Crash 4 100 percent requirements

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Crash Bandicoot 4: How to Unlock Secret Bonus Endings

By Lauren Rouse


Crash Bandicoot 4 has two secret endings after the main story, but to unlock this bonus content players must complete the game beyond 100%.

The Crash Bandicoot games have always provided players with plenty of trophies, collectibles and challenges to complete in its many levels, and Crash Bandicoot 4: It's About Time is no different. In order to unlock the normal ending of Crash Bandicoot 4, all that is needed is for players to complete all the main story levels. But for those seeking an extra challenge, two extra endings can be unlocked after a player reaches 100% completion of the game.

There are two bonus endings beyond the main story ending of Crash 4 that players can unlock with some extra effort. While the story in the latest game isn't too intricate, beyond Crash and Coco attempting to thwart Neo Cortex's plans once again, these endings in Crash 4 may still have some impact on the future of the franchise. Without spoiling the content of Crash 4's secret endings, here is how players can unlock the content for themselves.

RELATED: Crash Bandicoot 4: Should You Play Modern or Retro Mode?

To unlock the first secret ending, players must complete all optional timeline levels, which may involve players returning through the dimensional map to see any new pathways that have opened up. Players must also finish all the N.Verted levels, which unlock 6 new gems to achieve. It's also vital to find the four hidden colored gems, which unlock a secret door later in the game. On top of this, players must also complete all the secret flashback tape levels, which can be collected in 21 different levels but must be found without dying. Along with all this there are time trials, which are unlocked after each level is initially completed.

But for players seeking an extra challenge, and an extra secret ending, Crash 4 will reveal extra content for those who complete the game at 106%. This is the greatest challenge Crash 4 offers and requires player to get all gems and relics in all of the levels of the game. Players will need to get Platinum Flashback relics, which require all crates in a flashback level to be broken, and Platinum Time Trial relics, which are unlocked by speed-running the level without dying. Crash's triple spin move, which is unlocked at the end of the game, will also be a great help to those going for time trial relics.

Most difficult to achieve are the. N. Sanely Perfect Relics which require players to collect all the gems in each Crash 4 level without dying. This means that all crates must be broken and 80% of Wumpa fruit must be collected without dying a single time. The one caveat is that players can die in the '?' bonus levels, as deaths don't count in these levels.

Once players have completed the game at 100% and 106%, two secret cutscene endings will be unlocked. Although achieving this will likely be difficult for even the most skilled players, it will be well worth it for those seeking ultimate completion of Crash 4.

Crash Bandicoot 4: It's About Time is available now on PS4 and Xbox One.

MORE: Crash Bandicoot 4: It's About Time Review


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Lauren Rouse (108 Articles Published)More From Lauren Rouse
Does anyone know what exactly contributes to 100% completion and the additional 6% for the perfect ending? Apologies if this has been asked before, but I can’t seem to find it anywhere.

A dragon never yields.

I saw a comment on reddit saying percentages works like this

  • All normal Gems + all inverted Gems = 98%
  • All platinum Flashback Tapes = 2%
  • All N. Sanely Perfect Relics = 2%
  • All Gold Relics = 2%
  • All Platinum Relics = 2%

meaning you can get 100% by getting all gems + all flashback tape medals and don't need to do any perfect relics or time relics unless you go for 106%

I can't confirm it myself though

Chase the morning
Yield for nothing

reptyle101 posted...
All Gold Relics = 2%
All Platinum Relics = 2%
Are you sure these two don't overlap like they did in previous games?

You can't beat me! I AM DABESTGAMER!!!

I'll happily put this game down at 102%.qay too many janky hitboxes and crappy on rails sections to care about the 106.

PS5: Far Cry 6; Resident Evil Village. Switch: Metroid Dread; Splatoon 2 Octo Expansion. 3DS: A Link Between Worlds.

I've heard 100% is just gems and 106% is getting everything else, but I can't verify that

Born to lose, live to win!

dabestgamerYT posted...
Are you sure these two don't overlap like they did in previous games?

supposedly platinum relics are required this time, meaning the relics count for 4% total

Chase the morning
Yield for nothing

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Crash Bandicoot 4: How To 100% Every Level | All Hidden Gems & Crates Locations Guide

You can’t really say you’ve completed Crash Bandicoot 4 until you’ve collected every single crate. For completing all the challenges in a level, you’ll earn a new skin — and inch closer to 100% completion for the entire game. Every level challenges you to collect a hidden gem, find 80% of the Wumpa Fruit, and smash every single crate. The Wumpa Fruit is the easiest — and you’ll always get that if you break all the crates, basically.

The hard ones are the crates and the Hidden Gems. To help you earn all the fancy skins and reach every single section of the game, we’re going to break down where to find them all for each individual level. There can be 400+ crates in a single level, so we’ll keep a running tally of how many you should have at each point of the level. Just to make your collecting easier.

Along with locations, you’ll also find some quick explanations for 100%. The game doesn’t really explain how Flashback Tapes work — or N. Sanity Relics! I’ll tell you how to get all the awards and extra modes below.

