Crash Bandicoot: N. Brio's Revenge - Levels


 * A detailed list of all the levels that appear in my fictional Crash game - Crash Bandicoot: N. Brio's Revenge - the types of levels from existing Crash games they are based on, and the inspiration that I used for the level concepts.

Turtle Rainforest - Level 1
This level is based on the Jungle levels in Crash Bandicoot 2: Cortex Strikes Back. As a result, all the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Armadillos, Cyborg Razor Turtles, Cyborg Vultures, Moles, and Spiked Cyborg Turtles. Ostriches also appear in the secret area of this level, though they are harmless and thus aren't considered to be real enemies.

This level is very similar to Turtle Woods in appearance, except that it doesn't feature any clouds or rain. It also features a split path, like in The Pits. Even though it contains enemies and obstacles that were introduced in the Cortex Strikes Back levels 'Turtle Woods' and 'The Pits', one can argue that this level is a continuation of the Intro level from the second game, whilst combining all the enemies and obstacles that appeared in all the jungle levels of the second game.

I have always been curious to know where the 'Intro' level from the second game would have led to, had Doctor Neo Cortex not sent Crash Bandicoot to the first warp room of the second game. Taking the bonus round of this level is required in order to get the 100% ending.

Hammock Canopy - Level 2
This level is based on the Native Village Wall levels in Crash Bandicoot. As a result, most of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Flaming Torches, Moving Spiked Pillars, Shield Natives, Small Venus Fly Trap, and Spotted Turtles.

The Cyborg Rolling Monkeys from the Ruins levels in Crash Bandicoot 2: Cortex Strikes Back also appear, instead of the regular Rolling Monkeys from Crash Bandicoot.

Taking the death route and obtaining the blue gem from this level is required in order to get the 100% ending. To get the blue gem, the player must find a secret entrance to this level which can be found in the level 'Hydro Mines' which cannot be entered until the fourth warp room is open.

One of the reasons why the death route cannot be entered until much later in the game is due to the fact that some parts of the death route cannot be completed unless the player has the Double Jump and Death Tornado Spin power ups. Because only Crash can enter 'Hydro Mines', only he can enter the death route in this level.

Whirl Pools - Level 3
This level is based on the Jet-Ski levels in Crash Bandicoot 3: Warped. As a result, all of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Bombs, Cannon Balls, Pirate Lab Assistants, Sailor Lab Assistants, Seagulls, and White Sharks.

The Whirlpools from the Stream levels in Crash Bandicoot 2: Cortex Strikes Back also appear in this level. Coco Bandicoot must use her Jet-Ski to avoid them, similar to how Crash Bandicoot must use his Jet Board to avoid them in the Stream levels of Cortex Strikes Back.

This level can only be entered as Coco. This means that once the crystal in this level has been retrieved, the player cannot reenter the level as Crash, Crunch Bandicoot, or Tawna Bandicoot.

Snow Falls - Level 4
This level is based on the Snow levels in Crash Bandicoot 2: Cortex Strikes Back. As a result, many of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Icicles, Log Crushers, Penguins, Rock Crushers, Rolling Stones, and Seals.

Only one of the enemies from the snow levels in Cortex Strikes Back - Porcupines - don't appear in this level. Instead a new type of enemy - Echidnas - appear. Though the Echidnas function the same way the Porcupines did in Cortex Strikes Back.

The first penguin that appears in each segment of the level is Penta Penguin, as shown by the scarf that he is wearing to distinguish him from the other penguins. However his behaviour is identical to the other penguins.

Boulder Ruin - Level 5
This level is based on the Chase levels in Crash Bandicoot. As a result, all of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Boulders, Purple Venus Fly Traps, Red Venus Fly Traps, Wooden Fences, and Wooden Posts.

In addition to the purple Venus Fly Traps appearing in the bonus round of this level, like in Boulder Dash, a few red Venus Fly Traps stand on certain areas of the main route on either edge of the path and will try to eat Crash if he doesn't run past them quickly enough. While Crash can spin attack them, it isn't recommended as it will increase his chances of getting squashed by the boulders. Taking the bonus round of this level is required in order to get the 100% ending.

Snouter Pig - Boss 1
This is the first boss fight of the game where Crash Bandicoot faces Snouter Pig for the first time. The boss fight takes place inside an old barnyard shed. It is a fairly straightforward boss battle. Crash will stand on a platform made out of hay. Snouter will also stand on a hay platform on the other side of the centre of the shed. Snouter will start to throw hay bales at Crash, which Crash must dodge to avoid getting killed.

Snouter isn't the strongest or the fittest of Doctor Nitrus Brio's henchmen, so this hay bale throwing pattern will eventually get Snouter and his arms fatigued. When this happens, his throwing will start to get slower and weaker. And when this happens, Crash will be able to spin a hay bale back at Snouter, though Crash can still die if a hay bale touches him without him spinning it, regardless of how weak the hay bale is thrown.

The hay bales always disintegrate if Crash dodges them as they hit the side of the shed next to Crash and vanish. Once Crash has spun a hay bale back at Snouter, he will need to repeat the same strategy another two times. When Crash has spun a hay bale back at Snouter for the third time, he will be defeated.

Like all boss fights in this game, save for N. Trance's boss fight, this boss fight can only be entered as Crash. This means that once the next warp room is unlocked, the player will not be able to reenter the boss fight as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

After Crash has defeated Snouter, in addition to opening the next warp room, he will also be awarded the Super Charged Body Slam power up. Aku Aku will inform Crash about the power up that he has has just obtained after congratulating him for defeating Snouter and getting the boss key required to unlock the next warp room.

Toad City - Level 6
This level is based on the Medieval levels in Crash Bandicoot 3: Warped. As a result, all of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Giant Lab Assistants, Frogs, Goats, Knight Lab Assistants, Wizard Lab Assistants. Taking the bonus round of this level is required in order to get the 100% ending.

This is the first level in the game to feature the Super Charged Body Slam power up which replaces the less powerful - but otherwise identical - regular body slam. The differences being that the Super Charged Body Slam power up increases the radius of Crash's belly flopping from two to three crates in distance. It is also the first level in the game to feature Locked Crates which can only be broken by belly flopping.

Jungle Rock - Level 7
This level is based on the Jungle levels in Crash Bandicoot. As a result, all of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Rolling Stones, Red Venus Fly Traps, Skunks, and Spotted Turtles.

Taking the bonus round of this level and obtaining the yellow gem is required in order to get the 100% ending. To get the yellow gem, the player must find a secret entrance to this level which can be found in the level 'Crunch Munch' which cannot be entered until the fifth warp room is open.

One of the reasons why the death route cannot be entered until much later in the game is due to the fact that some parts of the death route cannot be completed unless the player has the Double Jump, Death Tornado Spin, and Fruit Bazooka power ups.

Muscle Bound Court - Level 8
This level isn't based on any of the levels from the previous games. While it does take place in what appears to be Roman Coliseum, similar to Tiny Tiger's boss fight from Crash Bandicoot 3: Warped, it is otherwise an original concept.

The enemies featured in this level include Elephants which were going to appear in the Chase/Jeep/Jungle level Jungle Rumble in Crash Bandicoot: The Wrath of Cortex but were cut. Lions which appeared during Tiny's boss fight from Warped. Parrots which appeared in the Volcano level Crash and Burn from The Wrath of Cortex. Warthogs which appeared in the Bridge levels of Crash Bandicoot. And a new type of enemy - Pitchfork Lab Assistants.

This level is played with Crunch Bandicoot. Instead of spin attacking his enemies, Crunch uses his fist to punch them. Unlike Crash and Coco who both die if they spin attack enemies like the Spiked Cyborg Turtles, Crunch can defeat any kind of enemy with his fist, except for the Parrots. However he is still vulnerable if he tries to jump on enemies with deadly topsides. On top of that, he will die if he tries to run into any enemy with any part of his body that's not his fist or his feet.

