Level 1: Toad Village 1 crystal 1 clear gem 42 boxes If you've played a Crash Bandicoot game before, this is a great time to brush up on all your moves. If this is your first time playing Crash, take advantage of this easy level to get used to the game's controls. Move forward through the level slowly, taking your time to smash every box. Don't be afraid of the pools of water scattered throughout this level; Crash can wade just fine. Before long, you'll come across two bounce boxes, one on the ground and one suspended above it. Don't smash bounce boxes with your spin attack; if you do, you won't get any fruit from them. Practice jumping onto the bottom box and bouncing between the two boxes five times until they collapse. Often, the only way to smash a bounce box in the air is to use a bounce box below it. When you come across the first goat, practice your spin attack. You'll find that your spin attack is easier to time if you run toward the enemy while you are spinning. Right before the first checkpoint (more on this later), you'll see a box with a picture of a mask on it. This aku aku box holds a protective mask that Crash can wear. One mask is worth one hit point; two masks are worth two hit points; and three masks provide temporary invincibility. When you come across the crystal, grab it! Finding the crystal in each level is your primary objective in the game. The ? box holds a surprise for you. You never know what you will find in these boxes, so be sure to check them out. When you come to the box with a C on the outside, you've made it to a checkpoint. If you smash a checkpoint box, you can start back at this point the next time you lose a life. When you see your first slot box, you may find yourself frozen with indecision, since the box is like a slot machine. But don't take too long to make your decision; after just a few seconds, the slot box will seal up permanently, and you can't smash it at all. To kill the swordsman, wait until he gets his swords stuck in the ground. Then hurry and knock him off with your spin attack. That big pedestal with a question mark signals a bonus level. Just hop onto the question mark, and you will take a ride to the bonus area. When you get to the end of the level, you will either see a translucent box telling you how many boxes you missed, or you will see a clear gem if you smashed all the boxes. If you missed some boxes, come back again to finish the job. Level 2: Under Pressure 1 crystal 1 clear gem 92 boxes Crash goes for an underwater dive in level 2. Don't worry about running out of air: Crash has an oxygen tank. Take a few moments to get used to moving Crash around in this new environment. Using the control pad makes Crash swim slowly in any direction. Pressing the X button makes Crash use his flippers for a quick burst of speed, and the O button activates the classic spin attack. You can't control Crash as precisely as you did on land, so be cautious. The small fish pose no threat, but watch out for big sharks and blowfish. You must use your spin attack to take them out. Don't get near a blowfish when its spikes are showing. You can't use your spin attack against those pesky mines; you must avoid them for now. Be extra careful, since they track your movements. After the first checkpoint, you'll come to an enclosed tube. Your first obstacle is a giant, electrified, rotating disk; swim carefully around it to avoid making contact. When you exit the tube, watch out for the giant eels that pop out of the walls; time your swimming to avoid them. On the ocean floor directly below the eels is a slot box that will activate before you can see it. Hurry to the bottom to smash the box before it seals itself shut. Before long, you'll come across a jet sub. Hop on and go for a spin. Controlling the sub is a lot like swimming. The O button gives you a burst of speed. Take a moment to get used to the controls; it's easy to get going too fast. The sub is a great help because it has a torpedo launcher; just use the square button to fire a torpedo. Now, you can get rid of sharks and other enemies without getting too close. You can even blow away the mines. The torpedoes will also come in handy for smashing boxes. The jet sub also acts as a shield and lets you take a hit without losing a life. Unfortunately, when you take a hit, you lose your sub. There is no way to get another sub without sacrificing a life and going back to the last checkpoint. When you see red seaweed on the ocean floor, blow it away with a torpedo. There are boxes hidden behind the seaweed. If you are trying to smash every box, you will need the sub to get behind this seaweed. When you get to the next tube, you will lose your sub. Don't worry, there's another one coming up to help you finish the level. More of the same lies ahead. Take your time, and you'll do just fine. Level 3: Orient Express 1 crystal 1 clear gem 51 boxes You'll be playing as Coco in this level. As soon as you start, you'll automatically hop onto Pura the tiger. Now it's time to hold on for dear life! Once you hop onto Pura, there's no getting off. Pura will run through the level. Your job is to control his movements to smash boxes, avoid enemies, and jump over canyons. No matter how you slice it, this is a hard level to master. Your only hope is to keep at it, trying to commit as much of the coming obstacles to memory as you ride. If you can't keep focused on all the looming obstacles in front of you, follow the trails of fruit; they will usually guide you along the safest route. If you are playing the level to collect all the boxes, make sure you pay careful attention to the checkpoint boxes. Once you smash a checkpoint box, any boxes you have smashed before that point remain smashed, even if you lose a life. This can be a blessing or a curse. If you've hit every box along the way, the checkpoint can save you from returning to the beginning of the level and do it all over. But if you've missed a box or two, I recommend skipping the checkpoint boxes altogether, so you will start next time at the right place, with all boxes behind you cleared. Otherwise, you must start back at the beginning to have a chance at getting all the boxes. At three points along the path, you will notice little men pop out of the ground using trap doors. If you jump on one of the doors while it is being held up, you can bounce all the way to the roof above. You must master this trick if you wish to collect all the boxes, since there are three boxes on one of the roofs. If you are playing to collect all boxes, skip the first trap door, jump on the second one, and skip the third one. When you return to this level in time-trial mode, use Pura's fast run by holding down the R1 button the entire time. You must keep up this pace to have any chance of winning the sapphire or gold relic. One last warning; watch out for the paper dragons that snake across the path. Sometimes, you must jump over the dragons, but sometimes you must run under them. Level 4: Bone Yard 1 crystal 2 clear gems (second clear gem requires red gem found on level 12) 66 boxes When you start this level, take a deep breath, wipe the sweat off of your hands, and get ready for the run of your life. As soon as you jump down from the first platform, you will be relentlessly pursued by a very large, very mean triceratops. To make matters worse, Crash runs toward the screen, so you must use quick reflexes (and memorization) to react to the obstacles that pop up along the way. The pitfalls to watch out for in this level are steaming lava pits (jump over them), giant pterodactyls (run around them), ledges (jump over them), and weeds (hop through them or use your spin attack to chop them down). When you're being chased, don't worry about smashing the boxes yourself; the triceratops will take of them for you. Also, if your hands start to sweat, pause the game and regain your composure. After the second checkpoint, this level changes gears and becomes much more leisurely. Take the chance to relax and concentrate on smashing boxes. But don't relax too much! You're about to be introduced to two new types of highly explosive boxes. First come the red TNT boxes. These boxes require caution. To destroy a TNT box, hop onto the box and immediately hop away. You will have three seconds before the box explodes, so make sure you are not standing next to it. Never smash a TNT box by spinning into it! When TNT boxes are stacked or are sitting next to each other, you must only detonate one to destroy them all. Far more dangerous are the green nitro boxes. These boxes are highly explosive and