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    FAQ/Walkthrough by TheBlackMamba

    Version: 0.50 | Updated: 09/09/10 | Search Guide | Bookmark Guide

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    Walkthrough by: Sheepman23
    Creator of Game: Naughty Dog
    Date Started: 7/29/10
    Table of Contents
    About This Walkthrough
    Update History
    The Story
    The World of Crash
    The Basics
    Advanced Moves, Combos, and Powers
    Crystals, Gems, and Relics
    The Table of Gems and Gem Paths
      Warp Room #1
        Level 1: Toad Village
        Level 2: Under Pressure
        Level 3: Orient Express
        Level 4: Bone Yard
        Level 5: Makin’ Waves
        Boss Battle: Tiny Tiger
      Warp Room #2
        Level 6: Gee Wiz
        Level 7: Hang ‘Em High
        Level 8: Hog Ride
        Level 9: Tomb Time
        Level 10: Midnight Run
        Boss Battle: Dingodile
      Warp Room #3
        Level 11: Dino Might!
        Level 12: Deep Trouble
        Level 13: High Time
        Level 14: Road Crash
        Level 15: Double Header
        Boss Battle: N. Tropy
      Warp Room #4
        Level 16: Sphynxinator
        Level 17: Bye-Bye Blimps
        Level 18: Tell No Tales
        Level 19: Future Frenzy
        Level 20: Tomb Wader
        Boss Battle: N. Gin
      Warp Room #5
        Level 21: Gone Tomorrow
        Level 22: Orange Asphalt
        Level 23: Flaming Passion
        Level 24: Mad Bombers
        Level 25: Bug Lite
        Boss Battle: N. Cortex
      Secret Warp Room
        Level 26: Ski Crazed
        Level 27: Hang ‘Em High
        Level 28: Area 51?
        Level 29: Future Frenzy
        Level 30: Rings of Power
      Super Secret Levels
        Level 31: Hot Coco
        Level 32: Eggipus Rex
    Relic Tips
    Closing and Credits
    Welcome to my guide for Crash Bandicoot 3: Warped. I must say that I’m 
    a huge fan of the Crash series, and this could be my favorite game out 
    of them – it’s in a close tie with Cortex Strikes Back.
    Well... let’s get started with the game already!
    First things first, I don’t give out my e-mail, so there’s no way of 
    contacting me about this walkthrough, and that’s a good thing, because 
    I don’t necessarily want to be contacted personally about it. If you 
    have anything you’d like to say about it, post it in a new topic on the 
    board for Crash Bandicoot: Warped, as I check out the board every once 
    in a while.
    This walkthrough covers almost everything about the game. To be 
    perfectly honest, however, the relics are the section that I cannot 
    vouch for, as I have not retrieved very many platinum relics, and I 
    only know the basic tips and tricks for the levels in time trial mode. 
    The other walkthroughs give better hints and tips for them, so try 
    looking there if you don’t have luck here.
    7/29/10 – started the walkthrough.
    9/8/10 – walkthrough sent to GameFAQs. Levels 1 – 15 complete, 16 – 32 
    to go.
    If you’ve played Crash Bandicoot 2: Cortex Strikes Back, and you’ve 
    gotten 100% with all of the gems, then you’ll know what happens at the 
    end of that game, and the beginning picks up where it left off. Pieces 
    of Cortex’s space station go flying to Earth, and one of them flies 
    into a temple structure. The structure is demolished, and a new god-
    like creature is set free...
    A horrible laugh sounds across Wumpa island... we see Crash, Coco, 
    Polar, Pura, and Aku Aku outside of the Bandicoot house, and they rush 
    inside after the sound occurs. Aku Aku explains to Crash and Coco that 
    Uka Uka has been freed, and ironically enough, Uka Uka is Aku Aku’s 
    evil brother. The Bandicoots, Pura, and Aku Aku rush out of the house, 
    headed for an unknown destination.
    We then see Cortex, who pleads to Uka Uka (a new bad guy) that the 
    wretched Bandicoot is the reason that Cortex has failed in world 
    domination twice. Uka Uka doesn’t fear another loss, however, as he has 
    recruited an old friend, N. Tropy, to help them recover the crystals 
    from their original places in time. Tropy has created a time machine 
    that will take them to those locations.
    Crash and Coco arrive afterwards, and Cortex and Uka Uka are nowhere to 
    be found. Aku Aku tells them how to enter the time traveling portals, 
    and tells them good luck. The Bandicoots are on another adventure...
    The Warp Room
    The Warp Room consists of five different sections, and at the beginning 
    of the game, only one section is available for you to enter. In each 
    section, there are five numbered pads that, when stepped on, create a 
    time portal above the central platform of the hub. Stepping into this 
    portal brings you the desired level. Once you collect 5 relics, a 
    platform will appear in the very center that transports you to the 
    secret warp room. Inside of here, there are five more levels that are 
    unlocked by collecting a certain amount of relics for each.
    When all five crystals are collected within a hub (except in the secret 
    warp room), the pads will disappear and be replaced by a single pad, 
    and the portal that this creates is a boss battle. Once you defeat the 
    boss, the other five pads will reappear, along with the boss battle 
    The Load/Save screen is located in the central section of the five 
    hubs, and you can come here at any time to save your progress in your 
    adventure, or load a different adventure.
    Between Levels
    While traveling through the time portals to the different levels, you 
    may encounter Cortex, Uka Uka, or one of their minions. Often times 
    they will provide you with unimportant information. Aku Aku sometimes 
    shows up to provide you with more important stuff, like things about 
    time trials when you reenter a level for the first time.
    The Level
    A simple level in the Crash universe consists of a direct path from the 
    start of the level to the exit warp at the end. This direct path, of 
    course, can twist and turn and be littered with tons of traps, enemies, 
    crates, and whatnot, but it will always lead you to the warp. In a few 
    levels of the game, there are detours, but these detours always lead 
    back together. There are also platforms in some of the levels that 
    brings you from one location along the path to another – however, the 
    path it brings you to is always the same one that leads to the exit 
    Platforms that have an ? on them, a skull and crossbones, or are in the 
    shape of gem, however, take you to a different section of the level. ? 
    are Bonus Level platforms, and can be accessed in any level that has 
    them. Skull & crossbones, or “Death Route” platforms, are only filled 
    in if you reach that point in the level without dying – if you don’t, 
    then it’s just an outline. For gem platforms, you must have retrieved 
    the gem of that color in order for the platform to be filled in.
    Some levels of the game are very much free-roaming, however, and allow 
    you to turn the camera in the same direction that your vehicle is 
    pointing. These levels include the Coco jet ski levels and the airplane 
    levels for both Crash and Coco. In the jet ski levels, there is a 
    direct path ahead, but you can turn in any direction and drive.
    Other levels do not allow you to backtrack at all, like the Great Wall 
    and Motorcycle levels. In these, you cannot turn back at any type, and 
    in the Great Wall levels, there is no way that you can stop, either.
    Bonus Levels
    A bonus level is a branch of the main path of a level where Crash can 
    collect extra crates located along a short side-scrolling area. These 
    crates are required for getting the Box Gem, so you should always hop 
    on the Bonus Level elevator. Once you complete the Bonus Level whether 
    or not you collected all the boxes within, the Bonus platform will be 
    inactive unless you come back into the level on a different run.
    There usually are no hazards on the Bonus Level platform besides pits, 
    TNTs, and Nitro boxes. If you die during the Bonus Level, you will not 
    lose a life, and will be transported right next to the Bonus Level 
    platform so you can try it again if you’d like.
    Death Routes
    Three levels of the game consist of a platform nearly halfway through 
    the level that has a skull & crossbones on it. In order for this 
    platform to be filled in you must reach that point in the level without 
    dying. The platform will take you to a different branch of the level, 
    and sometimes this branch leads to an exit portal of it’s own, and 
    sometimes there is another platform at the end to take you back to the 
    regular level.
    The Death Routes are usually generally harder than the basic level. If 
    you die within the Death Route, you are transported back to the last 
    Checkpoint you hit. If the checkpoint is outside of the Death Route, 
    then the platform will still be filled if you return to it.
    All three of the game’s Death Routes yield a colored gem at the end.
    Gem Paths
    Gem Paths are much like Death Routes, only you must have a specific 
    colored gem to enter them, and if you die within the regular level, the 
    platform will remain filled in. Gem paths also sometimes have an exit 
    portal of their own at the other end, rejoin with the main level at the 
    end, or have a platform that brings you back to the main level.
    Much like the Death Routes, Gem Paths are normally more challenging 
    than the regular level, and at the end of every one there is a Clear 
    Gem. It should be noted that some gem paths also have boxes located 
    along them, ones that need to be broken in order to obtain the level’s 
    Box Gem.
    Boss Battles
    There are five boss battles in the game, and each one is opened up by 
    completing five levels within a hub. In the boss battle, the general 
    idea is to sink the boss’s health meter down until it’s gone, and there 
    are varied ways to do this. In the first three battles, you must strike 
    the boss three times. In the fourth and fifth boss battles, there are 
    different ways to drain the health.
    Once you defeat a boss, you’ll receive a new power. These powers are 
    sometimes ideal for completing the next set of levels, or are simply 
    nice to have and make things easier. The other result of completing a 
    boss is that the next warp hub will be open for Crash and Coco.
    After you defeat a boss, you can reenter the boss battle at any time by 
    using the pad with the boss’s face on it in the warp hub.
    Time Trial Mode
    Several elements of a level change when you hit the time trial clock at 
    the beginning. First of all, all of the Wumpa fruit in plain sight 
    within the level vanishes, and many of the level’s boxes are changed to 
    either Aku Aku Boxes or Clock-Stopper Boxes, while many are simply 
    changed to regular boxes.
    In time trial mode, the Bonus Level becomes off-limits, but Death 
    Routes and Gem Paths are still available if you want to use them. Other 
    than this, everything else in the level remains the same.
    Completing the Game
    I’m not going to spoil anything, but I will say that there are two 
    endings. One is gotten for doing the easy thing – getting all 25 
    crystals and beating the final boss. The other (the “real” ending) is 
    gotten for completing the game with 100%. Although they say that 
    getting there is half the fun, I think that it’s nearly all of the 
    The basic moves in the Crash world. If you can’t contend with these 
    simple things, then this is not the game for you. Here are the 
    abbreviations for some of the controls:
    Cross – X
    Square – S
    Circle – O
    Triangle – T
    L3 – Left Analog Stick
    (r) – tap button repeatedly
    Move/Action             Control(s)
    Walk                    L3 (lightly)
    Run                     L3 or D-Pad controls
    Jump                    X
    Directional Jump		X + L3/D-Pad controls
    Spin                    S
    Crouch                  O
    Crawl                   O (hold) + L3/D-Pad controls
    Body Slam			X + O
    Pause Screen		Start
    These moves are a bit trickier, but are pretty easy to work out. Most 
    of these moves are simply a combination of two or more different moves, 
    while the ones with the * mark are super moves that require the power 
    token to perform. The same abbreviations apply here that did with the 
    Basic Moves.
