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Crash Twinsanity Prima Official Guide

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68 views110 pages

Crash Twinsanity Prima Official Guide

Uploaded by

gabrielmakesart
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 110

Prima Games

A Division of Random House, Inc.

3000 Lava Ridge Court


Roseville, CA 95661
(800) 733-3000
www.primagames.com
PRIMA OFFICIAL GAME GUIDE
Joe Grant Bell

The Prima Games logo is a registered trademark of Random House,


Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording, or by any information storage or retrieval
system without written permission from Prima Games. Prima Games is a division
of Random House, Inc.

Product Manager: Mario De Govia


Project Editor: Carrie Andrews
Layout & Design: Graphic Applications Group, Inc.

Crash Twinsanity © 2004 Universal Interactive, Inc. Crash Bandicoot and related
characters are ™ and © Universal Interactive, Inc. All rights reserved. Vivendi
Universal Games and the Vivendi Universal Games Logo are trademarks of
Vivendi Universal Games, Inc., in the U.S. and other countries. The ratings icon
is the trademark of the Interactive Digital Software Association.

All products and characters mentioned in this book are trademarks of their
respective companies.

Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T", "M", "AO"
and “RP” are copyrighted works and certification marks owned by the
Entertainment Software Association and the Entertainment Software Rating
Board and may only be used with their permission and authority. Under no
circumstances may the rating icons be self-applied or used in connection with
any product that has not been rated by the ESRB. For information regarding
whether a product has been rated by the ESRB, please call the ESRB at 1-800-
771-3772 or visit www.esrb.org. For information regarding licensing issues,
please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply
to the content of the game itself and does NOT apply to the content of this book.

Important:
Prima Games has made every effort to determine that the information contained
in this book is accurate. However, the publisher makes no warranty, either
expressed or implied, as to the accuracy, effectiveness, or completeness of the
material in this book; nor does the publisher assume liability for damages, either
incidental or consequential, that may result from using the information in this
book. The publisher cannot provide information regarding game play, hints and
strategies, or problems with hardware or software. Questions should be directed
to the support numbers provided by the game and device manufacturers in their
documentation. Some game tricks require precise timing and may require Acknowledgments
repeated attempts before the desired result is achieved. Thanks to the following people for making this book happen:
Chris A. Wilson and Vincent Kudirka from Vivendi/Universal
ISBN: 0-7615-4574-3
Games, Mario De Govia and Carrie Andrews from Prima, and
Library of Congress Catalog Card Number: 2004107106 copyeditor Mike Walter.

2
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Iceberg Lab and Beyond . . . . . . . . . 39
Fruit and Loot . . . . . . . . . . . . . . . . . . . . . . . . 5 Iceberg Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Wumpa Fruit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Ice Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Crates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Iceberg Lab Revisited . . . . . . . . . . . . . . . . . . . . . . . 45

Power Crystals and Gems . . . . . . . . . . . . . . . . . . . . . 7 Slipslide Icecapades . . . . . . . . . . . . . . . . . . . . . . . . . 47

Movable Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 On the Way to Ngin . . . . . . . . . . . . . . . . . . . . . . . . 51

Character Moves . . . . . . . . . . . . . . . . . . . . . 8 High Seas Hijinks . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

Crash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Into the Ship's Hold . . . . . . . . . . . . . . . . . . . . . . . . . 56

Linked Crash and Cortex . . . . . . . . . . . . . . . . . . . . . . 9 To the Airship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

RollerBrawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Down and Out in the Academy of Evil . . 60


HumiliSkate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Academy of Evil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

Cortex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Boiler Room Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

Nina. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Crash Classroom Chaos . . . . . . . . . . . . . . . . . . . . . . 69

Goons and Hazards. . . . . . . . . . . . . . . . . . 12 Cortex Classroom Chaos . . . . . . . . . . . . . . . . . . . . 73

Common Enemies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Rooftop Rampage. . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

Bosses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Leaving the Academy. . . . . . . . . . . . . . . . . . . . . . . . 82

Common Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 And Twinsanity for All . . . . . . . . . . . . . 83

It Begins . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Twinsanity Island . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

NSanity Island. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Rockslide Rumble. . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

Jungle Bungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Out and About on Twinsanity Island . . . . . . . . . 86

Cavern Catastrophe . . . . . . . . . . . . . . . . . . . . . . . . 24 Bandicoot Pursuit. . . . . . . . . . . . . . . . . . . . . . . . . . . 90

NSanity Island Revisited . . . . . . . . . . . . . . . . . . . . 31 Ant Agony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

Totem Hokum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Final Boss Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . 106

Off to the Iceberg Lab . . . . . . . . . . . . . . . . . . . . . . 38

3 primagames.com
PRIMA OFFICIAL GAME GUIDE

As our story begins, Dr. Cortex is up to his old tricks. His not-so-cunning plan is to kidnap Coco, impersonate her, and
lead Crash into a diabolical trap. What Cortex doesn't realize is that a new evil threatens the islands: the Evil Twins.
The Twins force Cortex to temporarily abandon his scheming and enter an unlikely alliance with none other than
Crash himself.
Not that it's a comfortable alliance. Crash alternately drags Cortex around, uses him as a snowboard, and fights
with him in a bizarre game mechanic known as RollerBrawl. Still, they persevere; it's amazing what a common
enemy will do for a relationship.
Your task is to lead Crash, Cortex, and Cortex's niece Nina through a bewildering array of environments and
gameplay modes. But never fear. This guide will be your trusty companion. Between this book, Cortex's evil genius,
Nina's spring-loaded arms, and whatever Crash brings to the table, you're certain to succeed. So kick back the
recliner, put on your giant foam novelty hat, and prepare yourself for a wild (and weird) ride.

4
Crash has a long, hard road to travel, but he isn't Reinforced Wooden Crates
empty-handed. Heaps of useful things are scattered
along the way; making the best use of it is vital for
success. Here's a look at all the gems, crystals, crates, Reinforced wooden crates can only be
and miscellaneous items that Crash can gather broken with slam moves, such as Body
throughout the game. Slam or Twin Slam. They yield between
five and ten Wumpa.

Wumpa Fruit
Crash has a sweet tooth for Wumpa Multiple-Hit Crates
fruit, so collect it whenever you can.
Wumpa fruit is sometimes found in Jump on or head-butt these crates
crates but often it's just lying multiple times; you get two Wumpa for
around. each hit. Do not break them with a spin
A fruit counter briefly appears in move or other attack; this yields no
the top left of your screen whenever Wumpa at all.
you grab a Wumpa fruit. The fruit
gets cashed in for an extra life when the counter
reaches 100. Harmful Crates
The following crates are deadly, but they can also be
useful in certain situations.
Tip
TNT Crates
Don't worry about grabbing every last fruit in a level. Aside
from receiving that extra life every time you collect 100, TNT crates explode immediately if
there's no particular bonus for clearing a level of fruit. broken—which means instant death.
If you jump on them, they count
down from three and then explode.
Crates (Obviously, jumping on them is the
All manner of crates litter Crash's world. Here's a guide safe way of dealing with them.)
to crates and their uses. TNT crates are often placed near rows of nitro crates
and serve as timers. Hop on the TNT crate and get away
Wumpa Crates fast to detonate the nitro crates safely.
The following crates all have a single purpose. They
provide Wumpa fruit. They just do it in different ways.
Nitro Crates
Whereas TNT crates only explode
Basic Wooden Crates when broken, nitro crates explode
when touched in any way. Avoid these
at all costs.
Basic crates yield one Wumpa fruit If nitro crates block your path, you
when broken. either need to find some way around
them or find a way of safely detonating them—for
example, with a detonator crate or by knocking an
object or enemy into them.
Surprise Crates

Surprise crates yield between five


and ten Wumpa when broken. The
exact amount is a surprise (get it?)
every time.

5 primagames.com
PRIMA OFFICIAL GAME GUIDE

Platform Crates Aku Aku Crate


The following crates help you get from one place Break Aku Aku crates to gather Aku Aku
to another. masks, which protect your character
from certain kinds of damage. But
Iron Crates what sort of damage do they protect
you from?
Iron crates are unbreakable. Think of Falling off the world is always lethal.
them as safe platforms for Crash to So is falling in lava, deep water, or any noxious liquid.
stand on. Explosions are always lethal too.
Enemy attacks are another matter. If you have one
Aku Aku mask, you can absorb one enemy attack
without ill effects. If you've gathered two masks, you
Iron Spring Crates can absorb two hits. And if you collect a third mask, you
Iron spring crates are unbreakable. become invincible for about five seconds. (After your
When you jump on them, they bounce invincible time is up, you're reduced back to two masks.)
you into the air.
Aku Aku masks give you an edge during tough levels,
These crates are often used to so Aku Aku crates are almost as useful as Crash crates.
access high spots that would otherwise
be unreachable. Iron Switch Crates
Jump on (or Spin-Attack) an iron
Wooden Spring Crates
switch crate to fill in outline crates. But
Wooden spring crates are like iron what are outline crates? See the
spring crates, with one exception. They following.
can be broken by any attack.
Usually, you do not want to break
wooden spring crates—at least, not Outline Crates
until you've bounced on them and Outline crates are just placeholders,
gathered any goodies above. showing you where crates will appear
if you activate the corresponding iron
Special Crates switch crate.
The following crates have diverse powers. Whenever you see outline crates,
you know there has to be an iron
Crash Crates (Extra Life Crate) switch crate somewhere nearby. Go look for that iron
Break crates with Crash's handsome switch crate, activate it, and return to see what replaced
mug on them to earn one extra life. the outline crates.
As you might expect, these are
Detonator Crates
some of the handiest crates in the
entire game. They're often the reward Jump on (or Spin-Attack) a detonator
for making a tricky jump or figuring crate to blow up the nitro crates that
out a puzzle. are linked to it.
Detonator crates often clear
paths, opening up areas that were
previously blocked by deadly nitro
crates.

6
Fruit and Loot

Checkpoint Crates Movable Objects


Whenever you lose a life, you reappear
next to the last checkpoint crate you Some objects can't be picked up, but they're still
passed. useful. Here are a few objects that appear time and
again in the game.
You don't have to hit checkpoint
crates; they're automatically triggered Cannons
as you pass them.
Cannons are
World Crates anchored in place,
but Crash can
World crates are save points. If you rotate them and
have enabled auto-save, your game is aim at different
automatically saved when you reach things.
one of these.
Jump on the
Whenever you manually save the cannon's button to
game, your save point is the last world fire a cannonball
crate you passed—not the last checkpoint crate. that you can roll
If you run out of lives and are forced to continue, you around.
reappear at the last world crate you passed. Body Slam the button to fire a longer-range shot that
There's no need to touch world crates; they're explodes on impact.
automatically triggered as you pass them. You use cannons to solve various puzzles in the game.

Power Crystals and Gems Movable Platforms


Straw bales
Power crystals and and barrels are
gems are entirely common items that
different items. It's can be pushed
important to know around and used
the difference. as platforms. If you
Power crystals, see one of these
which are tall and objects, you should
skinny, are immediately think
necessary objects about pushing it
for Crash's quest. somewhere useful.
As you complete
levels, you automatically collect power crystals at Cannonballs, Soccer Balls, and More
certain points. There's no way to miss them, so you You find a number of spherical objects for Crash to push
don't need to worry about that. around. Some, like cannonballs, eventually explode—so
Gems are completely different. Each you have to be careful. Others, like soccer balls, are
and every level contains six gems, completely safe.
which are not necessary to complete On several
the game. Collecting these gems occasions you
unlocks special movies and artwork. must push a ball
You can scroll through a list of around (or Spin-
levels whenever you pause the game Attack it or Knee
to see exactly how many gems you've collected from Slide it) in order to
each level. If you didn't get all the gems from a solve a puzzle.
particular level, you have certain opportunities to go Bear this in mind
back and try again. when you see a
ball lying around.

7 primagames.com
PRIMA OFFICIAL GAME GUIDE

You don't always control Crash in this game—at certain times you're in charge of Cortex or his niece Nina. Also, there
are times when Crash and Cortex are linked together. Each character (or set of characters) has its
own moves and abilities, which we'll cover in the next few sections.

Crash
Crash is the main man—or, rather, bandicoot. You control him during most of the game.
Crash is the only character who can double jump. To do this, jump, then press the jump
button a second time while in midair.

Tip
The timing of the double jump depends on what you're trying to do. The second jump
should come quickly after the first if you're trying for maximum height. Wait longer
between jumps if your goal is to cover lots of distance.

Note that crouching, crawling, and Knee Sliding are all controlled by the same
button. Press the button while standing to crouch, move around while crouching to
crawl, and press the button while running to Knee Slide.
The Spin-Attack is Crash's all-purpose strike, which you should use against most
enemies. Knee Slides are useful against certain enemies that can't be spun. Both
attacks can be used to move objects around, thereby solving puzzles.
Body Slam is mainly used to smite Greedy Worms, break reinforced wooden
crates, and trigger buttons.

Crash's Moves
Move PS2 Xbox
Walk/Run Left Analog Stick Left Analog Stick
Spin P 3
Jump U 1
Double Jump U,U 1,1
Crouch O 2
Crawl O+ Left Analog Stick 2+ Left Analog Stick
Body Slam U,O 1,2
Jump Spin U,P 1,3
Knee Slide Left Analog Stick +O Left Analog Stick +2
Slide Jump Left Analog Stick +P+O Left Analog Stick +3+2

8
Character Moves

Linked Crash and Cortex


At some points in the game, Crash can Spin-
Attack Cortex to link up. Then Crash gets to
drag the unwilling Cortex through the
level. The linked duo has different moves
than either individual.
The linked pair's Spin-Attack is the same
as Crash's. The only difference is that Crash
actually whips Cortex around, so it's a longer-
range attack.
While you can jump with the linked pair, you can't
jump nearly as far as Crash can jump by himself.
Twin Slam is a
Linked Crash and Cortex Moves standing slam move,
Move PS2 Xbox which is useful for breaking
Walk/Run Left Analog Stick Left Analog Stick crate walls or squishing
enemies.
Spin P 3
Spin Throw and Overhead Throw are two different ways
Twin Slam O 2 of tossing Cortex across a gap. Spin Throw throws him
Jump U 1 straight and low while Overhead Throw tosses him in a
Spin Throw P,O 3,2 high arc. You need to use each technique at different times.

Overhead Throw U,O 1,2 If Crash and Cortex get separated, run up to Cortex
and Spin-Attack him to link back up.

RollerBrawl
In RollerBrawl, Crash and Cortex are locked in mortal combat. They form a
fighting, kicking, scratching ball that you steer through the level.
There are no special moves in RollerBrawl; you can't jump, spin, or
do anything fancy. All you can do is guide the ball through the
level, collecting useful stuff and avoiding hazards.
If the RollerBrawl comes to a rest,
sometimes one
character
temporarily gains
supremacy and
spanks, throttles, or
pounds the other. This is
amusing to watch, but it has
no affect on gameplay.

9 primagames.com
PRIMA OFFICIAL GAME GUIDE

HumiliSkate
The HumiliSkate mechanic happens when Crash uses Cortex as a snowboard or skateboard,
riding him down a slope.
You only have a couple of moves in HumiliSkate. Steer with the analog stick; press forward
or back to slightly adjust your speed.
Your jumps don't get much air unless you're on a ramp or upslope. Always jump slightly
earlier than you think you should; jumping late results in no air whatsoever.
Crouching speeds you up. This is only necessary or desirable when you're
being chased.

HumiliSkate Moves
Move PS2 Xbox
Change Direction/Speed Left Analog Stick Left Analog Stick
Jump U 1
Crouch for Speed O 2

Cortex
Cortex has a wide assortment of moves, but you actually only need a
couple of them.
His pistol is his most valuable tool. Use it both to destroy enemies
and to clear away obstacles. Since Cortex's legs are short and stubby,
it's often easier to shoot away obstacles rather than avoid them.

Cortex's Moves
Move PS2 Xbox
Walk/Run Left Analog Stick Left Analog Stick
Fire P 3
Charge-Up Blast Hold down P Hold down 3
Jump U 1
Crouch O 2
Crawl O+ Left Analog Stick 2+ Left Analog Stick
Radial Blast U,O 1,2
Body Slide Left Analog Stick +O Left Analog Stick +2
Strafe Move l or r 7 or 8

10
Character Moves

Hold down the fire button for a Charge-Up Blast. This is more powerful than
the standard shot. You don't need to use this ability much; the standard
shot works fine on almost everything.
The Radial Blast is similar to Crash's double jump. Cortex jumps into the
air, then shoots the floor to gain a little extra height. Again, this trick can be
handy, but you seldom need to use it.
The Body Slide is similar to Crash's Knee Slide, except that Cortex dives
headfirst.
Finally, the Strafe Move is useful for avoiding obstacles, particularly in
sequences where Cortex is being chased directly toward the camera and doesn't
want to slow down as he dodges.

