the air. There’s a ramp near
the end with three boxes above it, going forward. You need to jump with
the ramp, and while in midair, press down to do a backwards flip and
gain the extra height to get the last box.
There’s also a tricky seagull in this level, right after the second
rowing pirate. If he’s sitting on a box, don’t hit the box! Wait for
him to fly up, and then get it. The seagull will attack you if you hit
the box while he’s on it.
BOX GEM: No hidden boxes here – just ones that are tricky to reach.
Make sure you don’t leave anything behind. The nice thing about this
level, though, is that you can easily backtrack to get any, thanks to
the 3-D camera view.
TIME TRIAL: Yikes, this is one heck of a time trial. My best time is
only a tiny bit better than platinum. The best tips I can give you are
these:
- Right before you reach the first side of the pirate ship, you should
have a time of around 16:00, maybe even less.
- You can hit both Aku Aku masks in this level, and once you have one,
don’t hesitate on using it to blast through a floating bomb that is in
your way. This is key for getting a good time in this level.
- Try to hit every time box. Sometimes the tide screws up your jumping
ability, and disables you from getting a time box. This REALLY stinks,
but getting a perfect run where the tide doesn’t effect you only
happens with some luck.
- Right after the pirate ship, there’s a ramp, a pirate in a boat, and
a seagull that flies into view. At this ramp, there’s a 2-second box.
To save time, hit it and flip to the right so that you can go around
the island. This saves actually a good chunk of time.
- It’s crucial that you hit all three of those final time boxes (above
the final ramp). Remember, use your backward flip to get the last 3-
second one.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Boss 1: Tiny Tiger
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Once you collect all five crystals in the first warp hub, the warp pads
for levels 1 – 5 will vanish, and a pad with Tiny’s head on it will
appear instead. Go into the portal to face Tiny in Ancient Rome...
With Emperor Cortex watching overhead, Tiny’s first method of attack is
jumping around, trying to stomp on Crash. Although it seems rather easy
to avoid him, if you don’t pay attention, Crash will get crushed. The
first time he does this, he’ll stop on the fifth jump. When he does,
run up and spin him to knock him out.
Then comes something a little trickier. A group of lions will be
released from the five openings below the upper ledge. While it’s
possible to spin these guys, I’ve found it rather difficult to do it
and avoid all of the others at the same time. Just jump around rapidly
and stay towards the back of the arena so that you have a chance to get
out of the way.
Then Tiny will come back with another jumping attack, only this time he
does it six times. Take care of him with this, avoid the lions once
more, and then avoid Tiny’s jumping attack for the final time (seven
jumps). Once you hit him the last time, you win, and your first Power
appears – the Super Body Slam! Grab it to get directions for it (it’s
the same as a regular body slam), and then you’ll exit the boss battle.
Warp Room #2
***************
Level 6: Gee Wiz
Level 7: Hang ‘Em High
Level 8: Hog Ride
Level 9: Tomb Time
Level 10: Midnight Run
Boss 2: Dingodile
Here’s a level very similar to Level 1, “Toad Village.” The only
difference is that it’s sunset, the layout is different, and the water
is a funny color of purple. Whatever, man. :)
Really, though, not much is different here. Yes, the enemies are little
more abundant and placed more trickily, but nothing is too difficult.
You’ll get a chance to use your Super Body Slam skill here, as they’ve
got excited and placed a ton of Steel Crates for you to slam upon.
This level introduces a new enemy, the wizard (the level name might
indicate this). He shoots magical orbs at Crash from a distance... jump
over them, and spin the ol’ wiz to kingdom come. Simple as that. Just
watch those magical orbs, or it’s Toad Village for Crash.
The Nitro are abundant here... watch your step, and hit the Nitro
Switch (!) at the end of the level to wipe ‘em all out.
BOX GEM: No hidden boxes to speak of. The steel crates do need broken
to finish with all boxes, so don’t leave one behind.
BONUS LEVEL: Here’s a bit of a trick. When you reach the spot with the
Iron Switch off the ground, you can probably guess that it fills in the
stairway of outlined boxes with steel crates, right? Well, there’s a
surprise box down here to get. Without the double jump, this may be a
little tricky, but you need to jump down on it and then jump back to
the platform BEFORE hitting the switch. Get that, then hit the switch
to go across and make your way to the other end.
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TIME TRIAL: This is about like “Toad Village.” Run on the walls, jump
repeatedly, and hit as many time boxes as you can. The only major
difference is that you should try to hit the Aku Aku boxes, as you may
find that you’ll need them to blast your way at the level’s end,
especially with that final sword guy and the wall of Nitro. I don’t
really have any other tips, so just try your best and you’ll get it.
This is one of my favorite time trials, as there are so many “little”
shortcuts that are really pleasing to get right. You’ll see what I
mean.
Getting the actual crystal is a different experience than previous
levels. Basically, we’re overlooking a desert city from above... one
wrong step and it’s down, down, down for Crash. There’s also some
hanging sections with clever little scorpions running across them. Spin
them before they get too near to you...
Other enemies include swordsmen, genies, and monkeys that are obsessed
with pottery. The sword guys (and there are only two of them) should be
hit when they’re walking away from Crash, NOT when they’re swishing
those swords about. The floating genies are tricky, as jumping on them
is risky and spinning them requires precision. Sometimes they also show
up on the hanging grates, so treat them like scorpions.