While Crunch is able to kill the Elephants, because of their size, they require three punches to kill. The Lions and Warthogs can be killed with one punch. Similar to their appearance in The Wrath of Cortex, the Parrots cannot be defeated with bare hands. The Pitchfork Lab Assistants swing their pitchforks forwards with one hand. Crunch will die if the pitchfork touches him unless he uses his punch attack at the same time.

Swamp Ruin - Level 9
This level is based on the Prehistoric levels in Crash Bandicoot 3: Warped. As a result, most of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Bandifish, Lava, Mini Volcanoes, Pterodactyls, and Wave Lab Assistants.

The biggest difference is that this level does not feature a Triceratops and is thus not a chase level. So the player can take as much time as they need to complete the level. But there are more of the other enemies, such as the Bandifish, Pterodactyls, and Wave Lab Assistants to add some difficulty in the Triceratops' absence. Taking the bonus round of this level is required in order to get the 100% ending.

Clockwork Trance - Level 10
This level is loosely inspired by the Cortex Castle track from CTR: Crash Team Racing and the Clockwork Wumpa race track from Crash Nitro Kart, except that it isn't a race track, nor does it feature any gears or speed pads. Some of the obstacles are also different.

The enemies and obstacles featured in this level include Beaker-Throwing Lab Assistants from the Castle Exterior and Castle Interior levels of Crash Bandicoot. Lava and Trapdoors from the 'Clockwork Wumpa' race track from CNK. Retracting Steps from the Castle Exterior levels of Crash Bandicoot. Spiders from the Dark Temple and Dark Hallway levels of Crash Bandicoot, and the 'Cortex Castle' race track from CTR. And Swinging Blades from the Dark Hallway levels of Crash Bandicoot.

Unlike the trapdoors in 'Clockwork Wumpa', these trapdoors activate automatically, instead of being activated using an Activation Crate. While it is not easy to fall off the edge of either side of the path accidentally, Crash will die if he does this. This level seems to take place inside the castle from the first Crash Bandicoot game, even though unlike the first game, Cortex is not featured as the main antagonist of this game, as he only makes a brief appearance in the game's intro cutscene.

Doctor N. Trance - Boss 2
This is the second boss fight of the game where Coco Bandicoot faces N. Trance. Though this wouldn't be the first game that features N. Trance as a boss, it would be the first game in which Coco faces him. Though the overall concept of the battle is considered to be original, it does bear some similarities to boss battles from previous games, notably Doctor Neo Cortex's boss fights from Crash Bandicoot 2: Cortex Strikes Back and Crash Bandicoot 3: Warped, Nitros Oxide's boss fight from Crash Bash, Doctor N. Gin's boss fight from Crash Bandicoot XS: The Huge Adventure, and N. Trance's boss fight from Crash Bandicoot 2: N-Tranced.

The boss fight takes place in Hyperspace. It is considered to be a tougher boss battle than Snouter Pig and Loxy Fox's boss battles. N. Trance uses his unused outfit that was originally going to appear in N-Tranced but was scrapped for unknown reasons. Coco is using her jet pack and must avoid various asteroids and mines. If Coco hits any of the asteroids or mines, she will lose a life. Coco will also need to watch out for any attacks that N. Trance tries to pull. Since N. Trance wears a force field as a shield, Coco cannot shoot him until the force field goes down.

N. Trance's attacks are the same as the ones he had in the second half of his original boss fight - laser projectiles. Once Coco has avoided hitting the asteroids and mines, while dodging N. Trance's laser projectiles, his force field will go down and Coco will be able to shoot at him and take off one of his hit points. This same strategy must be repeated four more times to defeat N. Trance. Though the number of asteroids and mines that Coco must avoid will increase or become harder to avoid every time one of N. Trance's hit points is lost. Or his attacks will become harder to avoid.

Unlike the other boss fights that can only be entered as Crash, N. Trance's boss fight can only be entered as Coco. This means that once the next warp room is unlocked, the player will not be able to reenter the boss fight as Crash, Crunch Bandicoot, or Tawna Bandicoot.

Fly Trap of Venus - Level 11
This level is loosely inspired by the cut waterfall level from Crash Bandicoot, though it also features elements from the Beach part of the N. Sanity Beach level from Crash Bandicoot. The beginning of this level is fairly similar to the beginning of 'N. Sanity Beach' in appearance, except that instead of a stone wall at the end of the path, the level will transition into a side scrolling level similar to the cut waterfall level from Crash Bandicoot, except that it features a sandy path going uphill in zig zags. In some parts of the level, Crash will need to run up the path quickly to avoid sliding off the end. The rotating platforms found in the cut waterfall level from Crash Bandicoot appear in this level.

This level features several enemies and obstacles - most of which appear in 'N. Sanity Beach' and/or the cut waterfall level from Crash Bandicoot. These enemies and obstacles are Crabs, Hyenas, Red Venus Fly Traps, Retracting Steps, Skunks, and Water. In certain parts of the level, Crash will need to jump over parts of the waterfall to the path on the other side. He will of course be pushed off the edge of the waterfall if he falls in. Some parts of the level feature stone platforms similar to Ripper Roo's boss fight from Crash Bandicoot. The level also features Iron Arrow Crates in certain areas which Crash will need to jump on to get to the next bit of path.

Since this level is called 'Fly Trap of Venus', it features a number of Venus Fly Traps. It also features several TNT Crates. Despite being titled 'Fly Trap of Venus', this level doesn't actually take place on the planet Venus. As it is named solely as a pun on the fact that there are Venus Fly Traps appearing as common enemies in the level. While I could have made it so the level did take place on Venus, it wouldn't have made much sense, given that none of the enemies and obstacles found in this level would have existed on Venus.

Sky Swings - Level 12
The majority of this level does not resemble any of the levels from the previous games. The majority of this level features Crash riding inside chairlift sky swings, based on the Rotorua Skyline chairlift sky swing. Crash rides the sky swings over a grassy area in New Zealand with a forest which is based on the area next to the Rotorua Skyline. While it is impossible to bring the sky swings to a complete stop, using the down button will slow down the speed of the sky swings until the down button is released. While using the up button will speed up the sky swings.

At the beginning of the level, Crash does not automatically appear strapped in the chairlift of the first sky swing. He starts off on a path directly behind the chairlift. In order to get in the chairlift, Crash has to go down the very short path and jump on top of the chairlift. The game will do the rest of the work, automatically strapping Crash to the chairlift so the level can start. While there are Checkpoint Crates in the level, it is otherwise impossible to backtrack once you have crossed certain parts of the level, which makes it important to ensure that you have collected all the Wumpa Fruit for a 100%.

Despite the level being an entirely new concept for the most part, all of the enemies and obstacles in this level are taken from levels of previous games. These enemies and obstacles include Bats from the Ancient Ruins and Dark Temple levels of Crash Bandicoot. Cyborg Vultures from the Jungle levels of Crash Bandicoot 2: Cortex Strikes Back, though they are light brown in this level instead of pink, to resemble their non-cyborg counterparts from the Castle Exterior levels of Crash Bandicoot. Fireballs and Space Lab Assistants from the Jet Pack levels of Cortex Strikes Back. Grey Spiked Saucers and Holo-Projectors from the Factory and Powering Station levels of Crash Bandicoot. And Spiked Swings from the Thunder Struck race track from Crash Nitro Kart.

The sky swings do not protect Crash from any of these enemies, and he will die if he touches any of them. Therefore it is necessary to use the left and right buttons to dodge them, unless Crash has an Aku Aku mask. There are tiny platforms that appear in the sky and each time a sky swing reaches the end of the line, the sky swing will come to a complete stop. Crash must use the X button to jump out of the chairlift on to the platform, and on top of the chairlift of the next sky swing.