More Crash Bandicoot 4 guides:

How To Find The Ridiculous WOAH! Meme | WOAH YEAH! Easter Egg Guide | How To Beat All Bosses | Neo Cortex, N. Tropy & More | How To Get All 4 Colored Gems | Blue, Yellow, Green & Red Locations

Unlocking Gems, Awards & New Modes– Overview

Every level has 12 gems you can unlock total. 6 in Normal Mode, and 6 in N. Verted Mode.

  • Normal Mode Gems:
    • 20% Wumpa Fruit Collected
    • 40% Wumpa Fruit Collected
    • 80% Wumpa Fruit Collected
    • 100% Crates Smashed
    • Die No More Than 3 Times
    • Find Hidden Gem
  • N. Verted Mode: Unlocked after defeating N. Brio. Beat each level to replay an N. Verted version of the level for 6 more gems.
  • Flashback Tapes: Flashback Tapes unlock bonus gauntlet stages that are tougher than normal stages. To get them, you need to reach the tape without dying once.
  • Time Trial Relics: Relics are earned by completing Time Trials. Every level has a Time Trial — after beating the level once, collect the stopwatch at the start to initiate the Time Trial. The faster you are, the better your relic.
  • N. Sanity Relic: The hardest Relic to earn by far. This is earned by completing all 6 Gem Challenges (80% Wumpa Fruit, all crates destroyed, hidden gem) without dying once. Basically, you need to run through the level, get the hidden gem and smash all the crates without dying.

All Crates & Hidden Gems Locations | 100% Completion Guides

[Work-in-Progress: Check back soon for more level guides as they’re completed.]

Here’s the real deal. Find all our 100% completion guides linked below. These guides show you how to find all the crates and the hidden gem in each level. If there are other collectibles like a colored gem, those will be included too.

Each guide specially marks any crate that are easy-to-miss, so if you’re missing just one (or a few) crates, look for the [Easy-To-Miss] marker.

Map 1

Map 2

Map 3

Map 4

Map 5

Map 6

Map 7

Map 8

Map 9

Map 10

Crash Bandicoot 4 - How To Get 106% Completion (What To Do First)

Crash Bandicoot 4: It's a bad time

I don’t like to be negative, Nauties. In fact, I’d go so far as to argue that games writers in general don’t particularly enjoy it. There’s a fleeting glee in pouring venom on something, but ultimately it’s just a hollow, saddening thing. And here’s the problem; I don’t like Crash Bandicoot 4: It’s About Time. I’ve tried. I’ve played the demo on PS4, the full game on Xbox Series X and – because I have to try all possible angles of attack when it comes to a game I don’t like – I’ve picked it up for the Switch and been playing it in handheld mode.

For a game that positions itself as the new successor to the PlayStation classic Crash Bandicoot 3: Warped, it takes one hell of a lot of liberties in the name of, ostensibly, evolving the gameplay. It’s at this point that I’m going to pick some damn nits, but I promise I’ll come back later to explain all the things I do like about Crash 4. Because there are some. Honest. For now though, I’m afraid it’s going to be a bit of a downer.

See, here’s the thing – the point of the Crash Bandicoot series used to be in getting 100% completion. People have told me that’s not true and that I shouldn’t harshly criticise a game based on optional content, but that’s nonsense. Yes, you can play through the game ignoring the boxes, not looking for hidden gems, etc, but the argument doesn’t ring true when Crash 4 frontloads that stuff way more than the original trilogy.

Which leads to my first major point of contention – they somehow made Gems both incredibly prominent and utterly disposable at the same time. In the most complex level of Crash Bandicoot 2, say, you can get a maximum of two Clear Gems – one for breaking all the boxes and one for taking a secret hidden path. There aren’t that many of them, and getting them feels like an achievement. Here, every level ends with a full-screen display of six such Gems – three for getting certain amounts of Wumpa Fruit, one for breaking every box, one for clearing the stage without dying more than thrice, and a last one hidden somewhere in the level. Getting three Gems for fruit seems like a gimme, but they don’t do anything unless you have a complete set. Get all six and you get a new skin for Crash and Coco. This means you’ve got to bang your head against a particular level pretty darn frequently if you want a particular look, and the way the boxes are placed in Crash 4 can make this a lot easier said than done.

See, getting to the end of a Crash 2 or Crash 3 level and finding you’ve broken up 47 out of 48 boxes? Yes, it’s a little irritating, but the levels are pretty short, too. Getting back where you need to be isn’t going to take you a long time. You’ll probably have a pretty good idea where the boxes you missed are, as well – the game’s visual hints of Gem Paths and Death Routes make it fairly transparent. Crash 4? You’ll struggle through fourteen minutes of painfully difficult platforming, breaking every single box in sight – even doubling back on yourself and sacrificing lives when you miss the stupid trial-and-error boxes on the crappy grind rails – and find yourself with 151 out of 152 at the very end. And that sucks. Is it your fault for missing them? Sure, of course it is, but when boxes are routinely tucked behind scenery, or positioned at the very peak of jumps to the point that you can’t even see them, one feels a little less inclined to take it on the chin.