    Move/Combo                Control(s)                Requirements
    High Jump                 O + X
    Slide                     L3/D-Pad + O
    Slide Jump                L3/D-Pad + O + X
    Super Body Slam           X + O                     Super Body Slam
    Double Jump               X + X                     Double Jump
    Double High Jump          O + X + X                 Double Jump
    Death Tornado Spin        S (r)                     Tornado Spin
    Long Distance Air Combo   L3 + O + X + X + S (r)    Double Jump,
                                                        Tornado Spin
    Aim Fruit Bazooka         L2 (hold) + L3/D-Pad      Fruit Bazooka
    Fire Fruit Bazooka        L2 (hold) + O             Fruit Bazooka
    Crash Dash                R2 (hold)                 Crash Dash
    Every Crash level is littered with an amount of boxes. If you break all 
    of the breakable boxes within a level, you’ll receive a Box Gem at the 
    very end for your hard effort.
    There are many types of boxes, both breakable (boxes/crates) and 
    unbreakable (iron). All of these are shown below, along with what they 
    contain or do.
    Box Type             Features
    Regular Box          always contains Wumpa fruit(s)
    ? Crate              a surprise is inside, usually Wumpa fruit
    Crash Crate          a Crash life is inside every one
    Aku Aku Box          with an Aku Aku mask, you won’t die if you get hit
                         by an enemy or trap (besides deep pits). If you
                         collect three in a row without using any, you’ll
                         become temporarily invincible!
    Bouncy Box           gives you a certain amount of Wumpa fruit by 
                         jumping on it (or hitting it from underneath)
                         until it breaks. Breaking it by other means gives
                         you nothing.
    Checkpoint Box       if you die, you’ll return to the nearest
                         Checkpoint box that you hit.
    Slot Box             this box changes what’s inside of it, and whatever
                         is on it when you hit it is what the box becomes.
                         Watch out, though, because if you leave it sit
                         long enough, it changes into a Steel Crate.
    Arrow Crate          these allow Crash to bounce up high with them, but
                         can also be broken. Make sure that you don’t spin
                         them until you’ve used them.
    Steel Crate          these can only be broken with a Body Slam (or
                         Super Body Slam), and always contain Wumpa fruit.
    TNT Box              never spin these, as they explode with a spin or
                         slide impact. If you jump on them, they’ll start a
                         countdown to 1, and after that, they explode, thus
                         exploding any crates except iron ones around them.
    Nitro Box            never, EVER touch a Nitro box. In the first 20
                         levels of the game, you have no means of
                         destroying them, so just leave them alone and
                         sometimes they’ll explode from something else in
                         the environment. The Iron Nitro Switch at the end
                         of the level will take care of all of them.
    Iron Crate           an unbreakable, stable crate. Usually serves as a
                         path in some Bonus Levels.
    Iron Bouncy Box      exactly like the regular Bouncy Boxes, only
    Iron Switch          these can be struck to fill in outline crates (see
                         below) or activate something in the environment.
    Outline Box          these are outlines of boxes that are filled in
                         when you hit an Iron Switch.
    Nitro Switch         like the regular Iron Switch, only this destroys
                         every single Nitro box in the level, and is
                         usually located near the very end of the level.
    Clock-Stopper Box    in Time Trial Mode, many of the boxes within the
                         level will change into this. There are three types
                         of these – 1 second, 2 seconds, and 3 seconds. Hit
                         one to stop the time trial clock for however many
                         seconds the box is worth.
    Of course, Crash has an objective as he goes through all of these 
    perilous levels – to collect all three of the items that are shown 
    above. Every one of the first 25 levels in the game has all three, and 
    all of the other seven have atleast the gem and the relic. Some levels 
    have two gems: one is a box gem, the other a clear or colored gem.
    Crystals are generally located in obvious spots within the level, 
    usually towards the end. In the racing and flying levels, the crystal 
    is collected for winning the race or destroying all of the 
    blimps/aircrafts, respectively. Collect five crystals in a hub to open 
    up the boss level for that hub.
    There are three types of gems – box, clear, and colored. Every level in 
    the game has a box gem, except for Level 32. A Box Gem is retrieved for 
    breaking every box in the level, and if you don’t break every box, then 
    there is simply a box counter at the end that shows how many you 
    missed. In some levels it is impossible to get the Box Gem on the first 
    time through, as sometimes boxes are located on a path within the level 
    that cannot be accessed at the time. Also, in the flying levels, the 
    gem is awarded immediately after you break all of the boxes.
    The second type of gem is the Clear Gem. Clear Gems are usually in 
    plain sight at the end of a path opened up by a colored gem, or in 
    secret areas, like at the end of the path in Level 29. In Levels 28 and 
    30, the gem is awarded for winning the race.
    The last type of gem is the Colored Gem. Three of the colored gems in 
    the game are located at the end of a Death Route. One is accessible 
    through the secret warp room, and the other is located in a secret area 
    of a level. Colored Gems are like Clear Gems, but when you collect one, 
    it fills in a gem path in a different level, making it accessible. For 
    instance, by collecting the Purple Gem in Level 13, you’ll make the 
    Purple Gem door in Level 9 openable.
    Relics can only be retrieved by entering the Time Trial Mode of a level 
    and making it to the end before the time of the desired relic. Sapphire 
    relics are the easiest relic to retrieve, and this type of relic is 
    really all it takes to collect the official “relic” of the level. Gold 
    and Platinum relics are simply for a greater challenge. If you get a 
    Sapphire or Gold relic, and you retry the level and get a better relic, 
    it will automatically change in the hub stats.
    Whenever you collect a certain crystal, gem, or relic, it will 
    automatically switch over to Crash/Coco’s face in the hub stats (to see 
    this, step on the pad of the desired level, and the stats will be on 
    the left side).
    This is a table showing all of the gems within a level besides Box 
    Gems, as well as any paths that are opened up by certain color gems. 
    For good measure, I also threw in if the level has a Bonus Level or 
    #   Level                 Bonus?    Extra Gem?        Gem Path?
    1   Toad Village          Yes       
    2   Under Pressure        No  
    3   Orient Express        No
    4   Bone Yard             Yes       Clear Gem         Red Path
    5   Makin’ Waves          No
    6   Gee Wiz               Yes
    7   Hang ‘Em High         Yes       Yellow Gem*
    8   Hog Ride              No
    9   Tomb Time             Yes       Clear Gem         Purple Path
    10  Midnight Run          No
    11  Dino Might!           Yes       Clear Gem         Yellow Path
    12  Deep Trouble          No        Red Gem
    13  High Time             Yes       Purple Gem        Death Route
    14  Road Crash            No
    15  Double Header         Yes
    16  Sphynxinator          Yes       Clear Gem         Blue Path
    17  Bye-Bye Blimps        No
    18  Tell No Tales         No
    19  Future Frenzy         Yes       Clear Gem**
    20  Tomb Wader            Yes       Blue Gem          Death Route
    21  Gone Tomorrow         Yes       Clear Gem         Green Path
    22  Orange Asphalt        No
    23  Flaming Passion       Yes       Green Gem         Death Route
    24  Mad Bombers           No
    25  Bug Lite              Yes       Clear Gem         All Gems
    26  Ski Crazed            No
    27  Hang ‘Em High         No        Yellow Gem*
    28  Area 51?              No        Clear Gem***
    29  Future Frenzy         No        Clear Gem**
    30  Rings of Power        No        Clear Gem***
    31  Hot Coco              No
    32  Eggipus Rex           No        Clear Gem****
    * The Yellow Gem is located in Level 7, but is only accessed through 
    Level 27.
    ** Future Frenzy’s Clear Gem is located in Level 19, but is only 
    accessed through Level 29.
    *** Both of these Clear Gems are gotten by winning the race.
    **** Eggipus Rex has no boxes, so you receive a Clear Gem near the 
    level’s end in place of the Box Gem.
    Well, here’s the main part of the guide, the walkthrough. This 
    walkthrough covers all of the most important stuff in every level of 
    the game, so hopefully that should be enough to get you through. There 
    are tips on every death route and gem path, as well as the bonus 
    levels. The boss battles are also described in detail for you.
    Warp Room #1
    Level 1: Toad Village
    Level 2: Under Pressure
    Level 3: Orient Express
    Level 4: Bone Yard
    Level 5: Makin’ Waves
    Boss 1: Tiny Tiger
    Level 1: Toad Village
    Collectables - Crystal, Box Gem, Relic
    Paths - Bonus Level 
    Boxes - 42
    Sapphire Relic - 1:03:00
    Gold Relic - 00:57:53
    Platinum Relic - 00:44:06
    The Toad Village should not be of much trouble to you. If you’re a 
    newcomer to the Crash series, there are only a few things you really 
    need to know. First, every level in this enemy can be spun, as well as 
    slid into or jumped on. In later levels, that may not be the case, but 
    here it is. In the case of the guys swinging the swords, make sure that 
    they’ve swung it around before you run up and hit them. Break all of 
    the boxes in sight, and be SURE that you hit the Slot Boxes before they 
    turn into Iron Crates, which are unbreakable.
    Be careful around the frogs. Although they’re very easy to kill and 
    really are pretty slow, they jump very quickly from one spot to 
    another, so try to go at them right after they jump to a spot. Don’t 
    fall in any of the pits (although the water is fine), and you’ll make 
    it through OK.
    BOX GEM: There are no hidden boxes at all, just make sure you get all 
    of the ones on the bonus level.
    BONUS LEVEL: Extremely easy, I don’t think there’s any pointers to give 
    here. Just get off the Bonus platform, get all seven boxes, and jump 
    onto the one at the other end.
    TIME TRIAL: The sapphire relic can be achieved without the Crash Dash 
    power (which you obtain at the end of the fifth warp room, so you still 
    have a long ways to go if this is your first time through), but you’ll 
    probably need them for the gold and platinum relics. A couple of tips 
    regarding this time trial:
    - I know this sounds incredibly stupid, but running on the walls (the 
    outer boundaries of the path) makes you go faster than running on the 
    sand. Just be careful, because some sections will make you stop 
    abruptly. Jump frequently to avoid these.
    - Ignore the Aku Aku masks. Yet again this sounds stupid, but if you’re 
    running on the walls you don’t want to have to stop your run to get 
    one, which you’ll never have to use (and there’s no invincibility, 
    - I have passed the platinum relic by maybe a whole second, and that 
    was it. Some people have found it to be easier... I didn’t, though.