One new (and particularly annoying) feature are the bouncy awnings
throughout this path. They basically allow you to jump up high, much
like a bounce crate. Always watch for hidden boxes when you’re near
them, there are two of them located in this level.
This level is a little trickier than previous ones, but you can make it
out pretty easily. Oh, if you’re wondering where the Yellow Gem is,
you’ll need to get 10 relics and then enter this level through the
Level 27 portal in the secret warp room. Yes, it’s complicated, but
that’s the way it goes.
BOX GEM: Lots of boxes here. Some of them are hidden, so beware – one
of them is right above the second bouncy awning past the jar monkey and
the floating genie. Don’t miss it up there. The second one is at the
very end of the level, above one of the awnings. Hit the Nitro Switch
at the end to blow up all the Nitro, and the Box Gem is yours.
BONUS LEVEL: These just get trickier and trickier. Near the end, you’ll
come across another Slot Box. This one, however, has a TNT within the
slots. Make sure that you hit that when it’s on the TNT, as you need
the TNT to explode and hit the Iron switch below it. This will fill in
a bouncy crate that enables you to reach four boxes higher up.
TIME TRIAL: First you need to jump up the trio of awnings to reach the
clock. Spin the boxes, take out the swordsman, and then stand a little
ways ahead of the clock, so that you can turn around and target it with
the Bazooka, assuming that you have it. Shoot the clock and go. Here
are a few tricks for the journey:
- The first genie of the level can be jumped up to reach the upper
ledge. This is a risky move, however, as you could end up sacrificing
your Aku Aku mask in the ordeal, which you DON’T want to do. If the
genie isn’t close enough, don’t even attempt it.
- This is very tricky, but at the first overhead grate, hit the 2-
second box, and then run to the edge of the platform, jump very shortly
and then Death Tornado Spin to the other side. Believe it or not, this
saves a good second or two of time if you can succeed at it, and
believe me, it’s tough.
- Slide into the first pot carrier, and it may take out the genie
floating behind it.
- There’s a hidden 3-second box above one of the awnings past these two
enemies. Make sure you don’t miss it.
- When you reach the overhead grate, you’ll get the final Aku Aku mask.
This is the first level where it’s completely essential to have
invincibility for a good chunk of the level, so if you’ve missed any up
until here, restart. If you get the invincibility, SLAM your way
through the swinging section in a snap. Leave no time boxes behind, but
swing like Tarzan.
- With enough speed and luck, you can make this mask last all the way
up to the swordsman at the side-scrolling area. This is tricky, but you
can do it. With the double awnings past the third pot carrier, you can
leap to the first one and then high jump over to the balcony section.
- The second hidden box lies beyond the swordsman and above an awning.
If you’ve squeezed every possible second out of your mask, this box may
be reachable with your invincibility... if not, get it anyway.
OK, here’s the idea. In this level, you’re racing a group of hogs
across a desert road. Put very simply, you need to come in first place.
Your motorcycle is faster than the hogs, but if you get too close to
the hogs, they’ll knock you off the road. If you end up too far away
from the road, you’ll slow down considerably, and if you end up way
outside the road, you’ll teleport back to the main road and lose an
awful lot of time.
There are police cars scattered throughout your path... avoid running
into them at all costs. There are also ramps that will allow you to get
boxes in the air. Note that using the ramps slow you down, so only use
them when you absolutely need to, or when there are boxes you need to
get.
When you go through this level the first time, aim only for getting the
crystal (winning the race). Use the turbo pads to gain extra speed,
especially that first one – the speed burst you get from it can last
you all the way to the end of the level, so with enough practice, you
can make it this way. If you do hit the turbo, you can probably let off
of it once you make it into 1st place, and then just finish the race
normal.
BOX GEM: On your second run through, get the box gem. There aren’t any
gems that are in odd places, just take your time and don’t worry about
getting in first place. The hogs can actually knock you off the road
and away from a box you needed to get (and you can’t return to get ones
you missed). Make sure you hit all the ramps to get all of them.
TIME TRIAL: OK, this level’s platinum relic is another one of those
where complete perfection is required to make it. I’ll give the general
tips you need to make it through.
- OK, with any race level, the first thing you need to do in this level
is nothing. At the beginning, go forwards until the time trial clock is
within your view, and then brake and stop. Wait a good 30 – 45 seconds
before you take off, and hit the clock. This will get all of the other
hog traffic out of your way for your time trial. You don’t want them
pushing you off the road, do you?
- The first turbo pad is the most important thing in the whole level.
Hit it, and once you do, you need to keep this speed for the entire
level. Yes, you need to also hit every time box on the road, and never
crash with anything or go off the road the slightest (maybe a tiny bit,
but not to where it slows you down). If you can go all of the way with
the turbo to the next turbo pad, then you’re in the clear.
- Hit every time box. There’s a particularly tricky one right in front
of a police car near the end, but it’s worth 3 seconds. To get it, run
over it and go around the police car on the left, but don’t venture too
far off the edge of the road.
- Although using ramps slows you down, you have to use the final ramp
to make it to the end.
- A very, very steep time trial this is. No mistakes can be made
here... keep trying, and you’ll get that platinum relic. I promise.