will explode at the slightest touch. Stay away from them! Whenever nitro boxes appear, there will be a green ! box somewhere in the level. Hit the green box to detonate all the nitro boxes throughout the level at once. As you wade through the tar pits, watch out for a well-hidden enemies stalking you. They will be wading through the liquid muck, ready to pounce. The best strategy is to use your spin attack against them before they lunge toward you. You'll come across a red wire platform; you can't use it until you find the hidden red gem in level 12. If you have already retrieved the red gem, see the end of this section for strategies. Past the red platform, you will come across a bonus level in which you can learn a new move. To crawl under the steel boxes (which Crash can not damage with his spin attack), slide under them by using the O button. When you come across the steel ! box, hit it to make the invisible boxes appear in front of you. Smashing this series of boxes is all about precise jumping; it will take practice to do it right. Before you have time to relax too much, your ill-tempered dinosaur friend will be back to chase you. Have fun! Riding the Red Gem Platform If you have already retrieved the red gem, hop on the red platform and get ready for one of the toughest sections of the game. When you complete this section, you'll have obtained the second clear gem on this level. After riding the platform, hit the steel checkpoint box to mark your place. Then get ready to get chased by the grumpy triceratops again. This chase has some new obstacles for you to contend with, namely larger lava pits (double jump over them) and hot air vents (run around them when they are active; jumping over them doesn't work). There are lots more weeds in this section of the level, so hop through them to keep ahead of the dinosaur. It takes lots of work to make it through this chase alive, so you make sure to have a minimum of 10 spare lives before you try it for the first time. Level 5: Makin' Waves 1 crystal 1 clear gem 37 boxes Who knew that Coco had such a cool jet ski on hand? Take a few moments to get used the controls. Then start having some fun in the sun. An arrow at the top of the screen will point you in the right direction, so don't worry about getting lost. Just stay between the buoys and avoid the obstacles while you concentrate on smashing the boxes. There are several ski jumps you must take to get boxes hanging in the air; if you miss a box on your first try, just circle back and take the jump again. Take it slow the first few times! Things to watch out for: floating mines, cannonballs shooting out of pirate ships; pirates in row boats; and seagulls. First Boss: Tiny Tiger Here, you'll meet the first boss, Tiny Tiger. To him take out, you must be quick on your feet. First, he will jump off his platform and try to smash you five times before he gets his pitchfork stuck in the ground. Take this opportunity to use your spin attack against him. Next, he will unleash his smaller lions on you; they will charge you from below the platform. Your spin attack will work against these pests, but it's better to stay at the back of the screen and concentrate on just avoiding them altogether by sliding back and forth. After the first wave of lions, Tiny Tiger will be back to crush you. The second time, he will jump six times before getting stuck. Hit him again and deal once more with the lions. Finally, Tiny will try to crush you once more, this time jumping seven times before stranding himself. Hit him once more, and you're the new champion on the block. After you defeat Tiny Tiger, you will gain your first new power: the super body slam. Just jump and press the O button while you're in the air to do some serious damage. Level 6: Gee Wiz 1 crystal 1 clear gem 100 boxes You'll find this level similar to level 1, so have some fun on this relatively easy section of the game. You must use your super body slam early in the level to smash the steel-reinforced boxes. To get past the pesky wizard who is so rudely shooting fireballs at you, run toward him and time your jumps to avoid his attack. Then spin him away. If you want, you can also use your spin attack to deflect his fireballs, but make sure your timing is perfect. The bonus stage on this level will really put your jumping skills to the test. When you come to the steel switch box, avoid your first impulse and do not hit it. Instead, jump off the ledge and hop across the gap by bouncing on the suspended box on the way there. Then turn around and jump back to activate the switch. The jump back is a long one, and it make take a few tries before you get it right. Level 7: Hang 'em High 1 crystal 1 clear gem 1 yellow gem (accessed through level 27) 96 boxes Level 7 finds Crash making a mess out of a Mediterranean town; Indiana Jones would be proud. If you're looking to grab the yellow gem on this level, you'll have to wait. You actually need to collect ten relics, enter level 27, and grab the yellow gem there. Sorry! Right away you'll see a series of three awnings that Crash can bounce on. Take time now to master jumping from awning to awning; you'll need this skill later on in the level. The first new enemy you'll confront is a skilled swordsman. Wait until he walks away from you and let him have it with your spin attack. Next comes the evil magician on his magic carpet. A spin attack will take care of him as well. Before long, you'll come to an apparent dead end. Don't despair. Now it's time to hang from the ledge above you and swing like a monkey over to the next platform. Just jump up, and you'll get the "hang" of it in no time. Just watch out for the scorpion hanging around the area; either avoid him or give him a spin for good measure. When you come across the monkey with the barrels, you must attack him twice to take him out. As you jump on the awnings, keep an eye out for fruit paths that will show you the way to boxes overhead. These boxes are hard to crack, and it's easy to fly off the awning to your death, so be gentle with the controls. Take a detour to the bonus area. For the boxes placed high above in the air, you can use a combination of double jumps (a power which you acquire after defeating Dingodile) and mid-air super body slams to smash them all. When you come to the slot box that sits above the row of steel boxes, think before you jump. Make sure you wait until the slot box switches to a TNT box; that is the only way to activate the ! box below. Remember to hop on the TNT box, not spin into it. Soon, you'll come across a nitro box sitting on top of two other boxes. Taking out the bottom box quickly is important, since it's a slot box; just spin it into oblivion. If you're a daredevil, you can carefully slide into the next box to avoid detonating the nitro box above. Or you can ignore the second box for now and blow it to high heaven when you hit the nitro switch box near the end of the level. Level 8: Hog Ride 1 crystal 1 clear gem 13 boxes Crash takes a spin on his cool motorbike in this race. You're at a disadvantage since the other drivers have cars that can run you off the road, but your bike is faster, so it's not a total loss. The best strategy is to approach this level twice, each time with a separate goal. The first time, you must focus on finishing the race in first place; this is the only way to get the crystal on this level. So concentrate on speed and don't worry about picking up boxes the first time around. Crash tends to spin out on curves, so let up on the gas on the hard turns. Along the way, you'll come across marks on the road that will give you a burst of speed; try to use them to gain on your opponents. Watch out for police cars blocking the way. The second time you take on this level, concentrate on smashing all the boxes. You must jump on the ramps to hit every box, but with a little practice, you'll be an expert. Don't worry about your time on the level when you're trying to smash every box; your position at the end of the race makes no difference. This is a short race and an easy level, but don't worry: You'll be back on the bike later in the game for a much more challenging circuit Level 9: Tomb Time 1 crystal 2 clear gems (Both clear gems require purple gem which is found on level 13) 95 boxes Get ready to raid an ancient burial site. Right off the bat, a giant cobra blocks your way on this level. Don't be intimidated; just give it a good spin. You must be careful around the open pits that litter the floor. Some are guarded by alligators, so time your jumps accordingly. (Actually, you can use