    Level 2: Under Pressure
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 51
    Sapphire Relic - 1:46:00
    Gold Relic - 1:17:93
    Platinum Relic - 1:10:50
    Your first of two Atlantean levels in the game shouldn’t be too much 
    trouble, but it can take some work to master the scuba gear with Crash. 
    Practice swimming around and spinning at the beginning of the level to 
    get an idea of what it’s like.
    Two major things about this level: never EVER touch one of the chained 
    mines, and stay away from the electrical paddles inside of the tubes. 
    Any other enemies that you encounter here can be spun, but if it’s a 
    pufferfish, make sure that they’re not puffed up when you do so. Watch 
    out for some slot boxes in this level, too, as sometimes you get so 
    caught up in doing something else that you forget completely about it.
    Once you get aboard the jet in the lower section of the level, realize 
    that you can shoot torpedoes and do speed boosts with it. The torpedoes 
    will destroy the red corals at the bottom of the screen, so make sure 
    you destroy all of those, since there are hidden crates inside of them. 
    They also take out mines, which is very useful.
    Inside of the tubes, you’ll have to follow the paddles around, or Crash 
    will be electrified. When you go in time trial mode, you may find out 
    that sometimes you can dart below a paddle before it comes around over 
    the tube hole, but on your first run through, just follow it around and 
    DON’T TOUCH IT. Also, below the paddle areas, there are often eels in 
    the sides of the reef, so watch very carefully for them.
    BOX GEM: Make sure you blast open all of the corals with your 
    underwater jet to collect all of the boxes inside. Other than that, all 
    of the boxes are very noticeable.
    TIME TRIAL: First things first – if you’re having trouble with this 
    time trial after reading my tips, do not panic. Scuba diving levels 
    have very challenging time trials, where the littlest things make the 
    biggest difference. Here are the tips I will provide for you.
    - Ignore the first Aku Aku mask at the bottom of the screen. It wastes 
    time to go after it.
    - Be awfully careful when exiting those circular tubes while going 
    down. Eels are lurking here, and it’s terribly annoying to lose a mask 
    with one, or die altogether.
    - In the horizontal tube at the second tier of the level, you should 
    have a time of around 18:00.
    - When you reach the bottom of the long vertical tube, you should be 
    around 29:00.
    - When you’re on the underwater jet, constantly use the speed burst to 
    get through the opening section. Be more cautious when you get to the 
    area with the sharks and mines, and once here, constantly fire 
    torpedoes to take things out. There is also a 3-second box inside of 
    one of the corals.
    - Here is the trickiest part. When you reach the second rotating fin in 
    the double chamber, the method that saves time it to dart down and to 
    the right to the exit tube. If you succeed without the fin closing your 
    path, it saves an awful lot of time. If you hit the fin and lose a 
    mask... you might as well restart, unless you’re going for a simple 
    sapphire or possibly even gold.
    - The last area is also tricky. On the jet sub, you need to use the 
    speed burst up until the raised section with the shark. From there on 
    out, blast everything away until you’re past the pair of pufferfish. 
    Speed boost at the top of the screen to avoid the mine, and shoot the 
    final shark before bursting through to the exit.
    Level 3: Orient Express
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 51
    Sapphire Relic - 00:41:00
    Gold Relic - 00:27:80
    Platinum Relic - 00:18:00
    I’m sure that you’ll find this level to be lots of fun, and it’s a 
    great opener for Coco as well. In my opinion, she gets all of the 
    coolest levels in this game...
    Here’s the basics of the level: you hop on the tiger at the start, and 
    race your way to the very end of the Great Wall. Of course, this is no 
    easy feat. There are various construction guys along the way, pitfalls, 
    flying dragons, rolling barrels, and even some parts where you get the 
    option of going on or through a building. At these sections, you either 
    must jump onto a springboard being held by a guy, or jump over the 
    springboard and go through the building’s tunnel. To get all of the 
    boxes in the level, you must go through the first one, on top of the 
    second, and through the third one.
    When you ride Pura along the wall, it’s nonstop, much like the polar 
    bear levels from CB2 and the hog levels from the original. You can’t 
    brake at all, either, so just go with it and dodge everything in your 
    path. You’ll be weaving all over the place – left, right, over and 
    under. Speaking of over and under, you’ll have to do this with the 
    dragons in the level. Most of them fly low, so you’ll have to jump over 
    them, but a few towards the end fly higher off the ground. Be careful 
    with the low-flying ones, because jumping too soon means you’re going 
    to crash on top of it, and jumping too late means that Pura will trip 
    over it.
    Boxes. You may find yourself getting frustrated with some of the crates 
    in this level, especially in one section toward the end, where you must 
    weave left and right along the path to get every box, but you have to 
    in order to get the Box Gem. Just hit everything, and if you fail to 
    get something, don’t panic too much. I suppose that you could kill 
    yourself to try and get the box again, but you can also simply replay 
    the level and try to get it again.
    BOX GEM: Hit every box here, and like I said above, you must go through 
    the first guardhouse, over the second one, and through the last one to 
    get all of the boxes. Be careful with the stacks of boxes, because you 
    have to go through the center to get them all.
    TIME TRIAL: If you mash your finger down on the Square button 
    throughout this level, not only will Pura run very fast, but it’s 
    enough power to get you by the dragons before they even fly across, 
    smash through the rolling barrels, and smack every clock-stopper box in 
    the path. The platinum relic here is awfully steep, but with 
    perfection, you can get it. I’ve gotten a time of 17:73, so I didn’t 
    pass it by that much, but enough is enough. Here are some tips:
    - At the first time box, you should have 1:63 or somewhere VERY close 
    to it, as in milliseconds. If you don’t, try it again.
    - The first construction guy can be jumped if you’re mashing down the 
    Square button.
    - Like I said above, going fast enough often allows you to bypass 
    dragon kites. Do this with the very first one.
    - Underneath the first guardhouse, ignore the Aku Aku box. Chances are 
    that you’ll end up missing one of the one second boxes if you do try to 
    get it.
    - You should be at about 5:50 when you bypass the third dragon kite.
    - Near the second Aku Aku box (which you should hit), you should be 
    somewhere near 6:00.
    - At the spot with the two dragon kites that fly overhead, jump the pit 
    near the second one and crash into it. You’ll lose your Aku Aku mask, 
    but if you continue to run with the Square button mashed down, you can 
    actually run across the pit ahead and bounce up on the board without 
    even jumping onto it. You’ll see how it works. At the top of the 
    guardhouse, hit both clock-stopper boxes and use a long jump on the 
    other side to save some time.
    - The rest of the level should be running like the wind. Hit every 
    time-stopper box, and make sure you go underneath the last guardhouse 
    for a much-needed three second box. Sprint to the finish, and you’ll 
    make it.
    - Like I said, it’s a run that requires extreme perfection... practice 
    makes perfect.
    Level 4: Bone Yard
    Collectables - Crystal, Box Gem, Clear Gem, Relic
    Paths - Bonus Level, Red Gem Path 
    Boxes - 66 (! Nitro Switch)
    Sapphire Relic - 1:45:00
    Gold Relic - 1:40:21
    Platinum Relic - 1:21:00
    Ah, I love the prehistoric levels. However, the triceratops chases are 
    rather tricky, so pay attention.
    After jumping down from the beginning area and getting all the boxes, 
    it’s a backwards chase, and you’re running from a giant triceratops. 
    Don’t ever stop for anything, not even boxes, as the dino will destroy 
    them for you. Go around the pits of lava, unless they’re blocking the 
    whole path – jump over them if they are. After the first resting spot 
    and the first checkpoint, the chase continues, but this time there are 
    flying pterodactyls in your path. Go around them or jump and spin them. 
    At the end of the second chase, you’ll be safe for good, so run towards 
    the screen to the next checkpoint.
    The next area is pretty easy-going, but you come across two new (and 
    very dangerous!) boxes. The first is the TNT. Hop on a TNT, and then 
    back away, as after three seconds, it’ll explode and Crash will go with 
    it if he’s too close. There’s also the Nitro Crate, which will simply 
    explode upon touch, so stay away from it completely. Also in this area 
    you’ll come across four guys that are slogging through the swamp water. 
    These guys will jump up and try to hurt Crash, so spin them when they 
    get close. Stay out of the lava, and spin the grass away if you’d like. 
    The bonus level lies over here, as well as another side-scrolling area. 
    Hit the exclamation box (!) to fill in all of the outline boxes, and 
    then jump and hit all of them. Use the high jump to reach the highest 
    Then comes the final section of the level, which is another triceratops 
    chase. This time, you’ve got some VERY annoying grass to contend with. 
    Do not ever spin this grass, just jump through it as fast as you can. 
    Avoid the lava once again. The end part is a little tricky – you need 
    to hit the box, the green Nitro switch (!), and then grab the gem 
    before you jump down. Fail to do this quickly, and the triceratops will 
    nail you. Of course, if you’ve missed a box for whatever reason, then 
    you can’t the gem anyway, so simply jump down to the warp.’
    RED GEM PATH: About halfway through the level you’ll see a red wire-
    frame platform on the ground. This is the red gem path, but you can’t 
    access it until you come back with the red gem from Level 12. Once you 
    have that, return to this level and hop on for a ride.
    This path is tough. It’s another triceratops chase, but the journey is 
    trickier than ever. There’s a lot of grass, a lot of lava, and an awful 
    lot of steam vents. I actually don’t have a lot of trouble with it now, 
    but first-timers may find it very tough. The good news is that halfway 
    through there is a steel checkpoint box, and there’s also one at the 
    very beginning. Stock up on lives before you come through, and if you 
    die during the path, try to memorize the layout so you can make it 
    through easier the next time. At the end is a Clear Gem and an 
    alternate level exit.
    BOX GEM: There really aren’t any hidden boxes in this level... remember 
    to hop on the two sets of TNTs in the first side-scrolling area to 
    detonate all of them. As for the one Nitro, you’ll rid of it once you 
    hit the Nitro Switch at the end of the level.
    BONUS LEVEL: This isn’t very tricky. You’ll come across a bounce crate 
    here – jump on it to give you a big jumping boost which will allow you 
    to reach the top of the steel structure, where boxes await you. When 
    you jump back down, MAKE SURE that you spin the bounce crate before you 
    leave the level. Sometimes when I play this level I forget to spin it.
    TIME TRIAL: This time trial isn’t very tough. The platinum relic takes 
    hard work, but in comparison to others, it won’t test you too much. 
    Here are the best tips I can give you.