Near the end of the level, Crash will get out of the last sky swing on to a path which resembles the Hot Air Skyway race track from CTR: Crash Team Racing. This is the only part of the level not to be inspired by New Zealand, although it is still technically part of New Zealand, being part of the level and all, and is merely a clone of the 'Hot Air Skyway' track from CTR. Similar to how most of the CNK race tracks have some resemblance to the tracks from CTR despite being in different locations.

Once Crash has gotten out of the last sky swing, he must continue down the curved path and avoid the Spiked Swings - which only appear in this part of the level - to get to the end of the level. While the Spiked Swings are not difficult to avoid, the player must get the boxes underneath the swings in order to get the 100% ending. This level can only be entered as Crash. This means that once the crystal in this level has been retrieved, the player cannot reenter the level as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

Chaos Crumble - Level 13
This level is loosely inspired by the Pura/China levels from Crash Bandicoot 3: Warped, except that unlike the levels from Warped, this is just a China level, meaning that it does not feature Pura, and is thus not considered a riding level. Also this level is not played as Coco. Instead it is played as Crash. I wanted to picture what a China level would be like if it wasn't a Pura riding level.

All the enemies and obstacles that appeared in the Pura/China levels of Warped make a comeback in this level. These enemies and obstacles are Brick Basket Lab Assistants, Chinese Dragons, Oriental Lab Assistants, and Rolling Barrels. The Cranes from the Oriental levels of Crash Bandicoot: The Wrath of Cortex also appear in this level. Much like Midnight Run in Warped, this level takes place at night.

It features a new type of hazard - Crumbling Bricks. Various parts of the Great Wall of China will collapse if Crash steps on them, forcing Crash to keep moving to avoid falling with the collapsing bridge. This is especially evident during the parts with the Chinese Dragons, forcing Crash to jump over them as they move. Since this is not a riding level, it won't be possible for Crash to run fast enough to avoid the Chinese Dragons. While there are Checkpoint Crates in the level, it is otherwise impossible to backtrack once you have crossed certain parts of the level, which makes it important to ensure that you have collected all the Wumpa Fruit for a 100%.

Prurpel Lors - Level 14
This is one of the few levels of this game that does not resemble any of the levels from the previous games. It takes place in the Himalayan Mountains which are purple in colour with snow on their tops. There is a purple path that Crash must travel on that runs between the mountains. In addition to the snow mountains, there is also some lush areas, along with a shallow stream which Crash can walk in through, and some trees.

Only one of the enemies from the previous games - Skiing Lab Assistants - appear in this level. The rest of the enemies are new, which include Bharals, Giant Pandas, Snow Leopards, Wild Goats, and Wild Yaks. I browsed the Internet specifically for animals that lived in the Himalayan Mountains.

The level was originally called 'Prurple Lors' but I changed it to 'Prurpel' to avoid people mistaking it as a typo of 'Purple'. It was in fact a deliberate misspelling, as well as the pronunciation being 'Prurple'. I can't remember where the 'Lors' part comes from.

Taking the bonus round and the death route which obtains the purple gem in this level is required in order to get the 100% ending. To get the purple gem, the player must find a secret entrance to this level which can be found in the next level 'Dawn to Dusk'.

This is the first level in the game that cannot be completed without the Double Jump power up. Before the level, Aku Aku will inform Crash about the power up that he will obtain at the start of the level. However he will need to complete the level and recover the crystal in order to use the Double Jump power up in all other levels.

Dawn of Dusk - Level 15
This level is loosely inspired by the Arabian levels from Crash Bandicoot 3: Warped, though the level is played as Tawna Bandicoot instead of Crash. All the enemies and obstacles that appeared in the Arabian levels of Warped make a comeback in this level. These enemies and obstacles are Arsonists, Blade Throwing Lab Assistants, Fires, Genie Lab Assistants, Monkeys with Jars, Scorpions, and Slashing Scimitar Lab Assistants.

While the level mostly takes place at night, at the beginning of the level if you look closely, you can see what appears to be the sun setting. At the end of the level if you look closely, you can see what appears to be the sun rising. Though the sun does not move continuously throughout the entire level. The sunset fades into the night once Tawna has gotten through the beginning of the level, though backtracking will result in the sunset appearing again. Once Tawna has gotten close to the end of the level, the sunrise will slowly come into view. Backtracking from the end of the level will cause the sunrise to fade.

This level is a little different from the Arabian levels from Warped, though it obviously still takes place on the rooftops of an old Saudi Arabian city reminiscent of the Arabian Nights. There are more bouncy awnings and slightly more magic carpets in this level, making the level bear a passing resemblance to the Native Village Wall levels from Crash Bandicoot, so thus the level does not remotely resemble a Warped level.

While Tawna has the same attacks as Crash, playing as her may take a bit of getting used to. This is because she is taller than Crash and Coco, and while the controls are the same, playing as her may feel a little different. Taking the bonus round of this level is required in order to get the 100% ending. This is the only level in the game to be played as Tawna with a bonus round. The secret entrance to the death route in 'Prurpel Lors' can be found in this level.

This is the second level in the game that cannot be completed without the Double Jump power up. If the player has not already completed 'Prurpel Lors', Aku Aku will inform Tawna about the power up that she will obtain at the start of the level, instead of informing Crash about the power up at the start of 'Prurpel Lors'. However she will need to complete the level and recover the crystal in order to use the Double Jump power up in all other levels.

Loxy Fox - Boss 3
This is the third boss fight of the game where Crash Bandicoot faces Loxy Fox for the first time. This is another fairly simple boss battle, though it is slightly more complicated than Snouter's boss battle. The boss battle takes place in the Arctic, and is surrounded by water. There are several platforms of snow and ice. One of the largest platforms is occupied by Loxy, and the other largest platform is occupied by Crash.

The battle starts with Loxy throwing an axe at Crash which acts like a boomerang. It follows Crash wherever he goes, and Crash will need to dodge, jump, crouch, or double jump to avoid it. He will need to try to make his way by double jumping on each of the smaller platforms without falling into the water, whilst avoiding the axe as it follows Crash. Once Crash has made it to the platform where Loxy is standing, he will have a maximum of two seconds to spin attack Loxy.

If Crash has not done this by that time, he will either be attacked by Loxy's bare hands, or the axe will come back and hit Crash. Once Loxy has been attacked once, the axe will soar over Crash's head and hit Loxy, taking off one of his hit points. When Loxy recovers, he will grab his axe and jump from platform to platform until he is standing on the large platform at the other end. The battle will then continue, and Crash must repeat the same strategy another two times to defeat Loxy. Once Loxy is hit by his axe for the third time, he will be knocked to the ground unconscious.

Like all boss fights in this game, save for N. Trance's boss fight, this boss fight can only be entered as Crash. This means that once the next warp room is unlocked, the player will not be able to reenter the boss fight as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot. Crash will need to use the Double Jump power up for this boss fight, since the platforms are too far apart to jump over the water between them using the normal jump.

Blimp Limp - Level 16
This level is based on the Plane levels in Crash Bandicoot 3: Warped. As a result, all of the enemies and obstacles that appeared in those levels make a comeback in this level. These enemies and obstacles include Pilot Lab Assistants. 8 Blimps appear in this level and Coco Bandicoot must shoot them all down using her biplane to finish the level.

This level can only be entered as Coco. This means that once the crystal in this level has been retrieved, the player cannot reenter the level as Crash Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

Tornado Tumble - Level 17
This level is loosely inspired by the Flying/Farmland level Tornado Alley from Crash Bandicoot: The Wrath of Cortex, though unlike 'Tornado Alley', this is just a Farmland level, meaning that it does not feature a glider, and is thus not considered a flying level. I wanted to picture what a level inspired by 'Tornado Alley' would be like if it wasn't a flying level.