Nina
Nina Cortex's main move is a combination punch and grappling
attack. Use it on enemies to dispatch them from long range (or to
safely detonate nitro crates). Use it on grapple points to rappel up
walls or swing to new ledges.
Nina clings to some grapple points
while she automatically flings herself off
others. You'll get a feel for this as you play
the game.
Nina's spin move is much like Crash's; it's the
main move she uses for dispatching foes.

Nina's Moves
Move PS2 Xbox
Walk/Skip Left Analog Stick Left Analog Stick
Punch/Grapple O 2
Jump U 1
Spin P 3
Jump Grab/Grapple U,O 1,2

11 primagames.com
PRIMA OFFICIAL GAME GUIDE

Hordes of evil goons, malicious animals, and devious Shield Tribesmen


pitfalls stand between Crash and his goals. Here's a look
at some of the most frequent threats. Shield Tribesmen
carry spiked
shields that
Common Enemies protect them from
Spin-Attacks. To
The following enemies appear over and over again, so it
dispatch them,
pays to be familiar with them. They're listed in roughly
first Knee Slide
the order they appear.
them to make
them drop their
Greedy Worms shields, then
Greedy Worms bite if you stand too close. Spin-Attack them.
But they're also useful. You can jump on
their heads to bounce to extreme heights. Spear Tribesmen
Some Greedy Spear Tribesmen
Worms live in are the most
tunnels with common kind of
multiple exit Tribesmen. They
holes. Body like to charge in
Slam a Greedy and poke at you
Worm to make it with their long
move to a spears. Dodge to
different hole, the side and Spin-
where you can Attack them to
jump off its take them out.
head and collect
useful stuff.
Tip
Tip Avoid attacking Spear Tribesmen from straight on, as it's
tricky to get past the spear.
After bouncing off a Greedy Worm's head, be sure to land
either on its head again or far away. If you land right next
to the Greedy Worm, you'll fall on your back (since you fell Lookout Tribesmen
so far), and it will bite you. Lookout Tribesmen
peer through
binoculars and
Tribesmen hurl deadly
Tribesmen come in several varieties. accurate spears if
they see you. You
must avoid
moving while
they're alert (see
chapter 4 for
details), and you
must sneak past them while they're not.

12
Goons and Hazards

Lancer drones
Razorbacks and Guard Dogs are much tougher
Razorbacks are than ant drones.
semiwild boars They wield
kept by Tribesmen. lightning swords,
If you get close, and their basic
they try to charge attack is to lunge
straight in and at you. Run
gore you. Spin- sideways to avoid
Attack them the lunge, then
directly, or jump in Spin-Attack them.
the air and Spin- You must hit them
Attack as you land twice to kill them (or, alternately, spin them into a pit).
on top of them.
Fire drones
spew gouts of
fire every few
Guard dogs seconds. Either
show up later, at run in and Spin-
the Academy of Attack them after
Evil. Deal with they've just
them in the same finished a fire
way you deal with attack, or jump
Razorbacks. the fire attack
and Spin-Attack
as you land on
them. Fire drones, like lancer drones, must be hit
twice before they go down.
Ants
Bore drones
drill through the
Like Tribesmen, there are earth and pop up
several varieties of robotic beneath you.
ants. In fact, these minions Keep moving
of the Evil Twins are the while they're
most diverse enemies in tunneling to
the game. prevent them
from hitting
you as they
emerge. They're
temporarily dizzy
when they reappear, so you can
easily Spin-Attack them twice to
Ant drones hold dispatch them.
no weapons. They
simply charge in
and grab. Spin-
Attack them once
to get rid of them.

13 primagames.com
PRIMA OFFICIAL GAME GUIDE

Hover drones fly


around and shoot
Rhino Pirates
energy projectiles. Rhino pirates are
Your best bet is to minions of the
lure them close, insane ship's
then jump and captain, NGin.
Spin-Attack in They like to swing
midair to knock through the air on
them down. Like ropes, causing
the other advanced damage if they hit
drones, they must you. They can also
be hit twice. throw barrels. Just
avoid them; they
Ice Bats cannot chase you.

Loboto Mouse
Ice bats try to dive These crazed
into you, causing rodents sometimes
damage. When ignore you for a
they get close, while, only to
stand still and charge toward you
wait for them to a few seconds
dive. Spin-Attack later. Try to avoid
as they meet you. landing on them
when you jump.
Spin-Attack them
Rocket Penguins to clear them away
Rocket penguins whenever they get
blast off with too close.
powerful jetpacks
and detonate
upon impact. They ZomBot
come in two ZomBots are the
varieties, which small, aggressive
look identical. robots found in
Vertical-flying the Academy of
penguins fly into Evil. When you
the air, then come get close, they
crashing down to shake with
explode. Keep moving while they're in the air to avoid excitement and
having them land on your head. charge toward
Horizontal-flying penguins stay near the ground, you. Spin-Attack
homing in on you. Get just close enough to bait them, them once to take
then run away. them out.

14
Goons and Hazards

Frog N. Stein Hall Monitor


Hall monitors,
These twisted like Lookout
frogs hop through Tribesmen, go
certain classrooms through alert and
in the Academy of not-alert phases.
Evil. Shoot them Hide while they're
with Dr. Cortex's alert, then look
blaster to put an for a way to
end to them. destroy them.

Janitor Roaches and Beetles


Giant, robotic Fire Roaches
janitors keep the are insects that
Academy of Evil can damage you
clean. Shoot if they touch you.
school bells to Spin them to get
cause hordes of rid of them.
evil children to Furnace Beetles
run out, trampling are tougher, and
the janitors. Or are capable of
run and jump to spitting acid!
avoid them. When paired up
with Cortex, spin
them to flip them on their backs, and then use a slam
move to squash them flat.

Bosses
Hey, we're not going to spoil the fun. Instead of listing
all the bosses here, we'll discuss them whenever they
appear in the game.
If you're having trouble with a particular boss, check
out the walkthrough section and you'll find all the info
you need.

Common Hazards
Aside from monsters, there are a few common
things you constantly need to watch out for. Here's
the short list.

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Pits Moving, Falling,


or Disappearing Platforms
You constantly
jump from
You encounter
platform to
bottomless pits all
platform, and
over the place.
often there's a
Avoid these at all
twist. Some of
costs, or you'll
these platforms
lose a life.
move around;
others fall after
you've stood on
them a second;
others disappear
Tip at certain intervals. Study difficult jumps before you
make them, and have a plan in mind before you
If Crash and Cortex are linked, you can Spin Throw or start moving.
Overhead Throw Cortex into a deadly situation (a pit, water,
lava) and not lose a life. Cortex simply teleports back to join
Crash, and you can Spin-Attack him to link back up.
Explosives
Nitro and TNT
crates are
Water, Lava, Slime constant hazards.
Crash isn't much Always keep
of a swimmer. a sharp lookout
He can safely for these, and
wade in shallow think of ways to
water, but falling avoid or safely
in deep water detonate them.
always results in
a lost life.
Lava, slime,
and other noxious High Falls
fluids are always
Crash and friends
instantly lethal.
can fall long
distances and
survive, but
remember that
there are limits. If
you fall from a
really spectacular
height, don't be
surprised if you
lose a life.

16
As the adventure begins, Dr. Cortex is up to his usual
tricks: a little scheming, a little kidnapping, and some
mighty big (and bad) plans for Crash. You get a little
When the nitro
time to goof off on NSanity Island, but don't get too
crates are gone,
comfortable. It isn't long before the action starts to
jump onto the
heat up.
iron spring crate
and collect gem
NSanity Island #1 up top.
Your trek begins on NSanity Island. It's Crash's home
and a playground of sorts, where you can grab gems,
Wumpa fruit, and extra lives—but don't be fooled. There
are hazards aplenty. You learn vital skills just by
exploring. Note
If you're in a hurry, look for Crash's house and cut We'll make a note of all six gems in every level, numbering
right to the next section. Otherwise, follow these them as we go.
directions to gather crystals and get a feel for the game.

Nearby, jump up a
You start out on
series of ledges.
the beach; just the
Jump on top of
place for some
the Greedy Worm
rest and
for extra air.
relaxation.

Find the chicken Hop onto a TNT


coop by the nitro crate on the top
crates. You need ledge and back
to blow up those off. When the tree
nitro crates to get falls, cross to
a gem—but you more ledges and
can't touch them grab some extra
directly. lives.

Blow up the tall Look for a


stack of nitro waterfall. Jump
crates by chasing up the ledges by
chickens into the the waterfall
crates. Or Spin- (don't worry, the
Attack the falling fish won't
chickens into hurt you) and
them. Or roll a grab extra lives at
giant acorn into the top.
them. Be creative.

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A nearby slope
leads out over the
water. Head up
and check out the Return to the
cave on the other main island,
side. You can't get hopping across a
across yet. Look series of pillars
down and see the and floating iron
stone pillars in spring crates.
the water; you can
raise them later.

Turn around and Head down the


look for a tall beach, in the
ramp that looks direction you
like a ski jump. haven't explored
That's where to yet. Find a cannon
go next. and a row of
spiked pillars.

Hop on some
Greedy Worms to
reach the top of
the ramp. Jump Move the cannon
onto the sled you by pushing it.
find up there, and Aim at each of the
ride down the four pillars, then
ramp. Just as the Body Slam the
sled flies off the button to fire a
ramp, double cannonball.
jump to land on a
tiny island.

Run around back Tip


of the little island,
take some Greedy Only a Body Slam shoots cannonballs far enough to hit the
Worm-assisted pillars. Jumping on the button spits out a cannonball you
jumps, and collect can roll around—but that isn't good enough for this
gem #2 from a situation.
pillar.

18
Jungle Bungle

Shooting the Run to the world


pillars makes crate beside the
them crumble to a house to trigger a
manageable short movie with
height. After all the disguised
four pillars are cut Cortex. As soon
down to size, leap as you regain
across them to control of Crash,
collect gem #3. follow Cortex
That's all the down the path.
gems for now; Spin-Attack those
you'll collect the pesky crabs and
last three later on. jump over a log.

Jungle Bungle Hop across a


trench, then cross
Okay, you've learned the ropes. It's time to get down to a wooden bridge.
business. Dr. Cortex has kidnapped fair Coco, and now Spin-Attack the
he's put on a blond wig to impersonate her—and lead skunk guarding
Crash into a trap. Apparently, Crash needs glasses the bridge, and
because he's more than willing to follow. grab some fruit
and an Aku Aku
Run toward Mask on the
Crash's house to other side.
enter Jungle
Bungle (the
transition is Hop another
instant). Check trench, Spin-
out the pillar Attack another
beside the skunk, and pogo
house—yep, that's between two
a gem on top. multiple-hit
crates to reap
every last Wumpa
fruit. Then hop
There's a bomb by
another trench
the pillar. Slowly
and keep going.
roll it into the
pillar's mouth and
get away fast. The
explosion shaves
some height off Cortex disappears
the pillar. Now into a cave mouth,
push a barrel from but ignore him for
Crash's front yard a second. Veer left
up to the pillar, and find a cannon
then double jump mounted near
off the barrel to get four spiky pillars.
atop the pillar and
grab gem #1.

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Hop on the Get back to the


cannon's button cave mouth
to spit out a where Cortex
cannonball (don't disappeared. Knee
Body Slam). Then Slide the shield-
slowly roll the bearing native to
cannonball up to make him drop
the nearest pillar his shield, then
and shove the ball Spin-Attack him to
in its mouth to cut finish him off. Run
it down to size. into the cave.
Now destroy two
more pillars the same way.

Exit the cave,


Tip run across a
checkpoint crate,
Roll cannonballs across the bridge to reach those other two and Spin-Attack a
pillars. Take it slow and easy. Also, notice the Aku Aku hostile plant.
mask in the water—but don't go down there unless you're Farther along the
mighty skillful. It's a tough jump! path, avoid the
swinging log.
There's one pillar
left, and it's
behind a log.
Produce a
cannonball, and
Knee Slide it to Smack down a
lob it over the log skunk and a
and into the final native past the
pillar. When all swinging log, but
four pillars are cut avoid the nitro
down to size, leap crates.
across all of 'em
to collect shiny gem #2.

There's a small
Tip
beach nearby. Get
If you're clever, you can smack the skunk or native into the
down there and
nitro crates for a satisfying explosion. Or, they may run
jump on an iron
into the crates all on their own.
spring crate to
collect gem #3.

20
Jungle Bungle

Hit a checkpoint
There's a Greedy crate and notice
Worm in the the nitro crate-
ground nearby; covered log in
you have business front of it. Jump
with him later. For across the TNT
now, jump over crate (not the
him and look in nitro crates). If
the clearing you double jump,
beyond him. you can avoid
detonating it.
Destroy the plant
Look for a chain on the other side.
of nitro crates and
Jump across a pit
iron crates, and a
(wait for the
single TNT crate.
swinging log to
Activate the TNT
pass before
crate by jumping
jumping), then
on it and getting
follow Cortex
away fast. The
across a narrow
explosion sets the
land bridge with
iron crates
another swinging
bouncing up and
log. Crawl on your
down. Hop onto
belly to avoid the
the iron crates and double jump at their highest point.
swinging log.
Collect all the Wumpa fruit and gem #4.
Return to the Jump over a
Greedy Worm. collection of nitro
Bounce off his crates, iron crates,
head onto a pillar and regular
to collect gem #5. crates—or jump
Body Slam him to to Spin-Attack the
make him move regular crates,
over to a cliff. then get back
Bounce off his while the nitro
head at the new crates blow up.
location, grab
gem #6, and leap
up a series of ledges, using more Greedy Worms for Double jump onto
extra bounce. a pillar in the
middle of a wide
Up top, detonate trench, and
a TNT crate to immediately
make a tree fall. bounce off it to
Run across the the other side. The
tree, then attack pillar drops a
a detonator crate second after you
to drop a second touch it, so be
tree—and run quick. Grab an
across that extra life from a
one too. Crash crate on the other side.

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Boss Fight:
You now
approach a skunk Cortex and MechaBandicoot
with a bad Now you're in for a real treat—two bosses for the price
attitude. Spin- of one. Such a deal. Read on for suggestions on how
Attack him into not to get vaporized.
the nitro crates
piled behind him,
and watch as they Cortex
blow sky-high.
In this stage, Cortex flies a hover platform and has
three attacks: streaming shots, bombs, and a green
plasma blast.
A red target appears on the ground when Cortex is
Past the vaporized
about to fire the streaming shots. To avoid them, just
skunk, watch as
keep moving. Run around the arena in big loops.
an evil plant gets
smashed by two Cortex's next attack is a green plasma blast, which
logs. Run past its homes in on Crash. Stand still and wait until it's close,
remains and hop then Spin-Attack to send it back toward Cortex.
onto a sled.
The final attack is a stream of bombs. A blue target
appears on the ground at the spot each bomb will fall—
obviously, avoid standing there. Bombs destroy the
floor section they hit, except the very middle section,
which is never destroyed.
Ride the sled
down a short hill
and hop off. Run
into a small
Cortex takes to
arena, where
the sky on his
Cortex is waiting
hover platform
for you.
and fires
streaming shots
at you. Keep
running in wide
loops, avoiding
the red target.

Next, Cortex fires


a green plasma
blast. Stand still
and Spin-Attack
just before it hits
you; this sends
the plasma back
to scorch Cortex.

22
Jungle Bungle

Undaunted from Now you're stuck


the plasma blast, in the middle of
Cortex gets back the floor. Cortex
on his platform starts firing
and starts flinging streaming shots
bombs. Avoid again, but this
standing on the time they don't
floor section track. Each time
marked by the the red target
blue target, and appears on Crash,
remember that just move to the
only the center side and wait.
section can withstand a bomb hit. There's no need to run around the entire time.
Cortex fires a third
When three floor green plasma shot.
sections are Spin-Attack it back
destroyed, Cortex into him and he
fires some more collapses. But now
streaming shots. MechaBandicoot
Run in loops hops onto the wall,
(avoiding the and stairs appear.
missing floor Quickly hop up the
pieces) to avoid stairs onto the
the shots. arena wall—the
stairs crumble in a
few seconds.

Cortex fires a
second green
MechaBandicoot
plasma blast. As MechaBandicoot has three attacks: missiles, a
before, stand still chainsaw, and a green plasma blast. He always uses his
and Spin-Attack weapons in that order, unless you've destroyed one or
when it gets close more of the weapons.
to send it back
To avoid his missiles, run along the wall. Keep
into Cortex.
moving in one direction as long as the missiles are
dropping, and you won't be hit.
MechaBandicoot raises his arm before using the
chainsaw. Run to the side. He drags the chainsaw along
the wall a short distance and hits you if you're too close.
Cortex now Finally, MechaBandicoot shudders and "charges up"
throws bombs before firing his green plasma blast. Spin-Attack to knock
again, destroying it back at him. (The blast travels quickly, so be prepared.)
the entire floor
except for the The key to fighting MechaBandicoot is not running
middle. Avoid out of room to run. Whenever he isn't attacking, get
standing on the close to one end of the arena wall so you have a long
targeted sections. way to run when the attacks begin.