    - OK, if you have the fruit bazooka, jump down at the beginning without 
    getting the clock. Go as far back as you can without triggering the 
    triceratops (if he comes out, kill yourself and remember not to go so 
    far the next time). Now turn around and pull out your Bazooka. Aim and 
    shoot the clock, and once you shoot in that direction, take off. It 
    won’t actually start until the Wumpa makes it to the clock. You’ll 
    notice that an Aku Aku box appears on one of the nearby crates – ignore 
    this, you don’t need the invincibility in this level.
    - With the Speed Shoes, your first time box should be around 6:00.
    - After the second chase with the first triceratops, your time should 
    be near 22:00, or something like that (I have trouble remembering 
    - Ignore the second Aku Aku mask, and jump swiftly over the TNTs.
    - Since it’s in your direct path, you might as well hit the third mask, 
    since it may be useful coming up.
    - Try to jump around the grass, not through it.
    - Right before the side-scrolling lava area, there’s a field of grass, 
    a lava pit, and a geyser guy. Try jumping the grass and losing your 
    mask in the lava so you can jump across with no trouble.
    - In the side-scrolling area, ignore the Iron Switch, none of the 
    outline boxes reveal time boxes.
    - In the triceratops chase, let the big guy destroy all of the time 
    boxes – you just focus on getting to the end as fast as possible. When 
    you reach the very end, fall right into the warp to save time.
    Level 5: Makin’ Waves
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 37
    Sapphire Relic - 1:08:00
    Gold Relic - 00:58:23
    Platinum Relic - 00:53:26
    I really love these levels, especially their music. Alas, I have not 
    gotten the platinum relic on either of the three, not counting Hot 
    Coco. The time trials for these are extremely tough...
    The main level, however, is pretty easy. One big rule here: don’t hit 
    anything that’s floating in the water besides boxes and ramps. Floating 
    bombs, cannonballs, and rowing pirates are the main things here. Watch 
    the pattern of the pirate rowers carefully. One big thing in this 
    level, however, is using the floating ramps to reach boxes in the air. 
    Some of these require precise movement in the air. There’s a ramp near 
    the end with three boxes above it, going forward. You need to jump with 
    the ramp, and while in midair, press down to do a backwards flip and 
    gain the extra height to get the last box.
    There’s also a tricky seagull in this level, right after the second 
    rowing pirate. If he’s sitting on a box, don’t hit the box! Wait for 
    him to fly up, and then get it. The seagull will attack you if you hit 
    the box while he’s on it.
    Other than that, have fun!
    BOX GEM: No hidden boxes here – just ones that are tricky to reach. 
    Make sure you don’t leave anything behind. The nice thing about this 
    level, though, is that you can easily backtrack to get any, thanks to 
    the 3-D camera view.
    TIME TRIAL: Yikes, this is one heck of a time trial. My best time is 
    only a tiny bit better than platinum. The best tips I can give you are 
    - Right before you reach the first side of the pirate ship, you should 
    have a time of around 16:00, maybe even less.
    - You can hit both Aku Aku masks in this level, and once you have one, 
    don’t hesitate on using it to blast through a floating bomb that is in 
    your way. This is key for getting a good time in this level.
    - Try to hit every time box. Sometimes the tide screws up your jumping 
    ability, and disables you from getting a time box. This REALLY stinks, 
    but getting a perfect run where the tide doesn’t effect you only 
    happens with some luck.
    - Right after the pirate ship, there’s a ramp, a pirate in a boat, and 
    a seagull that flies into view. At this ramp, there’s a 2-second box. 
    To save time, hit it and flip to the right so that you can go around 
    the island. This saves actually a good chunk of time.
    - It’s crucial that you hit all three of those final time boxes (above 
    the final ramp). Remember, use your backward flip to get the last 3-
    second one.
    Boss 1: Tiny Tiger
    Once you collect all five crystals in the first warp hub, the warp pads 
    for levels 1 – 5 will vanish, and a pad with Tiny’s head on it will 
    appear instead. Go into the portal to face Tiny in Ancient Rome...
    With Emperor Cortex watching overhead, Tiny’s first method of attack is 
    jumping around, trying to stomp on Crash. Although it seems rather easy 
    to avoid him, if you don’t pay attention, Crash will get crushed. The 
    first time he does this, he’ll stop on the fifth jump. When he does, 
    run up and spin him to knock him out.
    Then comes something a little trickier. A group of lions will be 
    released from the five openings below the upper ledge. While it’s 
    possible to spin these guys, I’ve found it rather difficult to do it 
    and avoid all of the others at the same time. Just jump around rapidly 
    and stay towards the back of the arena so that you have a chance to get 
    out of the way.
    Then Tiny will come back with another jumping attack, only this time he 
    does it six times. Take care of him with this, avoid the lions once 
    more, and then avoid Tiny’s jumping attack for the final time (seven 
    jumps). Once you hit him the last time, you win, and your first Power 
    appears – the Super Body Slam! Grab it to get directions for it (it’s 
    the same as a regular body slam), and then you’ll exit the boss battle.
    Warp Room #2
    Level 6: Gee Wiz
    Level 7: Hang ‘Em High
    Level 8: Hog Ride
    Level 9: Tomb Time
    Level 10: Midnight Run
    Boss 2: Dingodile
    Level 6: Gee Wiz
    Collectables - Crystal, Box Gem, Relic
    Paths - Bonus Level 
    Boxes - 100 (!)
    Sapphire Relic - 1:35:00
    Gold Relic - 1:22:73
    Platinum Relic - 1:05:93
    Here’s a level very similar to Level 1, “Toad Village.” The only 
    difference is that it’s sunset, the layout is different, and the water 
    is a funny color of purple. Whatever, man. :)
    Really, though, not much is different here. Yes, the enemies are little 
    more abundant and placed more trickily, but nothing is too difficult. 
    You’ll get a chance to use your Super Body Slam skill here, as they’ve 
    got excited and placed a ton of Steel Crates for you to slam upon.
    This level introduces a new enemy, the wizard (the level name might 
    indicate this). He shoots magical orbs at Crash from a distance... jump 
    over them, and spin the ol’ wiz to kingdom come. Simple as that. Just 
    watch those magical orbs, or it’s Toad Village for Crash.
    The Nitro are abundant here... watch your step, and hit the Nitro 
    Switch (!) at the end of the level to wipe ‘em all out.
    BOX GEM: No hidden boxes to speak of. The steel crates do need broken 
    to finish with all boxes, so don’t leave one behind.
    BONUS LEVEL: Here’s a bit of a trick. When you reach the spot with the 
    Iron Switch off the ground, you can probably guess that it fills in the 
    stairway of outlined boxes with steel crates, right? Well, there’s a 
    surprise box down here to get. Without the double jump, this may be a 
    little tricky, but you need to jump down on it and then jump back to 
    the platform BEFORE hitting the switch. Get that, then hit the switch 
    to go across and make your way to the other end.
    TIME TRIAL: This is about like “Toad Village.” Run on the walls, jump 
    repeatedly, and hit as many time boxes as you can. The only major 
    difference is that you should try to hit the Aku Aku boxes, as you may 
    find that you’ll need them to blast your way at the level’s end, 
    especially with that final sword guy and the wall of Nitro. I don’t 
    really have any other tips, so just try your best and you’ll get it.
    Level 7: Hang ‘Em High
    Collectables - Crystal, Box Gem, Yellow Gem, Relic 
    Paths - Bonus Level 
    Boxes - 81 (!)
    Sapphire Relic - 1:24:00
    Gold Relic - 00:52:66
    Platinum Relic - 00:43:80
    This is one of my favorite time trials, as there are so many “little” 
    shortcuts that are really pleasing to get right. You’ll see what I 
    Getting the actual crystal is a different experience than previous 
    levels. Basically, we’re overlooking a desert city from above... one 
    wrong step and it’s down, down, down for Crash. There’s also some 
    hanging sections with clever little scorpions running across them. Spin 
    them before they get too near to you...
    Other enemies include swordsmen, genies, and monkeys that are obsessed 
    with pottery. The sword guys (and there are only two of them) should be 
    hit when they’re walking away from Crash, NOT when they’re swishing 
    those swords about. The floating genies are tricky, as jumping on them 
    is risky and spinning them requires precision. Sometimes they also show 
    up on the hanging grates, so treat them like scorpions.
    One new (and particularly annoying) feature are the bouncy awnings 
    throughout this path. They basically allow you to jump up high, much 
    like a bounce crate. Always watch for hidden boxes when you’re near 
    them, there are two of them located in this level.
    This level is a little trickier than previous ones, but you can make it 
    out pretty easily. Oh, if you’re wondering where the Yellow Gem is, 
    you’ll need to get 10 relics and then enter this level through the 
    Level 27 portal in the secret warp room. Yes, it’s complicated, but 
    that’s the way it goes.
    BOX GEM: Lots of boxes here. Some of them are hidden, so beware – one 
    of them is right above the second bouncy awning past the jar monkey and 
    the floating genie. Don’t miss it up there. The second one is at the 
    very end of the level, above one of the awnings. Hit the Nitro Switch 
    at the end to blow up all the Nitro, and the Box Gem is yours.
    BONUS LEVEL: These just get trickier and trickier. Near the end, you’ll 
    come across another Slot Box. This one, however, has a TNT within the 
    slots. Make sure that you hit that when it’s on the TNT, as you need 
    the TNT to explode and hit the Iron switch below it. This will fill in 
    a bouncy crate that enables you to reach four boxes higher up.
    TIME TRIAL: First you need to jump up the trio of awnings to reach the 
    clock. Spin the boxes, take out the swordsman, and then stand a little 
    ways ahead of the clock, so that you can turn around and target it with 
    the Bazooka, assuming that you have it. Shoot the clock and go. Here 
    are a few tricks for the journey:
    - The first genie of the level can be jumped up to reach the upper 
    ledge. This is a risky move, however, as you could end up sacrificing 
    your Aku Aku mask in the ordeal, which you DON’T want to do. If the 
    genie isn’t close enough, don’t even attempt it.
    - This is very tricky, but at the first overhead grate, hit the 2-
    second box, and then run to the edge of the platform, jump very shortly 
    and then Death Tornado Spin to the other side. Believe it or not, this 
    saves a good second or two of time if you can succeed at it, and 
    believe me, it’s tough.
    - Slide into the first pot carrier, and it may take out the genie 
    floating behind it.
    - There’s a hidden 3-second box above one of the awnings past these two 
    enemies. Make sure you don’t miss it.
    - When you reach the overhead grate, you’ll get the final Aku Aku mask. 