Several enemies and obstacles from previous games make a comeback in this level. These enemies and obstacles include Cows from Crash Tag Team Racing. Pigs which were going to appear in Crash Twinsanity but were cut. Sheep from certain minigames in Crash Bandicoot Purple: Ripto's Rampage. Tornado Generators from the level 'Tornado Alley' from The Wrath of Cortex. Tornado Tops which appeared as power ups in Crash Nitro Kart. And Worms from Twinsanity. However most of these enemies were not inspired by their counterparts from previous games, and thus behave differently.

Crash will die if he touches any of the Cows from the front as they will immediately headbutt him with their horns, regardless if he tries to spin them. However Crash can defeat them using any attack from behind. If the Cows charge at Crash, they can still be defeated if he jumps on them. Even though the Cows act more like bulls, they are female since they have utters. The Pigs and Sheep are generic enemies and can be defeated using any attack.

The Tornado Generators hover in the air in certain parts of the level and Crash will be sucked into them if he tries to go underneath them. They cannot be defeated. The Tornado Tops will appear and disappear in specific areas in certain parts of the level. If Crash walks into them, he will be sucked into them and die. Like the Tornado Generators, the Tornado Tops cannot be defeated. There are holes in the ground in certain areas of the level where giant Worms will pop out and try to bite Crash. They can only be defeated by belly flopping them.

Taking the bonus round and the death route which obtains the red gem in this level is required in order to get the 100% ending. To get the red gem, the player must find a secret entrance to this level which can be found in the next level 'Light of Night'. Crash will need to use the Double Jump power up for this level, since some parts of this level can't be accessed without using the Double Jump power up.

Light of Night - Level 18
This level is loosely inspired by the Egyptian levels from Crash Bandicoot 3: Warped. Many of the enemies and obstacles that appeared in the Egyptian levels of Warped make a comeback in this level. These enemies and obstacles are Cobras, Crocodiles, Flamethrowing Lab Assistants, Giant Concrete Blocks, Lever Pulling Lab Assistants, Oil, Projectile Throwing Monkeys, Raising Spears, Sarcophagus Mummy Lab Assistants, Spiked Coffin Mummy Lab Assistants, and Spotlights.

The Egyptian level from Warped which bears the most resemblance to this level by far is Bug Lite, as both levels take place at night time. For most of the level, the only light source comes from a firefly that circles around Crash. The firefly only sticks around for a limited amount of time, so Crash must move quickly to reach the next bug waiting for him before the light source takes off.

This level is still original in some ways since unlike the Egyptian levels from Warped, most of the level takes place outside, much like the beginning of 'Bug Lite'. Taking the bonus round of this level is required in order to get the 100% ending. The secret entrance to the death route in 'Tornado Tumble' can be found in this level. Crash will need to use the Double Jump power up for this level, since some parts of this level can't be accessed without using the Double Jump power up.

This is arguably the hardest level in this warp room, due to the high density of enemies and obstacles that the player must face, in addition to the lack of light. Inexperienced players may have a difficult time trying to complete this level, as there are some parts of the level which can be difficult to access without the Death Tornado Spin power up which isn't unlocked until completing the level 'Milky Way' in the next warp room. It is recommended for inexperienced players to obtain the Death Tornado Spin before going back to this level to get the gem.

Sky Diving - Level 19
This is one of the few levels of this game that does not resemble any of the levels from the previous games. Most of the level features Crash sky diving from the sky. At the beginning of the level, Crash must jump out of what we can only assume is the inside of a plane. Once Crash has jumped out of the plane, the player must press either the square or circle button which will open up the parachute. If the player does not do this in a certain amount of time, Crash will fall from the sky and lose a life, forcing the player to start the level again.

Similar to the sky swing concept, it is impossible to bring Crash to a complete stop. While Crash cannot be slowed down in this level, he can be sped up using the square or circle button. While there are Checkpoint Crates in the level, it is otherwise impossible to backtrack once you have crossed certain parts of the level, which makes it important to ensure that you have collected all the Wumpa Fruit for a 100%.

The level features a mixture of enemies and obstacles from previous games, along with some new enemies. Blimps from the plane level Bye Bye Blimps in Crash Bandicoot 3: Warped, though unlike their appearance in Warped, these ones appear as enemies and will kill Crash if he runs into any of them. Eagles and Hot Air Balloon Lab Assistants which are new types of enemies. Space Lab Assistants which also appeared in 'Sky Swings' earlier in this game. Tornado Tops which also appeared in 'Tornado Tumble' earlier in this game. And UFOs from the motorcycle level Area 51? from Warped, though unlike their appearance in Warped, these ones appear as enemies instead of opponents and will kill Crash if he dives underneath them.

The Blimps will fly towards Crash in the opposite direction and will kill him if he runs into any of their noses. The Eagles flap in mid air just above where Crash dives. If he goes underneath them, they will snatch the top of Crash's parachute with their claws and tear it apart. The Hot Air Balloon Lab Assistants will float underneath Crash and will float upwards. Crash will die if the Hot Air Balloon runs into him from below. Crash will be sucked into the Tornado Tops if he runs into any of them. And the UFOs will suck Crash into them if he tries to dive underneath them.

Because Crash will die if he touches any of the enemies and obstacles in this level, it is necessary to use the left and right buttons to dodge them, unless he has an Aku Aku mask. At the end of the level, Crash will land on a short path which will lead him to the exit to the warp room. This level can only be entered as Crash. This means that once the crystal in this level has been retrieved, the player cannot reenter the level as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

Hydro Mines - Level 20
This level is loosely inspired by the Stream levels from Crash Bandicoot 2: Cortex Strikes Back. However most of the level does not take place on land. At the start of the level, Crash will be dropped from the Warp Orb onto his jet board. Most of the level features Crash riding on his jet board, so most of the level is a vehicle level, not a platform level.

Many of the enemies and obstacles that appeared in the Stream levels of Cortex Strikes Back make a comeback in this level. These enemies and obstacles are Hippos, Mechanical Piranhas, Water, Water Mines, and Whirlpools. The Purple Venus Fly Traps from the Stream levels of Cortex Strikes Back don't appear in this level however. Instead, the Water Fly Traps from the River levels of Crash Bandicoot appear in this level. A notable difference is that they are purple in colour to match the Purple Venus Fly Traps from Cortex Strikes Back.

While most of the level doesn't take place on land, there are sections that do take place on land. Crash must get off his jet board and down the path to the next jet board. He must avoid the Mechanical Piranhas as he does this, as well as use the Hippos and Sinking Podiums as platforms.

Taking the bonus round of this level is required in order to get the 100% ending. The secret entrance to the death route in 'Hammock Canopy' can be found in this level. This level can only be entered as Crash. This means that once the crystal in this level has been retrieved, the player cannot reenter the level as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

Doctor Nefarious Tropy - Boss 4
This is the fourth boss fight of the game where Crash Bandicoot faces Doctor Nefarious Tropy. This boss fight is very similar to his boss fight from Crash Bandicoot 3: Warped except that he has six bars of health instead of three. So his boss battle in this game takes twice as long as his boss battle from Warped. The boss battle takes place in N. Tropy's time twister control room and is considered to be a tougher boss battle than Snouter Pig and Loxy Fox's boss battles.

He starts off by slamming his tuning fork on the ground creating three rows of small platforms in front of Crash. N. Tropy then fires a fireball along the bottom at Crash. Then using power from his tuning fork, N. Tropy fires a row of fire along the bottom towards Crash, then one that starts from the left to the right, and then one that starts from the right to the left. He then slams his tuning fork again, gets tired, and a path appears in front of Crash that is identical to the first path from his Warped boss battle which gets Crash to the master of time. Spin attack N. Tropy and he'll go to the other side.