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destroyed.) Two plasma hits destroy MechaBandicoot's


missile launcher.
MechaBandicoot
fires a series of With the chainsaw
missiles. Run and missile
along the wall to launcher gone,
avoid them. Next, MechaBandicoot
he brings out the only has his
chainsaw; dodge plasma attack left.
that as well. Spin-Attack three
consecutive
plasma blasts
back into
MechaBandicoot
to finish him off
Now Mecha- and complete the level.
Bandicoot fires a
fast green plasma
shot. Spin-Attack Cavern Catastrophe
to send it back. It Score one for Crash, but Cortex isn't about to give up.
hits his chainsaw. He drags Crash down into a dank cavern, where you're
introduced to a new style of play: RollerBrawl.

Avoid the missiles RollerBrawl


and chainsaw a
second time, and When controlling the RollerBrawl, roll at a moderate
Spin-Attack speed most of the time. Go too fast and you won't have
another green time to avoid pits or nitro crates; go too slow and you
plasma blast back won't have the momentum to collect cool stuff. Also,
into Mecha- you tend to wobble around when moving slowly, which
Bandicoot. This makes it hard to steer precisely.
attack destroys his
Sometimes you can back up to collect stuff you
chainsaw.
missed. Repeatedly roll left and right to gather enough
momentum to grab items high up on the wall.
Avoid another
Occasionally, the path forks, and you can choose a
pair of missile
direction. Either path
barrages, and
will get you there,
Spin-Attack two
more plasma but we'll recommend
blasts back into one. Usually, one is
MechaBandicoot. easier (or has better
(The plasma rewards) than the
comes right after other.
the missiles now
because the
chainsaw is

24
Cavern Catastrophe

Roll down the


tunnel, collecting
Wumpa fruit. Smash through a
Watch for a door onto a ledge.
Crash crate high Roll onto a
on the left wall; wooden walkway.
back up and grab
it if you miss it
the first time.

Keep moving fast


or you'll fall
through a
trapdoor. At the
Avoid nitro crates end of the
as you roll. The walkway, drop
first one is on down, hitting a
your left, so huge crystal as
keep right. you fall. Then
drop twice more,
hitting two more
crystals. This
causes rocks to fall from above.

Tip
Tip
Trapdoors automatically open about two seconds after you
In some spots, nitro crates are stacked on regular crates. roll onto them—so keep moving.
If you're moving fast, you can smash the regular crates and
get away before the nitro crates explode—but it's safest
just to avoid the stack altogether.
Tip
As you just learned, hitting three crystals in the correct
order causes rocks to fall. Remember this fact, as it comes
in handy later.
Roll over a ramp
with a line of nitro Roll down across
crates below it. a stone slab to
You'll hit the nitro collect an extra
crates if you're life, then roll
going too slow— forward into
so keep your another tunnel.
speed up. Follow the tunnel
until it splits. The
left passage is
marked with a
skull and
crossbones while
the right passage is clear.

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Alternate Paths Weave around


nitro crates,
Sometimes you can take more than one path to the moving at
same place. This is the case in RollerBrawl mode moderate speed.
whenever the tunnel forks. Either path will get you When you see a
where you need to go, but usually one is easier or skull-and-
provides better loot. We'll make suggestions and crossbones door
assume you'll follow them, but feel free to take the ahead, speed up.
alternate path.

Smash the
Blast through the
wooden wall and
door. If you're
take the left
going fast and
passage. Move
straight, you
slowly and collect
collect gem #2.
goodies; grab
Approach a
gem #1 along the
waterwheel and
way. Speed over a
fall into it. Let it
few trapdoors,
roll you onto a
through a door,
wooden walkway.
and into a
wooden trough.
Avoiding the green
steam vent, roll
Tip across a trapdoor,
and touch a
The right path gets you to the wooden trough, too, but it checkpoint crate.
contains more nitro crates and no gems. Then wait for a lift
to drop beside the
checkpoint and
ride it up.

The wooden
trough splits into
two paths ahead.
This time, take the
right path.

Tip
You can take the left path, but you'll miss out on a gem and
have to go through a particularly narrow spot with nitro
crates on both sides.

26
Cavern Catastrophe

Tip
Tip
Steam vents always give you a warning. They emit a trickle
of gas just before they blow. Use this visual cue to avoid Getting this gem is tough. You need to make several
getting hit. difficult bounces from platform to platform. Be prepared to
try a few times. Move the camera as high as it goes before
each bounce so you can look down and gauge the distance
Upstairs, you can
go left or right. Go to the iron spring crates. Also, start your approach from
right (avoid the near the edge of each platform, and take it easy. Pressing
steam vent) and the stick too hard makes you overshoot the platform.
collect a pair of
extra lives
balanced on a After getting the
trapdoor. You gem (or not, if
have to be quick. you decided to
skip it), approach
a waterwheel with
bombs falling into
it. Climb in it, but
time it so a bomb
Find another lift. doesn't fall right
Quickly roll across next to you as you
go around.
the trapdoor and
onto the lift; ride it
upstairs. The first wheel
drops you into a
second wheel.
Ride the second
wheel until you
Upstairs are three have a chance to
crystals. Roll into roll left, across a
them in the trapdoor. Do it and
correct order (look get into a third
for the red glow wheel on the left
inside the side of the screen.
crystals; it tells
you which one to
hit next), and a
The third wheel
rock bridge falls.
carries you up. As
Roll across the
it goes back
bridge when the rocks are done falling.
down, roll left
Once again you onto a pair of
can go left or trapdoors—one
right. Go right to right above the
take a series of other. Fall through
tough jumps on both of them.
iron spring crates;
the reward is gem
#3. Otherwise, just
go left. Remember
to avoid green
steam vents.

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Roll right, around the button is clear. Then Body Slam the button
collecting gem #4, and repeat. Don't stay in once place for too long.
and drop into a The drill and ants
giant Tiki head. A disappear. Chase
movie plays, in Cortex and Spin-
which Cortex grabs Attack him to link
a Power Crystal up with him. Drag
and a massive him over to the
drill appears. The platform with the
drill opens up, red gear, and
and robotic ants repeatedly Spin-
come out. Attack the gear
to move the
platform up.
Tip
At the top you see
Four walkways lead down from the drill. Robotic ants emerge a distant lever.
from the walkways; some are weaponless Ant Drones that Spin-Attack to
start gathering crates. Others are Lancer Drones with grab Cortex again,
lightning swords, and they guard the walkways.
then point directly
at the lever and
There's a green button on each of the four walkways. Body
Spin Throw Cortex
Slam all four of these buttons to make the drill go away.
over to the lever.
Cortex flies across
the gap, throws
Immediately run the lever, and
forward and Body teleports back.
Slam the green
button on the Grab Cortex again
nearest walkway; and go across the
notice how it goes bridge. Overhead
dark. Then run Throw or Spin
away before the Throw him over a
ants attack. platform that
contains gem #5.
If you're accurate,
you'll smack the
Body Slam the gem and collect it.
other three green
buttons. Your best
bet is to stay back
for a while Get on another
breaking crates. platform with a
Then run up and red gear. Spin-
Spin-Attack the Attack to raise the
nearest Lancer platform, timing
Drones (two hits your spins to
destroys them) avoid gas vents as
until the area you climb.

28
Cavern Catastrophe

Drop into a tunnel


to briefly reenter
RollerBrawl.
Collect extra lives Make your way
and avoid nitro onto a gear
crates on the way platform. Spin-
down the tunnel. Attack to ride it up.
Speed up at the
end to cross a
pair of trapdoors.

On the next
You spill out on a platform, there's a
big platform. rumble, and a
Spin-Attack to link giant drill starts
with Cortex again. rising up from
Twin Slam below. Now you
through a crate must hurry, or the
wall and approach drill will get you.
a ledge with two Read the sidebar
crystals. for tips on
surviving this part.
Spin-Attack the
two crystals in
sequence (the red Avoiding the Drill
flash tells you
which crystal to The drill moves quickly, but you can slow it down by Spin-
hit first), then Twin Attacking crystals. There are three sets of three crystals
Spin Cortex to along the way up. When you Spin-Attack the third crystal
send him flying of each set, rocks fall and slow down the drill. It's
across the gap so important to keep moving quickly, and spin every crystal.
that he hits a third Sometimes there's a crystal right next to a gear
crystal on the
platform. Master the art of standing close to both the
other side. This
crystal and the gear so a single Spin-Attack hits both.
drops a rock bridge.
This saves time.
This is a tough sequence, so be prepared to try it a
Tip few times.
If you miss the third crystal, you may have to hit the first
two crystals again before retrying the Spin Throw.
The first set of
crystals is easy to
hit. The yellow
crystal in the
second set is off
Spin-Attack Cortex to the right, so
to link back up run off the gear
and cross the rock platform, tag the
bridge. yellow crystal, and
get back on the
platform.

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There's a free life


between the last
two crystals and Approach another
gem #6 on a green pool. Double
platform after the jump onto the tall
last crystal. Avoid crate stack, and
the free life (too bounce from the
much time) but stack to the other
grab the gem. Try side of the pool.
for both if you're
confident.

At the top, run


into a tunnel and
catch your breath. Tip
Carefully Twin
Slam the middle This is a tough jump. Try to hit the far edge of the crate
section of a crate stack, jump as you hit the crates, and bounce in the air.
wall, avoiding the Only try to grab the Crash crate beside the main stack if
TNT crates on the you're feeling extra-confident.
sides. Cortex
temporarily leaves
you at this point.
Spin-Attack
another detonator
crate to clear
away the nitro
Attack an iron crates. Hop across
switch crate to two sets of iron
destroy a wall of crates to cross a
nitro crates. Then third green pool.
move ahead when
the coast is clear.

Spin-Attack a You've returned to


detonator crate to the great outdoors.
destroy the nitro Hop down to the
crates above a beach. A movie
green pool of plays, in which
slime. When the Crash and Cortex
explosion's done, encounter the
jump onto the Evil Twins.
iron crates in the
middle of the
pool, then cross
to the other side.

30
Totem Hokum

At the slope's
NSanity Island Revisited top, enter a
tunnel. Hop a
You're actually back on NSanity Island now—it's just a
chasm and
section you haven't seen before. Your task here is to grab
activate a
two more gems and run up a slope, into Totem Hokum.
detonator crate to
Run down near clear a path. Hop
the dock. Use a across iron crates
TNT crate to and ledges,
smack a hay bale triggering more
into some nitro detonator crates
crates and bring when necessary,
down a detonator to reach Totem Hokum.
crate. Use the
detonator crate,
and hop on an
iron spring crate
Totem Hokum
to collect gem #4. Totem Hokum introduces two important new game
Nearby, Knee mechanics. In the "Doc Amok" sequence, Crash must
Slide a hay bale clear a path for Cortex while the doctor is chased by
into a stack of bees. Later, you encounter the "lookout" function, in
nitro crates (or which Crash must hide from enemies while they're
chase chickens alert, and quickly move to new locations while they're
into the nitro). This not looking.
drops a detonator
crate. Use it to get
Run ahead of
access to more
Cortex and Spin-
iron spring crates
Attack a detonator
close by and
crate to drop a
collect gem #5.
tree. Run across
the tree, Spin-
Attack an iron
switch crate to fill
in outline crates,
Look for a slope and run across.
leading up. This
takes you toward
Totem Hokum.
Jump on a
mantrap to spring
it. When the path
forks, run down
(toward the
screen). This is
Tip your path; Cortex
stays on the
On the opposite end of this beach, a tunnel leads back
upper path.
toward the levels you've already played. If you take it, you
emerge in an NSanity Island cliff cave, which you looked
at (but couldn't reach) when the game began. Don't take
the tunnel now. Remember it if you want to go back for
gems later.

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Hop on a counter-
weight to raise a
block in Cortex's Detonate a tree
path; stay there and cross it. Hop
until Cortex gets on more spiked
under the block. posts to eliminate
Then run ahead them, and destroy
and Spin-Attack a any nitro crates in
pillar to drop a Cortex's path.
spiked obstacle out
of Cortex's way.

Spin-Attack a
wooden post to Get on another
extend a bridge bridge, spring a
for Cortex, then mantrap, and run
Spin-Attack a down to the
detonator crate to nearer path (just
remove a spiked like before). Spin-
obstacle. Hop Attack a switch
toward the crate to fill in a
camera to collect path for Cortex.
gem #1, then hop
back on track.

Spin-Attack a
plant, wait for
When you hit a Cortex to drop a
wall, wait for wall, then move
Cortex to trigger it ahead and stand
and move it aside. on a counter-
Raise another weight to clear
block for Cortex. his path.

A movie plays in
which a beehive
falls on Cortex's
head. Spring a
mantrap in front
of him, extend a
bridge, and cross
it. Hop twice on a
spiked post to
slam it into the
ground.

32
Totem Hokum

Hop a chasm.
Spin-Attack some
crates (and back
off) to detonate
the nitro crates, Hop down to a
clearing Cortex's dock. Jump into a
path and revealing boat (watch it a
gem #2. Grab it, moment first) and
then let Cortex onto another dock.
drop a wall for
you; keep moving.

A bear starts A movie plays in


chasing Cortex. which you see a
Spin-Attack a plant native watchman
in his way. Take the using his
lower path and binoculars. Wait
Spin-Attack a on the dock and
detonator crate. study the
Wait for Cortex to watchman for a
drop a wall, then few moments.
jump on a counter- Notice that he
weight to let him uses the
through. binoculars for a
Jump a gap and few seconds, then rests for a few seconds.
Spin-Attack two
more detonator When the
crates to assist watchman puts
Cortex. Hop on a away the
counterweight to binoculars, hop
move a block for across the rocks
him. Though he to the next dock
springs a wall and crouch down.
open for you, Stay crouched
don't get off the while he uses the
counterweight binoculars again.
until he's safe. A movie plays, in which Cortex runs into Hop ahead to the
some native trouble. next dock when
he's not looking.

Cortex is gone for


Tip
now; it's just Always hide while the binoculars are out and run while
Crash again. Enter they're not. You must crouch on the docks to hide;
a cave, but watch
otherwise, you'll be discovered.
out for a pit.

33 primagames.com
PRIMA OFFICIAL GAME GUIDE

Get underneath
the watchtower.
Hop onto another Hop up to a line
boat, then jump of Razorback
from that boat to pens. When the
a second one. watchman ahead
(Wait until the two is not looking,
boats are about to jump quickly
meet before through the pens.
jumping.)

From the next


dock, see another
watchman. When Move down to a
he's not looking, beach. Spin-Attack
hop forward, some spear-toting
detonate a tree, natives and grab
and hop back. Run extra lives at the
across the tree end of a dock.
when he's not
watching.

Tip
The easiest way to smack spear-toting natives is to get
Move ahead to a
third watchtower, them to chase you. Then veer left or right, move toward
using the skills them, and Spin-Attack them. Don't approach them straight
you've learned. on, or the spear is likely to poke you.
Beware the
mantraps on the
rocks ahead.

Tip
You can hide by crouching in a boat and by crouching on
the docks. Crouch in the first boat to avoid detection.

34
Totem Hokum

Get back up near


the chief's hut.
Stand where you
At the beach's
jumped for the last
other end, Spin-
gem and look for a
Attack rocks to
series of ledges
activate an iron
along the village
switch crate and
wall. Hop along
make a path to
these ledges to
gem #3. Collect it.
collect gem #5 in a
tall hut.

Return to the
Greedy Worm
when you're done
Hop up the cliff, exploring. Body
bouncing on a Slam it, chase it,
series of mantraps. and Body Slam it
At the top, enter a again. Keep doing
native village. this, chasing it
across a stream,
up a ledge, back
across the stream,
and into a
Razorback pen. Spin-Attack the Razorbacks and Body
Slam the worm again.
Inside the village,
note the Greedy
Worm. Ignore him Tip
for now. Explore
the village If you take too long, the Greedy Worm returns to a previous
thoroughly, Spin- spot. Follow it and Body Slam it again to get back on track.
Attacking natives
and grabbing loot
from huts.
Body Slam the
Greedy Worm and
chase it up near
the chief's hut.
Use mantraps to
When the worm
bounce to a
stops near the
higher level. Near
totem pole that
the chief's hut,
Cortex is hanging
look out over the
from, bounce off
roofs. Sections of
the worm's head
roof pop up every
to collect a power
so often. Jump
crystal. This frees
onto a part of a
Cortex.
roof without
spikes, then onto
the popping
sections to grab gem #4.

35 primagames.com
PRIMA OFFICIAL GAME GUIDE

Jump for gem #6


When a brief
as you run. Cross
movie ends,
a river on a log
you're deposited
(ignore the planks
on a path. Start
on either side), but
running full speed
jump as you get
toward the
on and off the log
camera as natives
because there's a
chase you.
gap on each end.

Hurdle pits and


avoid or hurdle
The natives give
wooden walls.
up. Enter a cave
When a pit has a
and pass through
central column,
it, detonating nitro
bounce off the
crates and
column but don't
collecting
stand there. The
goodies.
column drops
quickly.

