Advertisement
Guest User

Untitled

a guest
Aug 3rd, 2017
561
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 121.77 KB | None | 0 0
  1. ******************************************************************************
  2.  
  3. ---------------------------------
  4. C R A S H B A N D I C O O T
  5. ---------------------------------
  6.  
  7. Sony PlayStation
  8. FAQ/Walkthrough, Version 1.0
  9. Last Updated - 20/04/2007
  10. By Crazyreyn (crazyreyn_faqs@hotmail.com)
  11. Copyright (c)2007 Matthew Reynolds. All rights reserved.
  12.  
  13. *******************************************************************************
  14.  
  15.  
  16. +--------------+
  17. | Legal Notice |
  18. +--------------+
  19.  
  20. The ONLY sites that may have this FAQ and all my other FAQs are the following..
  21.  
  22. http://www.gamefaqs.com
  23. http://www.neoseeker.com
  24. http://faqs.ign.com/
  25. http://www.cheats.de
  26. http://www.cheathappens.com
  27.  
  28. You will find the latest versions here. If you want to host my FAQ then
  29. give me an email and I'll most probably agree, as long as you don't alter
  30. anything, and if keep it in it's original format and give me full credit for
  31. creating the document.
  32.  
  33. +-----------------+
  34. | Contact Details |
  35. +-----------------+
  36.  
  37. If you see a fault of ANY kind or you want to contribute some data to me, then
  38. either email me at crazyreyn_faqs@hotmail.com OR speak to me on
  39. MSN Messenger on crazyreyn_faqs@hotmail.com, or on AIM at Crazyreyn.
  40. If you are emailing me, then please have the subject title as 'Crash Bandicoot
  41. FAQ' or something similar, otherwise it will not be opened. Full credit will be
  42. given in due course.
  43.  
  44. Or feel free to ask me any questions you wish, comment on this FAQ, ask if you
  45. want this posted on your site etc. then do that same as above.
  46.  
  47. If you could, rate this FAQ so I can get some feedback.
  48.  
  49. Thank You.
  50.  
  51.  
  52. ===============================================================================
  53. ----------------
  54. INTRODUCTION
  55. ----------------
  56. ===============================================================================
  57.  
  58. Hello and welcome to the Crash Bandicoot FAQ/Walkthrough. This guide will
  59. take you through the entire game, giving you a walkthrough for each level,
  60. as well as details how to do them 100% and get each and every gem on offer.
  61. There are also some handy charts and a printable checklist toward the end
  62. of the guide. How handy indeed!
  63.  
  64. Crash Bandicoot was one of the first wave of PlayStation titles, and the first
  65. game I owned for the system. The graphics and gameplay still hold up enough
  66. today, and even retains the challenge it had back then. In other words,
  67. it's still as sodding annoying to complete. ;) I hope this guide helps you
  68. a little in beating it fully.
  69.  
  70. - Matt
  71.  
  72.  
  73. ===============================================================================
  74. ---------------------
  75. TABLE OF CONTENTS
  76. ---------------------
  77. ===============================================================================
  78.  
  79. 1. Version History
  80. 2. Game Overview
  81. 2.01. Basics
  82. 2.02. Controls
  83. 2.03. Crates and Powerups
  84. 3. Walkthrough
  85. 3.01. Island One
  86. 3.02. Island Two
  87. 3.03. Island Three
  88. 4. Bosses
  89. 5. 100% Completion Guide
  90. 5.01. Gem Locations
  91. 5.02. Checklist
  92. 6. Bonus Rounds
  93. 6.01. Tawna Bonus Rounds
  94. 6.02. Brio Bonus Rounds
  95. 6.03. Cortex Bonus Rounds
  96. 7. Passcodes
  97. 8. Conclusion and Special Thanks
  98.  
  99. Searching -
  100. Simply copy and paste the section you want to go to into the Find box (to open
  101. it, press CTRL+F). Now press enter twice and you will be taken to your selected
  102. section.
  103.  
  104.  
  105. ===============================================================================
  106. ----------------------
  107. 1. VERSION HISTORY
  108. ----------------------
  109. ===============================================================================
  110.  
  111. +--------------------------+
  112. | Version 1.0 - 20/4/2007 |
  113. +--------------------------+
  114.  
  115. The first version of the FAQ, with everything completed.
  116.  
  117.  
  118. ===============================================================================
  119. --------------------
  120. 2. GAME OVERVIEW
  121. --------------------
  122. ===============================================================================
  123.  
  124. This section is just a look over all things in the game, such as how to play
  125. it and the controls.
  126.  
  127.  
  128. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  129. 2.01. Basics
  130. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  131.  
  132. -----
  133. Story
  134. -----
  135.  
  136. This story is lifted straight from the game manual, and isn't of my own
  137. creation. Enjoy.
  138.  
  139. ---
  140.  
  141. WELCOME TO THE LANDS DOWN UNDER!
  142. It's safe to say you may not know much of the local real estate round here,
  143. so we'll bring you up to speed. For starters, there's this creep named
  144. Dr. Neo Cortex who owns three of the nicest little islands just south-east of
  145. Australia. He's up to some strange experiements with the local marsupials and
  146. other critters, and he's even had the nerve to mess with a bandicoot!
  147. Dr. Cortex up and altered the genes of Crash, and now we have a perfectly
  148. good hero waiting for an opportunity to shine.
  149.  
  150. HEROES ARE MADE, NOT JUST BORN
  151. Now, Crash Bandicoot, although he was made (sort of), but the demented
  152. Dr. Cortex, he was dismissed as "unworthy" to be in the Doctor's growing army
  153. of animal-based soldiers. It seems that Cortex has grander plans than Crash
  154. could fulfil, so he up and booted Crash off his main island and goes back to
  155. his schemes of world conquest.
  156.  
  157. THAT WAS A VERY BIG MISTAKE.
  158. It turns out that Crash was ejected from the island fortess, he made an
  159. attachment to another one of Cortex's experiments - a wonderful
  160. she-bandicoot named Tawna. Crash is rather upset about being distanced from
  161. his new love and he's going to prove just how wrong Dr. Cortex was in making
  162. a Bandicoot (new and improved, at that!) as an enemy for life. Stick around
  163. for the fireworks, the fun is just starting!
  164.  
  165.  
  166. --------
  167. Gameplay
  168. --------
  169.  
  170. You play through 32 different levels across three islands. You enter each
  171. level from a map, where the aim is to get to the portal to unlock the next
  172. level. You have bosses on the way also. Standard stuff. Each level has
  173. crates, offering fruit and powerups, and a few checkpoints along the way.
  174. You defeat enemies by jumping on their heads or spinning, and you can also
  175. have protection from Aku Aku, which you get from crates. There are also
  176. symbols.
  177.  
  178. Collecting three symbols enters you into a Bonus Round. There are three
  179. different types of symbols, offering different bonus rounds. Tawna allows
  180. you to save, Brio allows you to get more lives and fruit and the rare Cortex
  181. bonus rounds gets you Keys. Once you have completed a bonus round in a level,
  182. they disappear in further playthroughs.
  183.  
  184. Once you complete the game, you won't have done it 100%, no sir-ee. Each
  185. level has a gem to attain, which is done by doing the level without losing a
  186. live and by smashing every crate. Some of these levels require the help of
  187. special gems, which are unlocked from certain levels. There are also two
  188. keys to two secret levels, obtained from Cortex's bonus rounds.
  189.  
  190.  
  191. ------
  192. Saving
  193. ------
  194. One of the game's faults is the quite frankly poor save system. You can only
  195. save when you complete one of Tawna's bonus rounds, or when you get a Gem or
  196. Key. So you could play a handful of levels without getting the chance to
  197. save, which is nice considering the game freezes now and again.
  198.  
  199.  
  200. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  201. 2.02. Controls
  202. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  203.  
  204. ----
  205. Game
  206. ----
  207.  
  208. D-Pad - Move Crash
  209. X - Jump
  210. Square - Spin
  211. Circle - Spin
  212. Triangle - Status
  213. Start then Select - Return to Map
  214.  
  215. Bounce High - Holding Jump when bouncing on arrow boxes and enemies gets you
  216. more height. However, you move slower as a result.
  217.  
  218.  
  219. ---
  220. Map
  221. ---
  222.  
  223. X - Enter Level
  224. Square - Rotate Left
  225. Circle - Rotate Right
  226. Start then Select - Return to Main Menu
  227.  
  228.  
  229. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  230. 2.03. Crates and Powerups
  231. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  232.  
  233. There are a few different types of crates, and powerups of which they contain.
  234. Here's a list with basic descriptions.
  235.  
  236. Crate - Standard crate. Contain nothing.
  237.  
  238. Striped Crate - Looks like a normal one, but the stripes are vertical. These
  239. offer loads of fruit if you head butt it.
  240.  
  241. ? Crate - Contain fruit or symbols.
  242.  
  243. Arrow Crate - Jump on this to bounce into the air. Holding jump gives you more
  244. height.
  245.  
  246. Metal Crate - Cannot be destroyed, can be used a stepping stone.
  247.  
  248. ! Crate - Metal, and activate doors, floors, and fill in crates. If you see one
  249. always activate it and see what happens.
  250.  
  251. Aku Aku Crate - Gives you Aku protection. If you get injured this protects
  252. you, but disappears as a result. You can double up with this,
  253. and with a third you become invincible for a short amount of
  254. time.
  255.  
  256. C Crate - Checkpoint. Die in a level and you'll return back here. There can
  257. be many of these in a single level, as you'll notice later in the
  258. game.
  259.  
  260. TNT - These are explosive (no kidding!) and although helpful is certain
  261. situations, you should mostly avoid these. Jumping on one starts a
  262. countdown from three down to one, giving you chance to run away. If you
  263. spin one of these, you die instantly. So don't.
  264.  
  265.  
  266. ===============================================================================
  267. -----------------
  268. 3.WALKTHROUGH
  269. -----------------
  270. ===============================================================================
  271.  
  272. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  273. 3.01. Island One
  274. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  275.  
  276. ---
  277. Map
  278. ---
  279.  
  280. BOSS
  281. +--- Boulders --- Upstream --- Papu Papu --- Rolling Stones ---+
  282. | |
  283. | |
  284. The Great Gate Hog Wild
  285. | |
  286. | |
  287. Jungle Rollers Native Fortress
  288. |
  289. |
  290. N. Sanity Beach
  291.  
  292. N. Sanity Beach - White Gem Earned (None Required)
  293. Jungle Rollers - White Gem Earned (Green Required)
  294. The Great Gate - White Gem Earned (Yellow Required)
  295. Boulders - White Gem Earned (None Required)
  296. Upstream - White Gem Earned (Yellow Required)
  297. Papu Papu - Boss Battle
  298. Rolling Stones - White Gem Earned (Blue Required)
  299. Hog Wild - White Gem Earned (None Required)
  300. Native Fortress - White Gem Earned (Red Required)
  301.  
  302.  
  303. ---------------
  304. N. Sanity Beach
  305. ---------------
  306.  
  307. Spin in the centre of the three boxes to smash them, and get fruit from the
  308. right most ? crate. Continue onward and either jump, spin or avoid the crab
  309. and smash the left Aku Aku crate for some protection, pretty handy. Continue
  310. and jump over the gap for another box. Jump on the arrow crate to get fruit
  311. from the one above, and smash the crate ahead and over the gaps. Head up the
  312. steps and take out all the crates as you go, including the mass on the right
  313. side containing a 1-Up. At the top of the stairs is a checkpoint crate.
  314.  
  315. CHECKPOINT
  316.  
  317. Jump over the stone and get the Aku Aku box and take out the turtle. Keep
  318. going over the gaps until you reach a stone divide, with a tower of crates
  319. before and a hidden ? crate behind it on the right. Over another gap and
  320. spin down the wall of crates before you. The path now splits into two; if
  321. you are going for the standard walkthrough then go left, which is easiest,
  322. having just a turtle and a few crates. Otherwise go right and activate the
  323. metal crate to create a crate bridge. Jump onto the first crate and bounce
  324. from crate to crate, destroying them as you reach the end and back on
  325. stable land. Head onward and back left, getting the two crates at this
  326. latter end before going over the final gap and getting the final create,
  327. with the portal.
  328.  
  329. GEM DETAILS -
  330. Gem earned - White
  331. Gems required - N/A
  332. Tawna Bonus Round - N/A
  333. Tricky Crates - The one above the arrow toward the start
  334. - The ? crate behind the stone divide, before the wall of crates
  335. - When the path splits, the crate bridge created right must be
  336. destroyed, and also remember to head back from the end left
  337. to get the two crates you miss.
  338.  
  339.  
  340. --------------
  341. Jungle Rollers
  342. --------------
  343.  
  344. Use the arrow crate to get the crate above, as well as the Aku Aku crate here.
  345. Avoid touching the TNT and continue onward over the gaps and up a hill,
  346. where a skunk will run down. Spin him and down the hill, getting the crate
  347. above the arrow and past more skunks. Ahead a piranha plant will spawn
  348. between the archway which can be span, with two crates afterward. Judge
  349. the roller and when it's at the extreme sides, quickly jump over and get the
  350. ? crate with a Tawna symbol. More rollers and gaps follow (just take your
  351. time and go when they are to the far edge) and a Aku crate above a few
  352. metal ones to the side needs getting. After two rollers after another (the
  353. second one lags behind so wait at the side for them to both go) is the
  354. checkpoint.
  355.  
  356. CHECKPOINT
  357.  
  358. There is a GREEN GEM platform here if you have it, otherwise smash down the
  359. wall of crates and on past more rollers. The ? crate has the second Tawna
  360. symbol. Spin the first skunk to take out the others, and continue until you
  361. reach a tower of mixed crates, with two TNT crates sandwiching a 1-Up crate.
  362. If you are going for the gem or want a life then jump and on the way down
  363. spin to take out that central crate. You need to time it nigh on perfect
  364. otherwise you get blown to bits; your choice. The next ? crate as the third
  365. and final Tawna symbol, so take it to the bonus round (see details below)
  366. and return back to the level. Another few crates are ahead, and jump into the
  367. centre when the opposing rollers cross and over the gap to survive.
  368.  
  369. GEM DETAILS -
  370. Gem earned - White
  371. Gems required - Green
  372. Tawna Bonus Round - Head right and take out the crate. Over the gap for several
  373. crates containing a 1-Up and the portal.
  374. Tricky Crates - The one above the arrows toward the start
  375. - You need the Green gem to get three crates just after the
  376. checkpoint. It'll raise you up to a metal arrow box, which
  377. will land you on some more Green Gems, with three 1-Up crates
  378. above you.
  379.  
  380.  
  381. --------------
  382. The Great Gate
  383. --------------
  384.  