The second round of the boss battle takes place in the Native Village Wall but it otherwise looks the same as before. N. Tropy will slam his tuning fork again, and only two rows of platforms will appear in front of Crash. He fires a fireball along the bottom, and then one along the top. N. Tropy will then fire rows of fire again, forward, forward again, to the right, and forward again. He then slams his tuning fork in order for Crash to go along the path. The path will be a mirror image of the second path from his Warped boss battle. Spin attack N. Tropy again and the third round of the boss battle will start.

The third round of the boss battle takes place in Medieval times but it otherwise looks the same as the previous rounds. N. Tropy will slam his tuning fork again, and fire a fireball along the bottom, one along the top, and then another along the bottom. He will then fire rows of fire again, to the left, to the right, forward, to the left, and to the left again. N. Tropy will slam his tuning fork again for Crash to go along the path. The path will be a mirror image of the last path from his Warped boss battle. Spin attack N. Tropy again and the fourth round of the boss battle will start.

The fourth round of the boss battle takes place in the Great Wall of China but it otherwise looks the same as the previous rounds. N. Tropy will slam his tuning fork again, and fire a fireball along the top, one along the bottom, and then another along the top. He will then fire rows of fire again, to the right, to the left, forward, to the right, and to the right again. N. Tropy will slam his tuning fork again for Crash to go along the path. The path will be identical to the last path from his Warped boss battle. Spin attack N. Tropy again and the fifth round of the boss battle will start.

The fifth round of the boss battle takes place in the Egyptian Tomb but it otherwise looks the same as before. N. Tropy will slam his tuning fork again, and only two rows of platforms will appear in front of Crash. He fires a fireball along the top, and then one along the bottom. N. Tropy will then fire rows of fire again, forward, forward again, to the left, and forward again. He then slams his tuning fork in order for Crash to go along the path. The path will be identical to the second path from his Warped boss battle. Spin attack N. Tropy again and the final round of the boss battle will start.

The final round of the boss battle takes place in the Arabian Nights but it otherwise looks the same as before. N. Tropy will slam his tuning fork on the ground again, creating three rows of platforms in front of Crash. He then fires a fireball along the top at Crash. He will then fire rows of fire again, forward, to the right, and to the left. N. Tropy will then slam his tuning fork in order for Crash to go along the path again. The path will once again be identical to the first path from his Warped boss battle. Spin attack N. Tropy again and he will be defeated.

Like all boss fights in this game, save for N. Trance's boss fight, this boss fight can only be entered as Crash. This means that once the next warp room is unlocked, the player will not be able to reenter the boss fight as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot. While it isn't compulsory to use the Double Jump power up for this boss fight, it is strongly recommended since certain fireballs in this boss fight are difficult to avoid without double jumping over them.

Crunch Munch - Level 21
This level takes place in the volcanic mine which is where Koala Kong's boss fight from Crash Bandicoot took place. While it is loosely inspired by the cut cavern level from Crash Bandicoot, and the first half of the Minecart/Mineshaft Factory level Compactor Reactor from Crash Bandicoot: The Wrath of Cortex, it is otherwise an original concept. This level is played as Crunch again, hence the level's name. And his attacks are the same in this level as they are in 'Muscle Bound Court'.

While this level does seem to take place in a cavern, it definitely looks more like the volcanic mine from Kong's boss fight from Crash Bandicoot than the cut cavern level from the same game. The enemies and obstacles featured in this level are Beaker-Throwing Lab Assistants which appeared in the Castle Exterior and Castle Interior levels of Crash Bandicoot. Fire-Breathing Tikis which appeared in the Ruins levels of Crash Bandicoot 2: Cortex Strikes Back. Lava and Minecarts which appeared during Kong's boss fight in Crash Bandicoot. Mini Volcanoes which appeared in the Prehistoric levels of Crash Bandicoot 3: Warped. Side Drills which appeared in the second half of 'Compactor Reactor' from The Wrath of Cortex. And a new type of enemy - Rock Throwing Gorillas.

The Rock Throwing Gorillas are similar to the Log Throwing Gorillas from the Ruins levels of Cortex Strikes Back, except they throw rocks in much the same manner as Kong. Also the rocks will stop moving soon after they hit the ground, allowing Crunch to send the rocks back at the Gorillas which will kill them. While the Gorillas can be defeated with Crunch's punch attack, it is difficult to reach them without getting hit by the rocks they throw. The other enemies and obstacles function the same way as in the previously mentioned games that they appeared in. Except that the Minecarts can be destroyed if Crunch punches them just as they are about to hit him.

Taking the bonus round of this level is required in order to get the 100% ending. This is the only level in the game to be played as Crunch with a bonus round. The secret entrance to the death route in 'Jungle Rock' can be found in this level. This level features a number of TNT Crates, some of which will start automatically, much like in Kong's boss fight. Since there are no other crates that are near the TNT Crates that start automatically, there is no chance of the TNT Crates destroying any other crates that are nearby.

Wildberry Woods - Level 22
This is one of the few levels of this game that does not resemble any of the levels from the previous games. This level is inspired by what I would imagine the scenery underneath the Time Twister Machine from Crash Bandicoot 3: Warped to be like. The level takes place at night time which starts off in a meadow with a swamp that leads to a dark forest. While the level is not so dark that you need a firefly to guide you, along with the Ruins levels from Crash Bandicoot 2: Cortex Strikes Back, it would definitely be one of the darkest levels in the series. It is considered to be a tough level because it contains a number of enemies and obstacles. While some parts of the level contain some fog which isn't considered to be an obstacle, the fog does add some difficulty to the player's ability to see in certain parts of the level.

Most of the enemies and obstacles are from previous games, but there are a couple of new ones. The returning enemies and obstacles are Bats from the Ancient Ruins and Dark Temple levels of Crash Bandicoot. Blue Spiked Saucers from the Jungle Night levels of Cortex Strikes Back. Cobras from the Egyptian levels of Warped. And Cyborg Lizards and Possums from the Ruins and Jungle Night levels of Cortex Strikes Back. The level also features one new obstacle - Ditches - and one new enemy - Wolves. Crash will die if he falls into any of the Ditches. While the Wolves are a generic enemy, their lunging movements make them harder to kill than most enemies that can be defeated with any attack.

Taking the bonus round and the death route which obtains the orange gem in this level is required in order to get the 100% ending. To get the orange gem, the player must find a secret entrance to a secret path in this level which inexperienced players will have a difficult time finding. This is one of the two levels in this game to contain a death route that doesn't require entering through another level, the other level being 'Citrus Zone'. Crash will need to use the Double Jump power up for this level, since some parts of this level can't be accessed without using the Double Jump power up.

This level has a high density of enemies and obstacles, and inexperienced players may have a difficult time trying to complete this level, as there are some parts of the level which can be difficult to access without the Death Tornado Spin power up. However, unlike 'Light of Night' which has a similar difficulty, the player can play this level for the first time with the Death Tornado Spin, if they decide to complete the next level 'Milky Way' before doing this level. This level along with 'Light of Night', 'Milky Way', 'Citrus Zone', 'Global Warming', and 'Club Wumpa' are considered to be the hardest levels of the game.

Milky Way - Level 23
This level is loosely inspired by the Machinery levels from Crash Bandicoot 2: Cortex Strikes Back, the Future levels from Crash Bandicoot 3: Warped, and to a lesser extent the Factory levels from Crash Bandicoot, and the Electron Avenue race track from Crash Nitro Kart. A lot of the machinery in this level is white. The reason for this is because it matches the name of the level, as it has 'Milky' in it.

