Crash Twinsanity Prima Official Guide
Crash Twinsanity Prima Official Guide
© 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.
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
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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
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6
Fruit and Loot
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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
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.
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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
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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.
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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
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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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.
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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.
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.
18
Jungle Bungle
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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.
22
Jungle Bungle
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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24
Cavern Catastrophe
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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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
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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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.
31 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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.)
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
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
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
37 primagames.com
PRIMA OFFICIAL GAME GUIDE
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!
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.
39 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
40
Ice Climb
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
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
44
Iceberg Lab Revisited
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.
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.
47 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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.
49 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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
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
PRIMA OFFICIAL GAME GUIDE
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
53 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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
55 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
56
Into the Ship’s Hold
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.
57 primagames.com
PRIMA OFFICIAL GAME GUIDE
58
To The Airship
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.
59 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
61 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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.
63 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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
65 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
66
Boiler Room Doom
67 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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.
69 primagames.com
PRIMA OFFICIAL GAME GUIDE
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.
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.
71 primagames.com
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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
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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.
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.
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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PRIMA OFFICIAL GAME GUIDE
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.
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.
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80
Rooftop Rampage
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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.
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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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PRIMA OFFICIAL GAME GUIDE
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.
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PRIMA OFFICIAL GAME GUIDE
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
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'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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PRIMA OFFICIAL GAME GUIDE
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.
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
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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PRIMA OFFICIAL GAME GUIDE
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.
92
Bandicoot Pursuit
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.
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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.
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
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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.
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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PRIMA OFFICIAL GAME GUIDE
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.
98
Ant Agony
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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PRIMA OFFICIAL GAME GUIDE
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.
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.
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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.
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.
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104
Ant Agony
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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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
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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PRIMA OFFICIAL GAME GUIDE
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
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