Did I say six Gems per stage? My mistake. It’s actually twelve. The N.Verted stages present you with the same levels that you’ve already done but with six more Gems to collect in much the same ways. Not to mention the truly silly visual gimmicks that have been foisted on this extremely blatant padding – does replaying the same exact level through a bizarre, pulsing sonar effect sound fun to you?

I’m doing what I said I wouldn’t and I’m just being snide at this point, but it’s only because I was looking forward to this one so much. It’s so disappointing that Crash 4 turned out to be such a bloated mess in the name of “added value”. Here’s another example - there are Flashback Tapes hidden in most levels which unlock extra stages which seem to be based entirely around bouncing on boxes, an activity that the developer may have overestimated the fun factor of. The kicker is that getting said Tapes requires the player to reach them without dying. A tall order on many stages, but fine. Once you’ve got the tape, however, you must finish the stage to “lock it in”. You can’t exit to the map as you’ll lose the Tape. Why? I, as the player, have proven that I can meet the challenge requested of me. I got to the Tape without dying. What does it actually mean to then have to clear the remainder of the long, difficult stage which I’ve almost certainly already done?

It’s emblematic of a game that reaches way, way too far and is entirely too eager to please, all to its own detriment. It’s a fundamental misunderstanding of Crash Bandicoot. I mean, that game was hard, right? No, it wasn’t! It never was! Parts of the games were tricky, yes, but even the absolute most egregious challenge in Crash 2 (getting the Box Gem in “Cold Hard Crash”, by my reckoning) is an order of magnitude easier than doing the same in basically every stage after the second one in Crash 4.

And I can live with hard games, my friends. I’ve played and beaten and enjoyed many very difficult titles. But what I’d like is some consistency, especially in a numbered sequel. The game can’t even decide if it’s hard or not – the stages can be nightmarish, but bosses have checkpoints after every hit. The bosses aren’t even that difficult!

This kind of cruelty feels to me like a consequence of giving the player (optional) infinite lives. No real fail state means you’ve got to introduce some measure of challenge, so the road to 100% completion had to be exponentially ramped up. Don’t get me wrong, I can see the love that went into this game. The designer who hid a nearly-invisible box in the inky blackness of a bottomless pit was probably absolutely delighted with their little trick. This isn’t me calling the design lazy – far from it! But it’s a different kind of design to what I expected from a numbered Crash sequel – the wrong kind.

I promised I’d come back and praise what I like about Crash 4, so here I am fulfilling that obligation. But, truthfully, there is a lot that I appreciate. The port to Switch is pretty much sublime – yes, the framerate has been halved to 30fps but that’s how the PlayStation games were so it actually feels more familiar to me. It’s also generally more appealing to play a game like this on a handheld, and the ability to simply suspend the game at any time helps reduce frustration with its more baffling, irritating quirks – like the Bonus Rooms having been changed to difficult puzzles that are incredibly easy to render unwinnable when they’re supposed to be BONUS ROOMS. Ahem, sorry.

There’s no denying that Crash 4 is an accomplished and well-made game, with plenty of content even if you ignore the stupid longeurs and an admirable refusal to simply ape the past titles in the series ala Wrath of Cortex. It doesn’t come together for me due to its incredibly demanding completion requirements flying in the face of the breezy fun that characterised the PS1 games, but if you’re prepared to put that aspect aside there’s definitely enjoyment to be had.

This is very backhanded, but it’s basically Crash for people who don’t like Crash. Which feels weird to say, because the developers clearly did like Crash! But I wanted a new Crash that feels like Crash. Not this masochistic hate-grind replete with utterly misguided attempts at “extra content”.

Lord, I didn’t even mention the awful segments where you play as Dr Cortex. Or the stupid mask that lets you turn platforms on and off, which is never fun. Or the (Snip! –Ed)


Percent 100 requirements 4 crash

Crash Bandicoot 4: It's About Time Wiki Guide

The [email protected] Dimension

With the Tropy duo defeated, Crash, Coco, Cortex, Dingodile, Tawna, Aku Aku and the Quantum Masks travel to the [email protected] dimension to [email protected] and [email protected], seeing the sights and looking for the perfect place to eat. It's a meal well-earnt!

Cortex Island Dimension

Cortex has taken Kupuna-Wa and travelled back to 1996! He plans to stop his past self from creating Crash Bandicoot in order to prevent his future defeats that lead him to his current lot in life. Crash and Coco leave Tawna and Dingodile behind to try stop Cortex from stopping himself!

Flashback Levels

Starting with Crash Compactor, Crash and Coco can collect Flashback Tapes in their solo levels. These tapes unlock the Flashback Levels, playable footage of their time subjected to Cortex's experiments as they were prepped to become their General in the Cortex Vortex.

Flashback Levels are incredibly difficult gauntlets in the vein of the difficult Cortex Bonus Rounds from the original PS1 game. Flashback Tapes are only found in Crash and Coco's solo levels, not the Timeline Levels.

Crash Bandicoot 4 106% Walkthrough (All Gems, Trophies, N.Sanely Perfect Relics and Trial Relics)

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