your spin attack to get rid of the alligators, but timing your jumps to avoid them is safer.) Also, oil slicks scattered throughout the level make Crash slip and slide. Whenever you see a raised polygon on the floor, you should step on it to activate a switch. The first switch opens a set of doors that block your path. The switch remains active only so long, so it pays to watch the sequence of events once before dashing forward. After the first checkpoint, you'll come across a bridge made of tiles. The tiles that spell out the name "Neo" are safe to stand on; the tiles that picture a red beetle collapse instantly when you step on them, so tread lightly. Before long, you'll come across four barrels populated by monkeys who are gleefully throwing stones at you. Hurry toward the barrels and use your spin attack. One of the exposed monkeys will cower in fear for your gratification. Level 9: Tomb Time (cont.) The next challenge pits you against an Egyptian who is releasing huge stones from above in an effort to crush you. You must jump carefully across the pit to get your footing before the moving stone pushes you into oblivion. You needn't worry about being run over by the stones, but don't stand underneath the spot where they come out of the ceiling, or you will be crushed. When you get past the stone, use your spin attack to take out the Egyptian who is pulling the lever. Before you dash onward, pay careful attention to three mysterious spots on the floor that are lighted from above. Stepping in these areas triggers arrows that launch from the walls. There will be another set of these lights in the level, so keep your eyes peeled. Before long, the path will split in two directions. On your right is the way to the crystal and the exit to the level. On your left, on the other side of a very long pit, is a wall with a drawing of a purple gem. If you haven't already obtained this gem from level 13, you can't get behind the wall. If you have the purple gem, the wall will open up for you as you approach it. Getting over the pit in front of the wall presents it own challenge. Although it is possible to make the jump using your double jump, you'll find it much, much easier if you've obtained the death tornado spin by beating N. Trophy after level 15. Besides, you will need the tornado spin to make it through the area behind the wall, so take your time and come back later. When you do decide to tackle this section, you'll find the strategy at the end of this section. The next time you come to a nasty Egyptian dropping stones your way, use the same strategy as before. This time, however, notice that there are two boxes above the moving stones. If you are playing to smash every box, you must hop on the moving stones and use your spin attack to smash the boxes. (Alternatively, you can take out the Egyptian and then walk back and smash the boxes using your double jump.) After you knock off the Egyptian, watch out for the dude with the fire thrower. Wait until he is not pointing your way and spin him away. Just a few more platforms, and you're reached the end of the level. Unless you have completed the hidden area behind the wall, you will not have collected all the boxes. Level 9: Tomb Time (cont.) Behind the Purple Gem Wall To get over the first pit without being pumped full of arrows, use your super tornado spin to take the long jump near the left wall. Remember, the arrows only fire if you cast a shadow over the lights on the floor. Be extra careful wading through the oil spill just past the pit. A set of sharp spears pops up from the floor and then resets underground every few seconds. In fact, there are four sets of spears ahead, so proceed cautiously as you jump over pits. The last two sets of spears require some extra care to get past them, as you must activate a switch to open a door and hop past the spears before the door closes again. Stop and watch the sequence of the spears carefully before proceeding. The good news is that right on the other side of the door is the level's first clear gem. Grab it and move on. You'll hop across a few sets of platforms, making your way across the screen to your right until you can go no further. Ahead of you, you will see the end of the level. If you want to get the crystal and the second clear gem awarded for smashing all the boxes, you must backtrack through the easy path until you reach the points where the paths converge. When you reach the Egyptian releasing stones, take him out so you don't have to deal with this danger. You can smash the two boxes above the oil slick by using your double jump. Be careful of the arrows shooting from the walls. Take it slowly and avoid the light circles on the floor by jumping over the pits with the help of either your double jump or tornado spin. When you come to the large pit after the arrows, wait for the moving platform to arrive before you make the jump. Once the platform has traveled its full distance, use your double jump and tornado spin to make it the rest of the way. When you come to the point where you started, it's time to head forward again, making sure to take out every box along the way. If you're successful, you'll exit the level with two clear gems and the crystal. Good job! Level 10: Makin' Waves 1 crystal 1 clear gem 35 boxes On level 10, it's time for Coco to hop back on Pura the tiger for a run under the full moon. You'll use the same strategies here as you did in level 3. This time, there are more obstacles along the way, and your enemies are much more active, so keep your eyes open for trouble. Some of the changes are subtle, like the new pattern that the paper dragons follow. If you are trying to smash every box, you must use Pura's fast run (the R1 button) to jump high enough to reach some of the boxes hanging in midair. Finally, follow the same pattern as in level 3 for rooftop boxes. Skip the first and third trap doors, but bounce on the second door to reach the boxes on the roof. Level 11: Dino Might! 1 crystal 2 clear gems (second gem requires yellow gem found on level 27) 112 boxes Welcome to the tar pits. When you start the level, you'll see a box with a free life on top of four steel boxes. Use your newly acquired double jump to grab the life. Soon, you'll confront an extremely annoying rodent who blocks your path and spins periodically. Wait until he is not spinning and let him have it. After the first checkpoint, you'll come across a yellow platform. You can't use it until you get the yellow gem on level 27. Even if you already have the yellow gem, don't hop on just yet. First, keep moving ahead until you reach dry land. Make sure you smash every box and kill every enemy along the way, because you'll be backtracking in just a moment. No, you're not seeing things. That is an egg in front of you! Use your spin attack to make it hatch and out will pop a friendly t-rex who will give you a ride. Jump to hop on and use the O button to hop off when you need to. There will be some boxes the t-rex can't open, so you must hop on and off throughout the level. You should have no problem jumping over the large tar pits and over enemies that pop out of the goo below you. Before too long, the fun comes to an end, and you must leave your t-rex friend behind. Parting is such sweet sorrow. After you leave t-rex behind, it's time to go back and take a ride on the yellow platform (if you already have the yellow gem). Backtrack (watch out for the lava pits and volcanoes) and hop on. See the end of this section for strategies to get through this area. The bonus area on this level gives you a chance to practice your double jump. The only tricky part is smashing the steel-reinforced boxes that are suspended over the void below. Just stand near these boxes and use your super body slam to shake them apart. If this level seems a little too quiet up to this point, your intuition is correct. Right after the bonus area, get ready to meet your triceratops friend again for another crazy chase. This time around is only slightly harder than the chase on level 4, so concentrate; and you'll be fine. Level 11: Dino Might! (cont.) Riding the Yellow Gem Platform When you land, you'll be in another swamp. Move ahead carefully. Make sure the currents do not carry you into any enemies. Tread carefully, watching out for lava pits and volcanoes. Finally, you'll come to dry land and some TNT boxes. Detonate one of the TNT boxes and stand aside. You must use your body slam to take out the steel-reinforced box afterward; the TNT isn't strong enough. When you come the next stack of steel-reinforced and TNT boxes, stand