The Lab

:You may be looking for the level named after this level from Crash Bandicoot: On the Run!.
The Lab is the twenty-ninth (including boss fights) and final full level and is the twelfth level of the third island in the original Crash Bandicoot game and the N. Sane Trilogy remake of the first game. Fully clearing this stage by breaking all boxes without dying once rewards the player with the yellow gem. This is the only level in the game to use the mechanic of ! crates as switches to temporarily unlock doors; this, combined with the supercharged lab assistants and TNT crates hidden in clusters of normal crates, provides for a challenging platform challenge. There are also no Aku Aku crates in this level, but Crash can have an Aku Aku mask if it is brought into the level.
==Walkthrough==
Crash Bandicoot Prototype, Part 28 The Lab-0
Crash Bandicoot - E3 Beta Version, Part 31 The Lab
The Lab - Yellow Gem - Crash Bandicoot - 100% Playthrough (Part 28)
Crash Bandicoot Japanese Version 100% Part 45 - The Lab
Crash Bandicoot N. Sane Trilogy - The Lab (Yellow Gem)
Crash Bandicoot N. Sane Trilogy- The Lab (Time Trial - Platinum Relic)
==Password==
This corresponds to a save file at this level (87%, 0 keys, 21 gems).
==Gallery==
tl1.png
tl2.png
tl3.png
tl4.png
tl5.png
tl6.png
tl7.png
tl8.png
The Lab TNT Crates.png|N. Sane Trilogy level
The Lab Remake.png
Lab.png|Icon from the N. Sane Trilogy Save/Load Screen
The Lab Crash Bandicoot N. Sane Trilogy.png|Promotional image of Crash running towards an Electric Lab Assistant in the N. Sane Trilogy.
N sane the lab promo.jpg|Ditto.
Crash Bandicoot N. Sane Trilogy The Lab.png|Promotional image of Coco running towards a Beaker-Throwing Lab Assistant in the N. Sane Trilogy.
==Translation of Aku Aku Hints in the Japanese Version==
*This is Cortex's ripping happy lab. If you pass here, there's a stage that seems to have nothing. Keep getting perfect, and the secret will be revealed.
==Names in other languages==
==Trivia==
*There is a glitch in this level involving the cluster of TNT crates surrounding a ! crate (which activates a door). However, if Crash stands in the corner of the ! crate and spins, the ! crate can be activated without setting off the TNT.
*This is the only level where ! crates remain as ! crates even when hit. In other levels, they turn into basic iron crates. Originally, all ! crates in the game were to remain such after being hit.
**Later games no longer use ! crates, but rather use switches to activate something temporarily (Tomb Wader is a very notable such example).
*In the prototype, the Electric Lab Assistants will hurt Crash if he defeats them while facing them.
*In the prototype, the doors open more slowly than in the final product.
*In the prototype, the blobs that attack Crash don't always appear. Also, some of the electric fences aren't electrified.
*In the prototype, the doors don't have the "N" on them. Instead, they have a brick wall pattern.
*One of David Siller's early level design documents for this level included failed genetic duplicates of Ripper Roo as minor enemies. These kangaroos, referred to as Ripper Clones, were planned to surprise-attack the player by suddenly jumping toward Crash from out of view.
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Category:Levels
Category:Levels with Colored Gems
Category:Levels with Lab Assistants
Category:Mechanical Levels
Category:Castle Levels
Category:Levels with Bonus Rounds