    This is the first level where it’s completely essential to have 
    invincibility for a good chunk of the level, so if you’ve missed any up 
    until here, restart. If you get the invincibility, SLAM your way 
    through the swinging section in a snap. Leave no time boxes behind, but 
    swing like Tarzan.
    - With enough speed and luck, you can make this mask last all the way 
    up to the swordsman at the side-scrolling area. This is tricky, but you 
    can do it. With the double awnings past the third pot carrier, you can 
    leap to the first one and then high jump over to the balcony section.
    - The second hidden box lies beyond the swordsman and above an awning. 
    If you’ve squeezed every possible second out of your mask, this box may 
    be reachable with your invincibility... if not, get it anyway.
    Level 8: Hog Ride
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 13
    Sapphire Relic - 00:46:00
    Gold Relic - 00:41:46
    Platinum Relic - 00:35:06
    OK, here’s the idea. In this level, you’re racing a group of hogs 
    across a desert road. Put very simply, you need to come in first place. 
    Your motorcycle is faster than the hogs, but if you get too close to 
    the hogs, they’ll knock you off the road. If you end up too far away 
    from the road, you’ll slow down considerably, and if you end up way 
    outside the road, you’ll teleport back to the main road and lose an 
    awful lot of time.
    There are police cars scattered throughout your path... avoid running 
    into them at all costs. There are also ramps that will allow you to get 
    boxes in the air. Note that using the ramps slow you down, so only use 
    them when you absolutely need to, or when there are boxes you need to 
    When you go through this level the first time, aim only for getting the 
    crystal (winning the race). Use the turbo pads to gain extra speed, 
    especially that first one – the speed burst you get from it can last 
    you all the way to the end of the level, so with enough practice, you 
    can make it this way. If you do hit the turbo, you can probably let off 
    of it once you make it into 1st place, and then just finish the race 
    BOX GEM: On your second run through, get the box gem. There aren’t any 
    gems that are in odd places, just take your time and don’t worry about 
    getting in first place. The hogs can actually knock you off the road 
    and away from a box you needed to get (and you can’t return to get ones 
    you missed). Make sure you hit all the ramps to get all of them.
    TIME TRIAL: OK, this level’s platinum relic is another one of those 
    where complete perfection is required to make it. I’ll give the general 
    tips you need to make it through.
    - OK, with any race level, the first thing you need to do in this level 
    is nothing. At the beginning, go forwards until the time trial clock is 
    within your view, and then brake and stop. Wait a good 30 – 45 seconds 
    before you take off, and hit the clock. This will get all of the other 
    hog traffic out of your way for your time trial. You don’t want them 
    pushing you off the road, do you?
    - The first turbo pad is the most important thing in the whole level. 
    Hit it, and once you do, you need to keep this speed for the entire 
    level. Yes, you need to also hit every time box on the road, and never 
    crash with anything or go off the road the slightest (maybe a tiny bit, 
    but not to where it slows you down). If you can go all of the way with 
    the turbo to the next turbo pad, then you’re in the clear.
    - Hit every time box. There’s a particularly tricky one right in front 
    of a police car near the end, but it’s worth 3 seconds. To get it, run 
    over it and go around the police car on the left, but don’t venture too 
    far off the edge of the road.
    - Although using ramps slows you down, you have to use the final ramp 
    to make it to the end.
    - A very, very steep time trial this is. No mistakes can be made 
    here... keep trying, and you’ll get that platinum relic. I promise.
    Level 9: Tomb Time
    Collectables - Crystal, Box Gem, Clear Gem, Relic 
    Boxes - 95
    Paths - Purple Gem Path, Bonus Level
    Sapphire Relic - 1:42:00
    Gold Relic - 1:10:00
    Platinum Relic - 00:53:93
    An interesting level this is, for two reasons. The first is that you 
    cannot get the Clear Gem OR the Box Gem until you come back with the 
    Purple Gem from Level 13, and the second is that the platinum relic is 
    very, very hard, and it’s the last platinum relic for a platformer 
    level that I needed when I was on my relic hunt.
    The level itself, however, I really do enjoy. It’s set around the 
    construction of the Great Pyramids, and the music is some of the best 
    in the game. Anyway, you start this level out lightly – just spin the 
    snake and continue into the tomb. This level is filled with pits, so 
    don’t fall in any, and you’ll do fine. Also, beware on the second pit 
    of the level, as there is an alligator that jumps out of it. Wait for 
    it to fall back down and then jump across. You can also spin it.
    Another tricky part of the level is the black grease on the floor. In a 
    few instances you’ll find this, one of them right after the doors that 
    you open with the tile. To go fast across the grease, try sliding 
    across it, but don’t slide into a pit. If you’re going too fast on the 
    grease, you can also stop yourself by body slamming.
    Here’s some notes on all of the enemies and traps in the level:
    - In two sections of the level you’ll come across falling tiles over a 
    large room. The NEO tiles are safe to walk on, but the red scarab ones 
    will fall. You can step on them, but quickly run off or jump off to 
    safe ground.
    - Slamming doors either open automatically (which only two of them in 
    this level do) or require you to walk on a button to get through. No 
    matter which one it is, run through them quickly so you don’t get 
    smashed between them.
    - There are some groups of monkeys in this level that pop up out of 
    pots. They basically throw white stones at you, so quickly spin their 
    pots to defeat them.
    - Watch out for greasy floors with blocks sliding across them. These 
    will push you into a pit, so jump over them, and at the other end, 
    don’t stand where the blocks fall down if the construction guy is 
    pulling the lever. The second time you see these blocks, there are some 
    boxes up high. These can be reached from the top of the blocks, so if 
    you rid of the construction guy, just spin the lever with Crash to get 
    a block sliding so you can reach them.
    - Spotlights are particularly annoying, but are easy to overcome. 
    Basically if you slide or crawl through them, you’re safe. If you jump 
    high enough to avoid the darts, you’re safe. If you sprint past them on 
    the right side, you’re safe. Just avoid the darts and you’ll do fine.
    - The last foe is the flamethrower guy, which only appears once on the 
    main path and once on the Purple Gem Path. Although it seems easy to 
    spin him away from the flames, it’s probably better to simply run past 
    PUPRLE GEM PATH: At the detour in the level, the hallway on the right 
    is accessible on your first visit, but the left hallway has a wall with 
    a purple gem that is blocking you. When you return with the Purple Gem, 
    jump the pit, get the Aku Aku crate (which you could actually get on 
    your first time through the level), and when you approach the wall, 
    it’ll open up, revealing the left hallway path.
    Your first (and hardest) issue are the two spotlights in front of you 
    and the pit. With the double jump ability you can make it past the 
    first spotlight, but you need to remain on the right side and shoot 
    your way past the second. You cannot crawl, as the pit separates the 
    two spotlights.
    The rest of it is trickier than the main level, but nothing too hard. 
    Watch very carefully at the first grease section, as some pointed 
    arrows will pop out of the ground, and they’re obscured in the black. 
    The final area is also a bit tricky – first get rid of the blasted 
    monkeys, and then wait for the spears to raise up to full height, and 
    then run onto the button that opens the far doors. Run and slide your 
    way over here, and quickly run through before they close or the spears 
    get you. Over here you’ll find a Clear Gem, an Iron Switch that leads 
    you to more boxes, and a path over to the right side of the hallway and 
    the end of the level. If you’re also after the Box Gem, you need to go 
    back down the right hallway. You could also probably go back down the 
    left, but it’s easier to go down the right side.
    BOX GEM: On your first time through, hit as many boxes as you’d like, 
    but you can probably skip the Bonus Level and any other boxes you don’t 
    feel like getting (like the two above the hallway with the sliding 
    blocks near the level’s end).
    When you return with the Purple Gem, get all of the boxes up to the 
    detour (there aren’t any hidden ones, just make sure you hit the Bonus 
    Area this time). Go down the Purple Gem path, and get all of the boxes 
    here. Then you need to retrace your steps down the other hallway. Get 
    all of the boxes here, and when you reach the beginning, go back to the 
    end of the hallway. You should earn yourself a shiny Box Gem.
    BONUS LEVEL: Nothing very tricky here, except for reaching the Crash 
    box on the upper tier near the end. If you have your Double Jump 
    ability, though, you can reach it with this.
    TIME TRIAL: This may not be the toughest platinum relic in the game, 
    but it’s definitely the toughest platforming platinum relic. There’s no 
    time mechanism for this level, so here is a lowdown of the main time-
    savers in this level.
    - Spin through the wall of boxes before hitting the clock, and then 
    turn around with your Bazooka (assuming you have it) and shoot the 
    clock from a distance. You’ll figure out how far away you can go.
    - That first jumping gator is tricky. When you reach that pit, he’ll 
    always jump right when you’re crossing, so you have to spin him. 
    Chances are he may hit the box behind the pit while he goes flying. 
    After the gator, jump over the grease, run across the button, and jump 
    through the door. Your time when you hit the 1-second box should be 
    around 8:00.
    - That next patch of grease NEEDS to be slid across. Just don’t fall in 
    the pit.
    - In the large room with the falling tiles, you can save a little time 
    by cutting the corners. Jump from one walkway to the next by cutting 
    through the corner. You can do this twice in a row.
    - When you enter the hallway with the monkeys, your time should be 
    around 19:00. Remember, this is all assuming that you have the Speed 
    - For the first sliding block hallway, jump to the grease and slide 
    jump over the sliding block. Slide to the end and continue on.
    - When you hit the final Aku Aku mask, your time should be under 28 
    seconds. By the way, you NEED the invincibility for this next section, 
    so don’t lose any of your masks up to here.
    - With the invincibility, the doors will stay open for you. Take the 
    right hallway, the left one doesn’t save you any time. By sprinting 
    constantly, you should be able to make it to the second sliding block 
    hallway, where the 3-second box is up top. However, depending on how 
    fast you go down the path, you may not be able to reach that 3-second 
    box. It all depends on how you jump across the gaps, which varies since 
    the moving platforms are always in different spots. In order to get 
    platinum, though, you have to use your mask to hit that 3-second box. 
    If you do make it that far, use a slide jump on the grease to nail it 
    before your invincibility runs out.
    - No need to hit the Iron Switch near the very end of the level to 
    start up the moving platforms – just jump to the one on the left and 
    then use a double jump to get to the last one. Run up the stairs and 
    hopefully you’ll have a good time. This time trial took me ages to get 
    the platinum, but I’ve done it, and I’m proud.
    Level 10: Midnight Run
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 35
    Sapphire Relic - 00:53:00
    Gold Relic - 00:38:23
    Platinum Relic - 00:18:20
    Ah, the second Great Wall level. This one is at night, and there’s more 
    enemies and a more complicated layout, but it’s still a lot of fun.