to the side and use your body slam on the ground next to the boxes. This should take out the steel-reinforced boxes and detonate the TNT box. Now use your body slam on any boxes that are left over. Soon, you'll reach the point where you start moving toward the screen. Walk carefully. You must be wary of all the usual problems: lava pits, volcanoes, nitro boxes, and pterodactyls. Again, make sure not to get sidetracked by the currents. The first clear gem will be waiting for you before long. Grab it, hit the nitro switch box, and hop onto the yellow platform. The platform will drop you off right where you began backtracking before, so you don't have to go back and smash any boxes. If you took the ride on the yellow platform and smashed all the boxes, you'll exit with both clear gems. If you haven't gotten the yellow crystal yet, just come back later for another visit. Level 12: Deep Trouble 1 crystal 1 clear gem 1 red gem 88 boxes It's time to go underwater again. This time you get to start right away with the jet sub. Remember that Crash's movements are less precise under water, so take your time to explore your surroundings before you charge forward. There are nitro boxes scattered throughout the level, so watch out! To get past the pile of steel boxes and TNT, shoot a missile at one of the TNT boxes, and the pile will collapse, letting you through. Be sure and keep a safe distance from the explosion. Watch out for the swirling tornadoes. If you get caught in one, it's curtains for Crash. About halfway along the level, you'll come to a fork in road. It's actually easy to miss, since a row of fruit leads your eye upward; but if you look carefully, you will notice that you can continue to the right as well. You can finish the level by going either way, but if you want to recover the very important red gem and smash all the boxes on this level, you must explore both routes. Let's start by heading up first path. After swimming through a tube and dodging a tornado, you'll grab a jet sub. Hop on and proceed carefully, shooting all enemies and firing at boxes. Remember, if you lose your sub, you must sacrifice a life to get another one. Take out the nitro boxes with your torpedoes because you must swim back this way, and you don't want to deal with them again. Be sure to keep a safe distance while you're firing, and remember that you can shoot boxes that are off the screen. Soon, you will come to a ! box and the end of the level. Flip the switch and head back carefully the way you came. Good job! Now it's time to head to the right and get the red gem and the rest of the boxes. First, nudge up against (don't spin!) one of the TNT boxes to detonate it so you can get through the tunnel ahead of you. Your first obstacle will be a tube populated by two blowfish and a pile of nitro boxes, so be very careful! Use the ledges in the tube as places to rest while you wait for the right moment to use your spin attack on the blowfish. After you've taken out the two fish, hug the left-hand wall on the way down to avoid the nitro box. Unfortunately, as soon as you exit the tube, you will immediately be faced with more nitro boxes just waiting to blow you away. Swim very delicately to avoid losing a life. There's nothing in this section of the level you haven't seen before, but tread carefully to avoid getting eaten by sharks or caught up in a twister. Before long, you'll come to the green nitro switch box; hit the switch, and you will have smashed every box on the level. Pick up the red gem and exit the level. Now you can go back to level 4 and explore the area that is accessible only with the red gem. Level 13: High Time 1 crystal 1 clear gem 1 purple gem 87 boxes Welcome back to the mean-spirited Mediterranean village you've missed so much. The basic strategies of this level are the same as you used on level 7, with a few new twists. The most important aspect of this level is the fact that it has two distinct paths for you to explore: an easy path and a hard path. To get the crystal and the clear gem, you must complete the level on the easy path; to obtain the yellow gem, the hard path is the one to follow. Either way, you must tackle this level twice to extract all the treasures it holds. Let's take a moment to get the concept down of the two paths. The easy path is straightforward: You simply complete the level on the normal route. To access the hard path, you must make it to the point where the hard path begins without losing a life. If you die, you must exit and reenter the level from the Warp Room. You will recognize where the hard path starts when you see a floating platform for you to jump on. If you have lost a life before reaching that point, the platform will only be outlined, and you can't use it. Got all that? OK, let's go for the easy path first. Level 13: High Time (cont.) The Hard Path The key to making it to the hard path is caution. Take your time as you methodically make your way through the level. Don't get distracted by hard-to-reach boxes; ignore them instead. If you lose a life, you must exit to the Warp Room and reenter the level access the hard path. Once you get to the hard path platform, hop on, and you're on your way. You'll be confronted right away with residents throwing fireballs at you again, but this time, you must negotiate jumping on an awning between the two windows. Start your jump as soon as the first fire goes out, and you'll make it across in time. The next set of fire-throwing residents requires you use different timing. Start running as soon as the second set of fire goes out, jump the gap, and use your spin attack on the magic carpet rider while you're in the air. There's nothing else here you haven't seen already. There are some tough jumps, but take your time and before you know it, you'll see the purple gem in front of you. Grab it and exit the level. Now you can go back to level 9 and get the two clear gems that were unattainable before. Level 14: Road Crash 1 crystal 1 clear gem 29 boxes This racing level is basically a more challenging version of level 8, so you should use the same strategies to win the race this time around. Again, take this level in two phases: the first time, you must finish the race in first place (to get the crystal); the second time, you must smash all the boxes (to get the clear gem). Remember, you must use the ramps if you want to hit every box. Smashing all the boxes is fairly straightforward. If you miss a box, just exit to the Warp Room and start the level again from the beginning. It will take a little practice and some smooth moves, but hang in there, and you'll work your way through the level. Remember, when you are collecting boxes you needn't worry about finishing the race in first place. Level 15: Double Header 1 crystal 1 clear gem 91 boxes Level 15 finds Crash back on with some of his old enemies from levels 1 and 6, but there is a new nemesis to contend with: the double-headed, club-wielding giant who would like nothing more than to swipe Crash with one of his two clubs. When you come across the giants, your safest bet is to avoid them by running or jumping past them when they are not swinging at you. In a pinch, you can jump and use your spin attack on a giant's head, but in general, doing so means taking an unnecessary risk. You must use your double jump in the bonus area to smash all the boxes. When you come across a stack of boxes containing two TNT boxes, jump over them without smashing them. Run ahead to the next ledge and trip the switch box; then run back and use the bounce box to smash the boxes suspended in the air. Take out the TNT and keep moving ahead. Toward the end of the level, you'll see a goat pacing back and forth on a ledge. It will be tempting to take the time to use your spin attack on the goat, but if you do, you'll likely be nailed by the wizard ahead of you who is lobbing fireballs your way. It's best to wait until the goat is out of the way and hop across the ledge quickly; run forward and jump over the wizard's fireballs until you are close enough to attack. Level 16: Sphynxinator 1 crystal 2 clear gems (second clear gem requires blue gem found on level 20) 105 boxes Before you do anything else in this Egyptian tomb, turn around and walk back toward the screen. Four boxes (one with a free life) are hidden directly behind the spot where Crash begins the level. Smash them and then move on out. You'll immediately come to a fork in the road. On your left is an enormous pit. Believe it or not, you actually can make it across this abyss, but you must have obtained the crash dash power