Hangin' Out

Hangin' Out (ぶらさがりん ちかどう lit. Hanging in the Underpass in Japanese) is the sixteenth level and is the first level in the fourth warp room in Crash Bandicoot 2: Cortex Strikes Back. It is the third and final sewer level in the game. Unlike its predecessors, it predominantly focuses on forcing Crash to navigate wire meshes suspended above red-hot pipes and generally avoid Doctor Nitrus Brio's steam-powered hover-spike-o-trons. If the player turns around and heads backward at the final checkpoint, they will find a hole in the ground, containing a short mesh path through lava-flooded ruins. Speedy versions of the hover-spike-o-trons patrol this area, but by pulling his feet up (using the button), he can avoid them and pick up a few extra lives, and even find a secret warp to the secret sixth warp room, unlocking Totally Fly.

Types of crates

 * Aku Aku Crate
 * Arrow Crate - iron (bonus round only)
 * Basic Crate
 * Bounce Crate
 * Checkpoint Crate
 * Crash Crate
 * Iron Crate
 * Locked Crate (bonus round only)
 * Nitro Crate
 * Nitro Switch Crate
 * ? Crate
 * TNT Crate

Aku Aku Hints

 * In the very end of White Bear Big Jump, try to step on the small islands floating on the water.

Trivia

 * This level's name is a reference to the common phrase "hanging out". The "hangin" part refers to the many hanging sections in this level.
 * This level has a secret path leading to a warp to the sixth warp room, but the music in that section does not change as one would expect in a secret area.
 * The hanging section would split into 2 paths in the end, and the path to the right would split again, but it was eventually changed. It also featured meshes going up and down. It also featured the grey bobbing mechs hovering over the floor going back and forward, which is a trait the rats from the level have.