Out now — Steam · PS5 · PS4 · Xbox Series X/S · Switch
Croc 2 Kingdom of the Gobbos Guide

Classic, remastered and the 100% run

Quick answer

Two difficulty settings appear in the achievement list: remastered, which gates maximum bonus health, and classic, which gates the Golden Gobbo achievement.

Two settings, two different jobs

Croc 2 Kingdom of the Gobbos ships with two difficulty settings, named in the achievement list rather than in the store copy: remastered and classic. They are not a slider pair. Each one gates a different achievement, and the pair together is what makes a 100% run take two playthroughs.

SettingAchievement it gatesWhat the achievement asks
RemasteredMad Max Hearts (33.0%)Get maximum bonus health
ClassicThe Croc Who Came In from the Gold (26.8%)Collect a Golden Gobbo
EitherEverything elseNot difficulty-gated

A horned green character sits at a table in a room with red and purple walls

What the two settings actually change

The store page describes the remaster as blending traditional platforming with "modern enhancements", and the achievement list is the clearest public statement of how the two modes differ: remastered is the mode with a bonus-health ceiling worth reaching, classic is the mode where a Golden Gobbo counts.

Argonaut does not publish a side-by-side breakdown of enemy damage, lives or checkpoints. What the achievement design implies is that remastered is the more generous mode — it is the one where stacking bonus health is a goal rather than a survival requirement — and classic is closer to the 1999 behaviour.

Planning a two-setting run

  1. Play remastered first. It is the mode the game is tuned around, and it carries the larger share of the achievement list, including all five boss fights.
  2. Collect maximum bonus health before the Inca endgame. Mad Max Hearts is easier while you still have uncollected pots in the earlier villages; the items page explains how pots stack.
  3. Start a classic save only for the Golden Gobbo. Classic does not need to be finished, only played far enough to collect one statue — the achievement is about the pick-up, not the completion.
  4. Do not mix the two on one file. The settings are per playthrough, so a classic run is a separate save.

The hard-version achievements are not difficulty settings

It is worth separating two ideas that sound similar. The five restricted boss achievements — Crate Expectations, Cannonball Fun, Cloudy with a Chance of Ice Cubes, License to Chill, Jurassic Spark — are not tied to classic or remastered. They are constraint challenges inside a normal fight: use only the first three TNT crates, take no damage, and so on.

That means a 100% run has three layers: finish the game on remastered, do the constraint fights, and dip into classic for one Golden Gobbo. The achievements table labels each one so you can plan the order.

What a 100% run actually costs

LayerAchievement countNotes
Story progress9Finish levels, buy from Pete, take a heart pot
Collection sweeps6999 crystals, every pot, every egg, every jigsaw piece
Guardian fights10Base fights plus restricted versions
Difficulty-gated2One remastered, one classic
Endgame chain4Baron Dante variants plus GooFellas

Ten achievements sit above 50% completion, which means the first half of the list is genuinely casual. The bottom ten are the ones that decide whether a 100% run is realistic for you.

Achievements to leave for last

GooFellas (6.7%) is the no-goo run through Goo Man Chu's tower, and it is the single hardest entry in the game. Barons of the Fall (7.4%) and Untaken (8.5%) both require a clean Baron Dante fight. Doing them last means you arrive with a full health bar, every pot collected, and the arena already memorised from a relaxed kill.

The guardians page breaks down each fight, and the collectibles page covers the counters that overlap with a completion run.