by defeating the final boss, Dr. Cortex. If you choose to go for it, use your crash dash, double jump, and tornado spin to make it all the way across. Four free are lives waiting for you on the other side of the pit, but there are no boxes to smash or any other goodies, so don't bother taking the left path unless you like a challenge. If you do manage to retrieve the four free lives, the most efficient way back is to exit to the warp room and restart the level. The path on the right is the meat and potatoes of this level, so move forward cautiously. The first enemy you'll come across is a mummy in a coffin. Use your spin attack once to smash the coffin, then spin again to get rid of the mummy that pops out of the coffin. This level is littered with spears popping out of the floor, so be on the lookout for suspicious holes in the ground. About halfway through the level you'll come across the blue gem platform. If you have retrieved the blue gem from level 20, you can hop on to retrieve the second clear gem from this level. If you want to go for it, see the end of this section for strategies. When you come across the Egyptian lowering sliding slabs of rock, wait a moment before you move in to take him out. Let the moving slabs destroy the two nitro boxes to avoid getting yourself into an explosive situation. Believe it or not, this level's bonus area is pretty easy. Take it easy around the TNT boxes, using your spin attack sparingly. If you want to grab the free life sitting near the TNT box, you must smash the Crash box before detonating the TNT box. On the last stack of boxes, carefully jump and use your spin attack to smash the two boxes sitting above the TNT box. The TNT will explode; then use your body slam to take out the steel-reinforced box before you leave the area. After the bonus area, it's more of the same until you reach the end of the level. Level 16: Sphynxinator (cont.) Riding the Blue Gem Platform Retrieving the second clear gem on this level is very difficult, so hunker down so for tough gaming. This entire area is smeared with oil, so can't get your footing. You must jump a series of pits to make it all the way to the gem. The best strategy is to run and jump without hesitating. Trust your instincts and don't stop to think if you can help it. Whenever you encounter monkeys tossing stones at you, use your tornado spin furiously to take them all out quickly. The hardest part of this area comes immediately after the second checkpoint, where you must make a jump onto a small area where the walls are armed with darts. Look carefully at the trails of fruit; they indicate how you should jump onto and off of this area. Luckily the walls curve inward, so you won't fly off the ledge easily. Stay away from the circles of light on the ground, or you'll be pumped full of darts! Just a few more pits and monkeys, and the clear gem will be yours. Level 17: Bye Bye Blimps 1 crystal 1 clear gem 11 boxes Of all the things you'd imagine Crash or Coco doing, flying a biplane is probably not one of them. But Coco has donned her Red Baron goggles and is ready to take down Dr. Cortex's seven blimps hanging in the sky. This is a stunningly executed level, so have fun. The flight controls are simple to pick up. Use the control pad to steer the plane, use the O button to fire, and use the square button to perform a barrel roll to avoid enemy fire. Watch out for the fighter planes that will attack you while you're on your mission. As soon as you come under enemy fire, use your barrel roll to escape before you take on too much damage. Don't waste your time trying to take out every fighter plane; there's an endless supply. The best strategy is to make sure the fighter planes do not have time to set up an attack in front of you. When you see them enter formation to attack, change directions and get out of the way. Your job is to take out the seven blimps to get the crystal and destroy all eleven boxes along the way if you wish to retrieve the clear gem. You can smash the boxes by shooting them down or by flying into them with your plane. Scattered throughout the level are white balloons carrying first-aid boxes. Hit these boxes to restore your energy when it's running low. Level 18: Tell No Tales 1 crystal 1 clear gem 61 boxes Coco is back on her cool Jet Ski in this level. Use the same basic strategies as you did on level 5 to avoid the obstacles and collect all the boxes on the water. Some of the boxes are well hidden, so be sure to check every cubbyhole; in particular, circle every island and ship to check for rogue boxes nested in tight spots. Level 19: Future Frenzy 1 crystal 2 clear gems (both clear gems accessed through level 29) 134 boxes Welcome to the future! It's filled with tough enemies and hair-raising jumps, so be careful. If you want to collect the crystal, you can do so by entering Future Frenzy in level 19. If you're looking for the two clear gems, you must enter from level 29, which will require 20 relics. You must be on the lookout for several obstacles on this level. There will be powerful laser beams shooting across your path; don't touch the beams when they are active, or you will be future toast. Also note that sometimes you must jump over laser beams, while sometimes it pays to crawl under them. Electronic probes are scouting the level; you can spin them when they are not glowing red, but you'd be better off just avoiding them. And watch out for the small flying saucers; you can attack them from above, but they are invulnerable from below. Finally, watch out for the mechanical porcupines on the ground; jump well over them, preferably after they temporarily retreat in their shell. The disc-shaped platforms only remain stable for a short period of time; hop on them when they are green, but when they flash yellow, your time is running short. There are three spots where you'll find yourself standing on a rotating disc. These discs will shoot you high in the air, once just for fun, once over a pile of TNT boxes, and once over a large gap. Use your control pad immediately after you are airborne to clear the necessary distances. For the bonus area, you must master the double jump followed by the tornado spin. It may take you a few tries before you get it right. Concentrate on obtaining the maximum possible height with your jump before you use your tornado spin. Now that you have some practice living in the future, collect enough relics to enter level 29 to finish the job. Level 20: Tomb Wader 1 crystal 1 clear gem 1 blue gem 88 boxes Hmmm. The name of this level sounds familiar, but I can't quite place it. Let me think about it for a while. In level 20, you're stuck in a tomb with some bad plumbing problems. There are numerous pits scattered throughout the level that periodically fill up with water. You must be very careful whenever you're wading through these areas to make sure you're on high ground when the water rises. Crash can't swim, and he'll die immediately if he can't stand in the water. With that word of warning, let's proceed. Right away, you'll see a green beetle pacing back and forth in front of you. You can use your spin attack to get rid of it, or you can just ignore and avoid it. In fact, one of the keys to successfully completing this level is to avoid any enemies you can and not get distracted. Directly ahead of you, you'll see a closed door and a wheel that opens it. Spin the wheel to open the door and proceed forward cautiously. Watch the pit of water ahead of you. When it drains, run ahead and smash the boxes. If you need more time, use the floating platform as a place to take shelter when the water rises again. Get out of the pit while you can. After the pit, you will see a mummy hopping around in a spiked coffin. You can jump and use your spin attack on him, but you'll be better off if you just avoid him altogether. His movements react to you, so tread carefully. Next is a large wooden slab that pops out of the left wall and then retracts. This level is littered with these slabs, and each of them threatens to push you into something you'd rather avoid; in this case, it's a nitro box. You can either jump over the slab when it pops out or run past it after it has retracted, but don't fool around. The next pit of water has two TNT boxes in it. Again, take your time and detonate these boxes one at a time. You may need to run back to high ground after you take the first one out. Now run ahead to the steel platform. When the water drains, hop off, avoid the mummy, and get out of the pit as quickly as possible. Before long, you'll be greeted by a shielded