    Two new things to watch for here. The first one are guys carrying 
    buckets of water. They basically run along the path and all you need to 
    do is move around them. Towards the end of the level they get to be 
    tricky, but you can make it past them. The second are the flying kite 
    dragons, which don’t always move in a linear way. Some will fly down 
    (so you must jump them), some will fly above (run underneath them), but 
    in this level some have a jagged up-and-down path. You have to go left 
    or right around them, but you’ll figure that out.
    For the guardhouses, you need to go under the first one, on top of the 
    second one, and under the third one to get all of the boxes. It should 
    be noted that there are some boxes in this level that will require you 
    to use the speed burst (Square) to reach them, as they are hanging on 
    kites higher up in the air. From the top of the second guardhouse, you 
    need to perform a burst of speed and a high jump off of the ledge so 
    that you can nail two free life boxes. It’s tricky, but with practice 
    you can get both of them cleanly.
    Other than that, have fun riding the tiger again! After two levels of 
    the Orient, I wish that they would’ve replaced Level 17 with another 
    BOX GEM: Like I said above, there are a few tricky boxes to reach in 
    this level. The first one is higher up after the first guardhouse at 
    the corner. You need to speed burst off the right side of the wall, 
    high into the air to hit the box. The second and third ones are located 
    beyond the second guardhouse, very high in the air. Like I mentioned, 
    you need a massive burst of speed to nail both of them. The end also 
    has some boxes that you need repeated movements to get all of them. 
    Don’t miss a thing and you’ll get this box gem pretty easily.
    TIME TRIAL: This was actually the first ever platinum I got in a Crash 
    game. Of course, that was when I was 9 or 10 years old, but I was so 
    proud of myself at the time. Now I’ve figured out a way to use your Aku 
    Aku masks well and get a respectable time. I must say, though, that I 
    have no idea how the developer’s time was managed to reach. These are 
    the best tips I can give you.
    - As with the previous Orient level, mash down the Square button at all 
    - Underneath the first guardhouse, you need to nail the time boxes. You 
    can also probably jump the stack of barrels, although this may require 
    a little more work.
    - That first 3-second box is essential, don’t miss it.
    - Blast through the barrels.
    - Under the first guardhouse, over the second (so you can get the pair 
    of 3-second boxes!), and under the third.
    - When you make the gigantic leap from the edge of the second 
    guardhouse, you’ll land in a spot that requires an extremely quick 
    movement in order to dodge the dragon and water carrier in front of 
    you. It may be easier to simply use an Aku Aku mask here, assuming you 
    still have the one from earlier.
    - For the best time, you NEED every time box, including all three of 
    the one-second boxes near the end.
    Boss 2: Dingodile
    Headed back to the ice age, are we? Dingodile is a tricky boss at 
    first, but like Tiny, his methods remain the same the entire course of 
    the boss battle.
    He’ll start by shooting fireballs at you with his flamethrower. The 
    simplest way to avoid these is to slide jump to the right continuously. 
    The fireballs should be falling a good ways behind you, and if you just 
    keep doing this, none of them will hit you.
    After the fireball launching, he’ll shoot jets of flames through the 
    circular wall of crystals surrounding him. Two things about this jet of 
    flames – if you’re hit by the jet, you’re toast. However, the jet also 
    breaks apart some of the crystals guarding Dingodile, so when enough of 
    these crystals are gone, you can run up to him and spin him. When this 
    happens, his flamethrower will explode in about five or so seconds, so 
    quickly get to the edge of the arena before it goes boom.
    For the second round, there are simply more fireballs than before. Keep 
    using your slide jump tactic, only this time to the left. If the 
    fireballs do get to close to you, watch the shadows for when you can 
    run past a fireball before it lands. This is a risky thing to do, but 
    the fireballs may get too close to you if you don’t slide and jump fast 
    enough. Then comes a second round of flame jets. Let him destroy a good 
    amount of the crystals so that you have a path in and back out, and 
    then go up and nail him... and back off, of course.
    One last round. The last round consists of double fireballs; this is 
    exactly like the first round as long as you constantly slide jump. 
    Another round of jet flames... once you can spin him, go for it. After 
    a final explosion, Dingodile has been trashed. Penta Penguin goes up 
    and jumps on him, and in the process, you obtain the Double Jump power! 
    Warp Room #3
    Level 11: Dino Might!
    Level 12: Under Pressure
    Level 13: High Time
    Level 14: Road Crash
    Level 15: Double Header
    Level 11: Dino Might!
    Collectables - Crystal, Box Gem, Clear Gem, Relic
    Paths - Bonus Level, Yellow Gem Path 
    Boxes - 112 (!)
    Sapphire Relic - 1:34:00
    Gold Relic - 1:25:76
    Platinum Relic - 1:03:00
    Alright, it’s the third warp room, and you’ll notice starting with this 
    level that things are getting trickier. If you’d like, go ahead and get 
    the yellow gem before you enter this level. To get it, collect 10 
    relics, go to the secret warp room, and go into Level 27. This will 
    transport you to “Hang ‘Em High,” where the yellow gem lies. Once you 
    have this, you’ll open up the yellow gem path in this level. To get the 
    Box Gem, you need to go down this path, too. If you don’t have it yet, 
    then simply go through this level like normal. If you are going after 
    the Box Gem, I’ll show you the method you need for getting all of the 
    level’s boxes.
    The level starts out pretty interesting. First we have a steam vent – 
    if it’s steaming gas, don’t touch it. Then there’s four iron boxes 
    stacked up on eachother with a free life box at the top. You need to 
    use your new double jump skill to reach this box. And last we have a 
    brand new enemy in this level, the spinning fish. Despite the fact that 
    this bugger looks a lot like our Bandicoot friend (I’ve always wondered 
    where Bandicoots evolved from...), don’t spin him while he’s spinning.
    Go through the level up to the Yellow Gem Path. If you have the yellow 
    gem, ignore this for now, we’ll come back to it later.
    A little ways past the yellow gem path you’ll come across an egg 
    sitting in a nest. Break open the egg to reveal a baby t-rex. You can 
    ride this little guy by jumping on him. He controls very easily, and he 
    can take out the geyser guys by jumping on them, and make really high 
    jumps that allow you to clear lava pits and even the steam vents. Just 
    realize that if he gets hit once by something, he’ll go back to his 
    nest or to the checkpoint box that lies down the next path.
    Ride the baby rex to the end of this path, and he’ll drop you off near 
    a lava-filled side-scrolling area. IF YOU ARE COLLECTING THE BOX GEM, 
    you can jump back on the baby rex and ride your way back to the yellow 
    gem platform. The reason for this is that the end of the yellow gem 
    path will drop you off here, and you needed all of the boxes between 
    the first platform and this area. If you’re not after the box gem, 
    continue on.
    Go through the side-scrolling area and hit every box. At the end, go 
    backwards and do the bonus level if you’d like (you don’t need to if 
    you’re not after the box gem). Drop down to the next area, hit the 
    checkpoint, and although you’ve gotten off easy for the first part of 
    the level, now it’s time to run from the big triceratops. Don’t 
    hesitate, and realize that many of the boxes in your path can be hit by 
    your big friend. It’s only a little more difficult than the one from 
    Level 4, so it should be a big problem. At the end, make sure you grab 
    the Box Gem (if it’s there) before jumping down into the portal.
    YELLOW GEM PATH: First things first (if you are collecting the box gem) 
    – don’t jump on this platform until you have gotten all of the boxes 
    between it and the lava area down the path. Once you have, return here 
    and do this area to get the rest of the level’s boxes.
    The first part of the path is just more of the same. Watch out for the 
    blue currents, because sometimes they lead you to an enemy, like the 
    first geyser guy. Watch your jumping, and you’ll do fine. Once you 
    reach the side-scrolling area, remember the rule about steel crates – 
    you don’t have to body slam directly on top of them for them to break. 
    Back off a few feet, and try body slamming there. It’ll destroy the 
    steel crates but leave the TNT to detonate itself.
    After that comes another triceratops chase. Once again, there’s not 
    much to say but run, run, run. Jump through the grass – never run. Find 
    out where all the lava pits are, and realize that although the blue 
    currents get you moving faster, sometimes they bring you to a hazard, 
    like a nitro or steam vent. Also avoid the pterodactyls... or don’t 
    avoid them... (see the “Level 32” section for more details).
    At the end of the chase, you’ll be in an area with the Clear Gem, a 
    nitro switch, and a yellow gem platform that takes you back to the lava 
    area on the main path. Before hopping on, double jump over the 
    platform, and you’ll reach a stack of five iron crates. High jump and 
    then jump again to get over all five of them. On the other side you’ll 
    find five free lives! Unfortunately, this wall of crates is not 
    passable, so double high-jump your way back over the first wall and hop 
    on the platform.
    BOX GEM: The main walkthrough pretty much tells you the trick you need 
    to get all of the boxes – go up to the lava area and smack every crate, 
    and then return to the Yellow Gem platform. Go through that area and 
    get every box, and hit the nitro switch at the end. The platform brings 
    you back to the lava area, where you can continue on to the end of the 
    level for the gem. Don’t forget the bonus level!
    BONUS LEVEL: Almost every crate requires you to body slam it here. As I 
    said in the yellow gem path section, you don’t need to be right on top 
    of a steel crate for it to break with a body slam... if it’s over a 
    pit, stand right next to it and body slam. The shockwave on the ground 
    will smash it apart.
    TIME TRIAL: This is actually a pretty easy platinum relic in comparison 
    to others. Here are some tips for you.
    - Get that 3-second box on the stack of iron crates to start the level 
    off. Just be careful when jumping off, you don’t want to land in the 
    - The spinning fish are annoying. Try double-jumping them, but realize 
    that you may have to sacrifice a mask if things don’t work out.
    - Riding the baby rex is optional – if you don’t have speed shoes, ride 
    him, but if you do, it’s probably quickest to just not ride him.
    - If you aren’t riding the baby rex, when you reach the stack of crates 
    with three 2-second boxes, use a (little, not a big) Death Tornado Spin 
    to get all of ‘em.
    - Remember: don’t hit any of the time boxes in the triceratops chase, 
    as he’ll get them for you. The only one you may want to get is the very 
    last 3-second box, as it’s possible to reach the warp while the clock 
    is still frozen if you let the big guy hit it. This will waste time.
    Level 12: Deep Trouble
    Collectables - Crystal, Box Gem, Red Gem, Relic 
    Boxes - 88 (!)
    Sapphire Relic - 1:47:00
    Gold Relic - 1:25:16
    Platinum Relic - 1:18:36
    This level is downright annoying with the relic. Not hard, but very 
    annoying. You’ll see what I mean.