  385. Smash the four crates and start scaling the gate using the metal arrow
  386. boxes. If you hold down Jump you get more height, which helps. At the top
  387. use the other crates to get the Aku Aku crate above, and go right. After
  388. some enemies you'll come to two metal crates with a ? crate in the centre;
  389. jump and spin the central crate to get the first Tawna symbol, then jump
  390. through the bouncing crate when it is at it's highest (or jump on top or
  391. other, just get sodding past it). Over the gap and spin the monkey, and
  392. with the turtle and piranha plant, bounce on the turtle to avoid a bite and
  393. land to the side and spin the plant away to avoid getting injured. Ahead use
  394. the second crate in the air to get the 1-Up and head right to start scaling
  395. vertically again. Jump and spin the wooden platform to turn it so you can use
  396. it to get across to the metal arrow crate right and up to the checkpoint.
  397.  
  398. CHECKPOINT
  399.  
  400. Go right and past the various enemies, and be sure to use the turtle to
  401. bounce up to get that Aku Aku crate above. The plant after can be dealt with
  402. by spinning on approach so you don't get killed. Wooden stakes bar your
  403. progress now, so wait until they shake and come across you, and jump over
  404. them as they retreat. A ? crate houses the second Tawna symbol. The villager
  405. on the next ledge shields you away, Gladiators style, so jump over and on top
  406. of her, then land and spin her away. The next few ledges are pretty greasy
  407. (donated by their green appearance) so take it steady on the descent, and be
  408. sure to get the 1-Up crate in the centre. After going up again is a monkey
  409. and a shield villager, and another greesy platform. Stay mobile on here,
  410. tapping left every half second to stay on until the wooden stake retreats and
  411. go over. The torch makes a similar pattern; wait until the flame is
  412. extinguished and go past it straight away to avoid getting injured. Two wooden
  413. stakes above need getting past (jump late after the second to avoid touching
  414. it on the jump) and get the third Tawna symbol from the ? crate here for
  415. the Bonus Round (details below). Upon returning get past more crates (for the
  416. final one move as the others end) to the portal. If you have the YELLOW GEM
  417. then more crates can be had, see the 'Tricky Crates' below.
  418.  
  419. GEM DETAILS -
  420. Gem earned - White
  421. Gems required - Yellow
  422. Bonus Round - Go right and jump in the centre of the two wooden crates in the
  423. air until they are both destroyed, where you'll land on a TNT
  424. crate. Bounce away right and over the gap to get some distance.
  425. Jump on the arrow crate to create the next platform and be sure
  426. to spin the arrow away before continuing. Jump on the first
  427. crate, then the 1-Up crate to the right, and hold jump as you
  428. bounce the three lower wooden crates to get air giving you
  429. enough time from one to the next. Up the steps and destroy the
  430. two 1-Up crates to finish here.
  431. Tricky Crates - Remember those arrow crates!
  432. - There are eight more crates to be had once you get the yellow
  433. gem. They create a bridge over the portal. Go left and ascent
  434. another vertical section; there is a single crate on the right
  435. side on the way up. Another is at the top. There are another
  436. six on the way to the portal which is up another vertical
  437. section. There are a few arrow crates on the way, but there
  438. are no crates above them (handy considering you'll accidentally
  439. destroy them by spinning the plants!)
  440.  
  441.  
  442. --------
  443. Boulders
  444. --------
  445.  
  446. Smash the crate left of you and enter the passage and clear the crates before
  447. moving out. The boulder will chase you so keep running toward the screen
  448. and jump the gaps (you'll have enough time) until you reach the next passage
  449. where you can rest. Smash the crates, including a handy 1-Up and spin the
  450. next crate as you leave the tunnel for another chase. More gaps here and
  451. after moving through a tree bark you'll come to wooden panels in the ground -
  452. although they can be knocked over, jumping them is much easier and quicker,
  453. especially when you have a boulder behind you! There are crates on the way
  454. that need taking out, so run past them and spin to destroy them on the way
  455. as jumping them is too risky. Position yourself right and then left for the
  456. respective crates. A tunnel with more crates and a checkpoint shortly follows.
  457. CHECKPOINT
  458.  
  459. Position yourself in the centre before running as you need to jump on to a
  460. platform in the middle of a pit when you begin this chase. Stay centralised
  461. as more pits and platforms follow, and then follow the path of fruit to
  462. avoid the wooden barriers. There is a crate to the left when the path
  463. moves a bit left, so be ready to run across, spin and back again well in time.
  464. Another crate on the path needs smashing, and when the fruit path is finished
  465. you have more pits and platforms (stay central) and time your jumps to
  466. go at the last minute in order to make them. You'll come to the portal now,
  467. and if you did that in one go, and pretty easy gem. Phew!
  468.  
  469. GEM DETAILS -
  470. Gem earned - White
  471. Gems required - N/A
  472. Bonus Round - N/A
  473. Tricky Crates - On the fruit path, there is a crate on the left side when the
  474. path shifts to the left slightly. Be sure to run out and
  475. resume the path again well in time, otherwise you'll collide
  476. into a wooden panel!
  477.  
  478.  
  479. --------
  480. Upstream
  481. --------
  482.  
  483. Run down and destroy the Aku crate before heading up. Jump to the first
  484. platform and across the lilly pad to dry land. Word of warning about the
  485. lilly pads; they sink a few second after touching them so when ever moving
  486. across them act sharp. The ? crate here has the first Tawna symbol. Wait until
  487. the fish is in the water then head across the platforms and on the leaf -
  488. be sure to make it otherwise you'll sink! If you miss it jump back and wait
  489. for the lilly pad to come back up again and time it properly. Continue
  490. up past the log and more lilly pads to a crate on an island, and onward to
  491. a stone platform with fish - again time it so they are in the water before
  492. progressing. Head up the greasy log to the checkpoint.
  493.  
  494. CHECKPOINT
  495.  
  496. Wait until both the fish is in the water and the leaf is near before making
  497. the jump. There are two crates here, TNT with a 1-Up above it, so either jump
  498. on the 1-Up and on to the ground or jump and spin catching it on the descent
  499. to smash it. The plant platform after is similar to the lilly pad in that
  500. you can land on it very briefly, otherwise it'll slam shut, so head across it
  501. to the stone ledge and get the second Tawna symbol from the crate. Wait at
  502. the end after the fish is out of the way and use the leaf when it comes down.
  503. You'll meet another leaf and across other platforms (lillys and plants; be
  504. quick!) until the island with a 1-Up and Aku crate. The blue leafed plant
  505. ahead will close up now and again, so wait until both the fish is in the water
  506. and the mouth is shut so when you go across it's accessible to cross. At this
  507. point if you have the YELLOW GEM you can take the side path left, otherwise
  508. continue onward and up to the second checkpoint.
  509.  
  510. CHECKPOINT
  511.  
  512. Wait until the blue leafed plant and head across to the island with the ?
  513. crate, containing the third and final Tawna symbol for the Bonus Stage (see
  514. below). Upon returning, take the side leaf platform onward and with the last
  515. one, only jump when the blue leaf platform is safe to reach the portal. There
  516. is another YELLOW GEM route to the right if you have it for that gem.
  517.  
  518.  
  519.  
  520. GEM DETAILS -
  521. Gem earned - White
  522. Gems required - Yellow
  523. Bonus Round - Level off the crates by spinning and take out those in the
  524. ground by jumping off them. Jump to destroy the two central
  525. ? crates before more stacks of crates afterward, with two 1-Up
  526. crates before the portal.
  527. Tricky Crates - From the start head down for a crate hidden against the screen.
  528. - At the second waterfall just before the second checkpoint is
  529. a yellow gem route to the left that takes you to a 1-Up crate
  530. under the log.
  531. - Just before the portal is another yellow gem route to the
  532. right. This will take you to another couple of crates.
  533. After the crates is a blue leaf plant; the leaf platform after
  534. might not time with the bite, so be patient and wait for it
  535. here.
  536.  
  537.  
  538. ---------
  539. Papu Papu
  540. ---------
  541.  
  542. A pretty standard boss battle. Papu Papu will lay his stick down and spin
  543. clockwise around on the ground. Jump the stick as it passes, and soon he
  544. will stop at your position and swing vertically down on you. He'll resume
  545. spinning again. To injure him, either wait until he's about to attack and
  546. jump on him from behind, or you can do it when he's spinning around. Either
  547. way be sure to jump on him from behind, otherwise you'll injured. After three
  548. hits he's done for!
  549.  
  550.  
  551. --------------
  552. Rolling Stones
  553. --------------
  554.  
  555. Spin the piranha plant into the wall of crates and clean up the rest before
  556. passing the roller. An Aku crate and a ? crate follows (the latter containing
  557. the first Tawna symbol). Continue past the rollers to an arrow crate, with the
  558. crate above containing a Brio symbol. Wait until the rollers are central
  559. and jump across in the centre, past the piranha and a turtle to the
  560. checkpoint.
  561. CHECKPOINT
  562.  
  563. Pass the roller and if you spin the piranha plant straight ahead you can
  564. clear the crates on the right as he flies into them, getting the Aku Aku
  565. crate without messing around with the TNT. Jump to the centre of the rollers
  566. and quickly JUMP to the right of the crates (there's a tiny gap after the
  567. roller path which you might not see). Here jump on each normal crate to get
  568. the spoils otherwise just start one of the TNT crates off and continue to the
  569. checkpoint crate after the turtle.
  570.  
  571. CHECKPOINT
  572.  
  573. Jump late to the platform and past the rollers to the next pit with a
  574. moving platform. It slows down when it reaches the edges, which is the
  575. best time to make it. Continue to the ? crate for the second Tawna symbol.
  576. From here on it's a combination of moving platforms and rollers. Again jump
  577. on them when they are to the sides, however be aware that there are moving
  578. ones after rollers which you need to manually jump to - remember you can
  579. move around in mid away quite freely in order to land safely. When you reach
  580. the plant, try and not spin it into the arrow crate behind but if you do,
  581. you can use the raised land behind to jump back to hit and take out the
  582. crate in the air. Get the Aku Aku crate and beware the stone platform here
  583. gives way after a second or two, so time the rollers right and do it in one
  584. go. Spin the skunk away after to avoid injury and get the third Tawna symbol
  585. from the ? crate for the Bonus Round (details below). After, continue to
  586. the stone platform - if you have a BLUE GEM you can go to an area below,
  587. otherwise just continue past the rollers. More rollers and platforms from
  588. here until the end, with four crates with the final Brio symbol before the
  589. finish.
  590.  
  591. GEM DETAILS -
  592. Gem earned - White
  593. Gems required - Blue
  594. Bonus Round - This consists mainly of crate bridges which need to be jumped
  595. from crate to crate in order to destroy them all. Just take time
  596. and hold Jump in order to get more time in the air to land
  597. safely. At the end either try and jump between the crates to
  598. quickly destroy them, otherwise spin them if you cannot be
  599. bothered with the fruit inside.
  600. Tricky Crates - You need a Blue Gem in order to reach a secret area below
  601. to get six more crates (including three 1-Up crates). Take the
  602. other blue gem back up to resume the level.
  603.  
  604.  
  605. --------
  606. Hog Wild
  607. --------
  608.  
  609. This stage has you speeding through on a hog! Mental. Jump the gaps and
  610. after the tunnel are wooden stakes; smash the crates left and right and
  611. position left then stick right to avoid the vertical stakes and get the
  612. 1-Up halfway. Upon exiting the stakes, quickly move left to get the left most
  613. ? crate then right again before the checkpoint.
  614.  
  615. CHECKPOINT
  616.  
  617. After the large gap, get the crate and go right around the villager. Move
  618. right past the stakes and left of the next villager for another crate and use
  619. the bongo drum to make it across the next gap. Get the crates and then move
  620. right for this villager and use another bongo drum over the gap and get the
  621. two crates before the stake (jump at the last minute for the latter one)
  622. and the second checkpoint.
  623.  
  624. CHECKPOINT
  625.  
  626. Hug the right wall until you pass the villager after the stakes, then move
  627. left getting the crate and passing another villager. Stay in the middle now
  628. and move slightly to the sides in order to clip the crates and get them all.
  629. Go right left right past the stakes and villager and jump the spit roast.
  630. Right and left past the stakes and under the next spitroast, past more
  631. stakes and jump over the third spitroast before heading right of the final
  632. villager to the portal.
  633.  
  634. GEM DETAILS -
  635. Gem earned - White
  636. Gems required - N/A
  637. Bonus Round - N/A
  638. Tricky Crates - I personally found the hardest were the load grouped just
  639. over halfway through the level, where you have to go left
  640. then quickly move right to get the three bunched up where
  641. the one first is missed. Be sure to go down here in the
  642. centre, clipping the crates, and as soon as you know you've
  643. hit the crate move opposite to get the other crates. It's
  644. an annoyed stage to get a crate on, but just persist.
  645.  
  646.  
  647. ---------------
  648. Native Fortress
  649. ---------------
  650.  
  651. Take out all the crates, get the first Tawna symbol and use the metal arrow
  652. boxes up the wall. Bounce off the shell of the turtle to get the Aku Aku
  653. box in the air. Spin the various enemies until you reach the stake after a
  654. set of greasy platforms. Wait until the stake retreats and jump over the
  655. flame to reach the checkpoint.
  656.  
  657. CHECKPOINT
  658.  
  659. Spin the plant and past the steak for a vertical section; get the second Tawna
  660. symbol from the left and make your way up, spinning the central wooden
  661. platforms to make your way up. You need to start on the lower wooden platform
  662. and jump up to spin the next one, work your way round and do the same with
  663. the last before making your way to the top using the metal arrow boxes.
  664. Get the fruit in the air if you like, but if you fall you need to do this
  665. section again, so it's up to you. Once at the top note that the flame is
  666. bouncy so use it to get over the turtles. The plant soon after needs to be
  667. spinned upon in the air near the landing, so time that right to reach the
  668. second checkpoint.
  669.  
  670. CHECKPOINT
  671.  
  672. After a few more enemies and torches you'll come to a villager; if you forgot
  673. how to deal with one of these, jump on her as she approaches then spin her
  674. from the ground. Get the 1-Up from above. Wait until the overhead steak
  675. retreats fully and jump across trying not to touch it (run and jump last minute
  676. but only tap jump so you don't gain as much height). A greasy platform sits
  677. in front of a steak, so tap left to stay on it as the steak goes up and jump
  678. over as it retreats. Get the crates on top of the checkpoint.
  679.  
  680. CHECKPOINT
  681.  
  682. Run jump and spin into the plants sortly afterward and past another steak.
  683. Tap right on the first greasy platform waiting for the torch and make it to
  684. the top to find another villager. A torch and wooden steak bar your progress
  685. down and you'll come to a tower of crates with a TNT at the bottom. Your
  686. best bet is to smash those at the top (the normal and the two 1-Up crates)
  687. and then spin the normal crate above the TNT by falling down toward it,
  688. which will set off the TNT countdown. Either continue right or jump up from
  689. the metal box on top to avoid the explosion. Make your way right to the next
  690. vertical section, with the third Tawna symbol in the right box for the Bonus
  691. Round (see details below). Again, spin the wooden platforms by spinning from
  692. the wooden platform underneath and make your way to the top via the metal
  693. arrow boxes. There is an open Aku powerup to the left above the third arrow
  694. box, however if you fall down you'll have to do this section again. A
  695. checkpoint box awaits at the top.