A movie plays in
Tip which Cortex
blasts Ernest
When crossing pits, jump near the edge and hold off on Emu, a local
double jumping unless you need to. This allows you to farmer. Spin-
recover quickly if you need to single Attack Cortex and
jump two pits in a row. start Twin
Slamming the
Greedy Worms as
quickly as
possible. If you
slam 15 before
time runs out, trees sprout up.

36
Totem Hokum

Hop up the trees.


Grab Cortex and Now start fighting.
run into a clearing Run around at a
with a Tiki God. distance, avoiding
Watch the movie. Burrowing Hand
The Tiki God fight Slams.
now starts.

Boss Fight: Tiki God When the open


This Tiki God is angry and ready to deliver a smack mouth appears,
down. Fortunately, he's one predictable stone idol. Read advance and Spin
the sidebar for info before following the next few steps. Throw Cortex into
the mouth. Spin-
Attack the Tiki
The Tiki God Imps that run out
The Tiki God has four attacks: Ground Slam, Burrowing at you.
Hand Slam, Eye Beams, and Tiki Minions.
If you get close, the Tiki God uses the Ground Slam,
pounding the ground nearby. If you hang back, he uses
the Burrowing Hand Slam, stretching his arm under the
earth and sprouting it out to smack you. Collect Cortex
Periodically, he uses his tracking Eye Beams, when he
scorching the earth and trying to fry you. reappears. Run
around some
Finally, he can sprout Tiki Imps, which are little Tiki
more, avoiding
dudes that chase you around. Hand Slams and
If this sounds complex, don't worry—your strategy is Eye Beams.
simple. Run laps around the Tiki God to avoid his
Ground Slam, Burrowing Hand Slam, and Eye Beams.
Whenever he spins around and shows his alternate face
(the one with the open mouth), run toward him and
Spin Throw Cortex into his mouth.
Tiki Imps appear while Cortex shoots the Tiki God
from inside. Spin-Attack the Tiki Imps and wait until Throw Cortex into
Cortex gets spit out. Then grab Cortex and repeat this the open mouth
process. Toss Cortex into the Tiki God's mouth three two more times to
times to defeat it.
win. Cortex
teleports off when
you're victorious.

37 primagames.com
PRIMA OFFICIAL GAME GUIDE

Off to the Iceberg Lab


Now you're free to advance—but you can also revisit Run down the
earlier levels any time you want. See the tip for details. dock. Detonate
TNT crates to
make a path to an
Tip extra life. Hop into
the boat to travel
If you run back to the farm where you Twin Slammed the to the next level,
Greedy Worms, then drop over a ledge, you're back at the Iceberg Lab.
beach you visited after Cavern Catastrophe. From there
you can take a tunnel back to the very first level. Again, we
don't recommend this for now; just be aware that you can
go back for gems later.

Go to the cliff
edge and hop
down two levels.
Jump out to some
floating TNT
crates, hop on
them, and hop
away as they
detonate the nitro
crates. This causes
an iron crate to
drop and exposes
gem #6, below.

Tip
That was the sixth and last gem for NSanity Island. You
now have all six gems for NSanity Island, Jungle Bungle,
Cavern Catastrophe, and Totem Hokum. You're ready to
move on to the next hub level!

Run down to the


beach. Spin-Attack
natives, collect
the gem, and hop
on a barrel that
sits on TNT crates.
When the barrel
flies up, jump
onto a pillar and
collect goodies.

38
You cleaned house on NSanity Island, and now it's time Return to the
to move on to new adventures. A swift boat ride brings central area
you to Cortex's iceberg-based research lab and to a new containing
host of obstacles. Don't worry, though. Your experiences Cortex's lab.
on NSanity Island have prepared you well for this Explore some
challenge. more, avoiding the
icy cave entrance
Iceberg Lab that leads to Ice
Climb. Notice the
The boat drops you off at the Iceberg Lab, a hub level impassable
that leads to several other ice-themed levels. Your time chasm; you simply
at Iceberg Lab is mainly spent traveling between other can't cross it yet.
levels—but first we'll poke around outside, gathering
gems to complete your collection.
Look for a solitary
iron trigger crate
on a low area,
You've arrived near the
at frigid Iceberg impassable
Lab. Start moving chasm. Spin-
up the slope. Attack it. You just
Cortex greets filled in some
you with a short crates below you.
movie at the top.

Look over the


edge of the
iceberg. Nearby,
you see a series of
Tip iron crates and
iron spring crates;
If you want to ignore gems and get right to the next level, these are the
skip over the next few captions and head right for the cave crates you just
leading to Ice Climb. Otherwise, continue reading. filled in. Hop down
to collect gem #2,
and use the iron
When the movie's spring crates to
done, veer right get back up.
and head across
an icy pathway.
Find a series of On the other edge
boxes stacked into of this same low
the sky. Hop up area, look over
from box to box, the side. You see
grab gem #1, and another set of iron
detonate some crates and iron
nearby Crash spring crates
crates. below.

39 primagames.com
PRIMA OFFICIAL GAME GUIDE

Nearby, hop over


to some TNT
crates, detonate
Hop onto the iron
them, and get
crates, grab gem
back. The
#3, and use the
explosion drops a
iron spring crates
detonator crate;
to get back to the
activate it. This
main level.
drops the iron
spring crate near
the cube of nitro
crates, allowing
you to bounce inside and grab gem #5.

Back on the
iceberg's main Go down a nearby
level, look for a path, near the
ladder of iron wind turbines.
spring crates Activate a
grouped in fours. detonator crate,
Jump on them to then hop across
reach a higher the iron spring
level. crates to collect
gem #6.

At the cliff's edge,


a series of boxes
flanked by nitro
crates leads to
gem #4. Hop
down the middle
path to collect it.

Get back to the


main level and
follow another
path. Find a big
cube of nitro
crates with a gem
inside and an iron
spring crate above.

40
Ice Climb

You're done Hop across some


collecting gems ice floats,
for now. Get back avoiding the nitro
to Cortex's lab, crates. When you
then look around run into a cluster
for the ice cave of vertical-flying
entrance. Get Rocket Penguins,
inside the ice run in circles until
cave, and you're they detonate.
on your way to Then hop up a
Ice Climb. level, attract a
fourth (horizontal-
flying) Rocket Penguin, and back up to avoid it.

Ice Climb
As the level name suggests, you're in for a tough hike.
Between the icicles, Ice Bats, and Rocket Penguins, you
definitely have your hands full. There's a clear
gem (#1) on a
small ice float
Enter a room with nearby. Hop over
icy water and lots and grab it.
of little ice floats.
Grab some extra
lives from floats
on each side,
then cross the
room. Watch out
for Ice Bats. Tip
Rocket Penguins attack vertically or horizontally. Vertical-
attacking penguins fly into the sky and come straight down.
To avoid them, just keep moving until they hit. It doesn't
Tip matter where you go. Horizontal-attacking penguins are
deadlier; they home in on you and are very accurate. Get
When Ice Bats attack, stand still and wait for them to dive. close enough to bait them, then run as far away as you can.
Then Spin-Attack them into oblivion.

Hop across a
Break through series of small ice
some icicles and floats, Spin-
into a massive Attacking icicles
cavern with gears and Ice Bats when
and machinery necessary. You
rising to the top. soon reach a
Move slowly series of metal
toward an arch, platforms; hop up.
letting icicles fall
ahead of you.

41 primagames.com
PRIMA OFFICIAL GAME GUIDE

Jump to an
adjacent walkway
Jump onto a giant and use an iron
gear and collect spring crate to
crates. Hop to collect gem #2.
another metal Then ride an
platform, and elevator up. At the
from there, onto top of the
an elevator. elevator, turn left.
Gem #3 is sitting
on a floating
platform; jump
over and grab it.
Tip
The platforms on these elevators come and go. Watch them Hop to another
for a moment before getting onboard. walkway with
more Rocket
Penguins. Bait the
penguins, avoid
Up top, hop across them, and move
a pair of metal along to another
platforms and giant gear.
onto another big
gear. Spin-Attack a
hovering camera
along the way.
Jump to another
walkway and
evade another
Rocket Penguin.
Tip Then get on an
elevator and ride
Cameras aren't very aggressive, but they can damage you. up. Hop onto a
Spin-Attack to destroy them. Their lenses pop out farther metal platform.
than you might expect, so start your spin early.

Stick to the
outside of the
gear, avoiding the
other cameras.
Hop onto a metal You're at the top
walkway with now. Jump across
another Rocket the platforms and
Penguin; bait him into an ice tunnel.
and run back to
avoid him.

42
Ice Climb

Use TNT crates to Grab Cortex,


detonate the nitro move ahead, and
crates on a couple throw him across
of metal platforms another gap.
in the tunnel. Take Jump up to meet
it slow. Hop him as he blasts
forward, trigger more penguins.
the TNT crates, Then Overhead
and hop back for Throw him over a
the explosion. tall glowing pipe,
and crawl under it
to join him.

Take Cortex up a
Advance past a ramp, smacking a
crate stack with an camera along the
Aku Aku crate (be way, and hop
careful; there are onto a big gear.
nitro crates too) Notice gem #4;
and hop on a TNT Overhead Throw
crate to destroy Cortex up so he
more nitro crates. hits the gem. It
Hop across the may take a few
newly cleared throws.
metal platform.
Hop onto a metal
walkway with a
A movie plays as
Rocket Penguin.
you exit the
Toss Cortex and
tunnel; when it's
vault over the
done, you've got
penguin's attack.
Cortex. Overhead
Farther down the
Throw Cortex
walkway, toss
ahead and hop
Cortex across the
across the
gap and let him
glowing pipes. Be
extend a bridge
careful; there are
for you.
holes on either
side of the pipes.
Before crossing
the bridge, turn
Toss Cortex ahead around and see
again; let him the gem on the
blast some Rocket platform behind
Penguins. Collect you. Grab Cortex
an extra life from and throw him
a precipice. Then onto gem #5 to
toss Cortex across collect it.
a gap and let him
throw a switch to
raise a bridge.

43 primagames.com
PRIMA OFFICIAL GAME GUIDE

Jump across the


Cross the bridge, platforms, being
get Cortex, and go extra careful to
up an elevator. avoid the nitro
Overhead Throw crates on the last
Cortex through an couple of
ice window to platforms. Hop
break it open, across a gear to
then follow him. rejoin Cortex.

Hop onto a gear,


avoiding the nitro Overhead Throw
crates in the Cortex through an
middle (and ice window and
swatting Ice Bats, jump after him.
if they approach). Take him down a
Hop off on the corridor to yet
other side, toss another ice
Cortex ahead as window and
you jump a few throw him
gaps, and crawl through that. A
under a pipe. movie plays,
introducing the
Past the pipe, look Uka Uka boss.
for some outline
crates with gem
#6 above them.
Overhead Throw
or Spin Throw
Cortex so that he
smacks the iron
trigger crate; this
fills in the outline
crates and creates
a path to the gem.

Look for a line of


switches. Toss
Cortex over to the
switches. He runs
down the line,
throwing them all
and raising a
series of
platforms.

44
Iceberg Lab Revisited

Boss Fight: Uka Uka Ice Monster


The Uka Uka Mask has been trapped in this ice cave for Hop on the button
a long time, and he's pretty ticked off. He forms himself while the Ice
into a giant Ice Monster and starts to attack. Check out Monster is
the sidebar for tips on defeating him. standing on one
of the six circular
grates. Flames
shoot out to cook
Uka Uka Ice Monster the Ice Monster.
The Uka Uka Ice Monster has two main attacks. It
throws snowballs, and it fires a trail of tracking ice
spikes that stick around for a few moments. The spikes
can either hit you when they first appear or cause Repeat this
problems by briefly trapping you. process with the
other two switches,
There are three floating platforms hovering around
tossing Cortex to
the central ring with the Ice Monster. Each platform has
his destination as
a switch. Throw Cortex onto a platform, and he triggers
quickly as possible
the switch, revealing a big button in the center of the and avoiding
ring. Hop onto this button—while the Ice Monster is snowballs and
standing on a gray circle—and the circle opens to ice shards.
reveal a fire vent, roasting him. Repeat this tactic three
times (once for each switch platform) to beat the Ice
Monster. (Obviously, Crash should avoid standing on
open fire vents.) After the third
roasting, the Ice
The Ice Monster's snowballs are easy to avoid; just Monster crumples,
keep moving. Stay as far away as possible to avoid the and Cortex
ice spikes. You're much faster without Cortex, so throw teleports away.
him onto each switch platform quickly, instead of Hop up a new set
dragging him around for a long time. Do that, and you of platforms and
can easily toast the Ice Monster. follow the
walkway through
a tunnel. Use
detonator crates
and various
platforms to make your way through the tunnel.
Grab Cortex and
immediately toss
him to a switch
platform. He Iceberg Lab Revisited
throws the switch
You now make another brief appearance outdoors, in
and reveals the
the Iceberg Lab level. This time, you even get to see the
button in the
interior of Cortex's bizarre laboratory.
center of the
arena.

45 primagames.com
PRIMA OFFICIAL GAME GUIDE

Tip
Toss Cortex behind the ants, and he blasts them for a few
You emerge
seconds. Keep repeating this to dispatch the ants easily.
across from
Cortex's lab. Start
jumping toward it. When the last ant
is destroyed,
another movie
plays. Cortex
disappears
through a door
and urges you to
Tip follow him to the
Psychotron.
Square platforms are safe. Circular platforms that move Follow Cortex
sideways are a little tricky to jump onto, but their patterns through the door
never change. Just study them. The most dangerous with the blinking
platforms are the circular ones that bob up and down. They red light.
drop an instant after you land on them, so keep moving.

Take the elevator


to a lower level.
Enter the door,
When you reach and you emerge
the lab, run in the Psychotron.
through the Another movie
doors. A movie plays.
plays.

When the movie's


done, run across
When the movie's the Psychotron
done, you rejoin room, out the
Cortex. Several door on the other
waves of Lancer side, and turn
Drones start to left. Get on the
beam into the metal disk.
lab. Defeat all of
these ants.

46
Slipslide Icecapades

HumiliSkate
The metal disk Here are a few tips for getting the most out of your
flies you up to an Cortex-boarding experience.
ice cave. Get in
The controls are intuitive. The jump button still
the cave and run
jumps, although you can't get very high unless you're
through the
tunnel. flying off a ramp. Hold down the crouch button to
hunker down and get a speed boost. Push forward to
speed up and pull back to slow down a bit. Jumping
while pulling back slows you down even more.
When jumping off a ramp, press the button a split
The tunnel second earlier than you think you should. If you aren't
contains several getting enough air, you're probably jumping too late.
nitro crate traps.
To defeat each Most of the time you don't want to speed up; things
trap, hop on a TNT go pretty quickly.
crate and back off Look for big green targets. Hit either side of the
while it triggers target (not the center) to make it spin; this raises a
the nitro crate.
ramp ahead. If you miss the target, the ramp stays
Then proceed.
down and you probably can't make the jump.
This level goes quickly, so be prepared to try it a few
times to master it.
Slipslide Icecapades
The tunnel leads to a big chamber. Run inside to trigger
a movie that leads into Slipslide Icecapades, a fast-
paced level in which Crash uses Cortex as a snowboard.
Slalom down the
track, breaking
crates for goodies.
Slide onto a rail to
grind down it,
picking up Wumpa
fruit along the way.

Just past the rail,


veer left onto a
tall ramp. Jump
through some
pipes at the
ramp's end to
collect gem #1.

47 primagames.com
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An electrified
Slide down fence appears
toward a big ahead. There's a
green target. gap to the middle
Smack one side of right. Veer
it to raise a ramp through it, then
ahead. veer left to avoid
another fence.

Jump the ramp


and veer left to Angle right and
avoid a hole with slide along the
machinery sticking high ramp. When
out of it. Time you drop down,
your slide through avoid a set of
a rotating gear falling icicles and
and immediately smack another
veer right. green target.

Jump the ramp


Follow the high you just raised.
ramp on the right. You must
Jump through approach it
some pipes for an straight, or you'll
extra life. get snagged on
the pipes to
either side.

Weave through a
series of spiky
mines. Several
Rocket Penguins
blast off in front Slide into a tall
of you, but they building. Watch
don't touch you. the movie as you
Ignore them and pass through.
concentrate on
the mines.

48
Slipslide Icecapades

When you
A rail appears
emerge, Rocket
ahead. Slide onto
Penguins are
it as fast as
chasing you. Hold
possible and grind
down the crouch
it; you'll automat-
button to gain
ically hit a green
speed, and try to
target and fly off
stick to the center
the other end.
of the path.

When the
penguins explode,
immediately let
up on the crouch
Up ahead, jump a
button and be
ramp and hit
sure you're at the
another target in
center of the path.
midair. This is a
A rail appears. If
tricky one.
you're properly
centered, you'll
grind it, picking
up a power crystal
along the way.