This level takes place in what appears to be a super advanced city in the sky, with skyscrapers and neon lights. All the enemies and obstacles that appear in this level have appeared in some of the levels of previous games, though a couple of the enemies have been given a slight redesign. These enemies and obstacles are Plasma Gates, Spiked Shells, and UFO Lab Assistants from the Future levels of Warped. And Robot Walkers and Sparky Tentaclebot Units from the Machinery levels of Cortex Strikes Back.

The Electric Cyborg Lab Assistants in this level are otherwise identical to the Electric Lab Assistants from the Castle Interior level The Lab from Crash Bandicoot. They are just half robotic, much like the Space Lab Assistants from the Jet Pack levels of Cortex Strikes Back. The White Holo-Projectors in this level are otherwise identical to the Holo-Projectors from the Factory and Powering Station levels from Crash Bandicoot. They are just white. Taking the bonus round of this level is required in order to get the 100% ending.

This is the first level in the game that cannot be completed without the Death Tornado Spin power up. Before the level, Aku Aku will inform Crash about the power up that he will obtain at the start of the level. However he will need to complete the level and recover the crystal in order to use the Death Tornado Spin power up in all other levels. Crash will also need to use the Double Jump power up for this level, since some parts of this level can't be accessed without using the Double Jump power up.

Doctor N. Rapture Keeshond - Boss 5
This is the fifth boss fight of the game where Crash Bandicoot faces Doctor N. Rapture 'Enrapture' Keeshond for the first time. It is arguably the hardest boss fight in this game. Penultimate bosses of the earlier Crash Bandicoot games are often observed as being the hardest bosses of the respective games they are faced in. Or they were at least often observed as being harder than the ultimate boss which was always Doctor Neo Cortex in the original trilogy. The boss battle takes place in an indoor ice rink which takes up roughly the same amount of ground that Ripper Roo's waterfall does during his boss fight from Crash Bandicoot.

Enrapture uses an ice gun during his boss battle as the main weapon to stop Crash from defeating him. The ice gun behaves much like the one that Mr. Freeze uses in Batman, though it looks and sounds more like Batman's sonic neutraliser. There are laser traps set up in various parts of the room which makes it impossible to get across without using the Double Jump and Death Tornado Spin power ups. On top of that, Enrapture will use his ice gun to blow cold air across the room and on the ceiling which will cause icicles to grow there.

Unlike the icicles from the Snow levels in Crash Bandicoot 2: Cortex Strikes Back, it is impossible to get across without getting impaled by the icicles which will fall from the ceiling immediately when Crash tries to cross the ground underneath. This is where the Fruit Bazooka comes into play. Before Enrapture's boss battle, Aku Aku will inform Crash about the power up that he will obtain at the start of the boss battle. However he will need to complete the boss battle and earn the key to the last warp room in order to use the Fruit Bazooka power up in all other levels.

Once Crash has used his Fruit Bazooka to destroy the icicles and used the Double Jump and Death Tornado Spin power ups to get across the laser traps, it is strongly recommended that Crash uses his Double Jump and Death Tornado Spin before getting close enough to Enrapture to attack him. Enrapture will foresee being approached the old fashioned way, so if the player doesn't use the Double Jump and Death Tornado Spin before attacking him, the chances are that he will foresee Crash's movements and freeze him with his ice gun.

Trying to shoot Enrapture with the Fruit Bazooka is useless, as Enrapture will block the Wumpa Fruit that Crash shoots at him by freezing the Wumpa Fruit into blocks of ice with his ice gun. Once Crash has spun attacked him, the laser traps will momentarily turn off. Crash will need to quickly get back to the other end of the room, as Enrapture will chase him and try to freeze him. Once Crash gets over the first area that the laser trap covers, the first laser trap will turn back on so Enrapture will be unable to chase Crash. As Crash gets back to his end of the room, the remaining laser traps will switch on as Crash crosses the respective areas where they were set up.

When the first of Enrapture's hit points is lost, he will get out a small device resembling a remote control and press some buttons which will cause the laser traps to change. But the strategy Crash must use to get across is otherwise the same. Once Enrapture has changed the positions of the laser traps, he will blow cold air on the ceiling which will produce more icicles. This time if Crash uses the Fruit Bazooka to destroy the icicles, Enrapture will occasionally blow more cold air on the ceiling to make the icicles spawn again. Fortunately Crash will spend more time destroying the icicles with his Fruit Bazooka than Enrapture will spend trying to reproduce the icicles.

When the second of Enrapture's hit points is lost, he will change the positions of the laser traps again, as well as blow more cold air on the ceiling to create more icicles. There will be fewer laser traps with more space between them. However the snow on most of the floor will melt and evaporate, revealing large patches of ice underneath. Much like in the Snow levels in Cortex Strikes Back, the patches of ice are a disadvantage to Crash, as the surfaces are quite slippery and difficult for Crash to maintain stability. So while there are fewer laser traps, Crash will need to be careful to maintain his stability to avoid accidentally skating into any of the laser traps. Enrapture will not try to reproduce any icicles on the ceiling this time, so Crash will have no trouble removing the icicles in order to get across the room safely. But Crash will still need to keep his guard up because of the slippery floor.

When the third of Enrapture's hit points is lost, he will change the positions of the laser traps again, as well as blow more cold air on the ceiling to create more icicles. But the strategy Crash must use to get across is otherwise the same. However this time Enrapture will occasionally blow more cold air on the ceiling to make the icicles spawn again if Crash destroys them with the Fruit Bazooka.

When the fourth of Enrapture's hit points is lost, he will change the positions of the laser traps again, as well as blow more cold air on the ceiling to create more icicles. But the strategy Crash must use to get across is otherwise the same. Once again, Enrapture will occasionally blow more cold air on the ceiling to make the icicles spawn again if Crash destroys them with the Fruit Bazooka. The only difference is that he will be more persistent with recreating the icicles on the ceiling.

When the fifth of Enrapture's hit points is lost, he will change the positions of the laser traps again, as well as blow more cold air on the ceiling to create more icicles. In addition, the ice in certain areas will melt away completely, revealing lava. This will make trying to get across to the other side of the room more of a challenge, as Crash will need to maintain stability and avoid falling into the lava pits. Enrapture will not try to reproduce any icicles on the ceiling this time, so Crash will have no trouble removing the icicles in order to get across the room safely. But Crash will still need to keep his guard up because of the slippery floor and the lava.

When the sixth of Enrapture's hit points is lost, he will change the positions of the laser traps again, as well as blow more cold air on the ceiling to create more icicles. But the strategy Crash must use to get across is otherwise the same. Enrapture will occasionally blow more cold air on the ceiling to make the icicles spawn again if Crash destroys them with the Fruit Bazooka. He will also be as persistent with recreating the icicles on the ceiling as he was the last time he tried to recreate them.

Once Enrapture's seventh hit point is lost, he will be defeated and Crash will be able to exit to the warp room through the warp orb. It is revealed that when Enrapture was defeated, his ice gun stops working and the trap machine device that he is using breaks, causing the laser traps to be stuck so they can't be removed. With the melting ice and the river of lava, Enrapture is put in grave danger. While it is unclear how he managed to survive, it is presumed that he was later rescued by Uka Uka, since he is the only character Enrapture was allied with in the game that isn't faced as a boss.

Like all boss fights in this game, save for N. Trance's boss fight, this boss fight can only be entered as Crash. This means that once the next warp room is unlocked, the player will not be able to reenter the boss fight as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot.