  696.  
  697. CHECKPOINT
  698.  
  699. You need the turtle to bounce up to the crate above, so don't spin it! Take
  700. out the plant after and wait until the torch is extinguished and use it to
  701. bounce across and on to the villagers head. If you land normally you won't
  702. have much room to take it down with, and run the risk of her bouncing you off
  703. the edge, rather annoyingly. So try and tackle her from the torch. Wait until
  704. the closest stake is retreating and jump across, spinning upon landing to
  705. get the plant. Both of the torches go at the same time, so either jump across
  706. to the second one as soon as they extinguish or use the first to bounce across
  707. the second to the greasy platform that follows. Again, wait until the first
  708. steak retreats before jumping, and wait for the next steak to go down and
  709. very quickly use the torch after to get to the platform. Spin the turtles.
  710. The next two torches go at the same time, so use both to get across quickly to
  711. the checkpoint.
  712. CHECKPOINT
  713.  
  714. Continue left until you reach two steaks surrounding a torch. The easiest time
  715. to go is to wait until the torch goes at the same time the steaks go up,
  716. meaning you can use the torch to continue without any real danger. Speed
  717. across the torches and spin the plant on the greasy platform. A 1-Up follows
  718. the steak, and a RED GEM path after the next torch. Before the next vertical
  719. section are three simultaneous torches; as soon as they go out, bounce normally
  720. (don't hold jump when bouncing!) across them to make it just in time. At this
  721. vertical section more wooden platforms need spinning in order to get up,
  722. and note the stack of 1-Ups on the left as you go up and the line of crates
  723. on the right as you go up the metal arrow boxes. A 1-Up awaits above the final
  724. arrows box, as well as the finishing portal. Phew!
  725.  
  726. GEM DETAILS -
  727. Gem earned - White
  728. Gems required - Red
  729. Bonus Round - Jump on the crate to get across and use the arrow crate to get
  730. a 1-Up in the air. There are two more crates to jump smash on
  731. the way across to the portal.
  732. Tricky Crates - After the forth checkpoint is a crate above a turtle. You NEED
  733. to use the turtle to bounce up to get the crate, otherwise
  734. you won't gain enough height to reach it. Don't spin him away!
  735. - Shortly after the fifth checkpoint is a path of Red Gems going
  736. above a torch (after a 1-Up crate). Take the gems up and
  737. use the arrow boxes to reach the clouds! There is a 1-Up box
  738. left, a few more that need bouncing in between gaps, another
  739. 1-Up on the far right and finally the rest above an arrow
  740. box in a stack.
  741.  
  742.  
  743.  
  744. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  745. 3.02. Island Two
  746. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  747.  
  748. ---
  749. Map
  750. ---
  751.  
  752. BOSS
  753. +---------- Ripper Roo
  754. BOSS | |
  755. Koala Kong | |
  756. | | |
  757. | | |
  758. Sunset Vista | |
  759. | | |
  760. | SECRET LEVEL | |
  761. Boulder Dash --- Whole Hog | |
  762. | | |
  763. | | |
  764. +--- Road To Nowhere --- Temple Ruins --- The Lost City Up The Creek
  765.  
  766. Up The Creak - White Gem Earned (None Required)
  767. Ripper Roo - Boss Battle
  768. The Lost City - Green Gem Earned (None Required)
  769. Temple Ruins - White Gem Earned (None Required)
  770. Road To Nowhere - White Gem Earned (Red Required)
  771. Boulder Dash - White Gem Earned (Purple Required)
  772. Whole Hog (Secret) - White Gem Earned (None Required)
  773. Sunset Vista - White Gem and Key 1 Earned (None Required)
  774. Koala Kong - Boss Battle
  775.  
  776.  
  777. ------------
  778. Up The Creek
  779. ------------
  780.  
  781. Spin the two crates, getting Aku protection, and speed across the lillys and
  782. plant and across the two leaf platforms minding the fish along the way. After
  783. the log up the waterfall and a few more platforms, note that the leaf platform
  784. crossing makes you jump across left to the next leaf, and that there is a
  785. blue leafed plant after so wait until he bites before crossing. The first
  786. Tawna symbol can be nabbed from the crate after. Take down the monkey, across
  787. the lilly to the checkpoint.
  788.  
  789. CHECKPOINT
  790.  
  791. Take the leaf platform to the ledge on the right and across the blue leaf
  792. plant after it bites. Run left across the lillys and up the log for a 1-Up
  793. crate at the top. Speed across the platforms to the stable ledge and wait
  794. a while for the fish here to be out of the way when jumping across to the leaf
  795. platform. Wait for the monkey on the stone ledge after to stop rolling before
  796. spinning him, otherwise you'll fly straight into the drink. Not good. Wait
  797. on the green plant quickly for the blue plant to bite before continuing (wait
  798. too long and just retreat) and continue to the next checkpoint.
  799.  
  800. CHECKPOINT
  801.  
  802. Wait for the fish to go and go up the log. Run across the path of lillys to
  803. the next platform, and jump across to the metal ! crate and back over. If you
  804. want a secret crate, then nudge back so the camera shifts down and wait for
  805. the lillys to appear. Run back to the log and you'll notice two crates to the
  806. side have appeared and a line of lillys at the waterfall base. Drop down and
  807. run right (1-Up below the log) and jump on the TNT, and use the arrow crate
  808. to get back up to the log in time, exploding the arrow crate as you leave.
  809. Continue back across the lillies. After a blue plant is the second Tawna
  810. symbol in the ? crate. Mind the fish as you go across the leaf platforms
  811. and get the third Tawna symbol from the crate (bonus round details below).
  812. The rest of the stage is pretty standard, bar the blue plant and the leaf
  813. after (wait until you see the leaf in view and speed across, timing it after
  814. the plant bite) where the portal awaits you.
  815.  
  816. GEM DETAILS -
  817. Gem earned - White
  818. Gems required - None.
  819. Bonus Round - Use the metal arrow box to smash the lower tier of crates then
  820. jump smash across each crate going right. You cannot see Crash
  821. but tapping right a few times should give you the distance you
  822. need, plus you can just about see his position via the shadow.
  823. There is another stack before the portal, with a multi fruit
  824. crate in the centre. Be patient when getting all these creates.
  825. Two 1-Up crates greet you at the end also!
  826. Tricky Crates - After the second checkpoint, go up the log. Run across the path
  827. of lillys to the next platform, and jump across to the metal !
  828. crate and back over. If you want a secret crate, then nudge
  829. back so the camera shifts down and wait for the lillys to
  830. appear. Run back to the log and you'll notice two crates to
  831. the side have appeared and a line of lillys at the waterfall
  832. base. Drop down and run right (1-Up below the log) and jump on
  833. the TNT, and use the arrow crate to get back up to the log in
  834. time, exploding the arrow crate as you leave.
  835.  
  836.  
  837. ----------
  838. Ripper Roo
  839. ----------
  840.  
  841. Ripper Roo follows a pattern across the platforms, as seen below. Stay out of
  842. his way by standing on one of the other platforms not marked with X on the
  843. below ASCII diagrams; the injure him, jump on the BIG TNT crates that flow
  844. down the river. Time each crate by waiting until he is two jumps away ie. for
  845. pattern two, when he is on platform 5 (central) start the countdown of the
  846. TNT crate at platform 8 (bottom central) so when he arrives, it explodes.
  847. After injuring him he will move on to the next platform. As there are unlimited
  848. crates just take your time here, and don't rush otherwise you'll get blown up
  849. or fall into the drink.
  850.  
  851. 1 2 3
  852. 4 5 6
  853. 7 8 9
  854.  
  855. Pattern One - 7 5 9 ie. 1 2 3
  856. 4 X 6
  857. X 8 X
  858.  
  859. Pattern Two - 8 6 5 4 ie. 1 2 3
  860. X X X
  861. 7 X 9
  862.  
  863. Pattern Three - 2 6 8 4 ie. 1 X 3
  864. X 5 X
  865. 7 X 9
  866.  
  867.  
  868. -------------
  869. The Lost City
  870. -------------
  871.  
  872. If you want the crates on the left side, then you have to come toward the
  873. screen and jump out and around the metal wall to them. Smash them both and
  874. come back. Enter the passage behind to get fruit and an Aku. Go right and
  875. past the moving block that comes from the wall. You cannot spin the lizard,
  876. so jump him instead. Enter the room behind and get a handful of 1-Ups and
  877. crates and move past the next moving slab. Jump over the platforms and
  878. wait by the hanging bat for others to move past (if you get caught, then
  879. spin away to avoid getting injured). Drop down and when the coast is clear
  880. move into the room behind and get the first Tawna symbol from the room behind.
  881. Drop back and move right to the next passage when the bats aren't present.
  882. Smash the crate and move past the next hanging bat (indicating that no
  883. more bats are here). Wait until both of the slabs here are out, and hold
  884. right so as soon as they retract you move on by.
  885.  
  886. CHECKPOINT
  887.  
  888. Jump down to the stump in the water and up to the edge, and bounce off the
  889. crate to get the Brio symbol and the 1-Up. Speed across the floating platforms
  890. before they fall and past another bat section before some moving platforms.
  891. Take your time and use one to go over the top to the other side; the easiest
  892. way to get past the next block of slabs is to run over the top, so try and
  893. jump straight onto them, get the 1-Up and drop down. However if you time it
  894. wrong, remain on the platform until you go around again. DO NOT stay in the
  895. central platform as a moving platform will knock you off. When you are past the
  896. three slabs another bat section will hinder you; bypass when it's safe to the
  897. passage in the background. The second Tawna symbol is in here. Continue out
  898. and right past the lizard and bats.
  899.  
  900. CHECKPOINT
  901.  
  902. The next enemy is a jumping lizard; spin or jump on him to get rid. However
  903. you can use him to get the second Brio symbol and a 1-Up that is above the
  904. set of four moving slabs. The slabs move in order from left to right, so
  905. time it and bounce off him when he lands right to get them. As said, the
  906. slabs move from left to right so wait until the left one comes out and follow
  907. them across. This vertical section has you moving up slabs; they come out
  908. and retract quickly so time it right to go left to right. Wait on the right
  909. side for the last one to give yourself enough time. There is a checkpoint
  910. in the centre of the moving platforms afterward.
  911.  
  912. CHECKPOINT
  913.  
  914. Make your way up to the next moving platforms above, and if you fancy it,
  915. jump up and left onto the metal ! crate above the flame. If you miss you'll
  916. get burnt to a crisp, so judge it right. These activate crates at the top.
  917. Move up more slabs quickly to reach the top, and head left and through the
  918. archway behind and right to get the crates that the metal ! crate just
  919. revealed. Here you'll find the third and final Brio symbol (see below for
  920. details). After come back out left to the archway and when the red jumping
  921. lizard is on the right, come forth and jump across to the central platform.
  922. These platforms act as a seesaw, and touching either edge moves the lot,
  923. so only touching the centre is your best bet. A 1-Up awaits you afterward.
  924. Jump on to the platform, which makes the red jumping lizard jump toward you.
  925. Jump back to the ledge before, and retreat as it follows you, and when you
  926. can run underneath as it jumps. A bat section follows, with a set of moving
  927. slabs after, so if you time it wrong drop back right and wait until the
  928. bats go over again and take on the slabs once more.
  929.  
  930. CHECKPOINT
  931.  
  932. The next set of slabs is pretty tricky, so follow these instructions - the
  933. slabs are in blocks, which is what I'll refer them to as. Wait until the
  934. first block is fully out, then goes fully in and run across. Same again with
  935. the second block; when they go fully out and in again, run across into the
  936. pit before the third. For this one, it goes from right to left, so jump up
  937. as the right one is just about to go in so you have enough time to run across.
  938. Get the 1-Up from the platform across. Use the lizard to bounce up to the ?
  939. block (wait until it jumps in to the centre) to get fruit and a 1-Up. The
  940. bat section has two lizards in, so jump on the first lizard, wait for the bats,
  941. across to the second lizard, wait for the bats and continue. The ? block
  942. after has the third and final Tawna symbol (bonus round details below). There
  943. are two seesaw platforms now, so jump to the edge and quickly across to the
  944. centre to avoid it toppling over. After are two slabs and a jumping lizard;
  945. wait on the extreme right of this ledge until it comes back and jump it, then
  946. continue. Finally, use the jumping lizard here to bounce up to the metal
  947. ! block ahead to reveal and smash the crates behind. Get the fruit and enter
  948. the portal.
  949.  
  950. GEM DETAILS -
  951. Gem earned - Green
  952. Gems required - None
  953. Brio Bonus Round - Run and jump across to the second tier of crates and bounce
  954. out. If you don't make it then quickly jump and spin the
  955. one above and continue right. The next set jump up and
  956. drop the upper levels and escape right. There are two 1-Up
  957. crates to jump bounce before the portal.
  958. Tawna Bonus Round - Bounce from crate to crate until you get the tunnel of
  959. crates; unless you know exactly what you are doing, don't
  960. bother getting all of these as it's too hard, chances are
  961. you'll just fall down below after destroying the bottom
  962. set. Another line of crates follows, with two 1-Ups
  963. at the end too.
  964. Tricky Crates - At the start, come toward the screen and jump out and around
  965. the metal wall to them. Smash them both and come back.
  966.  
  967.  
  968. ------------
  969. Temple Ruins
  970. ------------
  971.  
  972. Move up past the arrows and get the Aku from the crate and use the arrow
  973. crate behind to get the one in the air. Speed left across the platforms
  974. and spin the snake that comes out of the hole. Get the mass of crates left,
  975. including the 1-Up within. Head past the arrows and up the floating platforms.
  976. Jump on the 1-Up to avoid touching the TNT underneath it. Wait until the
  977. moving platform is at it's lowest and continue right, with another snake
  978. and stack of crates. Wait until both the next platform is low and the arrows
  979. are timed right and continue onward; use Crash's shadow so know where you'll
  980. land. At the tunnel, bats will fly out toward you so take your time and use
  981. the lower ground to hide against them. After the smashing wall, jump across
  982. the floating platform to the stacks of crates. Wait until the spider here
  983. drops down and jump him, then continue past the arrows. Walk onto the
  984. platform that'll take you to the next section. Wait until the torch is
  985. extinguished and jump across right to more crates. Wait until the arrows
  986. move again and run and spin the snake. Continue to the moving platforms
  987. that orbit around the checkpoint crate in it's centre.
  988.  
  989. CHECKPOINT
  990.  