An interesting level this is, for two reasons. The first is that you
cannot get the Clear Gem OR the Box Gem until you come back with the
Purple Gem from Level 13, and the second is that the platinum relic is
very, very hard, and it’s the last platinum relic for a platformer
level that I needed when I was on my relic hunt.
The level itself, however, I really do enjoy. It’s set around the
construction of the Great Pyramids, and the music is some of the best
in the game. Anyway, you start this level out lightly – just spin the
snake and continue into the tomb. This level is filled with pits, so
don’t fall in any, and you’ll do fine. Also, beware on the second pit
of the level, as there is an alligator that jumps out of it. Wait for
it to fall back down and then jump across. You can also spin it.
Another tricky part of the level is the black grease on the floor. In a
few instances you’ll find this, one of them right after the doors that
you open with the tile. To go fast across the grease, try sliding
across it, but don’t slide into a pit. If you’re going too fast on the
grease, you can also stop yourself by body slamming.
Here’s some notes on all of the enemies and traps in the level:
- In two sections of the level you’ll come across falling tiles over a
large room. The NEO tiles are safe to walk on, but the red scarab ones
will fall. You can step on them, but quickly run off or jump off to
safe ground.
- Slamming doors either open automatically (which only two of them in
this level do) or require you to walk on a button to get through. No
matter which one it is, run through them quickly so you don’t get
smashed between them.
- There are some groups of monkeys in this level that pop up out of
pots. They basically throw white stones at you, so quickly spin their
pots to defeat them.
- Watch out for greasy floors with blocks sliding across them. These
will push you into a pit, so jump over them, and at the other end,
don’t stand where the blocks fall down if the construction guy is
pulling the lever. The second time you see these blocks, there are some
boxes up high. These can be reached from the top of the blocks, so if
you rid of the construction guy, just spin the lever with Crash to get
a block sliding so you can reach them.
- Spotlights are particularly annoying, but are easy to overcome.
Basically if you slide or crawl through them, you’re safe. If you jump
high enough to avoid the darts, you’re safe. If you sprint past them on
the right side, you’re safe. Just avoid the darts and you’ll do fine.
- The last foe is the flamethrower guy, which only appears once on the
main path and once on the Purple Gem Path. Although it seems easy to
spin him away from the flames, it’s probably better to simply run past
him.
PUPRLE GEM PATH: At the detour in the level, the hallway on the right
is accessible on your first visit, but the left hallway has a wall with
a purple gem that is blocking you. When you return with the Purple Gem,
jump the pit, get the Aku Aku crate (which you could actually get on
your first time through the level), and when you approach the wall,
it’ll open up, revealing the left hallway path.
Your first (and hardest) issue are the two spotlights in front of you
and the pit. With the double jump ability you can make it past the
first spotlight, but you need to remain on the right side and shoot
your way past the second. You cannot crawl, as the pit separates the
two spotlights.
The rest of it is trickier than the main level, but nothing too hard.
Watch very carefully at the first grease section, as some pointed
arrows will pop out of the ground, and they’re obscured in the black.
The final area is also a bit tricky – first get rid of the blasted
monkeys, and then wait for the spears to raise up to full height, and
then run onto the button that opens the far doors. Run and slide your
way over here, and quickly run through before they close or the spears
get you. Over here you’ll find a Clear Gem, an Iron Switch that leads
you to more boxes, and a path over to the right side of the hallway and
the end of the level. If you’re also after the Box Gem, you need to go
back down the right hallway. You could also probably go back down the
left, but it’s easier to go down the right side.
BOX GEM: On your first time through, hit as many boxes as you’d like,
but you can probably skip the Bonus Level and any other boxes you don’t
feel like getting (like the two above the hallway with the sliding
blocks near the level’s end).
When you return with the Purple Gem, get all of the boxes up to the
detour (there aren’t any hidden ones, just make sure you hit the Bonus
Area this time). Go down the Purple Gem path, and get all of the boxes
here. Then you need to retrace your steps down the other hallway. Get
all of the boxes here, and when you reach the beginning, go back to the
end of the hallway. You should earn yourself a shiny Box Gem.
BONUS LEVEL: Nothing very tricky here, except for reaching the Crash
box on the upper tier near the end. If you have your Double Jump
ability, though, you can reach it with this.
TIME TRIAL: This may not be the toughest platinum relic in the game,
but it’s definitely the toughest platforming platinum relic. There’s no
time mechanism for this level, so here is a lowdown of the main time-
savers in this level.
- Spin through the wall of boxes before hitting the clock, and then
turn around with your Bazooka (assuming you have it) and shoot the
clock from a distance. You’ll figure out how far away you can go.
- That first jumping gator is tricky. When you reach that pit, he’ll
always jump right when you’re crossing, so you have to spin him.
Chances are he may hit the box behind the pit while he goes flying.
After the gator, jump over the grease, run across the button, and jump
through the door. Your time when you hit the 1-second box should be
around 8:00.
- That next patch of grease NEEDS to be slid across. Just don’t fall in
the pit.
- In the large room with the falling tiles, you can save a little time
by cutting the corners. Jump from one walkway to the next by cutting
through the corner. You can do this twice in a row.
- When you enter the hallway with the monkeys, your time should be
around 19:00. Remember, this is all assuming that you have the Speed
Shoes.