Citrus Zone - Level 24
This level is loosely inspired by the Chase levels and Mountain levels from Crash Bandicoot 2: Cortex Strikes Back, though the level is played as Tawna instead of Crash. While most of the inspiration for the scenery comes from the Chase levels of Cortex Strikes Back, it is not actually a Chase level. It is just my imagination of what a Chase level from Cortex Strikes Back may be like if it wasn't a Chase level. As a result, the level features many evergreens and a snowy atmosphere.

Much like the Chase and Mountain levels from Cortex Strikes Back, this level features Boost Pads in certain places. While there are a couple of wooden bridges in this level, much like the Chase levels in Cortex Strikes Back, there are no Boulders to break them. This level is notable for not being very flat, as it has a lot of hills going down and up, though none of the hills are steep. This was one of the ideas I came up with to make the level more original.

Many of the enemies and obstacles that appeared in the Chase and Mountain levels of Cortex Strikes Back appear in this level. These enemies and obstacles are Armoured Armadillos and Moles from the secret areas of the Chase and Mountain levels from Cortex Strikes Back. Electric Fences and Spring Mines from the Chase and Mountain levels of Cortex Strikes Back. Honeybees, Lumberjack Lab Assistants, Spitter Plants, and Tikis from the Mountain levels of Cortex Strikes Back. And Salamanders from the Chase level Un-Bearable from Cortex Strikes Back.

There is a new type of enemy in this level - Fruit Bazooka Lab Assistants. These Lab Assistants use Fruit Bazookas identical to the one Crash gets in Warped after Doctor N. Gin is defeated. Tawna will need to jump or dodge the Wumpa Fruit that is shot out of the Bazookas or she will die. Because the Wumpa Fruits are fired out of the Bazookas quickly, just like Crash's Bazooka, Tawna will need to be quick about avoiding the Wumpa Fruit, and find a way to approach the Lab Assistants without being shot. Once she has reached the Lab Assistants, she can easily spin attack them away.

The Fruit Bazooka Lab Assistants serve as a replacement for Hunter Lab Assistants. Because of the level having the word 'Citrus' in it, I got the idea to include a type of enemy that wielded a weapon using fruit. And so I thought why not have a Lab Assistant enemy wielding a Fruit Bazooka? There are a total of four honeybee hives in this level. For the first two hives, only one honeybee will come out at a time, like in the level Diggin' It. For the last two hives, honeybees will come out in swarms, like in the level Bee-Having.

Tawna will need to be careful when passing the last two hives, since this level is completely devoid of any magenta soil. But if Tawna succeeds in taking out an entire swarm of bees with a single spin, she will get a life. However she won't get an extra life if the attempt costs her an Aku Aku mask. Taking the bonus round and the death route which obtains the green gem in this level is required in order to get the 100% ending.

To get the green gem, the player must cross the final wooden bridge in the level. If the player looks very closely, there is a part of the bridge that looks slightly more worn out than the rest. Body slamming on this part of the bridge at least ten times will cause the wood to break, revealing a secret underground path which leads to an alternate path. Without discovering the secret entrance to this path, it is possible to see the alternate path to the edge of the screen, though it is impossible to get to the secret path as Tawna is unable to walk on the ground that separates the secret path from the main path.

Tawna will need to use the Double Jump and Death Tornado Spin power ups for this level, since some parts of this level can't be accessed without using the Double Jump power up, while other parts can't be accessed without the Death Tornado Spin power up.

Global Warming - Level 25
This level is loosely inspired by the Snow levels from Crash Bandicoot 2: Cortex Strikes Back and Crash Bandicoot: The Wrath of Cortex, and the Polar levels from Cortex Strikes Back. However this level does not feature Polar, so unlike the Polar riding levels from Cortex Strikes Back, it isn't actually a Polar riding level. It is just a Snow level that features a few of the same enemies and obstacles as in the Polar levels.

The enemies and obstacles in this level are Echidnas which also appeared in 'Snow Falls' earlier in this game. Log Crushers, Penguins, Rock Crushers, and Seals from the Snow levels of Cortex Strikes Back. And Orcas, Parka Lab Assistants, Totem Poles, and Water from the Polar levels of Cortex Strikes Back. Much like 'Snow Falls', the first penguin that appears in each segment of the level is Penta Penguin, as shown by the scarf that he is wearing to distinguish him from the other penguins, though his behaviour is identical to the other penguins.

This level features a bright blue sky with a shining sun, in contrast to 'Snow Falls' and the Snow levels from Cortex Strikes Back where the sky is an icy purple without any shining sun. The level is a lot tougher than 'Snow Falls' because in certain parts of the level, the snow will melt into water every so often before turning back to snow. Crash will need to be careful when this happens, because he will drown if the water level gets too high. There are also more pits, and several pools of water.

While the Orcas and Parka Lab Assistants would be easy enemies to overcome in most non-riding levels, putting them in a level where Crash has to avoid rising water takes away the advantage of avoiding the Orcas and crossing the Parka Lab Assistants whenever the player feels like it. The Parka Lab Assistants are not affected by the water which is partly because they are taller than Crash.

There are some Iron Crates and platforms in some parts of the level that Crash can use if the water level gets too high. Key word: there are some. This level features a number of TNT Crates, some of which will start automatically, much like in the level Bear It from Cortex Strikes Back. Since there are no other crates that are near the TNT Crates that start automatically, there is no chance of the TNT Crates destroying any other crates that are nearby.

Crash will need to use the Double Jump and Death Tornado Spin power ups for this level, since some parts of this level can't be accessed without using the Double Jump power up, while other parts can't be accessed without the Death Tornado Spin power up. This is one of the hardest levels in the game, and may seem impossible for inexperienced players to get all the crates without using Aku Aku masks. Some of the crates are placed directly on top of Nitro Crates which complicates trying to get them without sufficient platforming experience, or Aku Aku masks.

Club Wumpa - Level 26
This level is loosely inspired by the Beach part of the level 'N. Sanity Beach' from Crash Bandicoot. However this level is still very different. For one thing, this level is the last level in this game, while 'N. Sanity Beach' is the first level in the original game. Another thing is that it is one of the hardest levels in the game, being the last level in the last Warp Room. Also unlike N. Sanity Beach where Crash takes a path that leaves the beach area immediately, much of this level takes place on a path with a beach on the right side of the screen, and the edge of a jungle on the left. This level takes place on the Tasmanian Islands, most likely on Wumpa Island, hence the title of the level.

There are a lot of holes in the path of this level to make the level harder. It also makes it harder to avoid certain enemies. Many enemies and obstacles from previous levels and games appear in this level. These enemies and obstacles are Blue Jellyfish from the Submarine and Scuba levels from Crash Bandicoot: The Wrath of Cortex. Crabs from the level 'N. Sanity Beach' from Crash Bandicoot. Seagulls from the Jet-Ski levels of Crash Bandicoot 3: Warped. Skunks from the Jungle levels of Crash Bandicoot. Spotted Turtles from the Beach and Jungle levels of Crash Bandicoot. And Water from the race track Crash Cove from CTR: Crash Team Racing and the race track Inferno Island from Crash Nitro Kart.

Unlike the Jellyfish from The Wrath of Cortex and Crash Bandicoot XS: The Huge Adventure, these Jellyfish appear already washed up on the beach. The Jellyfish are completely still throughout the entire level, but they will sting Crash to death if he jumps or walks on one, accidental or otherwise. They cannot be defeated by any method other than the Fruit Bazooka. And some parts of the level make it impossible for Crash to cross without touching the Jellyfish. So it is crucial to use the Fruit Bazooka power up in those parts of the level. The Seagulls in this level will fly in the air as Crash approaches them. If Crash goes directly underneath one, it will grab onto Crash's arms and fly off with him, which will cost Crash a life.