  991. Continue onward to the tunnel. More bats here, as well as an Aku crate between
  992. the two smashing slabs. Wait until the far moving platform is at it's lowest
  993. and jump across. Now on this ledge, see how a fruit is hanging from the
  994. left side? Walk left off the edge and crates will appear underneath you.
  995. Run to the far left to reach an area of crates. Grab them all and be sure to
  996. bounce off the three standard ones in the hidden bridge on the way here. Go
  997. past the arrows and use the arrow box to get the crate above, then go right
  998. across the moving platform, torch and hovering platform to a set of revolving
  999. platforms. At the far and close ends they drop temporarily, so use one to get
  1000. to the centre and quickly use one to go toward the screen.
  1001.  
  1002. CHECKPOINT
  1003.  
  1004. Spin or jump the spider and get the crates. Take the platform to the
  1005. next area and wait here until the far torch has gone out before continuing.
  1006. The next section are two different sets of revolving platforms, with some
  1007. dropping at either side. Make a bee line straight onward to avoid these
  1008. dropping ones. Get the 1-Ups from the crates and across the moving platforms.
  1009. Finally, a tunnel stands in your way before the portal.
  1010.  
  1011. GEM DETAILS -
  1012. Gem earned - White
  1013. Gems required - N/A
  1014. Bonus Round - N/A
  1015. Tricky Crates - The first Aku crate at the start has an arrow box behind, with
  1016. a crate above. They are somewhat hard to see, so make sure you
  1017. get 'em.
  1018. - After the checkpoint and the tunnel is a moving platform.
  1019. Just after that is a ledge with two fruit, one hanging over the
  1020. left side. Walk left off the edge and crates will appear
  1021. underneath you. Run to the far left to reach an area of crates.
  1022. Grab them all and be sure to bounce off the three standard ones
  1023. in the hidden bridge on the way here.
  1024.  
  1025.  
  1026. ---------------
  1027. Road To Nowhere
  1028. ---------------
  1029.  
  1030. HINT - You can see your shadow at all times on this bridge, which is very
  1031. helpful when jumping from panel to panel!
  1032.  
  1033. Grab the crates either side and make your way across the bridge; the darker
  1034. panels fall down, so avoid them. The between the two TNT crates must be span
  1035. when you fall down, then continue after across the bridge. You need to
  1036. jump pixel perfect here, and avoid the half panels. You'll come to some crates,
  1037. including a checkpoint and the first Tawna symbol.
  1038.  
  1039. CHECKPOINT
  1040.  
  1041. The hog here cannot be disposed off, so jump over him and make your way
  1042. across the bridge. The light blue panels and slippy so watch out on the way
  1043. to stable land. Bounce off the top crate of this stack to get the 1-Up above.
  1044. You need to use the ice panels here to make it to the middle of the bridge,
  1045. just be sure to jump in time due to the slidy nature of them. Use the shadow
  1046. to get across the single panels to the next checkpoint.
  1047.  
  1048. CHECKPOINT
  1049.  
  1050. Get the 1-Up crate here also. Another hog is on this bridge, so get to the
  1051. standard panels and wait for him to return before jumping over and again, use
  1052. your shadow to make it across the single panels. The crates after house the
  1053. second Tawna symbol. Make it across another bridge to the next checkpoint.
  1054.  
  1055. CHECKPOINT
  1056.  
  1057. If you have the RED GEM at this point jump on it to be taken right (see below).
  1058. Another two bridges before the next checkpoint. It's more of the same, just
  1059. use your shadow and judge correctly as you make your way across. Don't stop.
  1060. There is an icy section on the first bridge but just be quick and jump straight
  1061. away.
  1062. CHECKPOINT
  1063.  
  1064. This next bridge has no stable panels so zip across it, while the one after
  1065. does. A 1-Up can be found in the crate. After another bridge is one with
  1066. a lot of ice on it; when you see the hog on it there will be stable panels
  1067. before a set of ice ones. Wait here until the hog returns and jump over it
  1068. and continue. The ice panels aren't too bad, considering the ones that slope
  1069. away allow you a microsecond of stability before you slide off. The crates
  1070. after contain the final Tawna symbol (see bonus round details below). Spin
  1071. the turtle and jump the large gap (jump at the last minute in order to make it)
  1072. and use the turtle shell soon after to get across the large gap that follows.
  1073. A couple more ice platforms follow, with a RED GEM platform before the portal,
  1074. and you finish. Phew!
  1075.  
  1076. GEM DETAILS -
  1077. Gem earned - White
  1078. Gems required - Red
  1079. Bonus Round - Jump and spin on the descent to get the block jumping. Jump
  1080. through it to the next section. Here, purposely start the
  1081. countdown on the TNT on the left side and stand on the
  1082. block above the arrow to trigger a chain reaction so it
  1083. starts bouncing, enough so you can continue. Spin the centre
  1084. of the crate and get the two 1-Ups before the portal and finish!
  1085. Tricky Crates - After the second / third checkpoints is a red gem. Ride it
  1086. right to be taken to a temple area. Ignore the first stack of
  1087. crates and go all the way right, and activate the TNT to
  1088. set off the ! crate. This creates a crate back left,
  1089. so bounce off it and spin the other ! crate. This creates
  1090. another crate right; bounce off it onto the mass of metal
  1091. crates above, and jump on the hidden ! crate in the middle
  1092. to make a stack of 1-Ups and Akus in the area behind. Once
  1093. you are done here, head back and ride the other Red Gem
  1094. back to the main level.
  1095. - There is a red gem platform just before the portal. This will
  1096. take you to the other side of the portal. Step forward to
  1097. find a hidden panel. There is only one, however run and jump
  1098. forward to land on two more. Do the same again, running and
  1099. jumping landing on two each time until the end where you find
  1100. a load of fruit and two 1-Up crates. Make it back in one
  1101. piece the same way to the portal to finish.
  1102.  
  1103.  
  1104. ------------
  1105. Boulder Dash
  1106. ------------
  1107.  
  1108. Spin the crates here and in the tunnel and start the chase. Stay in the
  1109. centre and jump across the various platforms. Through the tree trunk and
  1110. mind the low fences and gaps on the way to the tunnel. Rest, smash the
  1111. crates and use the checkpoint.
  1112.  
  1113. CHECKPOINT
  1114.  
  1115. Start the next chase and stay in the middle for the platforms. Note that
  1116. you need to adjust left and then right slightly for some moving platforms,
  1117. which can be done easily mid jump. Wooden stakes follow, and as they are
  1118. positioned diagonally you can follow them across well in time. More moving
  1119. platforms now and again, adjust in the air to land them safely.
  1120.  
  1121. CHECKPOINT
  1122.  
  1123. Before the next chase get the crates; either jump on the two crates above the
  1124. TNT or spin them in the air. After some fences are moving platforms. More
  1125. fences and gaps follow, and note that after the second gap are fences covering
  1126. the left side, so position yourself on the right before you make the leap. The
  1127. last set of moving platforms are longer jumps so ensure you jump at the last
  1128. minute to get them all. The portal is reached now, and if you have the
  1129. PURPLE GEM you can get more crates.
  1130.  
  1131. GEM DETAILS -
  1132. Gem earned - White
  1133. Gems required - Purple
  1134. Tawna Bonus Round - N/A
  1135. Tricky Crates - After the second checkpoint are two crates above TNT. Easiest
  1136. way to bounce on them both.
  1137. - At the end just next to the portal is a purple gem. Ride it
  1138. down to the cool fluorescent area below. There are few arrow
  1139. crates here (get the ones above too!), two plants and
  1140. a stack of 1-Up and normal crates before a portal. Nice!
  1141.  
  1142.  
  1143. ------------------------
  1144. Whole Hog (SECRET LEVEL)
  1145. ------------------------
  1146.  
  1147. HINT - As noted, this is a secret level leading from Boulder Dash. You can get
  1148. the Key by completing Cortex's Bonus Stage in Sunset Vista.
  1149.  
  1150. Yay, another hog level! Go left right left jump past the stakes, jump right
  1151. past the stake and get the crate and hold left past the villager. Go right,
  1152. hold jump as you use the bongo for the gaps (otherwise you'll won't reach).
  1153. Go under the spitroast and follow the line of crates (stay in the centre
  1154. and clip them to get them all) and under another spitroast. Go right round
  1155. the stake and quickly left past the villager. Jump the spitroast and hold
  1156. jump on the bongo, get the crates.
  1157. CHECKPOINT
  1158.  
  1159. Hold left past the stake and villager and hold jump on the bongo. Up on landing
  1160. go right to get the crates and to avoid the villager, and hold jump on the
  1161. bongo go completely clear the villager. Go left right over and over for the
  1162. crates, under the spitroast, right then left for crates, hold jump on the
  1163. bongo, right of the villager, and finally left right left for the remaining
  1164. crates. Phew!
  1165.  
  1166. GEM DETAILS -
  1167. Gem earned - White
  1168. Gems required - N/A
  1169. Bonus Round - N/A
  1170. Tricky Crates - All are visible, just make sure you stay central and clip the
  1171. crate sides to get them all.
  1172.  
  1173.  
  1174.  
  1175. ------------
  1176. Sunset Vista
  1177. ------------
  1178.  
  1179. Enter the back room, get all the fruit and the crate. Pass the torch when
  1180. it's out and quickly jump to the centre of the see saw to stop it swaying,
  1181. and get the 1-Up before the moving slabs. These two blocks of slabs move
  1182. as one unit, so just run across as soon as it retracts. A section of bats
  1183. is here, so wait until the coast is clear and enter the back room and get
  1184. the spoils (an Aku powerup and a 1-Up). After the bats is a jumping lizard
  1185. across platforms (just jump him) and a section of bats with walking lizards.
  1186. Take one on between bats otherwise you'll run the risk of getting batted.
  1187. Get the 1-Up above the checkpoint crate.
  1188. CHECKPOINT
  1189.  
  1190. These slabs move from left to right, so just run across. Two sets of moving
  1191. platforms now, the first clockwise and the second anticlockwise, with some
  1192. crates inbetween. Take your time before leaping to them. After the logs
  1193. are moving slabs below, that alternate from one to the other. Jump from one
  1194. to the next (walking increases the risk of falling) and onto the upper ledge.
  1195. From here jump to the passage behind and jump up at the end to get the
  1196. hidden Aku powerup. Make your way right to the checkpoint.
  1197.  
  1198. CHECKPOINT
  1199.  
  1200. The next few slabs move as a uni, so just run across them all to the bat
  1201. section. Wait until the torch more or less coincides with the bats flying
  1202. across and then make your way to the log stump below. Wait again until they
  1203. pass and up to the ledge above. Wait for the jumping lizard to move to the
  1204. far right and jump back over to the centre before jumping him. For this
  1205. set of slabs wait until they all meet as one then draw back together before
  1206. running right and dropping down. Again, wait for the next one above to move
  1207. out and then in together before heading across.
  1208.  
  1209. CHECKPOINT
  1210.  
  1211. A vertical section; joy! The right thin lighter platform gives way after
  1212. touching, so use it when the slabs are moving right. You have to keep moving
  1213. from slab to slab here to avoid falling, so get in step until you reach
  1214. the torches. Only the right one goes out, and when it does stand on it
  1215. and jump up when a platform comes round so you land on it. Get the first Tawna
  1216. symbol from the crates on the right. Take the slabs up and get the fruit and
  1217. crate from the room at the top. Go left. Past the see saw platforms with the
  1218. give away slab in the centre, then take the passage behind for the next
  1219. checkpoint crate.
  1220.  
  1221. CHECKPOINT
  1222.  
  1223. Wait for both floor and wall slabs to be retracted, and move across the
  1224. floor ones quickly as they appear. Head all the way left for crates (Aku
  1225. powerup and a 1-Up) and another vertical section. Use the slabs to get up
  1226. in time to the bats that move across to the right. You have enough time to
  1227. wait in the middle for the slab above left, and move across the unstable one
  1228. on to that and above. If you mess up the timing, really quickly get back
  1229. to the descent right and start again. Past the torch and take out the crates
  1230. right. You need to run and jump left to get onto the moving platform; note
  1231. if you miss and fall into a lighted torch, then you get burnt to a crisp.
  1232. Either ensure you get the jump right, or wait until the torch is timed
  1233. outside of the jump to minimise the risk. At the top of the moving platforms
  1234. are more slabs, and you have to REALLY quickly get off the unstable left
  1235. slab to get up the moving top one and across in time.
  1236.  
  1237. CHECKPOINT
  1238.  
  1239. Run right and wait for the red jumping lizard to come toward you. Wait
  1240. until it's halfway between the gap and the checkpoint box and bounce from
  1241. him to the metal ! box above (you can just see it) to reveil the crates
  1242. behind. Go right and behind by the gap. There is an Aku box on the right (if
  1243. you messed up the chance with the lizard, the third Aku stage can hit the
  1244. metal box fine) and dispose of the set of crates on the left, including a
  1245. Cortex powerup. Go right, and wait for all the slabs to come together; the
  1246. left one will move back so go right and the rest will follow. Drop down
  1247. and wait for the torch to coincide with when the bats move across, then
  1248. continue to the far side. The set of four slabs move as one, so start running
  1249. against the side when it's out so you move in time. Two crates enable you to
  1250. get on top of the next slabs, with the second Cortex powerup and 1-Up above.
  1251. Take it to get past the slabs easily also. When the slabs are away just
  1252. run across the floor slabs for the last set. You get an Aku and a 1-Up
  1253. crate before the next checkpoint.
  1254.  
  1255. CHECKPOINT
  1256.  
  1257. The next ? crate contains the second Tawna symbol. Get to the slabs and
  1258. ignore the two moving floor slabs and when the wall slabs recess, jump
  1259. across to the lower unstable slabs and to the ledge above. Get the crates
  1260. behind. A single floor slab moves under the block of two wall slabs now;
  1261. wait until the wall is out and as it comes in the floor comes out (like
  1262. swapping positions). This is your cue to use it to get onto the moving
  1263. platforms afterward. At the second set of moving platforms, jump behind to
  1264. get the 1-Up then run right and dash the crate hidden to get the third and
  1265. final Cortex symbol (Bonus Stage details below - if you get this you net the
  1266. first Key). Up on returning, continue right, past the torch and get the third
  1267. Tawna symbol from the ? crate (again, see Bonus Stage details below). This
  1268. vertical wall section has the same cocktail of moving slabs and platforms;
  1269. just ensure you don't fall on the left side due to the torches at the bottom.
  1270. Halfway up on the left side is the checkpoint.
  1271.  
  1272. CHECKPOINT
  1273.  
  1274. The slabs to the top here move very quickly, so as soon as you land on one
  1275. jump to the next to make it in time. At the top, move right over the platforms
  1276. and lure the red jumping lizard out to the platforms and jump him. Get the
  1277. crates behind and into the portal to finish.
  1278.  
