Hangin' Out

Hangin' Out is the sixteenth level and is the first level in the fourth warp room in Crash Bandicoot 2: Cortex Strikes Back and the N. Sane Trilogy remake of the second game. It is the third and final sewer-themed 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 sewer mechs. If the player turns around and heads backward after the second drop, he 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.

Translation of Aku Aku Hints in the Japanese Version

 * In the very end of Polar Bear 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 area leading to a warp to the sixth warp room, but the music in that section does not change as one would expect on an alternate path.
 * The secret path in this level is the only instance in the entire series where Crash is required to pull his legs up on the wire meshes.
 * The original pre-release build of this level, as showcased at E3 1997, was drastically different to the final retail version. The hanging bars featured heavily and it contained four forked paths, the retail release only had three hanging sections (including one in the secret area) and is the only sewer level in Crash 2 to not contain any split paths.

Hangin'Out Hangin' Out Hangin' Out pt-br:Hangin' Out