    Basically, everything is the same as Level 2, only in a completely 
    different layout. Well, strike that – there are a few different things, 
    but not that much. The biggest thing are the whirlpools. Despite being 
    pretty easy to avoid, they’re very annoying, as you have to stop in 
    your path and let them stop sucking before you can pass. The other 
    thing is that there’s a lot of Nitro around in this level, so if you’re 
    riding the jet sub, make sure you constantly fire the torpedoes to rid 
    of any in the path. Also make sure that you watch out for the undersea 
    life: sharks, pufferfish, and eels primarily, as well as those blasted 
    One more thing – about halfway through the level, you’ll come across a 
    wall of iron crates and an outline box. At this point, you have to swim 
    upward to make it to the end of the level. However, there is an iron 
    switch at the end of the level that fills in this outline box with a 
    TNT. For the Box Gem, you need to hit that switch, come back, and TOUCH 
    (don’t spin!) the TNT lightly. Back off, and let it explode the boxes 
    on the other side of the wall. Voila, a new path is opened.
    Not only are there boxes down this path, but there’s also a sacred red 
    gem! This path is trickier, though, so be very careful and WATCH FOR 
    THE NITRO. It’s ridiculous here, and some careful swimming will be 
    required to make it past some of it. There’s also plenty of whirlpools 
    to contend with. But what do you get for all of your troubles? A nitro 
    switch, a box gem, a red gem, and a beautiful level exit!
    BOX GEM: Not much really tough about this. Do everything that the main 
    walkthrough says, and you’ll be fine. Go to the very end, and hit the 
    Iron Switch. Retrace your path to the now-filled-in TNT crate, detonate 
    it, and go down that path to get the rest of the boxes and a nitro 
    switch. Voila, the box gem is yours.
    TIME TRIAL: OK, this is a very tricky time trial. While it’s not really 
    that hard, it’s tough to get everything to work the way you want it to 
    in one run. Here’s some tips to get you started, the rest is up to you.
    - Before hitting the clock, grab the jet sub and destroy the wall of 
    TNT crates ahead. Quickly come back to the clock before it disappears 
    and go through it to begin the time trial. Don’t miss the first Aku Aku 
    at the bottom of the screen.
    - With two Aku Aku masks, you can get rid of one and keep the other, 
    because a little later on you’re going to need to charge through the 
    underwater whirlpools. There’s actually four masks in the level, but 
    since you can’t have more than two at once, you might as use one or two 
    so you can get one at the next box.
    - As with Level 2, use the downward charge method to slip past the 
    electric fins. Watch for eels on your way down.
    - Whirlpools are extremely annoying. Like I said above, don’t be afraid 
    to use your Aku Aku masks on them. You get four in this level, so use 
    atleast three of them on the whirlpools if you’re going to have to wait 
    a while for it to stop.
    - There’s not a whole lot left to say about the level... if you make it 
    to the upper section with the second jet sub, chances are that you’ll 
    be out of Aku Aku masks. So (carefully but quickly) make your way 
    through this section, and when you reach the final double whirlpools 
    and the pufferfish, dart straight through them, and you’ll lose the jet 
    sub. However, you can swim directly over to the exit.
    - My best time is 1:14:46. These levels are rather annoying, but once 
    you figure out the perfect method past everything, you can do the 
    relics fairly easily.
    Level 13: High Time
    Collectables - Crystal, Box Gem, Purple Gem, Relic
    Paths - Bonus Level, Death Route 
    Boxes - 89
    Sapphire Relic - 2:12:00
    Gold Relic - 1:04:12
    Platinum Relic - 00:56:96
    This is the game’s hardest gold relic, but if you can figure out the 
    correct way to do things, and THEN manage to actually do it, you’ll get 
    it pretty easily.
    Another Arabian level this is, and right off the bat we’re faced with a 
    new enemy, the fire bomber. This guy stands in a window and throws a 
    Molotov cocktail at the wooden walkway so that it bursts into flames. 
    You can’t rid of him unless you’ve got a bazooka, so wait for the 
    flames to disperse and then run past the boiling spot. There are two of 
    these in the opening area.
    Next you need to make your way up the building, but watch carefully for 
    a floating genie at the top. Destroy the stack of boxes up top, and use 
    the floating carpet to get over to the opposite side of the gap. More 
    boxes, a jar carrier, and more bombers until you reach the grating.
    Really, the rest of the level is just more of the same. There is one 
    particularly tricky enemy you’ll come across, and that’s a guy throwing 
    swords. After the third checkpoint, you can drop off onto a walkway on 
    the right. However, swords will come from the right, so jump over them 
    when you see them and spin the swordsman when you get close enough.
    DEATH ROUTE: A little over halfway through this level is the Death 
    Route platform. For the quickest way to achieve the crystal and both 
    gems in one run is to go up to the Death Route platform and complete 
    it. At the end, jump off the edge of the building to kill yourself. 
    You’ll go back to the previous checkpoint and be able to carry on with 
    the regular level.
    This is a tough Death Route for the less advanced player. Precision, 
    precision, precision is key. Those first two fire bombers require 
    precise timing – the jumps from the magic carpets to the ledges require 
    precision, and taking out the scorpions on the hanging section require 
    Likely the toughest part of the whole path is the part where there are 
    two fire bombers on two sides of a gap, and a floating genie in 
    between. To make things easier, try sliding into the jar carrier right 
    before the gap, and chances are that it’ll take out the genie in the 
    process. This makes the leap a tad easier.
    What do you get for your sweat and tears? A shiny purple gem! Now take 
    it to Level 9 and go get that Box Gem that we couldn’t get before!
    BOX GEM: Nothing out of the ordinary here. Make sure you hit the Bonus 
    Level, and make sure every TNT is detonated.
    BONUS LEVEL: This is getting a little trickier. At the section with the 
    triple sets of bouncy crates, you can try bouncing on them to get them 
    all, but the smarter method is to simply take them out by the likes of 
    double jumping, spinning, and body slamming. If you body slam, the 
    force can take out all three of the crates on the bottom, and if you 
    use your double jump skill, you can get all of ‘em on top.
    TIME TRIAL: OK, here’s the toughest gold relic in the game... if you 
    don’t know the correct method! If you can do the very first step 
    correctly, the entire level will play out in your favor. I would not 
    advise trying gold before you have atleast the Bazooka, so the first 
    part will play out as if you have it.
    - First, hit the clock and kill yourself. Yes, it sounds stupid, but 
    you need to in order to set the timer for the level.
    - When you arrive, quickly spin all of the first four boxes and then 
    target and shoot the first fire bomber. Now turn around to where you 
    can just barely see the clock, and target it with your Bazooka. When 
    the carpet in the background reaches its lowest point, fire and get 
    moving! NOTE: You have to shoot the clock when the carpet reaches its 
    lowest point, but you also need to do it the FIRST time that it does.
    - To save a few seconds, use the row of four crates just before the 
    bouncy iron boxes to leap up to the bouncy rug, and then up to the 
    short wooden walkway. You may want to practice this a few times before 
    attempting it in time trial mode.
    - On that first short walkway, you need to slide double jump to go up 
    THROUGH the floating carpet and land on it from the top. Now double 
    jump again to the left, and land on the bouncy rug. One more double 
    jump nets you to the top of the building.
    - Hit all three Aku Aku masks in this level, and DO NOT LOSE either of 
    the first two. That stack of boxes on the rooftop contains a mask and a 
    few other time boxes. At this point, your time should be around 7:00, 
    although I could be off.
    - After the magic carpet going across the gap, things are a tad tricky. 
    You can do one of two things – either use a little spin to get the time 
    box and then another jump spin to knock over the jar carrier, or you 
    can use a death tornado spin to get both the time box and the carrier 
    in one spin. The tornado spin is a little more time consuming.
    - You should have about 9:00 when you are nearly to the first overhead 
    - Blast your way along the grate. When the next wooden walkway is below 
    you, drop down and death tornado spin your way through the boxes, 
    including the 3-second one. The next part is tricky. You need to jump 
    up ever-so shortly and then death tornado spin in the air to the 
    floating carpet to your right. You could try swinging on the grate over 
    there, but this saves a bit of time.
    - When you reach the next jar carrier, slide into it while on the right 
    side of the walkway, and it may take out the Aku Aku box a ways away. 
    This saves you from hitting it on your way past.
    - Ah, this next building requires that precision I talk about so often. 
    Every jump needs to be correct, no faults. Past the TNT crate, double 
    jump up to the floating carpet and then up to the walkway. Then use the 
    two carpets (there are many methods of quick ways to do this) to reach 
    the next bouncy rug, and then you’re up on the rooftop.
    - Smack the Aku Aku crate for invincibility, and it’ll take out both 
    the TNT and the time boxes safely.
    - Now you’re on a crazy run. Blast your way past everything, and if you 
    need to, death tornado spin your way across the gap with the floating 
    carpet and the floating genie.
    - If you still have invincibility by the part with the overhead grate, 
    be VERY CAREFUL about how you jump up to it. Don’t use a flying leap to 
    get to it, use a simple jump up and quickly go across. I’ve found that 
    by using a long jump you’re more apt to let go.
    Level 14: Road Crash
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 29
    Sapphire Relic - 1:25:00
    Gold Relic - 1:20:73
    Platinum Relic - 1:17:10
    OK, this level is very similar to Level 8, except for two things – A, 
    there are deep holes in the road, and B, the track is longer.
    Really, winning the race is not that difficult if you simply hold your 
    speed bursts for as long as you can. Don’t hold them incredibly long if 
    you can’t manage it, though you will need to in time trial mode. Do not 
    fall into any holes. If you do, it’ll make a delay of four to five 
    seconds, and then you have to get back to your normal speed once you’re 
    out of the pit. This is very time consuming and almost always costs you 
    the race. If you can see that there is a pit covering the whole road, 
    use a ramp to get over it. Speaking of ramps, don’t use them in the 
    regular race unless, like said above, you need to jump a pit. They will 
    slow you down a little bit.
    Other than that, it’s not too hard. You may even “stumble” upon a 
    little secret if you pay REALLY close attention in this level... (see 
    the “Level 31” section for more details)
    BOX GEM: No hidden crates to speak of, just make sure you grab all of 
    them on the ramps. Like in Level 8, it’s probably a good idea to go 
    through this level on one separate run to get the Box Gem so that you 
    don’t interfere with your ability to finish in first.