Tip
More penguins
appear. Drop into Even if you fail to hit the midair target, you can still make
a crouch again the next jump. Instead of aiming for the center ramp
and stick to the (which isn't raised), veer right and avoid the gap.
center. Eventually,
you outrun them
and drop into a
chasm.

Jump the ramp


that the target
raises, and coast
in to watch
Weave through a another brief
few spiky mines. movie.
When a circular
tunnel appears
on the right, hop
into it to collect
gem #2.

49 primagames.com
PRIMA OFFICIAL GAME GUIDE

If you hit the


target, a ramp
pops up in front
When the game
of a gear. Time
resumes, veer left
your approach so
and slide up a tall
you jump the
ramp. Jump
ramp over a low
through the pipes
point in the gear.
to collect gem #3.
You collect gem
#4 if you fly high
enough.

Weave through
some mines and
If possible, quickly veer right, sticking
steer into a tunnel to the high
to the right to ground. A rail
collect some loot. appears; grind it
to the end to
collect gem #5.

Approach a You hit a


moving wall of checkpoint
ice. Aim for one of and suddenly
the lowest ice become a
chunks and vault snowball. Slow
over it. down a bit as
you roll.

Dodge icicles.
Veer right and
stick to the high Roll at a moderate
ground. As you pace. Don't worry
come off a ledge, about the falling
jump to hit a icicles.
green target.

50
High Seas Hijinks

Veer right to avoid Approach NGin's


a chasm, then get ship. Hop into a
to the center. Roll square of nitro
along a couple crates to collect
pipes to collect goodies—or avoid
gem #6, then roll it altogether.
across a central Beware the
ledge to complete slippery ice.
the level.

Walk slowly
On the Way to NGin across the slippery
ice, collecting
Now it's time to make your way toward High Seas
extra lives along
Hijinks, and a showdown with the twisted shipmaster
the way. Don't run
known as NGin. First, you have to make it past some
or you'll slide into
slippery ice.
some nitro crates.
Constantly raise
the camera so you
Tip have a good
perspective.
If you veer left and enter a snow cave, a tunnel leads back
to the main part of Iceberg Lab. (You must avoid Ice Bats,
detonate TNT crates, and leap across a series of platforms High Seas Hijinks
along the way.) Now that you've reached NGin's ship, it's time to locate
the captain himself and give him a sound beating. But
At the other end, you have to master a series of tricky obstacles first.
you'll notice that some
bobbing platforms have
appeared. These give
you access to the part
of Iceberg Lab you've Get aboard the
already explored. ship. Activate a
detonator crate to
clear a path.

As usual, we don't
recommend doing this
now. But it's good The next room
to know it's there if contains a line of
you want to revisit tilting pistons,
Iceberg Lab. with Rhino Pirates
swinging back and
forth across them.
Before crossing
the pistons, hop to
your left and
collect gem #1.

51 primagames.com
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At the end of the


piston line,
Return to the line notice the Rhino
of pistons. Hop Pirate throwing
halfway across, barrels. Watch
then leap onto a where the barrels
pipe leading to fall, and head up
the right. to the rhino,
standing only in
the safe spots.

Slip around the


rhino (don't get
Tip too close, or he'll
smack you). Walk
Constantly run to stay on the top part of the pistons.
along a short
Don't allow yourself to slide off. Also, try to avoid the plank, and some
Rhino Pirates. rocket-propelled
platforms pop up.
Hop across them
to the side wall.

Follow the
Run along the
pipe, activate a
upper level of the
detonator crate,
side wall, Spin-
and jump to
Attacking Loboto
collect some
Mice. Jump onto
extra lives.
a platform with a
detonator crate,
and activate the
crate to trigger
some nitro
crates along the
back wall.
In the next room, Jump onto some
NGin appears iron spring crates
briefly in a movie. on the back wall,
Jump across collect gem #2,
another line of and double jump
pistons when the onto a platform.
movie ends. Double jump and
Spin-Attack to
trigger a midair
detonator crate,
and bounce to
another platform.

52
High Seas Hijinks

Now you're on Crossing the Watery Room


the other side This is a tricky room. If you're not interested in the
wall. Walk along gem, you can skip the next few steps and just cross
the top part, Spin- straight to the other side. But even if you ignore the
Attacking Loboto gem, you've got to make a few difficult jumps.
Mice. Move
slowly to avoid a The toughest part is staying on the rotating
volley of rockets. brackets. Before jumping on them, wait until they
present a level surface you can run on.
As the bracket rotates, you must keep jumping onto
whichever part is nearest the top.
There are motionless metal platforms between each
Move along to the bracket. Jump there for safety, and plan your next move
next room. Spin- before getting back on the moving parts.
Attack a thing that
Expect to try this part a few times; it's tough.
looks like a
punching bag,
and hop onto the
platform as it
swings around.
Jump on the first
bracket as it
points left. Hop to
stay atop it as it
rises, then double
Get off the
jump to a platform
platform when it
to the left.
stops. Move
forward and do the
punching-bag trick
again. When you
reach the far wall,
turn around and
collect gem #3.

In the next room,


get on a platform,
ride it down, and
hop off. You're
now facing a long
room filled with
water. Three big
metal brackets dip
in and out of the
water.

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Spin-Attack the
detonator crate on Ride up the third
the platform and bracket and hop
look back toward onto a platform
the bracket. When to the left.
the bracket Bounce on an
presents a level iron spring crate
surface you can to grab gem #4.
stand on, jump
back onto it.

Get onto the safe


spot between the Leap back and
first and second rest between the
brackets. When second and third
you're ready, hop brackets. When
back onto the first you're ready, get
bracket, ride it up, back on the third
and double jump bracket, cross to
onto a raised the far end, and
platform to the leap onto an
right. Activate elevator platform.
another detonator crate. Ride it up and out
of the room.
Hop back and rest
on the motionless
part between the
first and second
brackets. Then
ride up the
second bracket,
cross to the far
end, and hop onto
the floating iron
spring crates to
the right.

Bounce up the
iron spring crates
and activate a
detonator crate.
Then jump back
to the bracket.
Rest on the
platform between
the second and
third brackets.

54
High Seas Hijinks

The next room


features a set of Move forward
rocket platforms. onto another
Leap across these platform. It slides
platforms to reach out toward NGin's
the left wall. arena.

At the left wall, go Boss Fight: NGin


up a lift. Find a
NGin has a bad temper and an affinity for high
series of
explosives—but fortunately, he's not the brightest fellow
platforms and
on the high seas. Your task is to make him defeat
jump across them
himself.
to the right wall,
Spin-Attacking a
detonator crate
along the way. NGin
NGin has two attacks: missiles and TNT crates. NGin
fires three volleys of missiles at a time; avoid these by
Tip constantly running circles around him. When the missiles
end, NGin pauses for a moment and throws a TNT crate.
There are two sets of platforms leading to the right wall;
Three struts hold up the central platform (called a
use either one.
crow's nest) where NGin stands. If you stand next to
one of the struts while NGin throws his TNT crate, the
crate will destroy the strut when it explodes. Destroy
Collect gem #5 on all three struts this way, and NGin falls to his doom.
the upper half of
the right wall.
Then jump back
along the
platforms you
came by. Run circles
around NGin
while he fires his
missiles. He fires
three volleys of
Hop to the far wall. missiles before
At an elevator pausing for a rest.
shaft, double jump
onto an elevator
platform. At the
top, another
double jump gets
you off the
platform.

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Stand near a strut Start running


when the missiles toward the
stop. NGin throws camera, hopping
a TNT crate; move over iron crates.
aside. When the Stick to the center
crate detonates, of the hallway as
the strut is blown much as possible.
up too.

Tip
Repeat this tactic
for the other two There are extra lives scattered to the sides of the hall.
struts. When all Remember their locations and collect them on the next try
three struts are if you fail. Otherwise, just stick to the center of the hall
destroyed, a and avoid the edges as much as possible. You avoid lots of
movie plays, and
obstacles just by staying in the middle.
NGin is defeated.

Into the Ship's Hold When one side of


Crash is dropped into the guts the floor is
of the ship, where Rusty Walrus broken, jump
(apparently the ship's across it. This is
chef) chases him faster than
toward the running around it.
camera. This is
the last major
section of High
Seas Hijinks.

Flame jets are


the one obstacle
you can't jump.
When you see
the flames,
immediately
start dodging.
Hop over
everything else.

56
Into the Ship’s Hold

There are more


Gem #6 is about double gaps
halfway down the down here too.
first corridor. Veer Be prepared to
right to collect it. jump a second
gap after clearing
the first one.

Jump more gaps Eventually, you


and avoid more reach the end of
flames. Nitro this hallway. A
crates start movie plays, and
appearing to the you enter the
sides; avoid them Henchmania
by sticking to the boss fight.
center.

Eventually, you
drop into a lower
hallway. Start
running toward
the camera again;
Rusty Walrus
appears momen-
tarily.

This lower
hallway features
more jumps and
more nitro crates.
You have to hop
over at least one
set of nitro crates,
even if you stick
to the middle.

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Boss Fight: Henchmania


This battle pits you against NBrio and NTropy, two
bosses with very different attack styles. Check out the
sidebar for tips on dealing with them. NTropy splits the
ice into many
pieces. Notice his
force field.
NBrio and NTropy
NBrio and NTropy are very different creatures. NBrio
assumes monster form at the beginning of the fight
and does his best to squash you. NTropy's trick is to
smash up the ice float, trying to sink you.
Defeating these goons is not that tough. First,
Start hopping
whenever NBrio appears, he bounces around and tries
from ice chunk to
to crush you. Just run loops around the ice float to ice chunk because
avoid him. the chunks sink a
NBrio eventually disappears, and NTropy shows up. second or two
He smacks the ice and divides it into multiple chunks. after you land
Hop around the outer ring of ice chunks (keep moving; on one. Stay on
the chunks sink), then move to the inner ring. When the outer chunks
at first.
NTropy's force field drops, jump in and Spin-Attack him
to knock him down.
That's the plan. Repeat it three times; you win the
battle when you've spun NTropy for the third time.

When most of the


Run around, outer chunks have
avoiding NBrio as sunk, hop to the
he hops on the inner ones.
ice. Eventually, he
disappears, and
NTropy takes his
place. Stand near
(but not on) one
of the cracks at
the edge of the
ice float. NTropy's force
field drops.
Leap onto the
ice next to him
and Spin-Attack
him. He collapses
in a heap.

58
To The Airship

The ice float


reforms, and you
start over again
with NBrio
Follow Cortex
bouncing around.
back outside. Up
Repeat the same
ahead, see the
strategy twice
airship.
more; you win the
battle after Spin-
Attacking NTropy
the third time.

To the Airship
After a movie plays, you're returned to the main part of Hop across the
Iceberg Lab. platforms to the
airship. Beware the
motionless circular
platforms; they fall
a second after you
touch them.
Run up the slope
to the central lab
structure.

After a brief
movie, you
assume control of
Cortex inside the
Look for an airship. Blast the
elevator platform ants that teleport
on the ground, into the room.
slightly to your
left. Hop on and
ride it up.

Grab ammo from


a box on the floor
and deal with a
couple more
waves of ants.
Upstairs, run When you've
through the doors gunned down the
and into the last one, you
Psychotron. A advance to the
movie plays. Academy of Evil.

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You've touched down at the Academy of Evil, a fine


institution where brilliant young minds are carefully Tip
twisted and warped.
Academy of Evil is the hub level from which you can Alternate strategy: You can also Knee Slide the soccer ball
access several mayhem-filled sublevels. As always, read into the nitro crate beneath the gem itself, detonating it
on for the fast track through these levels. and freeing the gem.

Academy of Evil Find a tall, curving


As the level begins, you may be tempted to follow staircase and
Cortex straight down the hidden staircase. That would climb it to a high
take you to Boiler Room Doom. While that's fine, we balcony. Go to the
recommend exploring the grounds first and collecting other end, look
gems along the way. You do like gems, don't you? down, and drop to
a lower balcony.
Detonate a nitro-
and-TNT-crate wall
Climb a short to grab gem #2.
flight of steps (not
the taller, curving Look for outline
one) to a landing. crates and a pink
Notice the clear gem in the air.
gem atop the TNT Nearby, along a
and nitro crates. wall, find a stack
of nitro crates
with a trigger
crate on top. Roll
Nearby on the a soccer ball into
landing is a the nitro crates to
soccer ball. Spin- activate the
Attack it into a trigger crate,
solid wall of nitro filling in the outline crates.
crates, revealing a
detonator crate.
Trigger the
Tip
detonator crate to There are soccer balls all over this area. Any time you want
free up gem #1,
to destroy something with a ball, just look for the ball
then collect it.
that's closest to the target.

60
Academy of Evil

Go to the filled-in
crates, which There's a yellow
unfortunately gem in the air
include some near the car. Knee
deadly nitro crates. Slide a soccer ball
Find a soccer ball into a crate stack
and Knee Slide it near the gate to
into the nitro fill in the iron
crates, blowing crates beneath
them up. Hop up the gem.
the crates to collect
the pink gem (#3).

Unfortunately,
Go through an you can't actually
archway to a grab that last gem
small courtyard. yet. You need to
Knee Slide a use a big lift to
soccer ball into a get up there, and
stack of nitro the lift doesn't
crates with a work yet. So for
trigger crate; this now, return to the
fills in some iron central fountain.
spring crates. Go down the
stairs that Cortex
fell down earlier.

Activate a
detonator crate,
then hop up the
iron spring crates
to collect gem #4.

Go back to the
main courtyard,
by the parked car.
Roll a soccer ball
into a crate stack
by the car. This
fills in an iron
spring crate
above the car.
Hop on it to grab
gem #5.

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Boiler Room Doom Tip


Follow Cortex down the not-so-secret stairwell in the
Be careful with the Cortex barrel. While you can normally
central fountain. At the bottom, a corridor leads to Boiler
Room Doom. throw Cortex into deadly situations and have him teleport
back unharmed, he is helpless while in barrel form.
This is a fun level. Cortex is stuffed in a barrel through
Dropping the barrel into the slime makes you lose a life.
most of it, and you need to roll him around to complete
various objectives.
Roll the Cortex
barrel into a
Proceed down the nearby opening.
hall. When you The barrel shoots
find Cortex, grab through clear
him and look tubes and ejects
right. Toss him to on another
a platform, platform,
activating a extending a
trigger crate. bridge for you
to cross.

Push the Cortex


The trigger crate barrel along until
fills in blocks you find a drain
below the with a button
platform you're nearby. Place the
standing on. Peer barrel on the
down, find the drain and hop on
blocks, and drop the button to flush
down there to Cortex.
collect goodies—
including gem #1.

Get back up and


grab Cortex again.
Overhead Throw
him into the
machine with the
funnel on top; he
comes out in a
barrel.

62
Boiler Room Doom

After flushing
Cortex, look for
gem #2 on a
Hop along the platform slightly
series of below the one
platforms that you're standing
spring up. on. Then follow
the row of
platforms that
appears nearby.

Roll Cortex into a


device that
Gather the Cortex extracts him from
barrel and the barrel. Then
carefully push it grab him and
through obstacles, Overhead Throw
including pistons him across a gap.
and some nitro He activates a
crates. switch that
extends a bridge.

Roll the Cortex


barrel onto
another drain—but Grab Cortex and
before pushing the lead him through
button, Spin-Attack a passage. Smack
a blue valve wheel the Furnace
nearby. Only press Beetle that tries
the button after to attack you.
spinning that
wheel.

Tip
Tip To destroy Furnace Beetles, Spin-Attack them first.
Then, while they're upside-down, Twin Slam them to
Spin-Attack the blue valve wheels to fill in sections of pipe.
flatten them.
If you flush Cortex without spinning all the blue valve
wheels for a particular pipe, there will be a gap in the
pipe—and he'll fall through that gap into the slime.

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You emerge in a
central boiler Notice gem #4 on
chamber. Hop the distant
across a couple of platform. Toss
rotors to another Cortex over there
large platform. to collect it.

There's a wall
blocking your
Spin Throw Cortex
progress. Toss
to throw him onto
Cortex to the
a distant ledge,
other side, and he
hitting gem #3.
throws a switch to
lower the wall.

Cruise through a Proceed through


tunnel, avoiding more tunnels,
flame jets. Spin- avoiding flames
Attack a blue and critters, and
valve wheel to enter the central
drop a wall. Keep boiler again. Hop
going, avoiding across rotors to
more flame jets. another platform.

Toss Cortex
When you reach a
across another
machine to again
gap to extend a
put Cortex in a
bridge. Gather
barrel, do it. Roll
him again and
him into a nearby
walk up along a
tube to extend a
green pipe.
bridge. Cross the
bridge.

64
Boiler Room Doom

The Cortex barrel A platform dips


is waiting to be down. Ride it up
flushed—but hold and locate the
on. Before fourth blue wheel.
pressing the Take a moving
button, you must platform that
Spin-Attack four leads to it, and
blue valve wheels Spin-Attack it.
in this room. Now all four
wheels are spun.