guardian who will follow your every movement. Use your dash attack (the O button) to hit him in the legs. The bonus area on this level will require some fancy footwork. The first order of business is to take out the box suspended below the row of outlined boxes; once you hit the ! box, it will no longer be accessible. Hop carefully to smash the box. Then move forward, hopping on boxes along the way. Use your double jump to hit the next ! box, then use your double jump and your tornado spin to leap over the row of nitro boxes to detonate the TNT box on the other side; this will take care of blowing up the nitro boxes so you don't have to. The next water pit will require your full attention. Take it slow and retreat to high ground whenever you feel time running short. A box is hidden from view suspended above the floating platform; be sure not to miss it. You'll come to a platform on your left. If you've lost a life on this level, it will only be outlined, and you can't use it. This platform takes you to this level's hard path and to the purple gem. Let's finish the easy path first. Level 20: Tomb Wader (cont.) The Easy Path Be sure to hit all the ! boxes you come to along the way; they provide steel platforms for you to take refuge from the rising water ahead. When you come to a shielded guardian standing near two TNT boxes, lead him to the far left side of the pit before using your slide attack to avoid blowing yourself up. As soon as you take him out, retreat back to the floating platform; there isn't time to make it to the next stack of steel boxes. You'll face more of the same obstacles along the rest of the easy path. Just take your time and don't get stranded in the water. Hit the nitro switch box at the end of the level, and if you've smashed all the other boxes, you'll exit the level with the crystal and the clear gem. The Hard Path The first order of business is to make it to the hard path platform without losing a life. If you die along the way, remember that you must exit to the warp room and renter the level from the beginning. Ignore any boxes in the pits to avoid drowning on the way to the hard path. Once you reach the hard path, step carefully to avoid the nitro boxes scattered throughout the rest of the level. Hit the two steel ! boxes to create islands for you to rest on. Avoid the hopping mummy and quickly slide into the shielded guardian; if necessary, back up to the previous steel island if you are running short on time before the water rises again. To get past the three giant slabs popping out of the wall, just book it past them; you don't have time to stop and wait for a clear shot. (The same philosophy goes for the next set of slabs you come across; use quick timing and double jumps to avoid getting pushed into a pit since you don't have time to wait for a clear path.) It's just one more door until you reach the purple gem. Grab it and get out of there! Level 21: Gone Tomorrow 1 crystal 2 clear gems (both clear gems require green gem, which is found on level 23) 89 boxes All right, it's time to use that awesome bazooka you just picked up. The first order of business is to take out the flying saucer directly ahead of you. Press and hold the L2 button to aim your bazooka; when you lock onto a target, press the O button to fire. Now wasn't that nice? Move forward, taking out problems in advance with your bazooka. Watch out for the laser beams that are in your way. Before long, you'll come across a very nasty-looking tank. Move slowly toward it until it fires three missiles at you. Take evasive action to avoid being hit. The tank will then turn its backside toward you and reveal a large target for you to aim for. Use your bazooka quickly to destroy the tank. When you come to a single box surrounded by four outlined boxes, it's time to take a breather and decide your strategy for the rest of the level. If you just want to retrieve the crystal, you can move onward, taking out as many boxes as you can until you reach the end of the level. If, however, you want to retrieve both clear gems, you should just ignore these boxes for now. First, you must take a ride on the green gem platform to flip a secret switch before you can access all the boxes in the coming area. If you have the green gem and are ready for the challenge, move onward until you reach the green gem platform. To ensure that you can smash all the boxes later on, do not hit any switch boxes or smash any more boxes until you ride the green gem platform. Also, skip the first checkpoint box you come to; you'll want to save it for later so you won't have to repeat all your hard work after you've ridden the green platform. Riding the Green Gem Platform The green platform will take you to an area very similar to the rest of the level. Your three goals in this section are to smash all the boxes, collect the first clear gem, and hit the steel ! box. The switch box unlocks the inaccessible boxes from earlier in the level. When you hop on the platform at the end of this section, you'll find yourself back where you must be to uncover and smash all the remaining boxes. Back at the Beginning You'll hop off the platform and find yourself near the beginning of the level. Your first job is hit this steel ! box, then backtrack a few platforms to smash the four newly visible boxes. Now move forward again, taking out all the boxes as you go along. When you come to another set of outlined boxes, use your bazooka to activate the two ! boxes on either side of the path. Don't hit the next ! box! First, use your bazooka to take out the two boxes suspended under the outlined boxes. Then hit the ! box and walk across the bridge of steel boxes. When you arrive at the next bridge of steel boxes, use your bazooka to take out the two boxes under the bridge. The bonus area will require you master the use of you bazooka. Use it to get rid of nitro boxes that stand in your way as well as activate any ! boxes that are not reachable otherwise. Now, just make your way to the end of the level, and you'll leave with the crystal and both clear gems. Awesome! Level 22: Orange Asphalt 1 crystal 1 clear gem 20 boxes This is another racing level, very similar to levels 8 and 14. Again, you must finish in first place to collect the crystal and smash all the boxes to collect the clear gem. Remember to attack this level in two phases: First, work on finishing in first place, then go at it a second time paying attention only to smashing all the boxes. Level 23: Flaming Passion 1 crystal 1 clear gem 1 green gem 75 boxes Crash pays another visit to the remarkably unfriendly Mediterranean town in level 23, but now that he has his bazooka, he can finally show everyone here who's the boss. Use your bazooka liberally to take out enemies in front of you and in windows. About halfway through the level, you'll come across a platform that leads to the hard path (it will only be available if you haven't lost a life up to this point). The hard path takes you to the green gem. See the end of this section for strategies. The Easy Path Armed with your bazooka, the easy path will truly be easy for you. Work your way slowly through the town, taking out any problem enemies before you reach them. The only trick is the one cleverly hidden box just before the end of the level; keep your eyes open for this box, suspended high above the path and reachable only by using your bazooka. In the bonus area, make liberal use of your bazooka to destroy nitro boxes that block your path. You must also use the bazooka to take out the bounce boxes suspended in midair once you have used them. The Hard Path Once you make it to the hard path platform without losing a life, hop on. (Remember that if you lose a life on the way to the platform, you must exit to the warp room and reenter the level from the beginning.) The hard path mainly requires fancy footwork, so take it slowly. When you confront the man throwing knives at you across a narrow platform, step carefully toward him while jumping over his knives; if you jump too far, you may fly off to your death. Unfortunately, your bazooka will be less handy on the hard path, since several fire-throwing residents are simply not within your range. Use your double jump and tornado spin to make it past the hard spots. After you collect the green gem, you'll find yourself back on the last part of the easy path. Book to the end of the level. Be careful not to lose a life until you reach the next checkpoint box, or you must revisit the hard path again. Level 24: Mad Bombers 1 crystal 1 clear gem 11 boxes It's time to take to the air again, and