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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 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 Circle 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.

Enemies and Obstacles

Enemy/Obstacle Picture Enemy/Obstacle Description

The one enemy seen in this level surrounded by scrubbers

*Welder Lab Assistant- These enemies sit from a chair hanging from the ceiling and use a flamethrower against Crash. Crash can spin them while they recharge their flamethrower. When they are defeated, they will spin around in the chair and disappear. Only one appears in the level at the beginning.

Scrubber seen launching toward Crash

*Scrubbers- They are enemies supposedly intended to clean the sewers. They will normally spin around in circles, but near the beginning there is a conveyor of scrubbers that hurl themselves at Crash until he gets to the end of the tunnel. They can be defeated with any attack move.

Electric water seen in front of the door

*Electric Water- Electric water is controlled by an eel that cannot be interacted with. Crash can walk through the water while it is not being electrocuted. If he does it while it is being electrocuted, he himself will be electrocuted. There are two patches of electric water, one at the beginning and another at the end.

Spike-o-trons seen hovering below the wire meshes

*Sewer Mechs- These enemies hover back and forth in the wire mesh area of the level. They cannot be defeated by normal means but can be defeated if Crash has an Aku Aku mask with him. Crash must otherwise try to avoid them.

Three barrels seen in this image

*Toxic Waste Barrels- They will roll from side to side in the tunnel areas of the level. Like the hover-spike-o-trons, they cannot be defeated by normal means but can be defeated if Crash has an Aku Aku mask.

Rats crawling around the bonus platform

*Cyborg Rats- These enemies will crawl back and forth in the non-mesh areas of the level. They cannot be defeated be spinning or sliding, but they can be defeated by jumping or belly flopping on them.

Walkthrough

Gallery

Viewing the Level

Translation of Aku Aku Hints in the Japanese Version

  • 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 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.
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