Hop back toward


Hop a gap to Spin-
the Cortex barrel,
Attack the first
keeping your eyes
blue wheel, then
open. Notice gem
cross a couple of
#5 on a slightly
spiked platforms
lower level than
to reach two more.
the Cortex barrel.
Time your jumps
Grab it.
to avoid the
spiked side.

OK, now you can


press the big red
button. Watch
Cortex flush
through the
clear tubes, then
hop down the
platforms that lead
to the next room.

Roll the Cortex


barrel into the
next room and
onto another
drain. But once
again, don't push
that button. You
must first Spin-
Attack eight blue
valve wheels in
this room.

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Instead of
Spin-Attack the
backtracking to
wheel (1) right
the Cortex barrel,
next to the drain.
keep going
Then jump on a
forward. Hop over
moving platform
two spiked
and ride up. Spin-
platforms and
Attack two wheels
collect gem #6 on
(2, 3) at the top.
the side wall.

Hop off on the


Now you're finally
other side. Take a
ready to press
left, cross a spiked
that red button.
platform (avoid
Hop on it and
the spikes), and
watch the Cortex
Spin-Attack
barrel work its
another wheel (4).
magic.

Hop back and get Platforms appear,


onto a long leading out of the
section with a room. Take them.
rising platform at Roll Cortex ahead
each end. Take and into an
both platforms up extracting
and Spin-Attack machine. When he
the wheels (5, 6) comes out as his
you find there. usual self, toss
him across a gap
to make him
extend a bridge.
Find another rising
platform that goes
to an even higher
level. Spin-Attack Move ahead,
a wheel (7) up avoiding flame
there and hop vents, and you
across a short gap emerge at the
to a small Dingodile boss
platform with the fight.
last wheel (8).

66
Boiler Room Doom

Boss Fight: Dingodile


Dingodile is the most durable and difficult boss you've Run to avoid
squared off with so far. The sheer length of the battle Dingodile's
and his many moves are likely to wear you out—so read Fireball attack.
up on his tricks before jumping into the ring. The sidebar Then stand in
gives you an overview of the fight. front of a post
while he charges
up his Flame
Dingodile Strike.
Dingodile wields a flamethrower, which has several
attack modes. On defense, he's protected by a ring of
flames, and you can't attack him until it's been doused.
Worse, it takes four hits to finish him off. His attack
Dodge the strike.
modes include:
It hits the post,
• Fireballs: Dingodile shoots fireballs at Crash. Keep and a red button
running in one direction to avoid them. appears. Body
• Flame Strike: After "powering up" for several seconds Slam the button,
(look for the sparks), Dingodile releases a low, straight- then go Spin-
shooting flame. Attack Dingodile.
That's the end of
• Low Beam: Dingodile holds the flamethrower low and
sweeps it around. Crash can jump over this attack.
round one.

• High Beam: Dingodile holds the flamethrower high and


sweeps it around. Crash can duck under this attack.

• Full Beam: The flamethrower shoots a full blast that


cannot be jumped or ducked. Crash must run away
Tip
from this.
If you fail to knock down Dingodile in a particular round,
• Alternating High-Low Beam: Dingodile sweeps that round just gets repeated until you succeed.
the flamethrower around, switching from high to low
beam. Jump or duck, depending on the height when it
reaches you.
Dingodile starts
How can you defeat Dingodile? While he powers up round two by
for his Flame Strike, stand by one of the tombstone- sweeping a Low
shaped posts. Move aside when he starts the attack. Beam in circles.
The attack hits the post, and a button appears. Body Double jump over
the beam each
Slam the button to douse Dingodile's protective flames.
time it arrives—or
Then go Spin-Attack him. Dingodile collapses when
stand on a post.
you've spun him four times.
Next, Dingodile
Dingodile always uses his attacks in a certain order. switches to a High
There are four "rounds" to the fight, and knowing what Beam. Just crouch
he'll do in each round is crucial. We'll explain each and stay down to
round in detail. This is a tough fight. Be prepared to avoid it.
spend some time here.

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Tip Tip
Here's a dirty trick that helps you win the fight. Instead of When avoiding a Full Beam, run near the middle of the
dodging, stand on the tombstone-shaped posts. Low platform. If you stay near the edge, you won't go fast
attacks will miss you, and you can double jump over high enough. And if you get too close to the center, Dingodile's
attacks. Feel free to stand on posts during Dingodile's protective flame ring will burn you.
Low Beam and his alternating High-Low Beam. Don't
bother using this technique against High Beam (just Dingodile starts
duck) or Full Beam (just run). round four with
an Alternating
High-Low Beam. If
you choose to
Next comes the
stay on the
Flame Strike, so
ground, run away
stand near the
from it to buy
post. Slam the red
time, then either
button when it
double jump or
appears, and
slide toward it,
knock Dingodile
depending on its
down to end
height. It's easiest to pick one move (jump or duck) and
round two.
use only that move to dodge the beam. By running
away most of the time, you can time it so you only have
to deal with either the High or Low Beam.
Dingodile starts
round three by
sweeping a Low Tip
Beam back and
Remember the tip about standing on the posts! If you're
forth (not in
having trouble avoiding the High-Low Beam, try standing on
circles). Double
jump to avoid each a post to avoid it. Remember to double jump each time the
pass—or stand on flame comes, so you avoid the beam when it's high.
a post to avoid the
while thing.

Next, Dingodile
switches to a Full
Beam; run to avoid
it. A Flame Strike
comes after the
Full Beam. Stand
near the post,
Body Slam the
button when it
appears, and Spin-
Attack Dingodile to
end round three.

68
Crash Classroom Chaos

Dingodile now
switches to a Full
Beam; run away.
Study the Hall
Eventually, he
Monitor's flashlight
turns and adjusts
pattern. Each time
his aim with the
he puts the
Full Beam, so be
flashlight away,
prepared to
advance to the
change the
next hiding spot.
direction you're
running. Then
avoid a set of
Fireballs. Finally comes the Flame Strike. Spin-Attack
Dingodile to end round four, and complete this epic fight.

Crash Classroom Chaos


Finally, run out
After smacking Dingodile around, follow a tunnel to a lift and Spin-Attack
and exit the basement. You emerge next to a door that the detonator
leads to Classroom Chaos. Go ahead and run inside. crate to blow
Classroom Chaos actually takes place in two parts. In him up.
this first part you control Crash; in the second part you
control Cortex.
This level features the same "lookout" mechanism that
you saw with the watchtower guards in Totem Hokum.
This time, your enemies are ghoulish Hall Monitors, but
the same tactics apply here. Hide while they're alert, and
run while they're not.
Hop across a
slime pool,
bouncing off two
Cruise down the
collapsing floor
halls. Spin-Attack
sections.
a detonator crate
to collapse a
bookshelf, and use
it to hop across a
slime pool.

Enter a room
filled with a grid
Keep moving and of collapsing floor
collecting. When a sections. Jump
movie shows a quickly. First go
Hall Monitor, run left to collect gem
ahead to the first #1, then hop over
of the marked to the far door
hiding spots (look and exit the room.
for the gleam)
behind a
bookshelf.

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Now you're in
another hallway Enter another
with a Hall hallway with a
Monitor; run from Hall Monitor. As
hiding place to before, run from
hiding place when one cover spot to
the flashlight is the next when the
off. You must flashlight is off.
crouch behind the Crouch behind the
smaller obstacles smaller obstacles.
to stay hidden.

Detonate the Hall


Monitor and keep
Blow up the Hall moving. When you
Monitor and run see a world crate
into a small ahead, take a deep
courtyard. Spin- breath and make
Attack the vicious sure your hands
Guard Dogs are dry—there's a
out here. tough sequence
coming up.

Tip
Spin-Attack a
trigger crate to fill In this next area, a tall library slowly fills with slime. You
in some iron must keep moving upward to stay alive. You get a break
spring crates, and only when you reach the top and exit the library.
bounce up to
collect gem #2.

Run up a long
ramp to the next
floor. Hop across
a gap, bouncing
Reenter the on floating crates.
hallways. Move Spin-Attack any
ahead, collecting ZomBots that get
loot. Detonate in your way.
another bookshelf
to hop over a
slime pool.

70
Crash Classroom Chaos

Spin-Attack a
Hop across a few
trigger crate to fill
iron spring crates
in iron spring
to ascend to the
crates. Take the
next level. Spin-
iron spring crates
Attack more
up to the next
ZomBots as
level.
you run.

A section of floor
collapses as you
Spin-Attack a
run across it.
bookcase to
Double jump to
collapse it. Run
avoid falling, but
across it and keep
watch out for
going.
some incon-
venient nitro
crates ahead.

Hop across a gap,


bouncing off
crates. Avoid the
nitro crates in the
middle. Jump
right from the
wooden crates
onto the iron
spring crates
leading up to the
next level.

Hop another gap,


bouncing on
wooden crates
and avoiding the
middle row of
nitro crates.

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Hop across the Spin-Attack a


wooden crates, trigger crate to fill
onto some iron in iron crates
crates, then onto leading to the
some iron spring next level. Jump
crates to reach the up the crates.
next level.

Spin-Attack
another bookcase
and cross it. Hop Upstairs, hop over
another gap, more collapsing
using wooden floors, collecting
crates, and take gem #3 along the
the iron spring way. Duck
crates to the next through a
level. Beware: The doorway to exit
floor collapses as the library.
you reach the iron
spring crates, so
jump quickly.
Spin-Attack a
Hop across a
detonator crate to
slime pool and
collapse another
approach a dark
bookcase; cross
room with
it. Hop another
collapsing floor
gap, avoiding
sections. Take a
nitro crates both
good look before
underfoot and on
entering.
the other side.
Spin-Attack a
detonator crate
next to the nitro
crates.
Jump ahead, then
right, then ahead
Tip to the iron
You must Spin-Attack that detonator crate to clear the iron platform with the
crates ahead.
detonator crate.
Spin-Attack the
crate and rest for
a moment.

72
Cortex Classroom Chaos

Jump back the


way you came, Tip
then across to the
left side of the If you stick around a while before leaving the first room,
room, then the ammo box reappears, and you can stock up. Restocking
forward and ammo makes things easier later on.
through the
doorway. You
collect a power A swarm of
crystal along insects chases
the way. you as you run
toward the
camera. Stick to
Cortex Classroom Chaos the center of the
hall. Periodically
At this point, you switch to controlling Cortex. This is a
fire two shots
new experience. Cortex isn't a very good jumper, but he
ahead of you. This
does have a blaster pistol. Using the weapon properly is
clears boxes and
his key to success.
ZomBots in your
Since this is technically still Classroom Chaos, you immediate path.
only need three more gems to complete this level's gem
collection.

Gun down a few Keep running and


ZomBots and avoid shooting
collect ammo nitro crates. Don't
from a box. When fire constantly;
you're ready, run two shots are
out into a corridor usually enough to
and blast a couple clear anything in
reinforced your path.
wooden crates.

TNT crates are a


danger because
they look like
simple wooden
crates at first.
Shoot them from
a distance (before
they even appear
onscreen) or
simply avoid
them. When in
doubt, hold off a
half second before shooting a crate.

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You emerge in a
classroom packed
with Frog N. A robotic janitor
Steins. Collect blocks your path.
ammo from boxes Shoot a school bell
at the room's to make students
sides while rush out the door,
shooting these flattening the
obnoxious frogs. janitor and
When you've shot clearing your path.
a bunch of them,
the door on the
other side opens.
Keep moving,
destroying
ZomBots and
Tip explosive crates.
Remember, ammo boxes reappear if you stick around long Cross another
slime pool on a
enough. Don't be afraid to stock up.
metal raft, making
sure to destroy
the TNT crates on
the other side
Move to a hallway from a distance.
with a slime pool.
Shoot a TNT crate
in the middle of
the pool, then
shoot a magnet to
pull a metal raft Shoot another
toward you. bell to flatten a
robotic janitor,
and keep moving.

Jump on the raft


and shoot another
magnet to pull
yourself across
the pool, grabbing
gem #4 along the
Blast nitro crates
way. Shoot
and hop across a
ZomBots on the
broken section of
other side.
floor to collect
gem #5.

74
Cortex Classroom Chaos

Blast ZomBots
near a world
Jump onto the crate. Prepare
hovering floor yourself for
section. It blasts another sequence
up, taking you to of running toward
a higher level. the camera while
being chased by
insects.

Start running
Cross another
toward the
slime pool, using
camera. Blast a
magnets and a
couple of
metal raft. Beyond
ZomBots and
it is another Frog
reinforced
N. Stein class-
wooden crates;
room. Gun
avoid shooting
down frogs and
nitro crates.
collect ammo.

Again, stick to the


center. Most of
the nitro, TNT, and
iron crates are off
to the sides. Blast
anything that gets
in your way.

Your worst
obstacle is some
TNT crates that
stick out into the
center of the hall.
Don't mistakenly
shoot these;
dodge them or
hop over them.

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When the bugs Up ahead, grab a


disappear, you power crystal and
encounter another enter Nina's
Frog N. Stein room. You now
classroom. Blast switch to Rooftop
those frogs. Rampage.

Ring another bell Rooftop Rampage


to flatten a janitor. You control Nina Cortex in this level. She can't double
Then blast some jump, but she does have bionic arms that act as
TNT crates and grappling hooks, allowing her to swing from obstacles.
ring another bell to Mastering her grappling ability is the key to completing
dispatch a second the level.
janitor (wait until
he's in front of the
door). Collect gem
#6 as you run Hop across a
down the hall. couple of rooftops,
avoiding mice and
explosives. When
green targets
appear, use Nina's
robotic arms to
swing across gaps.

Tip
You generally don't need to steer Nina while she's grappling.
Just tap the button, and she flies toward her destination.

Tip
Ant Drones, Lancer Drones, and Loboto Mice appear at
various points. Spin-Attack them to get rid of them. Before
grappling, check out the destination and make sure it's
clear of enemies. Wait a minute for them to move if they're
standing where you'll land.

76
Rooftop Rampage

Grapple up
between two
walls. To do this, Keep moving
grapple one hook, once you've
then jump, climbed the walls.
pointing in the As you proceed,
opposite gem #1 appears
direction. Grapple in your path.
the opposite hook Grapple as usual
after a second in and you grab it.
the air.

Jump along a
series of
At the top, chimneys that
grapple a crumble beneath
Gargoyle and you. Get inside a
steer right to land hallway and Spin-
on the rooftop. Attack some ants.

Proceed through
the hallway, Spin-
After a movie Attacking ants and
showing the ZomBots, and
airship, hop to a gathering useful
lower rooftop. stuff. You emerge
Spin-Attack a outside. Drop
weather vane to down and use
make a Gargoyle your grappling
fly up. Grapple the attack on a giant
Gargoyle and fly bell. This spins the
to a rooftop with a bell; run beneath it.
detonator crate.
Head to a pair of
walls and grapple
up them. At the
Activate the top, hesitate a
detonator crate split second
and Spin-Attack longer than usual
ants. Continue before grappling
along the roofs to the Gargoyle. This
another spot lets you collect
where you must gem #2.
grapple up
between two
walls.

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Grapple to a
perilous ledge
with Loboto Mice
and nitro crates.
(Try not to land on
a mouse.) Spin-
Attack the mice,
avoid the nitro
crates, and use a
trigger crate to
access a
detonator crate,
which clears off a neighboring rooftop.

Jump another set


Spin-Attack a
of chimneys. At
weather vane to
the end, instead
roust a Gargoyle,
of jumping,
then grapple
grapple over to a
across to a
rooftop covered
doorway, avoiding
with ants. Smack
ants. Go inside.
the ants.

Grapple to a Take the hallway,


ledge with smiting ZomBots
another giant bell. as you go; it leads
Hit it with the back outside.
grapple attack and Proceed to a pair
bounce up some of walls. Grapple
iron spring crates. to the top, Spin-
At the top, face a Attack two
Gargoyle and detonator crates,
grapple away. and Spin-Attack
the ants that
materialize.

Hop another set


of chimneys,
grappling off the
last one. Smack Cross to a small
down the ants tower with an iron
that appear on the spring crate.
next rooftop. Collect gem #3
here and proceed.

78
Rooftop Rampage

Grapple down to
a rooftop with a Emerge and tag a
trigger crate. Grab checkpoint crate.
loot and activate A movie plays,
the trigger. Then showing a bus
hop down onto attached to the
some wooden airship. It chases
crates and onto a you; start running
rooftop with ants. toward the
Hop another set camera.
of chimneys.

Tip Jump some


You can safely detonate nitro crates from a distance with crates, spin a
your grapple attack.
detonator crate,
and run down the
Grab loot from a middle of the
crate stack, platform. Veer left
avoiding the nitro and hop down a
crates. Grapple up narrow bridge of
between two wooden crates.
more buildings
and fight through
a couple of ant-
infested rooftops.
Jump another set
of chimneys,
collecting gem #4 Stay left and vault
along the way. crates that get in
your way. Hop
across another
Keep moving
crate bridge.
forward, hopping
another set of
chimneys. Pass a
spot with two
giant bells;
grapple both of
them to pass
beneath them. On the other side,
keep to the left.
Spin-Attack a
trigger crate as
you pass it (do
Slightly farther not stop).
ahead, enter a
building and tag a
world crate.
Proceed through
the building.