this time Crash hops in his biplane to save the day. You must take out five bombers to obtain the crystal, and you must shoot down or hit all the boxes along the way if you want to leave the level with the clear gem. To destroy the bombers, take out the two propellers on the back of each plane. Use the same strategies as you did in level 17 to complete your mission. The most important strategy to remember is to not let the attacking biplanes line up in formation in front of you; that's the signal that they are about to attack. Level 25: Bug Light 1 crystal 2 clear gems (second clear gem requires all five colored gems) 120 boxes Level 25 is the last non-hidden level in the game, and it will test all your skills to the limit as you race to find both clear gems. Luckily, the level starts out relatively easy, so move forward, watching out for snakes, alligators, and collapsing tiles. Immediately after the first checkpoint, you'll come across a firefly. Touch the firefly, and it will follow you along the trail. Now hurry along! The bug will only stay with you for a short period of time; if you aren't quick, you will be left in total darkness. So, don't waste any time moving forward. Before long, you'll come across a second firefly waiting for you in front of a door that opens and closes. Grab the firefly at the right moment, so you can proceed directly through the door; you don't want to waste time waiting for it to open. Again, move fast to avoid being left in the dark. Before the next checkpoint, you'll come across the blue gem platform that you can only use if you have collected the blue gem from level 20. To complete the area on the other side of the blue gem, you will actually need all five colored gems, so don't bother hopping on if you don't have them all in your possession. See the strategies at the end of this section if you decide to take the ride. After the checkpoint, you'll be blessed with three aku aku boxes that will grant you invincibility for a limited time. Smash the boxes, grab the next firefly, and haul ass; watch out for the cleverly concealed pits in the next ,section or you will fall to your death. (Even an invincible Crash isn't immune to gravity!) Before you grab the next firefly, you can take a detour to the bonus area. A word of warning: This is by far the toughest bonus area in the game, so be prepared for some intense gaming. If you're ready for the challenge, here's what you must do. First, ignore all the nitro boxes in the bonus area; you'll detonate them at the end of the level. Your first course of action is to destroy the first set of boxes with your bazooka before grabbing the firefly; this will buy you a few seconds later on. Then, grab the firefly and move forward quickly, smashing the first set of boxes and hitting the first ! box. Dash across the bridge of steel boxes and quickly use your spin attack to smash the next pile of boxes, again activating the steel ! box when you are done. Move forward and jump to smash the top row of the next set of boxes, but leave the two bottom bounce boxes in place. Now, dash forward into the giant pile of boxes in front of you, working your way down into the pit, hitting the switch box when you're done. If you've done this all quickly, you'll just now be left in the dark. Now, it's time to feel your way in the dark to smash the two boxes you left behind. Walk left until you stop, then double jump out of the pit. Walk left again until you fall down slightly and then move left; you are now on top of the two bounce boxes. Jump five times to smash the first bounce box, land slightly to your right, and jump five times again to smash the second bounce box, this time jumping to the right when you are done to land on the platform again. Now walk to the right. You will fall into the pit; double jump out of it and keep walking to the right. Just before you see a lone piece of fruit hanging in the blackness, take a long double jump to the right and walk to the end of the bonus area. You'll leave with 34 out of 40 boxes, and you'll destroy the six nitro boxes at the end of the level. Whew! There are two more bugs for you to catch until you reach the end of the level. Move quickly and carefully ahead; the end is near. Level 25: Bug Light (cont.) Riding the Blue Gem Platform Before you hop on the blue platform, run ahead and hit the checkpoint box so you can start back near the platform if you lose a life. Although it may be dark on the way back from the checkpoint box to the platform, there are not pits to fall into, so you can run with confidence. The first section you'll land in requires extremely delicate maneuvering. You must make it through a seemingly endless series of light circles and avoid getting hit by poison darts. Jump carefully, using your double jump to stay above the darts and make sure to land outside the light circles. Hop onto the green platform and move into the next section. Now it's time to avoid the spears popping out of the floor while running around rogue nitro boxes. Step gingerly and take your time through this section. Hop onto the purple platform. The next section will put your jumping abilities to the test. Time your jumps carefully from moving platform to moving platform and watch out for the set of collapsing tiles near the beginning of the section. Hop onto the yellow platform. The next section is a piece of cake. Just hop over the pits and avoid the mummies in the spiked coffins. Hop onto the red platform. Now, it's just a short jog to the next clear gem. Watch out for the single collapsing tile between you and the end of the level. Well done! Level 26: Ski Crazed (requires five relics to enter level) 1 clear gem 100 boxes Coco is back with her jet ski in the radioactive level. There are lots of boxes on the level (100 to be exact), so you must scour every corner to find them all. It helps to backtrack every once in a while and make sure you haven't missed any boxes hidden from easy view. There is an outrageous number of nitro boxes hanging in the air, so be extra careful on the ski ramps. There is a nitro switch box near the end of the level to take these explosive boxes out of the picture. Level 27: Hang 'em High (requires ten relics to enter level) 1 yellow gem Level 27 finally lets you grab that elusive yellow gem from level 7 that you couldn't get your hands on before. You'll start on a ledge; jump carefully to your right, timing your jump so that the swordsman has his back to you. The rest of the level is straightforward, requiring that you only time your jumps very carefully to avoid more swordsmen, magic carpet riders, and lots of nitro boxes. Take your time whenever you're near a set of nitro boxes, and you'll make it over them just fine. There is no clear gem to retrieve in this level, so you don't need to worry about detonating the nitro boxes when you leave. Finally, you'll come to the elusive yellow gem. Grab it and give yourself a pat on the back. Now step onto the platform to the right and float to the end of the level. Good Level 28: Area 51? (requires 15 relics to enter level) 2 clear gems 24 boxes Never accuse the programmers at Naughty Dog of running out of ideas. In this racing level, it's Crash against a horde of UFOs. To collect the two clear gems, you must finish the race in first place and smash all the boxes (not necessarily during the same race). The only way to come in first is to run a truly perfect race: Hit every set of speed arrows on the track, avoid running off the road, and steer clear of oncoming police cars. Use the centerlines on the road and the warning cones on the side of the road to prepare yourself for upcoming turns in the dark highway. Level 29: Future Frenzy (requires 20 relics to enter level) 1 crystal (same crystal as level 19) 2 clear gems 134 boxes Level 29 lets you collect one clear gem outright, while letting you smash the boxes you couldn't reach in level 19. Use the same strategies as you did in that level to make it through this rough area safely. Be extra careful of the probes and flying saucers that hover closely beside boxes you must smash. If you have obtained the bazooka by beating N. Gin (the fourth boss), use it to your advantage and take out everything that moves before you get too close. Soon, you'll collect one clear gem and hop onto a platform. The good news is that you have now entered level 19, where you can smash the remaining boxes and collect the second clear gem. The bad news is that you have landed in the middle of the level, so you must start by trekking backward to smash all the boxes to the beginning of the