    TIME TRIAL: The rules for Level 8 apply here – hold your speed bursts 
    for as long as you can, NEVER EVER fall in a pit, hit every time box, 
    and for goodness sakes, wait for the traffic to clear at the beginning 
    of the level. If it takes you numerous times to get a certain relic, 
    though, you may find it easier to simply go with it at the beginning, 
    but it may cost you the relic if you accidentally bump into one of the 
    The turbos don’t come until about the halfway point of the race, so 
    keep an eye out for every one of them and make sure that you HIT every 
    one of them. One final tip: if you’ve got max speed and you need to 
    turn a corner fairly sharp, but don’t want to totally decrease your 
    speed, try tapping X right before you hit the corner and you’ll slow 
    down a little bit, but not too much. It will allow you to go around the 
    corner without skidding and also keep a decent speed.
    I will tell you that the gold and platinum relics are frustrating here. 
    No mistakes can be made, and all I can tell you is to try, try and try 
    Level 15: Double Header
    Collectables - Crystal, Box Gem, Relic
    Paths - Bonus Level 
    Boxes - 91 (!)
    Sapphire Relic - 1:27:00
    Gold Relic - 1:21:16
    Platinum Relic - 00:59:43
    Ah, another medieval level! I love these, and this one’s my favorite, 
    because there’s two-headed trolls and it’s storming outside!
    Speaking of those two-headed guys – they look rather intimidating, but 
    they’re very easy to overcome. Stay as far away from them as possible 
    if you’re simply passing them, and if you’d like, use a good double 
    high jump to land on their heads and knock them over on their back. 
    Simple as that. Just watch so that you don’t get hit by a club.
    Everything is else is much familiar to the previous two medieval 
    levels. Wizards, toads, swordsmen, and goats are all standing in your 
    way. This level has a few tough spots. The first one is right after the 
    first checkpoint. You’ll find a free life box in between two TNT crates 
    in a stack. You need to lightly jump up and smack the good box with a 
    spin, and then quickly run away from the TNT before they explode. Spin 
    at the wrong time, and Crash goes boom.
    On the last bridge at the end of the level, there’s a pair of pits with 
    a goat between them, and a wizard standing at the opposite side of the 
    bridge. For beginners, this could be tricky. When the goat walks to one 
    side of the path, jump to the other, and when the energy bolt from the 
    wizard comes your way, double jump the pit and the fireball, and then 
    jump one more spell before spinning the wizard.
    BOX GEM: Like every other platforming level, there are barely any 
    hidden boxes. Just make sure you hit the bonus level.
    BONUS LEVEL: OK, things are getting more complicated. This bonus level 
    will require you to THINK before you ACT. At one point, there are two 
    TNT crates within a stack of crates, and on the other side is a bounce 
    crate. You need to double jump over the TNT stack, because the TNT’s 
    explosion will wipe out the bounce crate, and as you can see, there’s 
    outline boxes above it. Go over further and hit the iron switch, and 
    then go back and use the bounce crate to reach these, and then jump on 
    the TNT.
    Near the end of the bonus there is a situation with a bounce crate on 
    top of a TNT, which is on top of a few regular crates. Smack the few 
    crates and quickly jump up to the bounce crate. Get all of the boxes up 
    here before the TNT explodes. If it explodes, not only could Crash go 
    with it, but it will destroy the bounce crate and render you enable 
    from getting the boxes up high.
    TIME TRIAL: Unlike the previous two medieval levels, running on the 
    walls isn’t as helpful, as there are so many time boxes on the regular 
    path that running on the walls almost wastes time. Here are some tips 
    for your run:
    - Shoot your Bazooka at the first double header, and then use the 
    Bazooka again to hit the time clock from a little ways up ahead.
    - Don’t lose an Aku Aku mask: there’s invincibility in this level!
    - The two guys swinging the swords are tricky. Often times they’re 
    swinging them right as you pass, so try to run on the walls to avoid 
    - Right beyond the second sword guy is a 2-second and 3-second box. 
    Unfortunately, the latter is between the two TNT. For the best results, 
    you need to hit both crates in one spin (and not a tornado spin, a 
    regular one). One wrong move with the TNT, and it’s back to the start 
    for Crash.
    - Another 3-second box lies on top of a stack with TNT. Double jump up 
    to reach it, and make it a smooth jump-and-spin combo.
    - The rest of the level is pretty easy, as soon you’ll have 
    invincibility. This will last you right up to the part with the goat 
    and the wizard on the bridge, unfortunately. At this point, you have 
    two Aku Aku’s left: use them! Feel free to use one on the goat-and-
    wizard bridge, and another with the final double header of the level. 
    Voila, the relic is yours.
    Boss 3: N. Tropy
    Here’s the first big antagonist of the game, Dr. Nefarious Tropy. If we 
    can wipe him out, it’ll send Cortex and Uka Uka in some distress...
    The thing about N. Tropy is that he’s an easy boss... once you figure 
    out HOW to dodge him. This takes some work. Basically, if you get hit 
    by anything he shoots at you, you’re dead. Simple as that. The first 
    thing he launches is a sort of fireball. Double jump over this easily. 
    Then come a series of fiery lasers. This is the pattern from where the 
    lasers start – front, right, left. Now he’ll rest for a second and 
    reveal a series of platforms over the gap separating you (very 
    stupidly, I might add). Jump across these carefully, and spin him at 
    the other side.
    Round #2... and it’s exactly the same as before, with a few added 
    difficulties. Now he fires two fireballs, and the second one needs to 
    be ducked underneath (just crouching is fine). He’ll fire four lasers 
    this time – the pattern is front, front, right, front. Then comes a 
    series of platforms across the gap, only less to work with. Carefully 
    (but quickly) make your way across and spin him.
    The final round is just another notch up. Three fireballs this time, 
    the first needs to be double jumped, the second needs to be crouched 
    underneath, and the third also needs to be double-jumped. Then the 
    lasers, with another pattern – left, right, front, left, left. One last 
    series of platforms – and this is the hardest, too. Get across it 
    safely and spin him for the last time. The clock freak’s time is up. 
    Grab the Death Tornado Spin power-up and we’re finished here!
    Warp Room #4
    Level 16: Sphynxinator
    Level 17: Bye-Bye Blimps
    Level 18: Tell No Tales
    Level 19: Future Frenzy
    Level 20: Tomb Wader
    Level 16: Sphynxinator
    Collectables - Crystal, Box Gem, Clear Gem, Relic
    Paths - Bonus Level, Blue Gem Path 
    Boxes - 104 (!)
    Sapphire Relic - 1:42:00
    Gold Relic - 1:22:66
    Platinum Relic - 00:56:70
    Level 17: Bye-Bye Blimps
    Collectables - Crystal, Box Gem, Relic 
    Boxes - 11
    Sapphire Relic - 1:09:00
    Gold Relic - 00:58:43
    Platinum Relic - 00:51:50
    Level 18: Tell No Tales
    Collectables - Crystal, Box Gem, Relic 
    Boxes: 61
    Sapphire Relic - 1:42:00
    Gold Relic - 1:25:66
    Platinum Relic - 1:05:26
    Level 19: Future Frenzy
    Collectables – Crystal, Box Gem, Clear Gem, Relic
    Paths – Bonus Level 
    Boxes – 134 (!)
    Sapphire Relic – 2:01:00
    Gold Relic – 1:34:00
    Platinum Relic – 1:19:66
    Level 20: Tomb Wader
    Collectables – Crystal, Box Gem, Blue Gem, Relic
    Paths – Bonus Level, Death Route 
    Boxes - 88 (!)
    Sapphire Relic – 2:44:00
    Gold Relic – 1:45:06
    Platinum Relic – 1:24:00
    Boss 4: N. Gin
    Warp Room #5
    Level 21: Gone Tomorrow
    Level 22: Orange Asphalt
    Level 23: Flaming Passion
    Level 24: Mad Bombers
    Level 25: Bug Lite
    Level 21: Gone Tomorrow
    Collectables – Crystal, Box Gem, Clear Gem, Relic
    Paths – Bonus Level, Green Gem Path 
    Boxes – 88 (!)
    Sapphire Relic – 2:05:00
    Gold Relic – 1:25:60
    Platinum Relic – 1:02:13
    Level 22: Orange Asphalt
    Collectables – Crystal, Box Gem, Relic 
    Boxes – 20
    Sapphire Relic – 1:36:00
    Gold Relic – 1:31:30
    Platinum Relic – 1:21:80
    Level 23: Flaming Passion
    Collectables – Crystal, Box Gem, Green Gem, Relic
    Paths – Death Route, Bonus Level 
    Boxes – 76
    Sapphire Relic – 1:43:00
    Gold Relic – 1:31:10
    Platinum Relic – 00:59:40
    Level 24: Mad Bombers
    Collectables – Crystal, Box Gem, Relic 
    Boxes – 11
    Sapphire Relic – 2:08:00
    Gold Relic – 1:55:23
    Platinum Relic – 1:38:16
    Level 25: Bug Lite
    Collectables – Crystal, Box Gem, Clear Gem, Relic
    Paths – 5-Gems Path, Bonus Level 
    Boxes – 120 (!)
    Sapphire Relic – 1:49:00
    Gold Relic – 1:34:86
    Platinum Relic – 1:14:93
    Boss 5: N. Cortex
    Relic Warp Room
    Level 26: Ski Crazed
    Level 27: Hang ‘Em High
    Level 28: Area 51?
    Level 29: Future Frenzy
    Level 30: Rings of Power
    Level 26: Ski Crazed
    Collectables – Crystal, Box Gem, Relic
    Boxes – 100
    Sapphire Relic – 1:16:00
    Gold Relic – 0:50:50
    Platinum Relic – 00:33:33
    Level 27: Hang ‘Em High
    Level 28: Area 51?
    Collectables – Crystal, Box Gem, Clear Gem, Relic
    Boxes – 24
    Sapphire Relic – 1:53:00
    Gold Relic – 1:49:83
    Platinum Relic – 1:44:56
    Level 29: Future Frenzy
    Level 30: Rings of Power
    Collectables – Crystal, Box Gem, Clear Gem, Relic
    Boxes – 33
    Sapphire Relic – 1:20:00
    Gold Relic – 1:01:46
    Platinum Relic – 00:50:76
    Super-Secret Levels
    Level 31: Hot Coco
    Level 32: Eggipus Rex
    Level 31: Hot Coco
    Collectables – Box Gem, Relic
    Boxes – 70
    Platinum relic is automatic with NTSC version.
    Level 32: Eggipus Rex
    Collectables – Clear Gem, Relic
    Platinum relic is automatic with NTSC version.
    15 levels down... 17 more to go. The rest is soon to come! Thank you 
    for reading my walkthrough. I would like to thank the following:
    - My parents, for obvious reasons
    - You, for actually reading this
    - Naughty Dog, for creating four amazing Crash games (P.S. – if any of 
    you guys are reading this, please come back to Crash! The series is 
    just not the same without you).
    - GameFAQs for posting this walkthrough.

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