  1279. GEM DETAILS -
  1280. Gem earned - White & Key
  1281. Gems required - N/A
  1282. Tawna Bonus Round - Head up and right to the row of crates. Jump and bounce
  1283. from left to right, then right to left for the second row
  1284. and back right for the last row. You'll bounce a TNT crate
  1285. as you land, but you'll have more than enough time to run
  1286. right to the portal.
  1287. Cortex Bonus Round - Jump right onto the line of TNT crates. Run right quickly
  1288. and jump and dash away the line of normal crates, so
  1289. you can leap on top and across right to escape. You have
  1290. to do this again now but the stack of crates is higher,
  1291. so act quicker. If you make it then you get a Key!
  1292. Tricky Crates - After the fifth checkpoint, run right and wait for the red
  1293. jumping lizard to come toward you. Wait until it's halfway
  1294. between the gap and the checkpoint box and bounce from him to
  1295. the metal ! box above (you can just see it) to reveil the
  1296. hidden crates behind.
  1297.  
  1298.  
  1299. ----------
  1300. Koala Kong
  1301. ----------
  1302.  
  1303. This guy will throw rocks at you from behind the track. Spin as the rocks
  1304. approach you to destroy them. Now and again he'll throw a heavy rock;
  1305. spin this back at him to injure him. After four heavy rocks he's done for.
  1306. TNT crates occasionally appear to the sides which need to be moved away from,
  1307. and sometimes they will drop right next to you as you spin, meaning you'll
  1308. get injured without helping it. Bring an Aku to this boss if you can. Also,
  1309. sometimes the heavy rocks won't injure him due to a mine cart moving in his
  1310. path. You cannot do anything about this so just keep batting this heavy
  1311. rocks back to him until he is a dead Koala.
  1312.  
  1313.  
  1314. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1315. 3.02. Island Three
  1316. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  1317.  
  1318. ---
  1319. Map
  1320. ---
  1321.  
  1322. BOSS
  1323. +--- Toxic Waste --- Pinstripe --- The High Road --- Slippery Climb
  1324. | |
  1325. | SECRET LEVEL |
  1326. Generator Room Fumbling In the Dark ------- Lights Out
  1327. | |
  1328. | |
  1329. Cortex Power Jaws Of Darkness
  1330. | |
  1331. | BOSS |
  1332. Heavy Machinery The Lab --- Nitrus Brio --- Castle Machinery
  1333. |
  1334. | FINAL BOSS BATTLE
  1335. The Great Hall --- Dr. Neo Cortex
  1336.  
  1337.  
  1338.  
  1339. Heavy Machinery - White Gem Earned (None Required)
  1340. Cortex Power - White Gem Earned (Blue Required)
  1341. Generator Room - Orange Gem Earned (None Required)
  1342. Toxic Waste - Blue Gem Earned (None Required)
  1343. Pinstripe - Boss Battle
  1344. The High Road - White Gem Earned (None Required)
  1345. Slippery Climb - Red Gem Earned (None Required)
  1346. Lights Out - Purple Gem Earned (Yellow Required)
  1347. Fumbling In the Dark (Secret) - White Gem Earned (None Required)
  1348. Jaws Of Darkness - White Gem Earned (Blue Required)
  1349. Castle Machinery - White Gem Earned (None Required)
  1350. Nitrus Brio - Boss Battle
  1351. The Lab - Yellow Gem Earned (None Required)
  1352. The Great Hall - Non Event
  1353. Dr. Neo Cortex - Final Boss Battle
  1354.  
  1355.  
  1356. ---------------
  1357. Heavy Machinery
  1358. ---------------
  1359.  
  1360. Jump right. Touching the probes injures you, so avoid them as you go. The
  1361. robots on the other hand are fine. You'll come to some pipes; the frozen
  1362. ones are fine to touch however the red hot steam ones aren't. Avoid them.
  1363. Use the arrow box to get the Aku in the air, not forgetting to spin the box
  1364. before continuing. Avoid the other type of robot here and get to the crates;
  1365. spin the central crate and leap over, onto the ice pipe and get the first
  1366. Tawna symbol from the ? crate. To reach a secret area, you'll notice in the
  1367. next gap two robots below with a gap between them; drop down there and you'll
  1368. reach a new area where you'll get an Aku powerup, Brio symbol and 1-Up. A
  1369. platform will take you up to where the TNT sandwich was just before.
  1370.  
  1371. Continue along the pipes and you'll get the second Brio symbol from a crate.
  1372. Arrow boxes and a crates surround the conveyor belt, and above the moving
  1373. probe in the gap afterward by jumping low underneath it. Do the same with the
  1374. one after the two crates. At the end is a platform; stand on the right edge
  1375. to get the 1-Up on the way down. Go left and avoid the robots, and zip
  1376. across the floating platforms before they fall and collect the second Tawna
  1377. symbol from the crate. Jump under the probe and past the two robots to reach
  1378. the first checkpoint.
  1379.  
  1380. CHECKPOINT
  1381.  
  1382. The vats here produce steam, from right to left. Jump over them after they
  1383. go, watch the probe after and continue over the pipes. After a platform
  1384. takes you left, before running down the steps go left and get the third and
  1385. final Tawna symbol from the ? crate (bonus round details below). Go right,
  1386. back down the steps and back against the wall and over the hot pipes, watching
  1387. out later when you are moving over conveyor belts. Take the platform down.
  1388. Jump the robots before getting past the vats, down the steps and use the robot
  1389. to get the Aku crate above. Take the platform down, right over the hovering
  1390. platforms and use the spring board to get the line of crates above with the
  1391. Aku box ahead. Avoid the robot and the vats at the end go from left to right;
  1392. watch out for the hot pipes in the centre also! Ride the platform at the end
  1393. up and take the moving platforms right over the various pipes. Use your
  1394. shadow here to see where you will land. Take another across and get the third
  1395. and final Brio symbol from the end crate (see details below). After, take the
  1396. platform at the ledge side down, and down again. Past the robots and use
  1397. the spring boards up. Either side will do, then go left to get the crate there
  1398. and be sure to get the three 1-Up crates on the right side toward the portal.
  1399.  
  1400. GEM DETAILS -
  1401. Gem earned - White
  1402. Gems required - N/A
  1403. Tawna Bonus Round - Just bounce along the boxes to the end. If you want the
  1404. ? crates underneath then smash the top ones before going
  1405. below. The ? crate in the centre has a 1-Up if you want to
  1406. burrow down and get it. Keep bouncing right to the portal.
  1407. Brio Bonus Round - Bounce along the crates here to the metal ! crate at the
  1408. end. This will create another line of crates going back
  1409. left, taking you to another metal ! crate that creates
  1410. another path to the portal. Just watch where you bouncing,
  1411. and hold jump to ensure you get more height on the bounces.
  1412. Tricky Crates - After the first Tawna symbol, drop down the gap afterward
  1413. with the two robots at the bottom. You'll find an Aku powerup,
  1414. Brio symbol and 1-Up here.
  1415.  
  1416.  
  1417. ------------
  1418. Cortex Power
  1419. ------------
  1420.  
  1421. Enter the power plant and get past the robots. Above each pipe is a current
  1422. passing between the poles; jump past after one has passed by. Continue to the
  1423. door, jump over and spin the robot and two crates. After a gap and more pipes
  1424. the path splits; head right first. Get the 1-Up and jump the gap when the
  1425. robot drone is out of the way. A few more gaps and destroy the crates after
  1426. the pipes, including the checkpoint.
  1427.  
  1428. CHECKPOINT
  1429.  
  1430. Head down the hill and jump into the centre of the pipes, waiting for another
  1431. current to go by and out again. Get the Aku from the crate and head up the
  1432. right path at the split. Up the steps and hide behind the left column to hide
  1433. from the shooter. Once he laughs, move to the right column and wait again
  1434. until he laughs before running onward and spinning him. Good work. Get the
  1435. crates from the left if you didn't accidentally destroy him, and activate the
  1436. right metal ! crate. Return to the split and head left. Jump straight over
  1437. through the centre of the pit between the robots and get the 1-Up crates either
  1438. side of the pipe. A checkpoint crate is just here. If you have the BLUE GEM
  1439. you have the chance of getting a few more crates by going back down this left
  1440. split, over the gap and going left. See the tricky crates section for a
  1441. walkthrough, and you'll resume at the arrow crate before the bridge below.
  1442.  
  1443. CHECKPOINT
  1444.  
  1445. Past the robot and over the moving platforms to the door. Spin the robot and
  1446. through the currents; they all move at the same time so time it as soon as
  1447. they go. Continue past more pipes and get the crate using the arrow crate by
  1448. the door. Enter; if you activated the metal ! crate from earlier then a
  1449. crate bridge will get you across here. Bounce along them if you need the gem.
  1450. The portal is just through the door here, be sure to get the four crates
  1451. around in the corners though!
  1452.  
  1453. GEM DETAILS -
  1454. Gem earned - White
  1455. Gems required - Blue
  1456. Tawna Bonus Round - N/A
  1457. Tricky Crates - If you go right twice at the splits, take the stairs up
  1458. and activate the metal ! crate here. The bridge before the
  1459. portal is then filled with crates which you need to bounce
  1460. across.
  1461. - Using the blue gem, head to the second checkpoint and retreat
  1462. back left to the split before and take the gem across.
  1463. Get the Aku box. Get past the robots and through the door,
  1464. when you'll come to a bridge half TNT and half crate with two
  1465. robots at the end. Easiest way to do this is to start a
  1466. countdown, get to the end and wait for the bridge to explode
  1467. to get all the crates smashed. Get past another few robots, and
  1468. at the pipe currents get on the ledge the other side of the
  1469. ice one and get back on to the gem to reach the last but one
  1470. door with the arrow crate (continue the walkthrough below).
  1471.  
  1472.  
  1473. --------------
  1474. Generator Room
  1475. --------------
  1476.  
  1477. Destroy the crates behind you and the one in the centre of the TNT on the
  1478. right. Jump the gaps while avoiding the probes and get the crate in the middle
  1479. of the TNT stack and continue round the corner. Head over the platforms and
  1480. activate the metal ! crate next to the falling platform. Wait until it comes
  1481. back and go to the next corner, getting the Tawna symbol from the crate here.
  1482. Head on and take the path right with the five crates on the platform;
  1483. when you touch this platform it will fall within about ten seconds, so bounce
  1484. from crate to crate on this platform as much as you can. Otherwise just
  1485. spin them all sharpish and get back on the bridge. Don't forget to bounce
  1486. along the crates in the bridge also. Back on the main path, keep going to the
  1487. next corner with the checkpoint and 1-Up in the crate above it.
  1488.  
  1489. CHECKPOINT
  1490.  
  1491. Mind the probe around the next platform and get the second Tawna symbol from
  1492. the crate that follows. Watch out for the two probes on the next leap, and
  1493. turn the next corner. Jump to the platform and speed across the next
  1494. platform with the probe on. At the next corner is the third and final Tawna
  1495. symbol (see Bonus Round details below). Get the Aku from the crate and
  1496. across the moving platforms avoiding the robots. Use the different heights
  1497. to your advantage and jump across when you are low down. At the corner,
  1498. smash the tower of crates and past the revolving probes to the platform
  1499. that takes you toward the screen. More platforms take on you onward, with
  1500. a checkpoint before a tunnel.
  1501.  
  1502. CHECKPOINT
  1503.  
  1504. Leap across when the robot is to the side and destroy the wall of crates.
  1505. Jump across and you have a second before the platform falls, allowing you
  1506. enough time to avoid the robot as you next leap. Around the corner, jump up
  1507. the platforms and jump far right to the ledge. You'll see some crates on the
  1508. platform there; if you fancy that crate, jump over, and jump spin the central
  1509. crate. Jump back and watch the probe on the step down, and head down the ramp.
  1510. At the end take the platform that moves left over the hot pipe, and another
  1511. platform past cold pipes to some 1-Up crates and the portal.
  1512.  
  1513. GEM DETAILS -
  1514. Gem earned - Orange
  1515. Gems required - N/A
  1516. Tawna Bonus Round - You need to bounce from crate to crate to the portal.
  1517. You can almost see a shadow if it helps, and if you want
  1518. to rush hold jump as skip a crate on each bounce.
  1519. Tricky Crates - Around the first corner, activate the metal ! crate next to the
  1520. falling platform. Round the next corner is a crate bridge,
  1521. taking you to five crates on a platform; when you touch this
  1522. platform it will fall within about ten seconds, so bounce
  1523. from crate to crate on this platform as much as you can.
  1524. Otherwise just spin them all sharpish and get back on the
  1525. bridge. Don't forget to bounce along the crates in the bridge
  1526. also.
  1527.  
  1528.  
  1529. -----------
  1530. Toxic Waste
  1531. -----------
  1532.  
  1533. Jump across when a barrel drops down the gap and get the four crates either
  1534. side. Wait until a barrel rolls past and run up to the thrower and spin him.
  1535. Up the ramp and get the Aku from the crate. Keep going and watch out for
  1536. any barrels that come your way - they need to be jumped, no spinning here.
  1537. Get the crates either side (two 1-Ups on the left and the first Tawna symbol
  1538. from the right side) and keep going. Use the side platform to dodge more of
  1539. the barrels before the thrower and spin him away. Up the next ramp and use
  1540. the checkpoint crate.
  1541.  
  1542. CHECKPOINT
  1543.  
  1544. Use the arrow crate right before continuing. The next two crates on the
  1545. left have a 1-Up and the second Tawna symbol. There are more barrels now,
  1546. so keep going to the next thrower and dispose of him. Up the ramp and get the
  1547. 1-Up from the side crate. Carry on and either other two normal barrels is a
  1548. bouncing barrel; you have no choice but to run underneath it (time it right!)
  1549. or if you can, find a side platform if there is one nearby. Keep going to the
  1550. next barrel thrower.
  1551.  
  1552. CHECKPOINT
  1553.  
  1554. Up another ramp, and as you approach the stack of crates a bouncing barrel
  1555. will approach. If you stand at the edge of the pit ahead of the stack you'll
  1556. stand underneath it. Go back and get those crates, and get the third Tawna
  1557. symbol from the ? crate ahead (bonus round details below). From here race
  1558. up to the top of the ramp where you'll be safe from the barrels, then to the
  1559. platform in between the gaps, then rush the thrower and take him out. The
  1560. portal awaits afterward.
  1561.  
  1562. GEM DETAILS -
  1563. Gem earned - Blue
  1564. Gems required - N/A
  1565. Tawna Bonus Round - Avoid setting off a TNT countdown, otherwise you'll have to
  1566. rush straight to the end. There are only a few crates
  1567. here anyway if you do so.
  1568. Tricky Crates - N/A
  1569.  
  1570.  
  1571. ---------
  1572. Pinstripe
  1573. ---------
  1574.  
  1575. There are two chairs at either end of this room. Hiding behind these guard
  1576. you from his bullets. He will fire from either side and run over between
  1577. shots; at this point, run and spin him to injure him. After three hits he'll
  1578. then jump on to the table instead of running from either side. To injure him,
  1579. wait until his gun jams when he stands on the table, then jump and spin him.