level. Hey, who said the future would be pretty? Take a look at the strategies for level 19 if you need help. Level 30: Rings of Fire (requires 25 relics to enter level) 2 clear gems 33 boxes Don't worry, the last level of the game isn't all that hard; it's actually quite a bit of fun. Crash is back in his biplane, and this time, it's a race to fly through 30 rings of fire faster than the other planes sent by Cortex. First things first: you cannot finish the level without flying through all 30 rings, so if you miss a ring, you must turn around and correct your course. An arrow at the top of the screen points you in the direction of the next ring if you get lost. Each time you pass through a ring, you'll get a burst of speed; if you perform a barrel roll (press the square button) while you're passing through a ring, you'll gain even more speed. If you need to slow down, press the X button. The O button controls your machine gun, which you must use to shoot down boxes (especially those pesky nitro boxes). Approach this level in two passes, just as you did on the other racing levels. The first time, concentrate on finishing the race in first place; the second time, focus on shooting down all of the boxes. If you've collected all 25 crystals, 28 relics, five colored gems, and 37 clear gems, you have completed your mission. Now, you can go back and fight Cortex again to see the full ending of the game. Whew! First Boss: Tiny Tiger Here, you'll meet the first boss, Tiny Tiger. To him take out, you must be quick on your feet. First, he will jump off his platform and try to smash you five times before he gets his pitchfork stuck in the ground. Take this opportunity to use your spin attack against him. Next, he will unleash his smaller lions on you; they will charge you from below the platform. Your spin attack will work against these pests, but it's better to stay at the back of the screen and concentrate on just avoiding them altogether by sliding back and forth. After the first wave of lions, Tiny Tiger will be back to crush you. The second time, he will jump six times before getting stuck. Hit him again and deal once more with the lions. Finally, Tiny will try to crush you once more, this time jumping seven times before stranding himself. Hit him once more, and you're the new champion on the block. After you defeat Tiny Tiger, you will gain your first new power: the super body slam. Just jump and press the O button while you're in the air to do some serious damage. Second Boss: Dingodile Here, you'll meet the second boss, Dingodile. Dingodile is a good argument for gun control. Surrounded by three layers of crystals, he is intent on destroying Crash with his powerful laser cannon. It will take patience and some fancy footwork to stay alive. Dingodile's first strategy will be to try to wipe you out using fireballs. He will rotate slowly, shooting fireballs into the air. Stay still and watch the fireballs hit the ground. When the explosions get close to you, run quickly against Dingodile's rotation to avoid getting hit. Next, Dingodile will try to hit you with his laser. He will follow your movements and periodically shoot at you. He will always take a split second to set before he shoots, so use this moment to get out of his way. As he bombards you with lasers, he will eventually destroy his crystal armor. When you have enough room to get at him, move in and hit him with a spin attack. Once you have knocked him over, get far away from the center of the room to avoid the impending explosion. Once Dingodile explodes, he will come back for two more rounds. The next two patterns are the same as the first, with only two exceptions. First, Dingodile's pattern for shooting fireballs will change each time, so pay attention. Also, Dingodile will shoot his laser at faster intervals each time you match up against him. Keep the same strategy as the first round, and you will prevail. After you defeat Dingodile, you will gain your second new power: the double jump. Just jump and press the X button again while you're in the air to jump higher and further. Third N. Trophy N. Trophy is a nasty boss to beat, but you'll feel especially good when you're done with him. You'll find yourself standing on a platform a fair distance away from N. Trophy at first. He will lob fireballs at you initially and then follow this attack by sending deadly laser beams across your platform. You must jump over these obstacles to stay alive long enough to take your first shot at N. Trophy. After his assault, he will provide a set of tiles for you to jump across to get close enough to him to use your spin attack. N. Trophy stands still for a only a few moments at this time, so hurry across and give him your best while he's dormant. You must repeat this sequence of events three times; each sequence is more difficult. Here is the pattern N. Trophy will follow: First sequence: One fireball, one laser from the front, two lasers from the right, one laser from the left Second sequence: Two fireballs (single jump over the first ball and double jump over the second), two lasers from the front, one laser from the right, one laser from the front Third sequence: Three fireballs (single jump over the first ball and double jump over the last two balls), one laser from the left, one laser from the right, one laser from the front, two lasers from the left After you've taken out N. Trophy, you will gain your third new power: the death tornado spin. Press the square button repeatedly to prolong your spin attack or to stay afloat longer in the air. Fourth Boss: Dr. N. Gin Without a doubt, Dr. N. Gin one of the hardest bosses you'll ever encounter. Coco will use her spaceship to attack N. Gin's giant space robot as it tries to wipe you out of the solar system. You must take the robot out in pieces. Each piece is vulnerable to attack when it flashes yellow. Try to get as many shots in as possible whenever you have the opportunity. The key to staying alive is twofold: blow up any missiles heading your way and avoid N. Gin's machine-gun fire like the plague. Keep at it, and you'll take out all his offensive capabilities. That's the good news. The bad news is that you must go through this process twice. The worst news is that the second time is much harder. You'll use the same basic strategies as you did in the first round. N. Gin will fire off missiles, deadly fire rings, and mines this time. The mines take lots of firepower to eliminate; if they get too close for comfort, swerve out of the way right before they hit you. At first, N. Gin will seem like an insurmountable foe, but once the tide turns in your favor, you'll have lots of fun making him pay for his misdeeds. Hang in there! After you defeat N. Gin, you will gain your fourth new power: the awesome bazooka (L2 button to activate, O button to shoot): This powerful weapon can take out nearly any enemy from afar Fifth Boss: N. Cortex Defeating N. Cortex will take all your concentration. As you slug it out, uka uka and aku aku will be locked in mortal combat as well, so stay out of their way, or you will get caught in the crossfire. N. Cortex will float above you, safe in his bubble; don't bother trying to attack him now. He will fly around the room and throw three fireballs at you. Avoid his shots while you stay clear of the laser beam generated by uka uka and aku aku. Cortex will then drop five mines around the room; stay away from them as they detonate. This is your chance to attack Cortex while he is out of his bubble. Spin him once and then knock him into the hole in the center of the room to get rid of him completely. If you aren't able to knock him into the hole, you must start back from ground zero, so aim carefully. Of course, Cortex returns for a second round! This time uka uka and aku aku are locked in a deadly tornado, so keep clear of their violent confrontation as you again dodge the three fireballs and five mines. Spin Cortex when he leaves his bubble and send him down the hole once again. Cortex will come back for one more round. This time uka uka and aku aku fight each other in a series of nuclear-powered explosions, so stay clear. Cortex uses his same formula to bring you down. Spin him when he's vulnerable and send him down the pit. After you beat Cortex, the credits will roll. Wait for them to finish and then be sure to save your game. Now that you've defeated Cortex, you will gain your fifth and final new power: the crash dash. Hold down the R2 button to run as fast as Crash can. The dash comes in handy particularly in time trials.
Thanks to Revolution reader LOLLO!