Although Crash cannot die simply from touching the water, there are two ways in which he can die from the water. The more common way he can die from touching the water is by walking too far into the water so that any part of Crash's body from the chest up is in the water. The other way he can die is if the tide hits him with too much force. The tide hits the sand with a stronger force in some parts of the level than it does in others. But thankfully Crash is able to see those areas with the stronger tide just before he has to reach them. If the tide hits Crash with too much force, he will be pulled into the water and drown.

This level also features a new type of enemy - Wumpa Fruit Throwing Lab Assistants. These Lab Assistants will throw Wumpa Fruit in much the same manner as Crash does during Doctor N. Gin's boss fight from Crash Bandicoot 2: Cortex Strikes Back. Although from a distance, they just throw Wumpa Fruit - which vanishes into air - for the sake of it, once Crash gets close enough it becomes clear that they were intending to throw Wumpa Fruit at him once he got near enough. While it can be tricky to get close enough to the Lab Assistants to spin attack them without getting hit, it is possible to get close enough to the Lab Assistants to attack them.

Much like the Fruit Bazooka Lab Assistants from the antepenultimate level 'Citrus Zone', as the name of the level 'Club Wumpa' referenced fruit, I felt that I needed to include an enemy using fruit as a weapon. Crash himself has already used Wumpa Fruit as a weapon in the series in two forms. As the bullets in a bazooka in Warped. And as bullets thrown by hand against Doctor N. Gin's Mech during his boss fight in Crash Bandicoot 2: Cortex Strikes Back. As I'd already come up with a type of Lab Assistant based on the way Wumpa Fruit is used as a weapon in the third game, it made sense for me to do the same based on the way Wumpa Fruit is used as a weapon in the second game.

While most of the level takes place next to the seashore, the path turns away from the seashore for the last section of the level. One of the notable things about the last section of the level is that there is a giant hole in the ground which Crash must use his Death Tornado Spin power up to cross. This can also be done to get from the platform Crash is standing on to the platform Doctor Nefarious Tropy is standing on in his Warped boss fight, if the player goes back and replays his boss battle after defeating him once.

Doctor Nitrus Brio - Boss 6
This is the sixth and final boss fight of the game where Crash Bandicoot faces Doctor Nitrus Brio. This boss fight is very similar to his boss fight from Crash Bandicoot except that it doesn't take place in the standard potions room like his boss fight from the first game. Instead the boss battle takes place in a professional science laboratory inside a castle, much like the Castle Interior level 'The Lab' from the first game. Being the last boss of the game, N. Brio is considered to be one of the toughest bosses in the game. The boss battle takes place on a platform surrounded by a pit on either side. As with 'The Lab', Crash will die if he falls off either edge of the platform. The battle starts with Brio mixing green and red liquids together, much like the start of his boss fight from the first game. It is then that he notices that Crash has arrived to foil his plans of getting revenge on him and Doctor Neo Cortex, the latter of which does not appear in this game except during the intro cutscene. Brio will start by throwing two red beakers at Crash that explode as they hit the ground. Crash must be careful to avoid getting hit by either of the beakers.

Once Crash has avoided getting hit by the two red beakers, Brio will quickly mix the contents of a red beaker with the contents of a green beaker. He will then get out a yellow beaker and mix the contents of the yellow beaker with the contents of the red beaker. He will then throw two green beakers and one yellow beaker. When the three beakers hit the ground, two green blobs and one yellow blob will emerge. The three blobs will jump to the area Crash is in and try to harm him. Crash will need to jump on the three blobs one at a time to destroy them. As Crash does this, two of Brio's hit points will go down with the two green blobs that Crash jumps on. Brio will not take damage from Crash jumping on the yellow blob, but he must jump on the yellow blob as well, as it poses a threat to Crash and must be jumped on for him to proceed to the next part of the boss battle. Unlike the green blobs which must be jumped on to deal damage, Crash may choose to jump on or spin attack the yellow blobs. Next Brio will mix the contents of a red beaker with the contents of a green beaker. He will then throw an additional three red beakers at Crash which must be avoided with the same strategy. Once Crash has avoided getting hit by the red beakers, Brio will mix the contents of a red beaker with the contents of a green beaker. He will then mix the contents of a yellow beaker with the contents of the red beaker. Brio will then throw two green beakers and one yellow beaker. When the three beakers hit the ground, two green blobs and one yellow blob will emerge once more. Crash must take the three blobs down just like before. Brio will lose an additional two hit points in the process.

Next Brio will mix the contents of another red beaker with the contents of another green beaker. He will then throw an additional three red beakers at Crash which must be avoided with the same strategy. Once Crash has avoided getting hit by the red beakers, Brio will mix the contents of a red beaker with the contents of a green beaker. He will then mix the contents of a yellow beaker with the contents of the red beaker. Brio will then throw one green beaker and two yellow beakers. When the three beakers hit the ground, one green blob and two yellow blobs will emerge. Crash must take the three blobs down like before. Brio will lose an additional hit point in the process. Brio will then pull two leavers on the wall behind him. As he mixes the contents of another red beaker with the contents of another green beaker, the part of the platform directly in front of where Crash is standing will open up, making a pit in the platform. This is because the levers Brio pulled causes bridges in the platform to open and close every few seconds. As the part of the platform in front of Crash closes up again, the part of the platform directly behind where Crash is standing will open up, making another pit in the platform. Crash will need to be careful to make sure he does not stand on these bridges of the platform for longer than a few seconds when they close up, or he will fall through the pits in the platform. Brio will then throw an additional three red beakers at Crash which must be avoided with the same strategy, except Crash must be careful to avoid falling down the two pits the bridges in the platform create when they open up, the pits on either side of the platform, and the three red beakers at the same time.

Once Crash has avoided getting hit by the red beakers and avoided falling down the pits that form in the platform, Brio will mix the contents of a red beaker with the contents of a green beaker. He will then mix the contents of a yellow beaker with the contents of the red beaker. Brio will then throw one green beaker and two yellow beakers. When the three beakers hit the ground, one green blob and two yellow blobs will emerge. Crash must take the three blobs down like before, but with extra care to avoid stepping on the bridges when they close for more than a few seconds as they will open up again. Brio will lose an additional hit point in the process. Now Brio will only have three hit points left. He will then mix the contents of another red beaker with the contents of another green beaker. The bridges in the platform will continue to open and close every few seconds, and will continue to do this until Brio is defeated. Brio will now throw five red beakers at Crash. Once Crash has avoided the five red beakers, Brio will mix the contents of the remaining red beaker with the contents of the remaining green beaker. He will then swallow the contents from the red beaker which will make his face turn green and he'll turn into a giant green monster similar to The Incredible Hulk, much like his boss fight from the first game.

Brio will start pounding on the floor with his fists and head for Crash. Crash must use the Double Jump power up to jump onto Brio's head, which will take down another of his hit points. While avoiding the two bridges that open and close every so often, Crash will need to use the Double Jump power up to jump onto Brio's head another two times to take down Brio's remaining two hit points. Brio will then collapse on the bridge in front of Crash, and fall right through the platform as the two pillars forming the bridge withdraw themselves, resulting in his defeat. Like all boss fights in this game, save for N. Trance's boss fight, this boss fight can only be entered as Crash. This means that once Brio has been defeated once, the player will not be able to reenter the boss fight as Coco Bandicoot, Crunch Bandicoot, or Tawna Bandicoot. When Crash exits the battle through the Warp Orb, Aku Aku will congratulate Crash on defeating Brio. He will then inform Crash that by defeating Brio, he has obtained the fifth and final power up. The Crash Dash power up, which will allow Crash to run significantly faster than he usually does, making the time Relics easier to obtain. If the player has not collected all the gems and relics in addition to all the crystals, Aku Aku will warn Crash about Brio's plan to find the gems that Crash hasn't yet collected, and that he can still use them to triumph if Crash doesn't go back and retrieve them first.