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Keep moving Cross a couple


toward the ant-infested
camera. Tall rooftops and
stacks of various grapple into a
crates block your hallway. Smack
path; weave ZomBots and find
around them. Cortex.

As the camera You now become


shifts, look for a Cortex. Shoot
grappling spot to ZomBots, then run
the left. Grapple it into a room with a
and fly out of the giant pipe organ.
airship's path, Jump onto a
collecting gem #5 moving platform
in midair. that takes you to
the pipes.

A wall of TNT and


nitro crates blocks
a trigger crate.
Grapple to
another platform,
destroy the ants,
and activate a
detonator crate to
destroy the wall.
Return here and
Spin-Attack the
trigger crate.

Cross to the other


platform, where
outline crates
have been filled
in. They are now
iron spring crates.
Jump on them to
collect gem #6.

80
Rooftop Rampage

Start out near the


Boss Fight: Madame Amberley middle of the pipe
Madame Amberley is the Academy of Evil's corpulent row. When sparks
headmistress. She's apparently too fat to walk appear, showing
around, so she's suspended herself from the ceiling you where the
by three cords. Your task is to cut the cords and send lightning will go,
her to her doom. Check the sidebar for tips on getting move at least two
this done. pipes away. Then,
when more sparks
appear elsewhere,
rapidly shoot the
Madame Amberley opened pipe,
You stand on a line of organ pipes as you fight Madame closing it.
Amberley. Her primary attack is to shoot lightning bolts
at a particular pipe. Sparks warn you which pipe she is Keep running
targeting before she actually shoots.
away from
targeted pipes
The lightning itself is damaging, plus it opens up the and keep shooting
pipe it hits. Deadly flames spurt out of open pipes, and open pipes
you cannot stand on them or cross them until they are whenever you
closed. have a free
moment. Stay
Open pipes gradually close on their own. Also, you
away from the
can manually close them by shooting them several
edges and don't
times with Cortex's blaster.
get trapped.
It's important to not get trapped between open pipes.
When a pipe has been targeted (look for the sparks),
Amberley now
immediately run at least two pipes away from it. Then,
summons bells.
when the next set of sparks appears on a different pipe,
The bells appear
make sure you're in a safe spot and start shooting the in two clusters,
open pipe, closing it. If you always move at least two one on each side.
pipes away from an open pipe, always close open pipes Target the bells
by shooting them when you have a free moment, and and shoot every
try to stay away from the edges of the organ, you will last one of them
do fine. as quickly as
possible.
Madame Amberley can also summon bells. These
instruments fly at you and can be shot down with the
blaster.
If you shoot every bell in a particular wave, Madame Tip
Amberley briefly turns her back to you. Shoot her in
You can aim at the bells even when they pass you and get
the back to sever one of her cords. You win the fight
behind you. As long as they're on screen, they can be hit—
when all three cords are cut.
so don't give up.

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If you destroy all


Leaving the Academy
the bells in this You're almost ready to leave the Academy of Evil. It's
wave, Amberley time to collect one last gem, then hit the highway.
spins around and
Jump out of the
presents her back.
pipe organ room.
Shoot her back to
You meet Crash in
sever one of the
the hall and
three cords
switch back to
holding her up.
controlling him
again. Run Crash
out onto the roof,
Amberley now take a left, and
starts over again, Spin-Attack a
targeting pipes detonator crate.
with lightning. This destroys
Dodge the explosives near the yellow gem floating in the air.
lightning and Look out at the
close the open yellow gem. If the
pipes, using the crates below it are
same techniques just blue outlines,
as before. drop to the
courtyard. Knee
Slide a soccer ball
into a stack of nitro
Next comes
crates, and Spin-
another wave of
Attack the trigger
bells, larger than
crate that falls.
the first one.
Shoot all the
bells, then shoot Ride up on the
floating disk, hop
Amberley's back
onto the filled-in
to sever the
crates, and leap
second cord.
from there to
collect the
Academy of Evil's
Finally, the whole final gem (#6).
process repeats Get back to the
one final time— rooftop, using the
lightning, then floating disk. Run
bells, then shoot to the other side,
Amberley in the collect goodies
back. The third from crates, and
time's the charm, ride another
and you win floating disk up to
the fight. the airship. The
level is complete.
Next stop,
Twinsanity Island.

82
You've made your way through NSanity Island, the Ride the platform
Iceberg Lab, and the Academy of Evil. There's one last up to a cave. Inside
hub level left—Twinsanity Island, a big, bizarre place the cave, hop on a
where everything is a little tougher than before. couple of TNT
Completing levels and collecting gems is definitely crates to destroy
more challenging here, so settle in and prepare for an nitro crate walls.
intense ride. You emerge at an
observation deck; a
Twinsanity Island movie plays and
Rockslide Rumble
Using complicated technology that makes Crash's head begins.
hurt, Cortex has teleported his lab to another
dimension—Twinsanity Island.
A movie plays, introducing Evil Crash. When it's Tip
complete, you find yourself in the lab—but make no
mistake, you're no longer in the arctic wastes. The You'll notice we haven’t collected gems on Twinsanity
difference becomes clear the moment you step outside. Island yet. Patience, young apprentice, we'll get to that
after we complete the next level.

Run straight
ahead, through
Rockslide Rumble
the door Cortex Rockslide Rumble is like Slipslide Icecapades without
took. Outside, the ice. Once again, Crash rides Cortex using the
take a left and HumiliSkate game mechanic, the only difference being
leap onto a that Cortex is sliding on dirt instead of ice.
platform.
Up ahead, Evil Crash is using Nina as a snowboard.
Back off if you get too close to them; collisions with Evil
Crash damage you.

Cruise down the


slope, gathering
fruit. An ant drill
vehicle appears
ahead. Avoid the
ants and steer
right through the
vehicle to collect
gem #1.

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Up ahead is a Ants appear.


massive cliff. Leap Weave through
off and slide to them, keeping
the left. your speed up.

A cave entrance
Past the cliff is a that's half blocked
gorge with a gem with nitro crates
in the middle. appears on the
Stick to the left right. Ride up
(even though the high on the right
obvious path is to wall and jump at
the right). Jump the last second to
to the right onto enter the cave
the main path, and grab gem #3.
collecting gem #2 See the tip for
along the way. details.

Weave through
nitro crates,
collecting fruit
and extra lives.
Always dodge the
nitro crates if you
can. If you can't
avoid them, jump
over them.

Tip
There are extra lives at the end of some lines of nitro
crates. Ride up high on the walls to collect them.

84
Rockslide Rumble

Tip Tip
This is the first of three tunnels that are partially blocked This tunnel is even harder to get into than the last one.
with explosives. The trick to entering these is to ride up There's only a tiny space at the top to squeeze through.
high on the wall. If you approach from straight on, you'll You need to approach it perfectly, riding high on the right
never get the height to clear the explosives. wall and jumping at the last second. If you get up on the
wall too early, you'll lose speed and fall into the crates. If
you rise too late, you'll also hit the crates. No doubt about
it, this one is tough.
A chasm appears
ahead with a rock
pillar in the
The land ahead
middle. Either ride
splits; there's a
down the center,
high path to the
jumping onto the
right and a lower
pillar, or steer
path in the
right and avoid
middle. Hop onto
the drop
the rock edge in
altogether.
the middle and
you find that you
can grind down it.

Weave through
several nitro
crates, then get in
the center of the Collect gem #5 at
tunnel. An the end of the
extremely long rock grind.
rail appears in
front of you; grind
down it.

Dead ahead is a
third tunnel
A tunnel blocked entrance, blocked
with TNT crates by TNT crates.
appears on the Once again, ride
right. It's even up as high as you
tougher to get in can on the right
there than the last wall and jump at
one—but it's the last second to
possible. Cruise in clear the TNT
to grab gem #4. crates and collect
gem #6.

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Follow Evil Crash,


weaving through
lines of nitro
Steer through yet
crates. Remember,
another ant drill.
avoid them if you
can, and jump
them if you can't.

Get to the center,


steering between
Another ant drill TNT crates. Jump
appears. Ride across a couple of
through it to gaps, sticking to
collect goodies. the middle and
landing on central
pillars. Slide along
a narrow ramp.

The ride ends,


Keep dodging
and you're back to
nitro crates and
controlling Crash.
ants. Veer right
Spin-Attack a
when the ground
couple of Bore
opens up ahead.
Drones and jump
up a series of iron
spring crates to
reach the surface.

Slide between
walls of TNT
Out and about
crates and off a
cliff. At the
on Twinsanity Island
bottom, keep You've completed Rockslide Rumble, and now you're
dodging nitro out on the surface of Twinsanity Island.
crates. Start exploring. We'll take this opportunity to gather
all of Twinsanity Island's gems.

86
On Twinsanity Island

Stand and
Tip observe the
rotating pipe for
If you approach Evil Crash's house (it's a house just
a while. Roll the
like Crash's but, well, evil), a movie plays in which Evil
Energon Sphere
Crash chases Cortex through a valley. If you follow them,
across the pipe to
you enter the Bandicoot Pursuit level. For now, don't the sliding
follow. Spend some time on Twinsanity Island and collect platform on the
all the gems. other end (see
the tip).

After Rockslide
Rumble, you
emerge near a Tip
bunch of stone
statues. Look for a When should you start rolling the Energon Sphere? The
giant contraption obstacles on the rotating pipe sections should be almost
in the air nearby. out of your way, and the sliding platform on the other end
It includes some should be starting to move toward you. Run down the pipe
floating platforms, as quickly as possible, before the obstacles ride up to hit
one of which tilts you. This will probably take several tries.
in circles.

Approach the
contraption. Ride
up on a moving
pillar, jump to
some iron crates,
and jump from
there onto a
trigger crate
hovering in
midair.

Jump back up the


moving pillar and
onto a platform.
Roll an Energon
Sphere across
the line of iron
crates you just
filled in with the
trigger crate.

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Get on the second


When you reach platform with the
the sliding Energon Sphere.
platform, stand Line up a shot at
behind the the nitro crates on
Energon Sphere the third platform.
to prevent it from Push the Energon
rolling off. Quickly Sphere forward,
roll it onto the then Spin-Attack it
stationary to send it into the
platform. nitro crates,
clearing the path
A pillar goes up for you to grab gem #2.
and down. Nearby, find a gem
Carefully roll the floating over some
Energon Sphere nitro crates and
onto the pillar and steel crates. There's
get behind it. At an Energon Sphere
the top is the here too. Roll the
tilting platform. Energon Sphere
Line up with the slightly off the
pedestal on the pedestal, to the
other end and run left, and carefully
across, pushing line up a shot at
the Energon Sphere toward the pedestal. the gem.

You fall off the


platform, but if
you aimed well,
the Energon
Sphere goes into
the socket. The
force field around
gem #1 drops, and
you can grab it.

Explore Twinsanity
Island and locate
three platforms
hovering over the
water. Get on the
first one and Knee
Slide an Energon
Sphere onto the
second one.

88
On Twinsanity Island

Push the Energon


Sphere forward
and Spin-Attack it.
Explore the top of
Your goal is to
the bluff by the
bounce the
cannon. You find
Sphere off the
some ledges you
two iron crates in
can jump across.
front of the gem,
Get hopping.
making it skip up
and detonate the
nitro crates. Grab
gem #3.

Tip
You need to line up your shot so that it hits those front Collect gem #5
two iron crates squarely. If you've lined up squarely but from the last ledge.
the Energon Sphere doesn't hit the nitro crates, try
starting your Spin-Attack from farther back. Eventually
you'll get it.

There are iron


Go exploring.
spring crates
Near Evil Crash's
nearby. Hop up
house, look for a
the crates onto a
big contraption in
bluff and look for
the sky. Hop up a
outline crates and
series of ledges to
a gem in the air.
get to it.

There's a cannon
up here. Aim the Carefully roll an
cannon at the Energon Sphere
floating trigger onto a platform
crates and Body that moves up
Slam the button and down.
to fire. When you
hit all five crates,
a path forms to
gem #4. Go get it.

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At the top, study Jump over to


the rotating bridge Cortex and Evil
for a while. Then, Crash. The chase
when the bridge begins. Run left,
sections are onto the lower
almost level, run ramp, and stand
across the bridge, on a button to
pushing the raise a platform
Energon Sphere. for Cortex.

Trigger a
detonator crate to
Roll the Energon blast an obstacle
Sphere into the in Cortex's path,
socket and jump then Spin-Attack
to collect gem #6. two bridge
activators,
allowing him to
keep running.

Now you've got


all the gems. Run
toward Evil
Crash's house,
and from there,
locate an ant-
infested pass
flanked by evil-
looking columns.
Run through the
pass, Spin-
Attacking Lancer
Drones as you go.

Bandicoot Pursuit
Beyond the pass is a world crate. Run over it and jump
across some platforms to start Bandicoot Pursuit.
This level features the "Doc Amok" mechanic, in which
Cortex runs blindly (in this case, he's being chased
by Evil Crash), and you must remove obstacles
from his path.

90
Bandicoot Pursuit

Spin-Attack a Hop on a button


trigger crate to fill to remove a blade
in a path for from Cortex's
Cortex. Then stand path. Then jump
near a spinning down toward the
blade and wait for camera to collect
Cortex to hit a gem #1. Get back
button that on the path
removes it. quickly.

Hop up to Cortex and Evil


Cortex's level and Crash temporarily
Spin-Attack a Fire disappear. Jump
Drone before it along a series of
singes Cortex. platforms that
Spin-Attack a lead around the
detonator to blow corner.
up a spiny
obstacle.

Jump up so that
Spin-Attack more you're directly
detonators to above Cortex.
clear more Stand on a button
obstacles. Farther to raise a platform
down the line, for him.
Spin-Attack two
blue crystals to
extend a bridge
for Cortex.

Spin-Attack a
detonator crate.
Then move
Detonate another toward the
spiny obstacle, camera, jump a
and Spin-Attack a gap, and Spin-
bridge so Cortex Attack a trigger
can get on it. crate to extend
Then Spin-Attack some iron crates
the bridge a for Cortex.
second time while
Cortex is on the
middle part.

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Cortex disappears
Jump over to
again. Go around
Cortex's level and
another corner,
Spin-Attack a pair
and the chase
of Fire Drones in
starts again. Spin-
his path before he
Attack a post to
reaches them.
extend a bridge
for Cortex.

Tip
Run along a series
If the Fire Drones are spitting flame, don't hang back. Jump
of five trigger
over the flame attack and Spin-Attack them. crates. Spin-Attack
the first four
trigger crates but
do not Spin-Attack
the fifth.

Jump back to a
higher level. Spin-
Attack three blue
crystals to extend Tip
a bridge for
Cortex. Spin-Attack the first four trigger crates to protect Cortex
from obstacles. Spin-Attacking the fifth trigger crate makes
him run into explosives, so do not touch that one.

Run ahead and


press a button to
Run across three
remove a
buttons that
spinning blade
smash obstacles.
from Cortex's
Then stand on a
path. Then wait
fourth button to
until he presses a
raise a bridge for
similar button to
Cortex.
remove a blade
from your path.

92
Bandicoot Pursuit

Run ahead and


Spin-Attack a Spin-Attack three
detonator crate to blue crystals to
clear Cortex's extend a bridge
path, then for Cortex; then
immediately jump stand on a button
toward the to raise another
camera to collect bridge.
gem #2.

Spin-Attack a post
Get back on track. to rotate a bridge
Jump on a for Cortex. When
cannon's button he reaches the
to destroy an center post, Spin-
obstacle. Attack it again so
he can cross the
rest of the way.

Spin-Attack
another bridge
twice to let Cortex
across—once to
let him on, and
once to let him off.

The "Doc Amok"


sequence ends,
and you're on
your own again. A
passage leads
between two
cliffs. Before
going through it,
investigate the
rocks to the right.

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PRIMA OFFICIAL GAME GUIDE

Your task is to
move the Energon
Gem #3 is hidden Sphere across
behind the rocks. two bridges. The
Collect it and go first step is to
through the jump to a post
passage. and Spin-Attack it
to rotate the first
bridge into place.

Look for several Roll the Energon


platforms, one of Sphere across the
which has a gem bridge to a central
protected by a post. Then rotate
force field. the bridge again
Another platform and push the
has an Energon Energon Sphere
Sphere. Spin- the rest of the
Attack a trigger way. Repeat this
crate at the base strategy with the
of the nearby next bridge.
rocks, then hop up
next to the Energon Sphere.

When the
Energon Sphere
enters the socket,
gem #4 is free.
Jump back and
collect it.

Walk around to
find a gap in the
nitro crate pillars,
then hop onto the
trigger crate
there.

94
Bandicoot Pursuit

The trigger crate To the left of the


fills in iron crates fortress entrance,
in a pond nearby. jump up a series
Hop across those of iron spring
crates to a crates and activate
platform with an a trigger crate.
Energon Sphere.