  1580. After a few more hits, he's done for. The fact that you cannot be injured
  1581. while hiding behind the chairs makes this a pretty easy boss battle.
  1582.  
  1583.  
  1584. -------------
  1585. The High Road
  1586. -------------
  1587.  
  1588. HINT - You can see your shadow at all times on this bridge, which is very
  1589. helpful when jumping from panel to panel!
  1590.  
  1591. From the start, head toward the screen. Walk off the edge for a panel to
  1592. appear. Nudge on for another to appear. Run and jump down to land on another
  1593. panel. Another is after, then run and jump for another two panels and finally
  1594. another two before end, where you'll find four hidden crates (mostly 1-Ups).
  1595. Very tasty. Make your way back to the start. Run out and jump from the ice
  1596. panels and across the unstable dark panels to the lighter stable ones near
  1597. the columns. Wait for the hog to run back and leap over, and keep going to the
  1598. crate wall. Grab the 1-Up from the air and destroy the crate in the wall.
  1599. Use the turtles here by jumping on them once to expose the shell and bouncing
  1600. from them across the large gaps. Keep going until you reach the checkpoint
  1601. crate and the first Tawna symbol.
  1602.  
  1603. CHECKPOINT
  1604.  
  1605. Again use the turtle shells to get across the gaps here. Don't spin any.
  1606. You shouldn't have to touch any panels on your way to the next set of crates,
  1607. with a checkpoint and the second Tawna symbol.
  1608.  
  1609. CHECKPOINT
  1610.  
  1611. After the turtle is a hog; leap over it to the unstable panels and keep going
  1612. to the next hog. Get across the first unstable and stable panel set and from
  1613. there leap the hog.
  1614.  
  1615. CHECKPOINT
  1616.  
  1617. Most of the following patterns are unstable, so zip across them. Again use
  1618. your shadow to see where you are going.
  1619.  
  1620. CHECKPOINT
  1621.  
  1622. To get a hidden crate, get on top of the metal crate on the tower and jump
  1623. to get a 1-Up crate from above. Bounce from the checkpoint or turtle to get up.
  1624. Spin the central crate of the tower and go before the TNT blows up. Use the
  1625. turtle across the gap and use the other shells to keep bouncing. After the
  1626. ice panels is some land with a crate, containing the third and final Tawna
  1627. symbol (see Bonus Round below). Bounce from shell to shell (some are close
  1628. together but still go from one shell to another) and land on the ice panels
  1629. when you need to, and shell it across to the next ice set. Jump over the
  1630. unstable panel to the portal.
  1631.  
  1632. GEM DETAILS -
  1633. Gem earned - White
  1634. Gems required - N/A
  1635. Tawna Bonus Round - Go right and spin the central crate to get a 1-Up, and
  1636. continue before the TNT goes off. Up the steps, and if you
  1637. fancy the ? crates below then smash through the top layer
  1638. and bounce along the bottom. Although to be honest,
  1639. it's pretty tough for the spoils are pretty tasty if you
  1640. want them (a mix of 1-Ups and fruit). An additional two
  1641. 1-Up crates are at the end.
  1642. Tricky Crates - From the start, head toward the screen. Walk off the edge for
  1643. a panel to appear. Nudge on for another to appear. Run and jump
  1644. down to land on another panel. Another is after, then run and
  1645. jump for another two panels and finally another two before end,
  1646. where you'll find four hidden crates (mostly 1-Ups).
  1647. - If you are missing one crate, then it's this one. After the
  1648. four checkpoint is a tower of three crates, with TNT, normal
  1649. and metal. Get on top and jump up to smash a hidden 1-Up crate.
  1650.  
  1651.  
  1652. --------------
  1653. Slippery Climb
  1654. --------------
  1655.  
  1656. Smash the crates in the alcoves, go up the steps and take the moving platforms
  1657. across, being sure to get the other crates from the alcove on the way.
  1658. Spin the arm that comes from the dungeon on the standard platform and across
  1659. some alternating slabs to another alcove with crates. Bounce off the
  1660. birds between moving platforms and when you reach the alcove behind the
  1661. moving platforms, when you are at the highest point jump level and hold up
  1662. to fall into it. Drop down on a moving platform as it comes round to continue.
  1663. Get the first Brio symbol from the alcove after. The alternating slabs
  1664. after are quicker than usual so zip across them, and bounce the dungeon
  1665. arms and birds. When it comes to the vertical ascent, wait for the steps to
  1666. just come out before going up; when on the left platform remain on it so
  1667. when you come up to the top the stairs pop up, giving you enough time to
  1668. get upward. The alternating slabs are a pain; wait for the single one to
  1669. go with the stairs, and zip up the set after quickly.
  1670.  
  1671. CHECKPOINT
  1672.  
  1673. The moving platforms after are somewhat hard to determine, so get them
  1674. when they are at the far sides (when the axis slows down). At the top,
  1675. wait on the end of the ledge as the Scientist throws explosives, and run and
  1676. spin him just after he chucks on. The moving platforms here aren't too bad
  1677. considering the length they travel is small, so if you bounce off a bird
  1678. you can easily land on it even if it's at it's furthest distance. An alcove
  1679. soon has a 1-Up and the second Brio symbol. A few dungeon arms and birds
  1680. is another alcove with the third Brio symbol and Aku powerup (Bonus Round
  1681. details below). Continue along the moving platforms and again with the alcove
  1682. behind jump at the highest point and level holding up to get in. Getting back
  1683. on a platform is hard though, but wait until the platform axis is at either
  1684. end and jump out and direct yourself back on it. A few birds later is a
  1685. Scientist by some alcoves; wait by the edge then rush him, get the 1-Ups from
  1686. the alcoves and enter the portal to finish.
  1687.  
  1688. GEM DETAILS -
  1689. Gem earned - Red
  1690. Gems required - N/A
  1691. Brio Bonus Round - Run and jump across the arrow box to bounce right away
  1692. from the TNT box and activate the TNT and run. On this
  1693. tall stack, start the countdown and wait a second then
  1694. drop down below, starting that countdown. The first one will
  1695. end so you can continue, use the arrow box up, and quickly
  1696. get to the portal. It's pretty tricky to get any of the
  1697. boxes here, so my main advice, as cowardly as it sounds,
  1698. is don't bother!
  1699. Tricky Crates - None really to speak of. The level is very hard to get the
  1700. Red Gem in though, so good luck!
  1701.  
  1702.  
  1703. ----------
  1704. Lights Out
  1705. ----------
  1706.  
  1707. HINT - Aku boxes light up this level. If you want to see a lot better, smash
  1708. every Aku crate you come across!
  1709.  
  1710. Get the Aku to light the place up and go over the gaps to the next Aku box.
  1711. Jump quickly across the hovering platforms to another Aku box and the
  1712. checkpoint.
  1713.  
  1714. CHECKPOINT
  1715.  
  1716. Take the moving platforms onward; it might get a bit dark at the end of the
  1717. second one but there's a platform before stable land, with another Aku crate
  1718. and a 1-Up waiting for you. Across a few more moving platforms until you reach
  1719. another Aku box to light up the place. You'll come across rats now, that you
  1720. can easily bounce across - get injured and your light goes, so watch how you
  1721. go!
  1722.  
  1723. CHECKPOINT
  1724.  
  1725. After the trio of rats is a moving platform. Another set of rats as you
  1726. take a left, then across the gap to an Aku and a 1-Up. Across the gap
  1727. and watch out for the swinging blade as you go across the passage and gaps.
  1728. There is a YELLOW GEM platform just as you cross the gap with the hovering
  1729. platform, allowing you more crates if you have it. Time yourself here; don't
  1730. worry about the light as you'll be able to see enough even if you take a lot
  1731. of time. Toward the end are a few platforms with blades going across, zip
  1732. across them just as they swung. There is one more blade to avoid before the
  1733. portal.
  1734.  
  1735. GEM DETAILS -
  1736. Gem earned - Purple
  1737. Gems required - Yellow
  1738. Tawna Bonus Round - N/A
  1739. Tricky Crates - There is a yellow gem platform soon after the checkpoint,
  1740. just after the blades. You'll be taken up, get an Aku and
  1741. the final three crates and an extra portal for an easy Purple
  1742. Gem.
  1743.  
  1744.  
  1745. -----------------------------------
  1746. Fumbling In the Dark (SECRET LEVEL)
  1747. -----------------------------------
  1748.  
  1749. HINT - As noted, this is a secret level leading from Lights Out. You can get
  1750. the Key by completing Cortex's Bonus Stage in Jaws of Darkness.
  1751.  
  1752. HINT 2 - Just like Lights Out, Aku boxes light up this level. If you want to
  1753. see a lot better, smash every Aku crate you come across!
  1754.  
  1755. Smash the Aku crate here then turn round. Jump through the archway and
  1756. land on one of the sides. There are a few Aku crates and a 1-Up here. There
  1757. are a few more crates further back also; it's easiest to get them by jumping
  1758. opposite from one side to the other through the archway. Once you get all
  1759. the crates, head back to the start. Jump the gaps and smash the Aku as you
  1760. wait for the moving platform. After a moving platform or two is stable land
  1761. with a floating platform in front of it; jump on to here when the moving
  1762. platform behind is approaching. Keep going around the corner and get the
  1763. Aku crate. Jump when the blade has passed and across the floating platforms.
  1764. Spin the rats and wait for the moving platform to come beyond the blade.
  1765. Wait by the Aku and spin it when the blades pass and move on. Spin the rats
  1766. as you land to get rid and watch the moving blades as you go over the
  1767. floating platforms.
  1768. CHECKPOINT
  1769.  
  1770. Smash the Aku crate. Jump from thin ledge to thin ledge before the blades,
  1771. and spin the spider as you pass through the archway. The next blade goes
  1772. over the stone ledge so pass that quickly, and spin the two spiders further
  1773. on. Get the Aku from the crate and past yet another blade. Wait for the spider
  1774. to fall off the edge before continuing, and watch out for the stone platforms
  1775. coming up as the blades go over them, so wait until they pass and zip over
  1776. them. There's a spider on the carpeted area beyond and use the spider to get
  1777. across the gap after the next Aku crate. A spider drops before the archway
  1778. with the two close blades - when they both pass, jump on the opposite side
  1779. to just pass them in time. Use the spider to reach the floating platform,
  1780. and the checkpoint crate.
  1781.  
  1782. CHECKPOINT
  1783.  
  1784. Jump the gap and spin the spider. Get the Aku and use the spider to bounce
  1785. across the gap. Round the corner and wait at the stone lines on the floor,
  1786. spin the rats as they come and continue. At this blade when the spider drops
  1787. jump across and bounce across another to the floating platform; if you wait
  1788. after the spider drops too long it'll retract, so wait if this happens for
  1789. it to come back down again. After another set of close blades bounce the three
  1790. spiders to the finishing portal. Phew!
  1791.  
  1792.  
  1793. GEM DETAILS -
  1794. Gem earned - White
  1795. Gems required - N/A
  1796. Tawna Bonus Round - N/A
  1797. Tricky Crates - From the start, jump back through the archway to the side
  1798. where you can find crates. There are a few more in the
  1799. archway back too.
  1800.  
  1801.  
  1802. ----------------
  1803. Jaws Of Darkness
  1804. ----------------
  1805.  
  1806. Smash the crates and spin the snake that comes from the hole. Across the
  1807. platform, take care of the spider and across the platforms onward. Wait for
  1808. the torch and at the moving platforms quickly get to the centre then go
  1809. north along the path. Smash the crates (Aku here), spin the snake from the
  1810. hole and stop between the columns to avoid the arrows. Wait for the torch
  1811. and head through the bat tunnel; wait at the start and then head through the
  1812. smashing slabs. At the end, wait a second for the nearest platform to appear in
  1813. view and jump across to it. Take the platforms across to the next area
  1814. and head south through the arrows and torches. There are no arrows at the
  1815. last set of columns, where you can then find the first Cortex symbol from the
  1816. tower of crates.
  1817.  
  1818. CHECKPOINT
  1819.  
  1820. Use the spider to get across to the next platform and smash the crates at the
  1821. corner to get the first Tawna symbol. Onward to the moving platform, and
  1822. go round to the right side, to the centre, then to the upper left and around
  1823. to the left side to avoid all the drops. Watch the snake from the hole and
  1824. across. If you have a BLUE GEM you can take a platform south of here to get
  1825. more crates (see the Tricky Crates section below). Continue north to a tunnel
  1826. (if you took the blue gem route you'll appear here anyway). At the first
  1827. set of slabs as soon as the coast is clear run to the crate in the centre;
  1828. too slow and you'll get crushed no problem. Pass the next one for the
  1829. checkpoint.
  1830.  
  1831. CHECKPOINT
  1832.  
  1833. Take the platforms to the next area and time the second set of arrows
  1834. correctly to make it across unscathed. JUMP the snake (otherwise you'll blow
  1835. the crates at the corner), the crates containing the second Cortex symbol.
  1836. Take the floating platforms round and at the far left corner you'll see some
  1837. fruit hanging from the left side; walk right across the secret platforms to
  1838. be taken to some more crates, with the third and final Cortex symbol (see
  1839. the Bonus Round below - do it and you'll get the second Key). Head back
  1840. across the secret walkway and right to get the second Tawna symbol from the
  1841. ? crate. Head across to the floating platform and wait a second on it for
  1842. the platform ahead to rise so you can reach the tunnel. The crate here as the
  1843. third and final Tawna symbol, so nab it (bonus round details below). Finally
  1844. at the slabs, the first set just rush across when you get the chance, and with
  1845. the final three get into the middle slab when it's open, then pass the last to
  1846. the portal. Phew!
  1847.  
  1848. GEM DETAILS -
  1849. Gem earned - White & Key
  1850. Gems required - Blue
  1851. Cortex Bonus Round - Bounce across the crates and bounce on the TNT to start
  1852. the count down. Wait a second or two then bounce on the
  1853. right crates so when it goes off it'll activate the
  1854. metal bridge below so you can continue. On this second set
  1855. just activate the first TNT and bounce across the rest of
  1856. the TNT to make it to the portal easier. You can wait
  1857. for the metal box to crate a bridge, but then there are
  1858. TNT boxes already making a way through, just take them.
  1859. Do this and you get the second (and final) Key!
  1860. Tawna Bonus Round - Head up the steps and smash the crates. Head along and
  1861. smash the bottom crate to set off TNT; run back to avoid
  1862. the explosion and continue. The next two sections are the
  1863. same - smash a normal crate or two to start the TNT
  1864. countdown, move back and then continue.