- For the first sliding block hallway, jump to the grease and slide
jump over the sliding block. Slide to the end and continue on.
- When you hit the final Aku Aku mask, your time should be under 28
seconds. By the way, you NEED the invincibility for this next section,
so don’t lose any of your masks up to here.
- With the invincibility, the doors will stay open for you. Take the
right hallway, the left one doesn’t save you any time. By sprinting
constantly, you should be able to make it to the second sliding block
hallway, where the 3-second box is up top. However, depending on how
fast you go down the path, you may not be able to reach that 3-second
box. It all depends on how you jump across the gaps, which varies since
the moving platforms are always in different spots. In order to get
platinum, though, you have to use your mask to hit that 3-second box.
If you do make it that far, use a slide jump on the grease to nail it
before your invincibility runs out.
- No need to hit the Iron Switch near the very end of the level to
start up the moving platforms – just jump to the one on the left and
then use a double jump to get to the last one. Run up the stairs and
hopefully you’ll have a good time. This time trial took me ages to get
the platinum, but I’ve done it, and I’m proud.
Ah, the second Great Wall level. This one is at night, and there’s more
enemies and a more complicated layout, but it’s still a lot of fun.
Two new things to watch for here. The first one are guys carrying
buckets of water. They basically run along the path and all you need to
do is move around them. Towards the end of the level they get to be
tricky, but you can make it past them. The second are the flying kite
dragons, which don’t always move in a linear way. Some will fly down
(so you must jump them), some will fly above (run underneath them), but
in this level some have a jagged up-and-down path. You have to go left
or right around them, but you’ll figure that out.
For the guardhouses, you need to go under the first one, on top of the
second one, and under the third one to get all of the boxes. It should
be noted that there are some boxes in this level that will require you
to use the speed burst (Square) to reach them, as they are hanging on
kites higher up in the air. From the top of the second guardhouse, you
need to perform a burst of speed and a high jump off of the ledge so
that you can nail two free life boxes. It’s tricky, but with practice
you can get both of them cleanly.
Other than that, have fun riding the tiger again! After two levels of
the Orient, I wish that they would’ve replaced Level 17 with another
one...
BOX GEM: Like I said above, there are a few tricky boxes to reach in
this level. The first one is higher up after the first guardhouse at
the corner. You need to speed burst off the right side of the wall,
high into the air to hit the box. The second and third ones are located
beyond the second guardhouse, very high in the air. Like I mentioned,
you need a massive burst of speed to nail both of them. The end also
has some boxes that you need repeated movements to get all of them.
Don’t miss a thing and you’ll get this box gem pretty easily.
TIME TRIAL: This was actually the first ever platinum I got in a Crash
game. Of course, that was when I was 9 or 10 years old, but I was so
proud of myself at the time. Now I’ve figured out a way to use your Aku
Aku masks well and get a respectable time. I must say, though, that I
have no idea how the developer’s time was managed to reach. These are
the best tips I can give you.
- As with the previous Orient level, mash down the Square button at all
times.
- Underneath the first guardhouse, you need to nail the time boxes. You
can also probably jump the stack of barrels, although this may require
a little more work.
- That first 3-second box is essential, don’t miss it.
- Blast through the barrels.
- Under the first guardhouse, over the second (so you can get the pair
of 3-second boxes!), and under the third.
- When you make the gigantic leap from the edge of the second
guardhouse, you’ll land in a spot that requires an extremely quick
movement in order to dodge the dragon and water carrier in front of
you. It may be easier to simply use an Aku Aku mask here, assuming you
still have the one from earlier.
- For the best time, you NEED every time box, including all three of
the one-second boxes near the end.
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Boss 2: Dingodile
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Headed back to the ice age, are we? Dingodile is a tricky boss at
first, but like Tiny, his methods remain the same the entire course of
the boss battle.
He’ll start by shooting fireballs at you with his flamethrower. The
simplest way to avoid these is to slide jump to the right continuously.
The fireballs should be falling a good ways behind you, and if you just
keep doing this, none of them will hit you.
After the fireball launching, he’ll shoot jets of flames through the
circular wall of crystals surrounding him. Two things about this jet of
flames – if you’re hit by the jet, you’re toast. However, the jet also
breaks apart some of the crystals guarding Dingodile, so when enough of
these crystals are gone, you can run up to him and spin him. When this
happens, his flamethrower will explode in about five or so seconds, so
quickly get to the edge of the arena before it goes boom.
For the second round, there are simply more fireballs than before. Keep
using your slide jump tactic, only this time to the left. If the
fireballs do get to close to you, watch the shadows for when you can
run past a fireball before it lands. This is a risky thing to do, but
the fireballs may get too close to you if you don’t slide and jump fast
enough. Then comes a second round of flame jets. Let him destroy a good
amount of the crystals so that you have a path in and back out, and
then go up and nail him... and back off, of course.
One last round. The last round consists of double fireballs; this is
exactly like the first round as long as you constantly slide jump.
Another round of jet flames... once you can spin him, go for it. After
a final explosion, Dingodile has been trashed. Penta Penguin goes up
and jumps on him, and in the process, you obtain the Double Jump power!
Awesome!
Warp Room #3
***************
Level 11: Dino Might!
Level 12: Under Pressure
Level 13: High Time
Level 14: Road Crash
Level 15: Double Header
Alright, it’s the third warp room, and you’ll notice starting with this
level that things are getting trickier. If you’d like, go ahead and get
the yellow gem before you enter this level. To get it, collect 10
relics, go to the secret warp room, and go into Level 27. This will
transport you to “Hang ‘Em High,” where the yellow gem lies. Once you
have this, you’ll open up the yellow gem path in this level. To get the
Box Gem, you need to go down this path, too. If you don’t have it yet,
then simply go through this level like normal. If you are going after
the Box Gem, I’ll show you the method you need for getting all of the
level’s boxes.
The level starts out pretty interesting. First we have a steam vent –
if it’s steaming gas, don’t touch it. Then there’s four iron boxes
stacked up on eachother with a free life box at the top. You need to
use your new double jump skill to reach this box. And last we have a
brand new enemy in this level, the spinning fish. Despite the fact that
this bugger looks a lot like our Bandicoot friend (I’ve always wondered
where Bandicoots evolved from...), don’t spin him while he’s spinning.
Go through the level up to the Yellow Gem Path. If you have the yellow
gem, ignore this for now, we’ll come back to it later.
A little ways past the yellow gem path you’ll come across an egg
sitting in a nest. Break open the egg to reveal a baby t-rex. You can
ride this little guy by jumping on him. He controls very easily, and he
can take out the geyser guys by jumping on them, and make really high
jumps that allow you to clear lava pits and even the steam vents. Just
realize that if he gets hit once by something, he’ll go back to his
nest or to the checkpoint box that lies down the next path.
Ride the baby rex to the end of this path, and he’ll drop you off near
a lava-filled side-scrolling area. IF YOU ARE COLLECTING THE BOX GEM,
you can jump back on the baby rex and ride your way back to the yellow
gem platform. The reason for this is that the end of the yellow gem
path will drop you off here, and you needed all of the boxes between
the first platform and this area. If you’re not after the box gem,
continue on.
Go through the side-scrolling area and hit every box. At the end, go
backwards and do the bonus level if you’d like (you don’t need to if
you’re not after the box gem). Drop down to the next area, hit the
checkpoint, and although you’ve gotten off easy for the first part of
the level, now it’s time to run from the big triceratops. Don’t
hesitate, and realize that many of the boxes in your path can be hit by
your big friend. It’s only a little more difficult than the one from
Level 4, so it should be a big problem. At the end, make sure you grab
the Box Gem (if it’s there) before jumping down into the portal.
YELLOW GEM PATH: First things first (if you are collecting the box gem)
– don’t jump on this platform until you have gotten all of the boxes
between it and the lava area down the path. Once you have, return here
and do this area to get the rest of the level’s boxes.
The first part of the path is just more of the same. Watch out for the
blue currents, because sometimes they lead you to an enemy, like the
first geyser guy. Watch your jumping, and you’ll do fine. Once you
reach the side-scrolling area, remember the rule about steel crates –
you don’t have to body slam directly on top of them for them to break.
Back off a few feet, and try body slamming there. It’ll destroy the
steel crates but leave the TNT to detonate itself.
After that comes another triceratops chase. Once again, there’s not
much to say but run, run, run. Jump through the grass – never run. Find
out where all the lava pits are, and realize that although the blue
currents get you moving faster, sometimes they bring you to a hazard,
like a nitro or steam vent. Also avoid the pterodactyls... or don’t
avoid them... (see the “Level 32” section for more details).
At the end of the chase, you’ll be in an area with the Clear Gem, a
nitro switch, and a yellow gem platform that takes you back to the lava
area on the main path. Before hopping on, double jump over the
platform, and you’ll reach a stack of five iron crates. High jump and
then jump again to get over all five of them. On the other side you’ll
find five free lives! Unfortunately, this wall of crates is not
passable, so double high-jump your way back over the first wall and hop
on the platform.
BOX GEM: The main walkthrough pretty much tells you the trick you need
to get all of the boxes – go up to the lava area and smack every crate,
and then return to the Yellow Gem platform. Go through that area and
get every box, and hit the nitro switch at the end. The platform brings
you back to the lava area, where you can continue on to the end of the
level for the gem. Don’t forget the bonus level!
BONUS LEVEL: Almost every crate requires you to body slam it here. As I
said in the yellow gem path section, you don’t need to be right on top
of a steel crate for it to break with a body slam... if it’s over a
pit, stand right next to it and body slam. The shockwave on the ground
will smash it apart.
TIME TRIAL: This is actually a pretty easy platinum relic in comparison
to others. Here are some tips for you.
- Get that 3-second box on the stack of iron crates to start the level
off. Just be careful when jumping off, you don’t want to land in the
lava.
- The spinning fish are annoying. Try double-jumping them, but realize
that you may have to sacrifice a mask if things don’t work out.
- Riding the baby rex is optional – if you don’t have speed shoes, ride
him, but if you do, it’s probably quickest to just not ride him.
- If you aren’t riding the baby rex, when you reach the stack of crates
with three 2-second boxes, use a (little, not a big) Death Tornado Spin
to get all of ‘em.
- Remember: don’t hit any of the time boxes in the triceratops chase,
as he’ll get them for you. The only one you may want to get is the very
last 3-second box, as it’s possible to reach the warp while the clock
is still frozen if you let the big guy hit it. This will waste time.
This level is downright annoying with the relic. Not hard, but very
annoying. You’ll see what I mean.
Basically, everything is the same as Level 2, only in a completely
different layout. Well, strike that – there are a few different things,
but not that much. The biggest thing are the whirlpools. Despite being
pretty easy to avoid, they’re very annoying, as you have to stop in
your path and let them stop sucking before you can pass. The other
thing is that there’s a lot of Nitro around in this level, so if you’re
riding the jet sub, make sure you constantly fire the torpedoes to rid
of any in the path. Also make sure that you watch out for the undersea
life: sharks, pufferfish, and eels primarily, as well as those blasted
mines.
One more thing – about halfway through the level, you’ll come across a
wall of iron crates and an outline box. At this point, you have to swim
upward to make it to the end of the level. However, there is an iron
switch at the end of the level that fills in this outline box with a
TNT. For the Box Gem, you need to hit that switch, come back, and TOUCH
(don’t spin!) the TNT lightly. Back off, and let it explode the boxes
on the other side of the wall. Voila, a new path is opened.
Not only are there boxes down this path, but there’s also a sacred red
gem! This path is trickier, though, so be very careful and WATCH FOR
THE NITRO. It’s ridiculous here, and some careful swimming will be
required to make it past some of it. There’s also plenty of whirlpools
to contend with. But what do you get for all of your troubles? A nitro
switch, a box gem, a red gem, and a beautiful level exit!
BOX GEM: Not much really tough about this. Do everything that the main
walkthrough says, and you’ll be fine. Go to the very end, and hit the
Iron Switch. Retrace your path to the now-filled-in TNT crate, detonate
it, and go down that path to get the rest of the boxes and a nitro
switch. Voila, the box gem is yours.
TIME TRIAL: OK, this is a very tricky time trial. While it’s not really
that hard, it’s tough to get everything to work the way you want it to
in one run. Here’s some tips to get you started, the rest is up to you.
- Before hitting the clock, grab the jet sub and destroy the wall of
TNT crates ahead. Quickly come back to the clock before it disappears
and go through it to begin the time trial. Don’t miss the first Aku Aku
at the bottom of the screen.
- With two Aku Aku masks, you can get rid of one and keep the other,
because a little later on you’re going to need to charge through the
underwater whirlpools. There’s actually four masks in the level, but
since you can’t have more than two at once, you might as use one or two
so you can get one at the next box.
- As with Level 2, use the downward charge method to slip past the
electric fins. Watch for eels on your way down.
- Whirlpools are extremely annoying. Like I said above, don’t be afraid
to use your Aku Aku masks on them. You get four in this level, so use
atleast three of them on the whirlpools if you’re going to have to wait
a while for it to stop.
- There’s not a whole lot left to say about the level... if you make it
to the upper section with the second jet sub, chances are that you’ll
be out of Aku Aku masks. So (carefully but quickly) make your way
through this section, and when you reach the final double whirlpools
and the pufferfish, dart straight through them, and you’ll lose the jet
sub. However, you can swim directly over to the exit.
- My best time is 1:14:46. These levels are rather annoying, but once
you figure out the perfect method past everything, you can do the
relics fairly easily.
This is the game’s hardest gold relic, but if you can figure out the
correct way to do things, and THEN manage to actually do it, you’ll get
it pretty easily.
Another Arabian level this is, and right off the bat we’re faced with a
new enemy, the fire bomber. This guy stands in a window and throws a
Molotov cocktail at the wooden walkway so that it bursts into flames.
You can’t rid of him unless you’ve got a bazooka, so wait for the
flames to disperse and then run past the boiling spot. There are two of
these in the opening area.
Next you need to make your way up the building, but watch carefully for
a floating genie at the top. Destroy the stack of boxes up top, and use
the floating carpet to get over to the opposite side of the gap. More
boxes, a jar carrier, and more bombers until you reach the grating.
Really, the rest of the level is just more of the same. There is one
particularly tricky enemy you’ll come across, and that’s a guy throwing
swords. After the third checkpoint, you can drop off onto a walkway on
the right. However, swords will come from the right, so jump over them
when you see them and spin the swordsman when you get close enough.
DEATH ROUTE: A little over halfway through this level is the Death
Route platform. For the quickest way to achieve the crystal and both
gems in one run is to go up to the Death Route platform and complete
it. At the end, jump off the edge of the building to kill yourself.
You’ll go back to the previous checkpoint and be able to carry on with
the regular level.
This is a tough Death Route for the less advanced player. Precision,
precision, precision is key. Those first two fire bombers require
precise timing – the jumps from the magic carpets to the ledges require
precision, and taking out the scorpions on the hanging section require
precision.
Likely the toughest part of the whole path is the part where there are
two fire bombers on two sides of a gap, and a floating genie in
between. To make things easier, try sliding into the jar carrier right
before the gap, and chances are that it’ll take out the genie in the
process. This makes the leap a tad easier.
What do you get for your sweat and tears? A shiny purple gem! Now take
it to Level 9 and go get that Box Gem that we couldn’t get before!
BOX GEM: Nothing out of the ordinary here. Make sure you hit the Bonus
Level, and make sure every TNT is detonated.
BONUS LEVEL: This is getting a little trickier. At the section with the
triple sets of bouncy crates, you can try bouncing on them to get them
all, but the smarter method is to simply take them out by the likes of
double jumping, spinning, and body slamming. If you body slam, the
force can take out all three of the crates on the bottom, and if you
use your double jump skill, you can get all of ‘em on top.
TIME TRIAL: OK, here’s the toughest gold relic in the game... if you
don’t know the correct method! If you can do the very first step
correctly, the entire level will play out in your favor. I would not
advise trying gold before you have atleast the Bazooka, so the first
part will play out as if you have it.
- First, hit the clock and kill yourself. Yes, it sounds stupid, but
you need to in order to set the timer for the level.
- When you arrive, quickly spin all of the first four boxes and then
target and shoot the first fire bomber. Now turn around to where you
can just barely see the clock, and target it with your Bazooka. When
the carpet in the background reaches its lowest point, fire and get
moving! NOTE: You have to shoot the clock when the carpet reaches its
lowest point, but you also need to do it the FIRST time that it does.
- To save a few seconds, use the row of four crates just before the
bouncy iron boxes to leap up to the bouncy rug, and then up to the
short wooden walkway. You may want to practice this a few times before
attempting it in time trial mode.
- On that first short walkway, you need to slide double jump to go up
THROUGH the floating carpet and land on it from the top. Now double
jump again to the left, and land on the bouncy rug. One more double
jump nets you to the top of the building.
- Hit all three Aku Aku masks in this level, and DO NOT LOSE either of
the first two. That stack of boxes on the rooftop contains a mask and a
few other time boxes. At this point, your time should be around 7:00,
although I could be off.
- After the magic carpet going across the gap, things are a tad tricky.
You can do one of two things – either use a little spin to get the time
box and then another jump spin to knock over the jar carrier, or you
can use a death tornado spin to get both the time box and the carrier
in one spin. The tornado spin is a little more time consuming.
- You should have about 9:00 when you are nearly to the first overhead
grate.
- Blast your way along the grate. When the next wooden walkway is below
you, drop down and death tornado spin your way through the boxes,
including the 3-second one. The next part is tricky. You need to jump
up ever-so shortly and then death tornado spin in the air to the
floating carpet to your right. You could try swinging on the grate over
there, but this saves a bit of time.
- When you reach the next jar carrier, slide into it while on the right
side of the walkway, and it may take out the Aku Aku box a ways away.
This saves you from hitting it on your way past.
- Ah, this next building requires that precision I talk about so often.
Every jump needs to be correct, no faults. Past the TNT crate, double
jump up to the floating carpet and then up to the walkway. Then use the
two carpets (there are many methods of quick ways to do this) to reach
the next bouncy rug, and then you’re up on the rooftop.
- Smack the Aku Aku crate for invincibility, and it’ll take out both
the TNT and the time boxes safely.
- Now you’re on a crazy run. Blast your way past everything, and if you
need to, death tornado spin your way across the gap with the floating
carpet and the floating genie.
- If you still have invincibility by the part with the overhead grate,
be VERY CAREFUL about how you jump up to it. Don’t use a flying leap to
get to it, use a simple jump up and quickly go across. I’ve found that
by using a long jump you’re more apt to let go.
OK, this level is very similar to Level 8, except for two things – A,
there are deep holes in the road, and B, the track is longer.
Really, winning the race is not that difficult if you simply hold your
speed bursts for as long as you can. Don’t hold them incredibly long if
you can’t manage it, though you will need to in time trial mode. Do not
fall into any holes. If you do, it’ll make a delay of four to five
seconds, and then you have to get back to your normal speed once you’re
out of the pit. This is very time consuming and almost always costs you
the race. If you can see that there is a pit covering the whole road,
use a ramp to get over it. Speaking of ramps, don’t use them in the
regular race unless, like said above, you need to jump a pit. They will
slow you down a little bit.
Other than that, it’s not too hard. You may even “stumble” upon a
little secret if you pay REALLY close attention in this level... (see
the “Level 31” section for more details)
BOX GEM: No hidden crates to speak of, just make sure you grab all of
them on the ramps. Like in Level 8, it’s probably a good idea to go
through this level on one separate run to get the Box Gem so that you
don’t interfere with your ability to finish in first.
TIME TRIAL: The rules for Level 8 apply here – hold your speed bursts
for as long as you can, NEVER EVER fall in a pit, hit every time box,
and for goodness sakes, wait for the traffic to clear at the beginning
of the level. If it takes you numerous times to get a certain relic,
though, you may find it easier to simply go with it at the beginning,
but it may cost you the relic if you accidentally bump into one of the
hogs.
The turbos don’t come until about the halfway point of the race, so
keep an eye out for every one of them and make sure that you HIT every
one of them. One final tip: if you’ve got max speed and you need to
turn a corner fairly sharp, but don’t want to totally decrease your
speed, try tapping X right before you hit the corner and you’ll slow
down a little bit, but not too much. It will allow you to go around the
corner without skidding and also keep a decent speed.
I will tell you that the gold and platinum relics are frustrating here.
No mistakes can be made, and all I can tell you is to try, try and try
again.
Ah, another medieval level! I love these, and this one’s my favorite,
because there’s two-headed trolls and it’s storming outside!
Speaking of those two-headed guys – they look rather intimidating, but
they’re very easy to overcome. Stay as far away from them as possible
if you’re simply passing them, and if you’d like, use a good double
high jump to land on their heads and knock them over on their back.
Simple as that. Just watch so that you don’t get hit by a club.
Everything is else is much familiar to the previous two medieval
levels. Wizards, toads, swordsmen, and goats are all standing in your
way. This level has a few tough spots. The first one is right after the
first checkpoint. You’ll find a free life box in between two TNT crates
in a stack. You need to lightly jump up and smack the good box with a
spin, and then quickly run away from the TNT before they explode. Spin
at the wrong time, and Crash goes boom.
On the last bridge at the end of the level, there’s a pair of pits with
a goat between them, and a wizard standing at the opposite side of the
bridge. For beginners, this could be tricky. When the goat walks to one
side of the path, jump to the other, and when the energy bolt from the </pre><pre id="faqspan-3">
wizard comes your way, double jump the pit and the fireball, and then
jump one more spell before spinning the wizard.
BOX GEM: Like every other platforming level, there are barely any
hidden boxes. Just make sure you hit the bonus level.
BONUS LEVEL: OK, things are getting more complicated. This bonus level
will require you to THINK before you ACT. At one point, there are two
TNT crates within a stack of crates, and on the other side is a bounce
crate. You need to double jump over the TNT stack, because the TNT’s
explosion will wipe out the bounce crate, and as you can see, there’s
outline boxes above it. Go over further and hit the iron switch, and
then go back and use the bounce crate to reach these, and then jump on
the TNT.
Near the end of the bonus there is a situation with a bounce crate on
top of a TNT, which is on top of a few regular crates. Smack the few
crates and quickly jump up to the bounce crate. Get all of the boxes up
here before the TNT explodes. If it explodes, not only could Crash go
with it, but it will destroy the bounce crate and render you enable
from getting the boxes up high.
TIME TRIAL: Unlike the previous two medieval levels, running on the
walls isn’t as helpful, as there are so many time boxes on the regular
path that running on the walls almost wastes time. Here are some tips
for your run:
- Shoot your Bazooka at the first double header, and then use the
Bazooka again to hit the time clock from a little ways up ahead.
- Don’t lose an Aku Aku mask: there’s invincibility in this level!
- The two guys swinging the swords are tricky. Often times they’re
swinging them right as you pass, so try to run on the walls to avoid
them.
- Right beyond the second sword guy is a 2-second and 3-second box.
Unfortunately, the latter is between the two TNT. For the best results,
you need to hit both crates in one spin (and not a tornado spin, a
regular one). One wrong move with the TNT, and it’s back to the start
for Crash.
- Another 3-second box lies on top of a stack with TNT. Double jump up
to reach it, and make it a smooth jump-and-spin combo.
- The rest of the level is pretty easy, as soon you’ll have
invincibility. This will last you right up to the part with the goat
and the wizard on the bridge, unfortunately. At this point, you have
two Aku Aku’s left: use them! Feel free to use one on the goat-and-
wizard bridge, and another with the final double header of the level.
Voila, the relic is yours.
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Boss 3: N. Tropy
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Here’s the first big antagonist of the game, Dr. Nefarious Tropy. If we
can wipe him out, it’ll send Cortex and Uka Uka in some distress...
The thing about N. Tropy is that he’s an easy boss... once you figure
out HOW to dodge him. This takes some work. Basically, if you get hit
by anything he shoots at you, you’re dead. Simple as that. The first
thing he launches is a sort of fireball. Double jump over this easily.
Then come a series of fiery lasers. This is the pattern from where the
lasers start – front, right, left. Now he’ll rest for a second and
reveal a series of platforms over the gap separating you (very
stupidly, I might add). Jump across these carefully, and spin him at
the other side.
Round #2... and it’s exactly the same as before, with a few added
difficulties. Now he fires two fireballs, and the second one needs to
be ducked underneath (just crouching is fine). He’ll fire four lasers
this time – the pattern is front, front, right, front. Then comes a
series of platforms across the gap, only less to work with. Carefully
(but quickly) make your way across and spin him.
The final round is just another notch up. Three fireballs this time,
the first needs to be double jumped, the second needs to be crouched
underneath, and the third also needs to be double-jumped. Then the
lasers, with another pattern – left, right, front, left, left. One last
series of platforms – and this is the hardest, too. Get across it
safely and spin him for the last time. The clock freak’s time is up.
Grab the Death Tornado Spin power-up and we’re finished here!
Super-Secret Levels
*********************
Level 31: Hot Coco
Level 32: Eggipus Rex
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Level 31: Hot Coco
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Collectables – Box Gem, Relic
Boxes – 70
Platinum relic is automatic with NTSC version.
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Level 32: Eggipus Rex
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Collectables – Clear Gem, Relic
Platinum relic is automatic with NTSC version.
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15 levels down... 17 more to go. The rest is soon to come! Thank you
for reading my walkthrough. I would like to thank the following:
- My parents, for obvious reasons
- You, for actually reading this
- Naughty Dog, for creating four amazing Crash games (P.S. – if any of
you guys are reading this, please come back to Crash! The series is
just not the same without you).