Run back the way


you came. Look
for a floating gem
Spin-Attack the near the passage
Energon Sphere leading back to
toward the nitro the "Doc Amok"
crates, destroying area. Leap onto
them all and the iron spring
leaving only iron crate (which you
crates. This may just filled in with
take several tries. the trigger crate)
to collect gem #6.

The End of the Line


You're now ready to
enter the fortress,
starting the Ant Agony
Return to the level. Before you go
crate stacks and inside, you should know
jump up the iron that this is the start of
crates to collect
the final level. If you
gem #5.
want to revisit earlier
levels to collect missed gems or gather lives, don't go
through those big doors yet.
Instead, you can go through a tunnel to the left of
the big doors. This leads back to the main part of
Twinsanity Island.
You may also go
Approach the Evil
through the big
Twins' fortress to
teleporter to the right of
trigger a movie.
Watch the movie, the doors. The teleporter
but don't go inside leads you back to
the fortress yet. Cortex's laboratory,
and from there you can
fly in the airship.

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Go through a hall,
Ant Agony smacking ants.
Hop across a
When you're ready, go through the massive blue doors
series of
to begin Ant Agony. This is the last full level, and it leads
holographic
directly into the final boss fight.
platforms that
This level presents some of the toughest jumping disappear a
challenges in the game—but fortunately, you can second after you
overcome them by studying each jump beforehand. The touch them. You'll
key is to have a clear mental picture before you start to see lots more of
jump; it also doesn't hurt to have this book. these soon.

Run up to the
front door and roll Enter a big room.
the Energon Defeat an ant and
Sphere into the roll the Energon
socket. The door Sphere into the
opens. socket—then get
away before it
detonates.

Tip
Ants can throw Energon Spheres at you. Dodge the
Energon Spheres, and smack down the ants.

Triggering the
socket causes
moving panels to
appear. Hop across
these holographic
panels to the other
side. Stick to the
center, avoiding
platforms that
disappear into
the wall.

96
Ant Agony

Tip
Study the platforms before jumping across tricky
obstacles. Notice the pattern. Once you start jumping, Three bore drones
(tunneling ants)
always double-jump and maximize your time in the air. This
attack. Defeat
gives you time to make good decisions. Try to think one
them all.
move ahead, instead of concentrating on the platform you
just landed on. Most falls result from indecision about
where to go.

On the other side,


take out a hover Tip
drone (flying ant).
Avoid the ants while they're tunneling; just keep moving
Look right and
notice some until they emerge. When they surface, they're dizzy for a
platforms leading moment. Spin-Attack them twice to defeat them.
off to the side.
Take them to
collect gem #1.
Destroy three blue
crystals to drop
another force
field. The trickiest
one is between
An Energon nitro crates; tilt
Sphere rests on a the camera up
pedestal near the high to get a good
door. Hop up, roll angle and avoid
it down, and the crates.
shove it into the
socket to open
the door.

Cross a lava
cavern, hopping
along the lower
platforms (avoid
Cross a hall,
the tall ones) and
defeat an ant, and
smacking a fire
destroy blue
drone in the
spheres to drop a
center.
force field. Collect
an extra life to the
side before
proceeding.

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Jump across
Tip
another grid of To reach the gem platform, jump in this sequence:
moving squares.
Study it first. You 1. Forward onto red
need to start out 2. Forward + left onto green (collect extra life)
on the right, then 3. Forward + right onto blue
veer left to hit the 4. Forward + right onto yellow
stationary squares.
5. Forward onto red
6. Forward + right onto green
7. Forward + right onto solid gem platform
Hop up some
green platforms, Remember, the pattern never alters: red, green, blue,
dodge nitro yellow, then start over with red again.
stacks, and smack
a couple of ants.
Take a detour to
the right, walking
out on some After collecting
machinery, to gem #3, advance
collect gem #2. to the end of the
puzzle. See the tip
Hop some more for details.
green platforms,
smacking a hover
drone. You now
approach a
jumping puzzle
with colored
squares. Stand
there for a while,
watching the color
flow: red, green,
blue, yellow. It
never alters.

Hop ahead to the


gem platform.
Check out the tip
for details.

98
Ant Agony

Tip The next room


contains four
To reach the end of the colored tile puzzle from the gem blue lasers. Hop
platform: over the first; go
under the second
1. Jump to the farther of the two green squares
while it's rising.
2. Forward + right onto blue
Avoid the next
3. Diagonal right onto yellow
two as they go
4. Onto solid ground back and forth.

Take a left and


Next is a series of
head down to a
holographic
platform swarming
platforms sliding
with ants. Defeat
toward you. Hop
all of them, then
back and forth,
hop out onto a
slowly making
platform with a
your way to the
green button. Tag
other side. Double
the button.
jump to safety at
the end.

Holographic
platforms now
Up ahead are
appear. Jump
more colored
across them,
tiles. Watch them
avoid a line of
for a moment,
nitro crates, and
then jump from
collect goodies
red to green to
from wooden
blue to solid
crates, leaving
ground.
only iron crates
behind.

Hop to a platform
with an Energon Jump over the
Sphere. Knee next three tiles in
Slide it across the order (yellow to
gap. Then red to green to
carefully push it solid ground),
between nitro avoiding the
crates and onto a moving laser on
socket. This opens the green tile.
the door.

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Hop to the central


platform once. Do
Up ahead, defeat this by double
a pair of hover jumping on a
drones. Leap over holographic
a stationary blue platform, then
laser, then over a double jumping
moving blue laser again to the
(while it's coming center. Spin-Attack
toward you). the Fire Drone and
the crystal.

Destroy some
crates and leap
Return to your
across a long gap.
starting point.
Beat down an ant,
Then jump
and Spin-Attack
around the room
an Energon
clockwise, using
Sphere across a
the holographic
gap to destroy
platforms, Spin-
some nitro crates.
Attacking crystals
Jump after it and
and Fire Drones.
collect goodies.

Ahead are two The force field


moving blue drops. Past it,
lasers, one high dispatch some
and one low. ants and grab an
When the high Energon Sphere.
one is close, slide Roll it back down
beneath it, then the slope and
jump over the Spin-Attack it to hit
low one. a distant trigger
crate, which gives
access to gem #4.

Hop down green


platforms. Fight a
Lancer Drone at a Jump across a
force-field wall, series of
then study the platforms with
room. You must rotating lasers.
break five blue Land just as the
crystals to drop laser passes,
the force field. follow it, and
jump again.

100
Ant Agony

Advance to a set
of four big Tip
platforms. Lancer
Drones teleport To cross the strip of colored tiles, jump in this order:
in; fight them.
Keep an eye on a 1. Forward onto red
switch on a 2. Forward (two spaces) onto green
smaller platform. 3. Backward onto blue
When you've slain 4. Forward (two spaces) onto yellow
enough ants, the 5. Forward onto red
force field drops. 6. Forward onto the holographic platform
7. Forward onto green
8. Onto solid ground

Jump over and hit The last couple of jumps should be single jumps. If
the switch when you double jump, the green tile may disappear before
the force field you hit it.
drops. Leap
across the
holographic
platforms raised
by the switch.

Run along a
moving strip of
holographic
platforms,
jumping over
gaps.

Hop across a strip


of colored tiles.
Check the tip for
the order to jump.

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PRIMA OFFICIAL GAME GUIDE

Tip
Walk onto a
button and stand These tiles slide into place while you're standing on the
on it for a while. button, and they slowly slip back while you're not.
Platforms slide Therefore, you have to jump on them while they're moving.
out, both in front
of you and to
your left. Use the
one to your left Jump back
and hop up to down, stand on
collect gem #5. the button for a
while, and hop
across the
holographic tiles
to the other side.

Leap across
holographic tiles
with moving
lasers above
them. Start your
jumps just as the
laser starts
moving away
from you.

Hop across
platforms with
rotating lasers. As
before, leap on
and follow the
laser around until
you can jump
again.

102
Ant Agony

Stand on a button
a few seconds to
When you reach a make colored tiles
holographic wall, slide out. Hop
turn left. Note the across the tiles in
colored squares. order (red, green,
blue, yellow) as
they slide back.

Turn left at the


checkpoint and
Hop two squares hop up the iron
ahead onto red, spring crates to
then two ahead collect gem #6.
onto green, then
onto solid ground.

Return to the
checkpoint and
face the rest of
the colored tiles.
When you're
Destroy four blue
ready, cross them
crystals on these
using the infor-
platforms to drop
mation in the
the force field.
sidebar.
Also, look for a
platform with an
extra life.

Past the force


field, jump across
platforms with
lasers spinning
around them. It's
easy; take your
time and stand in
the middle of the
platforms to avoid
the lasers.

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Crossing the Last Crossing the Last


Colored-Tile Sequence Colored-Tile Sequence (cont’d)
The last colored-tile jumping puzzle consists of three 4. Left onto yellow
sections. To complete the first one, jump in this order: 5. Forward onto red
1. Forward onto red 6. Right onto green
2. Forward onto green 7. Left two spaces onto blue
3. Left onto blue 8. Left onto yellow
4. Right two spaces onto yellow 9. Left two spaces onto red
5. Forward onto red 10. Right onto green
6. Forward onto green 11. Forward + left onto blue
7. Forward two onto blue 12. Forward + right onto yellow
8. Back onto yellow 13. Left onto red
9. Left onto red 14. Forward + right onto green
10. Left onto green 15. Onto solid ground
11. Left onto solid ground; rest a bit

From this resting spot, advance as follows:

1. Forward two spaces onto red Tip


2. Forward two spaces onto green
If all the jumping sounds complicated, it's not that bad. The
3. Right onto blue key is to memorize the color sequence (red, green, blue,
4. Forward + right onto yellow yellow). Keep it in your head and say it out loud as you
5. Left onto red jump. That way, you'll always know what color you need to
land on next.
6. Right + backward onto green
7. Right two spaces onto blue
8. Forward onto solid ground

You're now at the second resting spot. Just one


more to go: Advance, rolling
an Energon
1. Forward two spaces onto red Sphere onto a
2. Left onto green socket to open a
door.
3. Forward + right onto blue

104
Ant Agony

Jump onto the


left platform—the
You emerge in a one with nitro
big room with a walls. Spin-Attack
detonator crate on a red Energon
a pedestal at the Sphere into the
far end. two walls of nitro
to destroy them.

Make your way to Roll the green


the detonator Energon Sphere
crate, taking the up the left
platform on the platform, and
right. Spin-Attack Knee Slide it
the Lancer Drones across the gap to
and activate the the central
detonator. This platform. Then roll
opens a path to a it onto one of the
pair of sockets. sockets.

Go to the right
platform. Knee
Slide a green
Energon Sphere
to get it to the top
of that platform.
(Get behind it to
prevent it from
rolling.) Then
Knee Slide it
across the gap to
the center, and
roll it onto the second socket to open the door.
Beyond the door,
a movie plays.
Pass through
several hallways
when the movie
ends, smacking
Lancer Drones.
Eventually you
reach a World
Crate, and the
final boss fight.

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PRIMA OFFICIAL GAME GUIDE

Final Boss Fight Nina's Stage


This is it—the main
There are three sets of clear pillars spaced evenly
event, the final
around the arena. Nina's job is to rappel up each set of
showdown. You control
each of the three pillars and destroy the crystals at the top. (There are
playable characters six crystals, one atop each pillar.)
during this fight: first Nina must avoid Lancer Drones and the boss itself
Nina, then Cortex, and while she works. The boss attacks with a flamethrower
finally Crash (at the or by stomping the ground and producing energy rings.
controls of MechaBandicoot). Avoid these attacks by staying on the move and
Your enemy in all three stages is a giant robot sticking to the outer edge of the arena. Constantly
designed and piloted by the Evil Twins. It attacks moving around the edge usually keeps you safe; don't
differently in each stage. venture into the center, where the boss likes to stand.
Despite its length, this fight isn't so bad. It's just a matter
After taking down a pair of pillars, run in whatever
of getting comfortable with each of the three stages.
direction takes you away from the boss the quickest,
even if this isn't the fastest direction that leads you to
Stage One: Nina the next pillars. Staying away from the boss is the key.

The battle begins with you This part of the fight is complete when Nina has
in control of Nina. destroyed all six crystals.
Make use of her
grappling prowess in
order to successfully
complete this Run between a
section. set of clear pillars.
There are spots
for you to grapple
all the way up
them. Grapple the
lowest spot,
jump, and grapple
to the next one.
Make your way to
the top.

Tip
In addition to the Evil Twins' robot, Lancer Drones chase
you during this sequence. Move quickly to a set of pillars,
climb them quickly, and get out of the area as soon as the
pillars come down. This allows you to avoid both the robot
and the ants.

106
Final Boss Fight

Stage Two: Cortex


Spin-Attack the
After Nina's job is complete, you assume control of
crystal atop the
Cortex. His job is to destroy the boss robot's weapon-
tower. Then turn
equipped arms.
around and
grapple to the
other tower. Cortex's Stage
Destroy that
crystal also. Both Cortex's stage is quite simple. The Evil Twins' robot
towers collapse. stands at the center of the stage and alternately fires
its machine gun and laser at Cortex. To avoid these
attacks, Cortex needs to constantly run laps around
the arena.
The machine gun is quick while the laser damages
Tip everything in a wide radius. To avoid damage, you
must be running full speed during the full duration of
Work quickly. If you fall or otherwise mess up, get away each attack.
quickly and come back later. Don't stick around, or the boss
Just after the robot has fired either weapon, you
will hit you with its flamethrower or energy stomp.
have a few seconds to counterattack. Aim at one of its
two weapons and fire six to ten shots with Cortex's
blaster. Then start running again.
Repeat this process until both guns have been
destroyed, and Cortex's stage is complete.
Run to the next
set of pillars and
destroy them in
the same way.
Then topple the
third set, and
Nina's job is done.

Tip
Keep avoiding the robot and ants after the last pillars
fall; it takes a few moments to transition to the next
sequence.

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Run circles Eventually, the


around the boss, laser blows up
watching it fire. too. Now Cortex's
Learn the timing work is done, and
of its shots. it's Crash's turn.

Immediately after
the robot has fired
a weapon, turn
Stage Three:
and fire several Crash as MechaBandicoot
shots at it. (You After Cortex has blasted the robot's guns, you once
may target either again switch perspectives. This time you control Crash,
weapon; we who is himself at the controls of his old nemesis,
recommend MechaBandicoot.
targeting the
machine gun
first.) Then start Crash's Stage
running again,
sticking to the very edge of the arena. MechaBandicoot can shoot rockets: This is the attack
you'll use to finish off the Evil Twins' creation. Fire
rockets with the same button used for Cortex's blaster.
Tip The Evil Twins' robot stands inside a constantly
How many times should you shoot the boss before starting moving energy shield. Most of the time, this shield
to run again? We shoot only four or five times before the protects the robot from your attacks. Periodically,
machine gun fires, because the machine gun fires quickly though, a gap appears. If you time your attack
and with little warning. The laser gives more warning, so correctly, it will get through the gap and smack down
we fire eight to ten shots before its turn. Still, be sure to the robot. You must hit it four times to defeat it.
respect the laser's huge blast radius. Run along the very The robot periodically attacks with a laser sword.
edge of the arena to avoid getting nicked. When in doubt, Constantly run clockwise to avoid the sword. Only stop
fire fewer shots and concentrate on not getting hit. moving when you're about to attack.
The best time to start an attack on the robot is just
Repeat this
after it swings its sword.
process—run and
shoot, run and
shoot. When the
machine gun
explodes, the
robot can only fire
its laser. Target the
laser and keep
pounding it.

108
Final Boss Fight

Circle the robot


for a while, Tip
observing how its
colorful shield Once again, we recommend that you err on the side of
works. Also notice caution. You have all the time in the world, so don't stop
how it attacks and shoot unless the enemy has just attacked.
with its sword;
you're always
safe if you keep
running
clockwise.
Connect with four
missile attacks to
finish off the robot
Tip and complete the
Study the gaps in the colored shield. The best time to
game. Now sit
back, relax, and
attack is when the robot has swung its sword and a gap is
watch the
just appearing in the shield.
endgame movie.

After each sword


attack, look for an
opportunity to
quickly shoot your What's Next?
missiles through a Did you get all the gems? No? Well, there's good news:
gap in the shield. Throughout this book we've noted all the little tunnels,
Give it a try. If you teleporters, and secret passages you can use to get
miss, just start back to earlier levels. After the credits roll, you're put
moving again. back in the game. Now you're free to collect those last
few elusive gems.
Collecting gems unlocks artwork. To see how many
gems you've got, and to view the artwork you've
unlocked, pause the game and press l or r (PS2)
or 7 or 8 (Xbox) to scroll through multiple screens.
Here, you can see exactly which gems you're missing,
and look at the art you've already unlocked.
When you've collected every gem, one last movie
appears. Congratulations! You've unlocked everything
in the game!

109 primagames.com

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