  1865. Tricky Crates - After the moving platforms soon after the checkpoint, you can
  1866. take a blue gem south to a group of crates. Get the spoils and
  1867. jump more blue crates south to a corner (spin the snake as you
  1868. land) and get the Aku. Continue left and get the 1-Up and
  1869. another Aku from the next corner. Continue north and round to
  1870. a mass of crates, continue to the next corner to find a tower
  1871. of crates; spin the normal one and quickly jump on top to get
  1872. the hidden crate above. Go right and bounce up the steps for
  1873. a 1-Up. Finally go right to come out just north of where you
  1874. left off.
  1875.  
  1876.  
  1877. ----------------
  1878. Castle Machinery
  1879. ----------------
  1880.  
  1881. If you have a GREEN GEM you can take that up the left passage. Otherwise
  1882. try desperately to jump to the portal, but fall down regardless. Head left
  1883. and pass the various robots; remember that the only ones you can destroy
  1884. are the land ones, the flying probes and so on cannot be touched, so just
  1885. get past them. Get to the steps and take the moving platforms up, being sure
  1886. to walk off to the next one before you get moved into the red hot pipes. Get
  1887. the Aku from the crate at the top and past the conveyor belts; drop down at the
  1888. end and wait for the probes to move out of the way before you drop down
  1889. further. Get over a few more red pipes over the last belt for the checkpoint.
  1890.  
  1891. CHECKPOINT
  1892.  
  1893. Pass the robot and take more moving platforms up again, noting to move well
  1894. in time from one to the other before getting hit by red pipes. Note on the
  1895. final one to walk toward the screen to get up to the above area. Get the Aku
  1896. and 1-Up from the crates and past the vents. The second set of vents go
  1897. more or less from furthest to nearest, so analyse the pattern and speed
  1898. across. Head across the platforms, drop down and bounce along the robots
  1899. on the hot pipes. Hold jump on the spring boards to get all the fruit, head up
  1900. another, past the crates and drop down. Watch out for the spring board at
  1901. the bottom of the steps (that'll take you into some hot pipes... ouch) and
  1902. take the spring boards up to the next area. Past a few robots, down some
  1903. steps to the next checkpoint.
  1904.  
  1905. CHECKPOINT
  1906.  
  1907. Jump across the pipes and drop down. To get across you need to bounce across
  1908. the row of crates, and if you fancy the gem, you need to smash all of these.
  1909. Get rid of most of the top layer (halfway) bounce to the start and across
  1910. again, and do the same with the second half before continuing. Head across
  1911. and up the platform. Wait here for the platforms to return and move left
  1912. and right (and jump if needed) to avoid the probes on the way to the top).
  1913. At the vents, as soon as one goes off go to there and continue along like that.
  1914. At the end is a moving platform over some pipes and another (use the robot to
  1915. get over the red pipe) and the portal.
  1916.  
  1917. GEM DETAILS -
  1918. Gem earned - White
  1919. Gems required - None (Green for spoils)
  1920. Tawna Bonus Round - N/A
  1921. Tricky Crates - There is a row of crates at the bottom of the level toward the
  1922. end that need bouncing across, do half of the top row and
  1923. bounce back, then do the same with the rest.
  1924.  
  1925.  
  1926. -----------
  1927. Nitrus Brio
  1928. -----------
  1929.  
  1930. He'll throw either green and red potions at you. The green ones become blobs
  1931. which must be jumped; if they are about to hit out mid jump then just spin
  1932. them, and destroying a blob takes a segment of his life bar way. When he
  1933. throws red potions (uses the same arm so watch out) they are explosives aimed
  1934. at you, so just run out of the way. Later you'll tackle more blobs, so just
  1935. run away and they'll sit there for a while, easy to jump. More explosives too,
  1936. I found running out the edge of the area the easiest way to escape. With three
  1937. segments of health left he'll turn into a Hulk like monster; jump on one of
  1938. the rocks that fall down and bounce on his head when he get close. Three
  1939. jumps and he's done for!
  1940.  
  1941.  
  1942. -------
  1943. The Lab
  1944. -------
  1945.  
  1946. Spin the metal box to open the door. Do the same again, however watch out as
  1947. floor opens up. Get the first Tawna symbol from the crate and get past the
  1948. electric currents. The next two metal boxes close the floor and open the
  1949. door (rhyme!) so spin both at the same time and bomb on through. Get the
  1950. second Tawna symbol from the crate and when the current ahead starts pulsing,
  1951. activate the metal crate and run across to the archway. Jump the gap and
  1952. watch out for the yellow blob that appears - easiest to jump over him
  1953. (spinning just makes you bounce off into the abyss to the sides). Get through
  1954. the next door and nab all the crates nearest, with a metal ! crate in the
  1955. centre. The other set has a TNT in the centre, so do not spin it! Jump on each
  1956. one, then activate the metal box and continue through the door.
  1957.  
  1958. Get the 1-Up, jump the gap and get the third and final Tawna symbol from the
  1959. crate (bonus round details below). Go through the next door and jump the gap.
  1960. When the Scientist stops pulsing spin him; do this over and over until he falls
  1961. down the edge behind. You can spin him when he gets back also, again when he's
  1962. not pulsing, so you shouldn't get pushed back if you keep on top of it. Spin
  1963. the two metal crates and speed through the door, and spin another for the
  1964. floor coming. Spin the next one and jump the yellow goo and jump the gap. When
  1965. the current starts going, move and spin so you get both the crates opposite in
  1966. the same spin and run across through the door. Jump the gap and watch out for
  1967. the Scientist - just run at him and spin him straight away, don't wait around
  1968. and use the checkpoint.
  1969.  
  1970. CHECKPOINT
  1971.  
  1972. Through the door. Run across when the floor is closed and activate on of the
  1973. TNTs, and run back. This will reveal a metal box for the door, so run back
  1974. across and head through. This bit requires some timing; activate the floor
  1975. when both the current and the Scientist are pulsing so when you get across
  1976. to the Scientist you can start spinning him. Otherwise he'll just jolt you
  1977. as you have no where to go. Push him into the hole behind, jump over and spin
  1978. both crates to continue. Here stand to the side for the yellow goo to jump
  1979. past, get in the centre, wait to the side again for the goo to miss you,
  1980. spin the crate and through the door. Get the two 1-Up crates. Wait in the
  1981. door way ahead for both the current to stop as the floor appears, and jump over
  1982. and open the next door. Jump across to the TNT when the current is gone,
  1983. and run across and jump to the portal to finish.
  1984.  
  1985. GEM DETAILS -
  1986. Gem earned - Yellow
  1987. Gems required - N/A
  1988. Tawna Bonus Round - Smash the crates here and use the bottom arrow box to
  1989. move around the side and get to the top of the arrow box
  1990. above where there's a 1-Up above it. There are a few more
  1991. crates to bounce over on the way to the portal.
  1992. Tricky Crates - N/A
  1993.  
  1994.  
  1995.  
  1996. --------------
  1997. The Great Hall
  1998. --------------
  1999.  
  2000. Not really a level per see - the portal is straight ahead of you. The more
  2001. gems you have got through out the game the further into the hall you can go,
  2002. as they create a path to the end where you can watch the secret ending.
  2003. You can do this as soon as you have 100% - not an easy task! Enter the
  2004. portal to lead on to the last boss.
  2005.  
  2006.  
  2007. --------------
  2008. Dr. Neo Cortex
  2009. --------------
  2010.  
  2011. This is it, the final battle! You are on the blimp and Cortex will fire
  2012. different projectiles from the air. There are three different types; purple,
  2013. green and blue. The purple ones are straight projectiles that fire at your
  2014. position, and just requires moving out of the way for. Green ones need
  2015. spinning, and injure Cortex. The blue projectles move from the side of the
  2016. screen and across to get in your way. Later in the battle you need several
  2017. green projectiles to synergize together (just spin all of them you come
  2018. across) in order to injure him, and the blue projectiles float up and
  2019. down across the screen. Note if you know he has fired two, expect another to
  2020. come from the other side of the screen, so be aware of this. With two segments
  2021. to go he will go trigger happy with purple projectiles, so dodge them all and
  2022. wait for the green. Do this again for one segment, which requires one green
  2023. straight away. Congrats you completed the game!
  2024.  
  2025. Now try and go for the 100% ending for the real challenge!
  2026.  
  2027.  
  2028.  
  2029. ===============================================================================
  2030. -------------
  2031. 4. BOSSES
  2032. -------------
  2033. ===============================================================================
  2034.  
  2035.  
  2036. ----------
  2037. Island One
  2038. ----------
  2039.  
  2040. Papu Papu
  2041. ---------
  2042. A pretty standard boss battle. Papu Papu will lay his stick down and spin
  2043. clockwise around on the ground. Jump the stick as it passes, and soon he
  2044. will stop at your position and swing vertically down on you. He'll resume
  2045. spinning again. To injure him, either wait until he's about to attack and
  2046. jump on him from behind, or you can do it when he's spinning around. Either
  2047. way be sure to jump on him from behind, otherwise you'll injured. After three
  2048. hits he's done for!
  2049.  
  2050.  
  2051. ----------
  2052. Island Two
  2053. ----------
  2054.  
  2055. Ripper Roo
  2056. ----------
  2057. Ripper Roo follows a pattern across the platforms, as seen below. Stay out of
  2058. his way by standing on one of the other platforms not marked with X on the
  2059. below ASCII diagrams; the injure him, jump on the BIG TNT crates that flow
  2060. down the river. Time each crate by waiting until he is two jumps away ie. for
  2061. pattern two, when he is on platform 5 (central) start the countdown of the
  2062. TNT crate at platform 8 (bottom central) so when he arrives, it explodes.
  2063. After injuring him he will move on to the next platform. As there are unlimited
  2064. crates just take your time here, and don't rush otherwise you'll get blown up
  2065. or fall into the drink.
  2066.  
  2067. 1 2 3
  2068. 4 5 6
  2069. 7 8 9
  2070.  
  2071. Pattern One - 7 5 9 ie. 1 2 3
  2072. 4 X 6
  2073. X 8 X
  2074.  
  2075. Pattern Two - 8 6 5 4 ie. 1 2 3
  2076. X X X
  2077. 7 X 9
  2078.  
  2079. Pattern Three - 2 6 8 4 ie. 1 X 3
  2080. X 5 X
  2081. 7 X 9
  2082.  
  2083.  
  2084. Koala Kong
  2085. ----------
  2086. This guy will throw rocks at you from behind the track. Spin as the rocks
  2087. approach you to destroy them. Now and again he'll throw a heavy rock;
  2088. spin this back at him to injure him. After four heavy rocks he's done for.
  2089. TNT crates occasionally appear to the sides which need to be moved away from,
  2090. and sometimes they will drop right next to you as you spin, meaning you'll
  2091. get injured without helping it. Bring an Aku to this boss if you can. Also,
  2092. sometimes the heavy rocks won't injure him due to a mine cart moving in his
  2093. path. You cannot do anything about this so just keep batting this heavy
  2094. rocks back to him until he is a dead Koala.
  2095.  
  2096.  
  2097. ------------
  2098. Island Three
  2099. ------------
  2100.  
  2101. Pinstripe
  2102. ---------
  2103. There are two chairs at either end of this room. Hiding behind these guard
  2104. you from his bullets. He will fire from either side and run over between
  2105. shots; at this point, run and spin him to injure him. After three hits he'll
  2106. then jump on to the table instead of running from either side. To injure him,
  2107. wait until his gun jams when he stands on the table, then jump and spin him.
  2108. After a few more hits, he's done for. The fact that you cannot be injured
  2109. while hiding behind the chairs makes this a pretty easy boss battle.
  2110.  
  2111.  
  2112. Nitrus Brio
  2113. -----------
  2114. He'll throw either green and red potions at you. The green ones become blobs
  2115. which must be jumped; if they are about to hit out mid jump then just spin
  2116. them, and destroying a blob takes a segment of his life bar way. When he
  2117. throws red potions (uses the same arm so watch out) they are explosives aimed
  2118. at you, so just run out of the way. Later you'll tackle more blobs, so just
  2119. run away and they'll sit there for a while, easy to jump. More explosives too,
  2120. I found running out the edge of the area the easiest way to escape. With three
  2121. segments of health left he'll turn into a Hulk like monster; jump on one of
  2122. the rocks that fall down and bounce on his head when he get close. Three
  2123. jumps and he's done for!
  2124.  
  2125.  
  2126. Dr. Neo Cortex
  2127. --------------
  2128. This is it, the final battle! You are on the blimp and Cortex will fire
  2129. different projectiles from the air. There are three different types; purple,
  2130. green and blue. The purple ones are straight projectiles that fire at your
  2131. position, and just requires moving out of the way for. Green ones need
  2132. spinning, and injure Cortex. The blue projectles move from the side of the
  2133. screen and across to get in your way. Later in the battle you need several
  2134. green projectiles to synergize together (just spin all of them you come
  2135. across) in order to injure him, and the blue projectiles float up and
  2136. down across the screen. Note if you know he has fired two, expect another to
  2137. come from the other side of the screen, so be aware of this. With two segments
  2138. to go he will go trigger happy with purple projectiles, so dodge them all and
  2139. wait for the green. Do this again for one segment, which requires one green
  2140. straight away. Congrats you completed the game!
  2141.  
  2142.  
  2143.  
  2144. ===============================================================================
  2145. ----------------------------
  2146. 5. 100% COMPLETION GUIDE
  2147. ----------------------------
  2148. ===============================================================================
  2149.  
  2150. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2151. 5.01. Gem Locations
  2152. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2153.  
  2154. This section breaks down each level and gem into different categories so you
  2155. know what to unlock, when you can do it and where.
  2156.  
  2157. --------------
  2158. Level By Level
  2159. --------------
  2160.  
  2161. ISLAND ONE -
  2162. N. Sanity Beach - White Gem Earned (None Required)
  2163. Jungle Rollers - White Gem Earned (Green Required)
  2164. The Great Gate - White Gem Earned (Yellow Required)
  2165. Boulders - White Gem Earned (None Required)
  2166. Upstream - White Gem Earned (Yellow Required)
  2167. Papu Papu - Boss Battle
  2168. Rolling Stones - White Gem Earned (Blue Required)
  2169. Hog Wild - White Gem Earned (None Required)
  2170. Native Fortress - White Gem Earned (Red Required)
  2171.  
  2172. ISLAND TWO -
  2173. Up The Creak - White Gem Earned (None Required)
  2174. Ripper Roo - Boss Battle
  2175. The Lost City - Green Gem Earned (None Required)
  2176. Temple Ruins - White Gem Earned (None Required)
  2177. Road To Nowhere - White Gem Earned (Red Required)
  2178. Boulder Dash - White Gem Earned (Purple Required)
  2179. Whole Hog (Secret) - White Gem Earned (None Required)
  2180. Sunset Vista - White Gem and Key 1 Earned (None Required)
  2181. Koala Kong - Boss Battle
  2182.  
  2183. ISLAND THREE -
  2184. Heavy Machinery - White Gem Earned (None Required)
  2185. Cortex Power - White Gem Earned (Blue Required)
  2186. Generator Room - Orange Gem Earned (None Required)
  2187. Toxic Waste - Blue Gem Earned (None Required)
  2188. Pinstripe - Boss Battle
  2189. The High Road - White Gem Earned (None Required)
  2190. Slippery Climb - Red Gem Earned (None Required)
  2191. Lights Out - Purple Gem Earned (Yellow Required)
  2192. Fumbling In the Dark (Secret) - White Gem Earned (None Required)
  2193. Jaws Of Darkness - White Gem Earned & Key 2 (Blue Required)
  2194. Castle Machinery - White Gem Earned (None Required)
  2195. Nitrus Brio - Boss Battle
  2196. The Lab - Yellow Gem Earned (None Required)
  2197. The Great Hall - Non Event
  2198. Dr. Neo Cortex - Final Boss Battle
  2199.  
  2200.  
  2201. ----------
  2202. Gem By Gem
  2203. ----------
  2204.  
  2205. NO GEMS REQUIRED -
  2206. N. Sanity Beach
  2207. Boulders
  2208. Hog Wild
  2209. Up The Creak
  2210. The Lost City
  2211. Temple Ruins
  2212. Whole Hog (Secret)
  2213. Sunset Vista
  2214. Heavy Machinery
  2215. Generator Room
  2216. Toxic Waste
  2217. The High Road
  2218. Slippery Climb
  2219. Fumbling In the Dark (Secret)
  2220. Castle Machinery
  2221. The Lab
  2222.  
  2223. GREEN GEM REQUIRED -
  2224. Jungle Rollers
  2225.  
  2226. ORANGE GEM REQUIRED -
  2227. N/A
  2228.  
  2229. BLUE GEM REQUIRED -
  2230. Rolling Stones
  2231. Cortex Power
  2232. Jaws Of Darkness
  2233.  
  2234. RED GEM REQUIRED -
  2235. Native Fortress
  2236. Road To Nowhere
  2237.  
  2238. PURPLE GEM REQUIRED -
  2239. Boulder Dash
  2240.  
  2241. YELLOW GEM REQUIRED -
  2242. The Great Gate
  2243. Upstream
  2244. Lights Out
  2245.  
  2246.  
  2247. ----------------------------
  2248. Colour Gem and Key Locations
  2249. ----------------------------
  2250.  
  2251. Green Gem - The Lost City
  2252. Orange Gem - Generator Room
  2253. Blue Gem - Toxic Waste
  2254. Red Gem - Slippery Climb
  2255. Purple Gem - Lights Out
  2256. Yellow Gem - The Lab
  2257.  
  2258. Key 1 - Sunset Vista
  2259. Key 2 - Jaws Of Darkness
  2260.  
  2261.  
  2262. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2263. 5.02. Checklist
  2264. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2265.  
  2266. Here are two checklists to track your Gem / Key progress, as well as one for
  2267. Bonus Stages. For best results, copy and paste this into a Word Processor
  2268. such as Word and edit the font etc for easier printing.
  2269.  
  2270. Level Gem Key
  2271. --------------------------------------------------------
  2272.  
  2273. ISLAND ONE -
  2274. N. Sanity Beach [ ]
  2275. Jungle Rollers [ ]
  2276. The Great Gate [ ]
  2277. Boulders [ ]
  2278. Upstream [ ]
  2279. Papu Papu
  2280. Rolling Stones [ ]
  2281. Hog Wild [ ]
  2282. Native Fortress [ ]
  2283.  
  2284. ISLAND TWO -
  2285. Up The Creak [ ]
  2286. Ripper Roo
  2287. The Lost City [ ]
  2288. Temple Ruins [ ]
  2289. Road To Nowhere [ ]
  2290. Boulder Dash [ ]
  2291. Whole Hog (Secret) [ ]
  2292. Sunset Vista [ ] [ ]
  2293. Koala Kong
  2294.  
  2295. ISLAND THREE -
  2296. Heavy Machinery [ ]
  2297. Cortex Power [ ]
  2298. Generator Room [ ]
  2299. Toxic Waste [ ]
  2300. Pinstripe
  2301. The High Road [ ]
  2302. Slippery Climb [ ]
  2303. Lights Out [ ]
  2304. Fumbling In the Dark (Secret) [ ]
  2305. Jaws Of Darkness [ ] [ ]
  2306. Castle Machinery [ ]
  2307. Nitrus Brio
  2308. The Lab [ ]
  2309. The Great Hall
  2310. Dr. Neo Cortex
  2311.  
  2312.  
  2313. Level Tawna Brio Cortex
  2314. --------------------------------------------------------------
  2315.  
  2316. ISLAND ONE -
  2317. N. Sanity Beach
  2318. Jungle Rollers [ ]
  2319. The Great Gate [ ]
  2320. Boulders
  2321. Upstream [ ]
  2322. Papu Papu
  2323. Rolling Stones [ ]
  2324. Hog Wild
  2325. Native Fortress [ ]
  2326.  
  2327. ISLAND TWO -
  2328. Up The Creak [ ]
  2329. Ripper Roo
  2330. The Lost City [ ] [ ]
  2331. Temple Ruins
  2332. Road To Nowhere [ ]
  2333. Boulder Dash
  2334. Whole Hog (Secret)
  2335. Sunset Vista [ ] [ ]
  2336. Koala Kong
  2337.  
  2338. ISLAND THREE -
  2339. Heavy Machinery [ ]
  2340. Cortex Power
  2341. Generator Room [ ]
  2342. Toxic Waste [ ]
  2343. Pinstripe
  2344. The High Road [ ]
  2345. Slippery Climb [ ]
  2346. Lights Out
  2347. Fumbling In the Dark (Secret)
  2348. Jaws Of Darkness [ ] [ ]
  2349. Castle Machinery
  2350. Nitrus Brio
  2351. The Lab [ ]
  2352. The Great Hall
  2353. Dr. Neo Cortex
  2354.  
  2355.  
  2356.  
  2357. ===============================================================================
  2358. -------------------
  2359. 6. BONUS ROUNDS
  2360. -------------------
  2361. ===============================================================================
  2362.  
  2363. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2364. 6.01. Tawna Bonus Rounds
  2365. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2366.  
  2367. These bonus rounds not only allows you to save (a treat in this game) but also
  2368. gives you the chance for more fruit and 1-Ups.
  2369.  
  2370. ----------
  2371. Island One
  2372. ----------
  2373.  
  2374. Jungle Rollers - Head right and take out the crate. Over the gap for several
  2375. crates containing a 1-Up and the portal.
  2376.  
  2377. The Great Gate - Go right and jump in the centre of the two wooden crates in
  2378. the air until they are both destroyed, where you'll land on a
  2379. TNT crate. Bounce away right and over the gap to get some
  2380. distance. Jump on the arrow crate to create the next platform
  2381. and be sure to spin the arrow away before continuing. Jump on
  2382. the first crate, then the 1-Up crate to the right, and hold
  2383. jump as you bounce the three lower wooden crates to get air
  2384. giving you enough time from one to the next. Up the steps and
  2385. destroy the two 1-Up crates to finish here.
  2386.  
  2387.  
  2388. Upstream - Level off the crates by spinning and take out those in the
  2389. ground by jumping off them. Jump to destroy the two central
  2390. ? crates before more stacks of crates afterward, with two 1-Up
  2391. crates before the portal.
  2392.  
  2393.  
  2394. Rolling Stones - This consists mainly of crate bridges which need to be jumped
  2395. from crate to crate in order to destroy them all. Just take
  2396. time and hold Jump in order to get more time in the air to
  2397. land safely. At the end either try and jump between the crates
  2398. to quickly destroy them, otherwise spin them if you cannot be
  2399. bothered with the fruit inside.
  2400.  
  2401.  
  2402. Native Fortress - Jump on the crate to get across and use the arrow crate to
  2403. get a 1-Up in the air. There are two more crates to jump
  2404. smash on the way across to the portal.
  2405.  
  2406.  
  2407. ----------
  2408. Island Two
  2409. ----------
  2410.  
  2411. Up The Creak - Use the metal arrow box to smash the lower tier of crates then
  2412. jump smash across each crate going right. You cannot see Crash
  2413. but tapping right a few times should give you the distance you
  2414. need, plus you can just about see his position via the shadow.
  2415. There is another stack before the portal, with a multi fruit
  2416. crate in the centre. Be patient when getting all these creates.
  2417. Two 1-Up crates greet you at the end also!
  2418.  
  2419.  
  2420. The Lost City - Bounce from crate to crate until you get the tunnel of
  2421. crates; unless you know exactly what you are doing, don't
  2422. bother getting all of these as it's too hard, chances are
  2423. you'll just fall down below after destroying the bottom
  2424. set. Another line of crates follows, with two 1-Ups
  2425. at the end too.
  2426.  
  2427.  
  2428. Road To Nowhere - Jump and spin on the descent to get the block jumping. Jump
  2429. through it to the next section. Here, purposely start the
  2430. countdown on the TNT on the left side and stand on the
  2431. block above the arrow to trigger a chain reaction so it
  2432. starts bouncing, enough so you can continue. Spin the centre
  2433. of the crate and get the two 1-Ups before the portal and
  2434. finish!
  2435.  
  2436.  
  2437. Sunset Vista - Head up and right to the row of crates. Jump and bounce
  2438. from left to right, then right to left for the second row
  2439. and back right for the last row. You'll bounce a TNT crate
  2440. as you land, but you'll have more than enough time to run
  2441. right to the portal.
  2442.  
  2443.  
  2444. ------------
  2445. Island Three
  2446. ------------
  2447.  
  2448. Heavy Machinery - Just bounce along the boxes to the end. If you want the
  2449. ? crates underneath then smash the top ones before going
  2450. below. The ? crate in the centre has a 1-Up if you want to
  2451. burrow down and get it. Keep bouncing right to the portal.
  2452.  
  2453.  
  2454. Generator Room - You need to bounce from crate to crate to the portal.
  2455. You can almost see a shadow if it helps, and if you want
  2456. to rush hold jump as skip a crate on each bounce.
  2457.  
  2458.  
  2459. Toxic Waste - Avoid setting off a TNT countdown, otherwise you'll have to
  2460. rush straight to the end. There are only a few crates
  2461. here anyway if you do so.
  2462.  
  2463.  
  2464. The High Road - Go right and spin the central crate to get a 1-Up, and
  2465. continue before the TNT goes off. Up the steps, and if you
  2466. fancy the ? crates below then smash through the top layer
  2467. and bounce along the bottom. Although to be honest,
  2468. it's pretty tough for the spoils are pretty tasty if you
  2469. want them (a mix of 1-Ups and fruit). An additional two
  2470. 1-Up crates are at the end.
  2471.  
  2472.  
  2473. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2474. 6.02. Brio Bonus Rounds
  2475. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2476.  
  2477. These bonus rounds simply get you more fruit and 1-Ups.
  2478.  
  2479. ----------
  2480. Island Two
  2481. ----------
  2482.  
  2483. The Lost City - Run and jump across to the second tier of crates and bounce
  2484. out. If you don't make it then quickly jump and spin the
  2485. one above and continue right. The next set jump up and
  2486. drop the upper levels and escape right. There are two 1-Up
  2487. crates to jump bounce before the portal.
  2488.  
  2489.  
  2490. ------------
  2491. Island Three
  2492. ------------
  2493.  
  2494. Heavy Machinery - Bounce along the crates here to the metal ! crate at the
  2495. end. This will create another line of crates going back
  2496. left, taking you to another metal ! crate that creates
  2497. another path to the portal. Just watch where you bouncing,
  2498. and hold jump to ensure you get more height on the bounces.
  2499.  
  2500.  
  2501. Slippery Climb - Run and jump across the arrow box to bounce right away
  2502. from the TNT box and activate the TNT and run. On this
  2503. tall stack, start the countdown and wait a second then
  2504. drop down below, starting that countdown. The first one will
  2505. end so you can continue, use the arrow box up, and quickly
  2506. get to the portal. It's pretty tricky to get any of the
  2507. boxes here, so my main advice, as cowardly as it sounds,
  2508. is don't bother!
  2509.  
  2510.  
  2511. Jaws Of Darkness - Head up the steps and smash the crates. Head along and
  2512. smash the bottom crate to set off TNT; run back to avoid
  2513. the explosion and continue. The next two sections are the
  2514. same - smash a normal crate or two to start the TNT
  2515. countdown, move back and then continue.
  2516.  
  2517.  
  2518. The Lab - Smash the crates here and use the bottom arrow box to move around the
  2519. side and get to the top of the arrow box above where there's a 1-Up
  2520. above it. There are a few more crates to bounce over on the way to
  2521. the portal.
  2522.  
  2523.  
  2524. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2525. 6.03. Cortex Bonus Rounds
  2526. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  2527.  
  2528. These Bonus Rounds earn you Keys to access the game's two secret levels.
  2529.  
  2530. ----------
  2531. Island Two
  2532. ----------
  2533.  
  2534. Sunset Vista - Jump right onto the line of TNT crates. Run right quickly
  2535. and jump and dash away the line of normal crates, so
  2536. you can leap on top and across right to escape. You have
  2537. to do this again now but the stack of crates is higher,
  2538. so act quicker. If you make it then you get a Key!
  2539.  
  2540.  
  2541. ------------
  2542. Island Three
  2543. ------------
  2544.  
  2545. Jaws Of Darkness - Bounce across the crates and bounce on the TNT to start
  2546. the count down. Wait a second or two then bounce on the
  2547. right crates so when it goes off it'll activate the
  2548. metal bridge below so you can continue. On this second set
  2549. just activate the first TNT and bounce across the rest of
  2550. the TNT to make it to the portal easier. You can wait
  2551. for the metal box to crate a bridge, but then there are
  2552. TNT boxes already making a way through, just take them.
  2553.  
  2554.  
  2555.  
  2556. ===============================================================================
  2557. --------------
  2558. 7. SECRETS
  2559. --------------
  2560. ===============================================================================
  2561.  
  2562. ------------------------
  2563. 100% Completion Password
  2564. ------------------------
  2565.  
  2566. Enter the following in the title screen password entry to unlock everything
  2567. in the game -
  2568.  
  2569. TTTTXSTT
  2570. TTSXTOTT
  2571. TOSTXXXX
  2572.  
  2573. T = Triangle
  2574. S = Square
  2575. X = Cross
  2576. O = Circle
  2577. ...obviously.
  2578.  
  2579.  
  2580. ----------------
  2581. Alternate Ending
  2582. ----------------
  2583.  
  2584. Get all the gems (100% completion) and go to the Great Hall. Use the gems to
  2585. get to the very end of the hall to unlock the alternate ending. If you cannot
  2586. be bothered with getting the gems, whether that be laziness or frustration,
  2587. then use the above code to view it.
  2588.  
  2589.  
  2590.  
  2591. ===============================================================================
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement