Rayman 2: Revolution
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Rayman 2 Revolution PS2 FAQ/Walkthrough v1.1 By Brian McLean - firstname.lastname@example.org Last Edited: November 26, 2001 ======================================== Table of Contents ======================================== 1. Revision History 2. Introductory Info 3. Game Walkthrough 3.1 Tutorial Area 3.2 Minisaurus Land 3.3 The Fairy Glade 3.4 The Bayou 3.5 The Lost Island (The Sanctuary of Water and Ice) 3.6 The Menhir Hills 3.7 The Marshes of Awakening 3.8 The Cave of Bad Dreams 3.9 The Menhir Hills, revisited 3.10 The Canopy 3.11 Whale Bay 3.12 The Sanctuary of Stone and Fire 3.13 Rainbow Creek 3.14 The Precipice 3.15 The Pirate Mines 3.16 The Echoing Caves 3.17 The Factory 3.18 Beneath the Lava Sanctuary 3.19 The Lava Sanctuary 3.20 Tomb of the Ancients 3.21 The Iron Mountains 3.22 The Prison Ship 3.23 The Fight with Razorbeard 4. Mini-game descriptions 4.1 Roller Coaster Challenge 4.2 Jump Challenge 4.3 Waterski Challenge 4.4 Racing Challenge 1 4.5 Grab Challenge 4.6 Racing Challenge 2 4.7 Trampoline Challenge 4.8 Ray-type Challenge 5. Secrets 5.1 Glob Disk 5.2 Missile Dogfight 5.3 Baby Soccer 5.4 The Bonus Game 6. Cheats 7. Contributor Info 8. Copyright ======================================== 1. Revision History ======================================== 1.1 - Added the Bonus Game under Secrets. Oops! Also added the cheat codes. Added subsection numbers to make the FAQ more searchable. 1.0 - Preliminary FAQ written and released. ======================================== 2. Introductory Info ======================================== Rayman's world has been invaded by robo-pirates, and they've smashed the core of the world! It's been broken into 1,000 pieces called lums and they're making everybody their slaves. Even Rayman himself is captured, leaving his friends: Ly the fairy and Globox the, er, thing to cook up a plan to get him out and work towards ending the scourge of these slaving pirates. I'll assume you know the basic moves already. Even if you don't, they're explained in-game and would be a waste of space to put here. Do, however, learn to use the L2 strafing technique effectively. It's important to be able to stick on a target and move around to dodge their shots. A few minor points of interest before we delve into the game itself. If you get stuck and don't know what you're supposed to be doing next hit the select button. Sometimes the explanation offered by that is stated more clearly than what characters in the game will tell you. Don't forget about the Magic Well. There are three of them in the game, always near a Stone Circle. You can buy upgrades for yourself and eventually secret games as well. I prefer to take the order of: Run with Load, Rate of Fire, Rebound 1, Accumulation 1, Rebound 2, Accumulation 2. The manual has one or two minor mistakes that you should be aware of. It talks of Super Yellow Lums worth 5 regular yellow lums. These don't exist in this version of the game; all 1,000 lums are individual pieces to pick up. Also, blue lums (for breath in the water) don't exist either. There are bubbles released from the ground underwater which is the most common, and in the sequence with Carmen the whale she'll give you air bubbles to use. But never will you encounter lums used for that purpose. This guide is NOT going to contain the location of all 1,000 yellow lums in the game, and for good reason: Near the end of the game you're given a radar that will tell you where they all are! I will note the ones that are not out in the open or are difficult to get to but work under the assumption that you're capable of getting the very obvious lums. Should you wind up missing any anyway, let me know and I'll try to help you find it (and include it in the guide if it's out of the way enough). You won't be able to get every lum on your first trip through each stage. Sometimes you need a special power that you won't get until later. In those cases I will note them and at the very end of the level you'll see a section labeled 'UNFINISHED BUSINESS.' This describes how to get those straggling items after you have the necessary powers. ======================================== 3. Game Walkthrough ======================================== You start out on the pirates' prison ship at half health. Globox is thrown in with you and after a brief conversation he hands over a present from Ly, the fairy: A silver lum! This strengthens Rayman's fist and he's now able to punch through the grate leading out of his cell. When you exit the cell you'll find yourself in a slippery chute with a path or red lums stretching along it. Steer yourself into the lums to gain some health and once you reach the end, Globox will join you rather forcefully and you'll both fall back to the ground. 3.1: Tutorial Area ------------------ Lums: 5 Cages: 1 Not too much to see here, but your first cage and five yellow lums will be found here. Simply run to the left of the start and find the cavern that the water is rushing into. Jump and punch the cage twice and you'll free the familiar spirit inside. The wooden grate will open up and you can proceed. In the next small area you simply jump from side to side over the water, gaining ground and picking up three lums along the way. You're taught a few basic moves as well, but before you enter the next cavern don't forget the fourth lum behind the waterfall at the end. Rayman will run into some baby Globoxes who will ask where their father is. They were separated when Rayman fell, but he promises to find him. Rayman inquires about Ly and finds out that the pirates have taken her too. Head into the next area and you'll find the last lum hanging directly in your path up to the end. Simply stand between the two walls in front of you and hit X to jump then X again to brace yourself against the walls. Repeat this until you're up at the top. Another cage holds several Teensies. A brief conversation reveals that Globox was captured again (didn't take long, did it?) but you'll get another silver lum that will enable you to shoot energy blasts from your fists. With that, you're sent into the meat of the game. 3.2: Minisaurus Land -------------------- Lums: 30 Cages: 0 A brief lesson in swimming and a target dummy await you at the beginning of this area. Use L2 and the analog to circle-strafe around the dummy, hitting its shoulder target eight times. Once you do this, the gate will open and let you into the rest of the area. Cross the stone bridge, but if you head left just before you take the path into the forest you'll find a pair of lums. Jump into the water and follow it to the end to find an underwater passage that leads to a secluded area with three more. If you follow the water in the other direction to its source, you'll find another underground pool with two more lums. Once you enter the forest a little ways, there's a quick cutscene with pirates surrounding Rayman and Clark coming to his rescue. Once control is returned to you, follow the signs and path to the Stone Circle. This is a central point in the game where you can enter levels and warp to other main areas without having to run all the way there on foot. Quite handy, though you have to visit each place at least once first. They repeat that Globox and Ly are in trouble and tell you to go to the Fairy Glade. Simply head back out the way you came and you'll find a path near the tutorial area that leads right to your first real level. 3.3: The Fairy Glade -------------------- Lums: 80 Cages: 10 If you head straight from where you start, you'll find some lums and a large mushroom. Before you jump on it, turn to the right and head over to the water near the corner where there's an underground passage. The first cage and several lums are here for the taking. Backtrack and jump on the mushroom, which will propel you upward to hang from some vines. Move along this area. At the end you'll find a pond with very large lily pads covering it and a sign that reads 'Swimming not advised.' True to itself, you'll take damage and be placed back at the beginning of the pond if you jump in the water. As a rule of thumb, any water that can't be seen through easily is not safe to jump in. Hop across the pads and avoid the piranhas that jump across. When you reach solid ground again, look around and you'll see a cage farther off in the distance. Shoot it and jump from platform to platform, eventually coming to another rock tunnel with a sleeping pirate guard in it. He wakes up if you get near and begins firing. Just use L2 to keep from turning away from him and shoot him twice to get rid of him. Past that you'll wind up on top of the vines you were swinging across with a big switch in a wall facing you. Shoot the switch, which opens a nearby door flanked by baby Globoxes. Before you run in there, follow the path you're on to its end to find the third cage. Following the path, you'll run into a green lum. These are important because you'll return to the spot that you picked one up whenever you die. The path opens up again into another bridge with an oil facility of some sort. Another sleeping guard is placed on the bridge and easily dispatched. You'll notice a purple ring hanging in the air with yellow lums surrounding it. You can't get there yet, but keep it in mind. Also, there are red and yellow lums beneath the bridge itself over the water. If you're feeling suicidal, it's possible to grab the yellow lum just by jumping over the water and using your helicopter spin to get beneath the bridge before you fall in. The safer way is to climb most of the way up the oil facility and jump off onto a floating ball to the right of where you entered this area. It will slowly float beneath the bridge, allowing you to collect all the lums safely. Climb up to the top of the facility again and you'll enter a new section. (I denote sections by anything that requires a loading screen, which occurs fairly often in this game. As you'll find out, it works to your advantage!) You'll be at the base of a tree with vines covering it; dispatch the nearby guard and climb the vines, then ride a little waterslide out into the next big open area. You'll immediately see a glowing plant-like thing and a cage calling for help. Unfortunately, you won't be able to do anything about either of these until much later in the game. Use the vines along the wall to your right to make your way across the water, avoiding more piranhas. The path beyond that quickly leads you into the next section. You'll see part of a ship stuck in the mountain with another pirate guarding the area. You can't hit this one and he hurls explosives at you! If you look to the left, you'll see that you can helicopter over to a blocked-off area with a cage and some lums. This section is also something you can't do quite yet, so focus on the task at hand. There's a wooden area in the ground with a big X on it. Simply stand there and wait for him to throw, then get out of the way. The explosives will blow up that section and give you passage to an underground area. Jump across the stuff floating in the water, using your shadow to help determine whether you're over solid ground or not. You'll come to a place with webbing on the walls; like the vines, you can climb on this as well. Some explosive barrels are being dropped from the ceiling as you climb back up, so always keep an eye above you and be prepared to dodge left or right quickly, especially near the top. Take a left as you get to the top and you'll find a switch that will deactivate the lasers blocking your path forward. After you pass through, a quick cutscene shows another set of lasers and a switch on a floor above it, presumably linked together. Head left for now and go up the stairs presented to you, taking out a few guards along the way. You'll be presented with a small room that has kegs of explosives available. By standing still near one, you'll pick it up. For the moment, walk out and backtrack to the previous room where you'll find a door with another X on it. Lob the keg towards it with the square button (the autoaim is fairly generous with kegs) and you'll blow open a secret area with a few lums and your fourth cage. Pick up another keg and throw it at the X on the pipe in that room, lowering some grating that can be climbed. This will take you to a pit with a laser beam roving across the bottom and a closed door on the other side. The switch to it should be directly beneath your feet on one wall of the pit. Jump off and helicopter down, shooting at the switch on your way. You'll have to bounce on the trampoline-like netting a few times at the bottom to get enough height to pass through the now open door, so be careful not to land on the laser! There's another green guard to dispatch who is hiding a few lums behind him, and as you head downwards again you'll see a purple guard near the switch you need to hit. This guy fires larger shots than the green ones and takes six hits with the shots you start out with! Strafe and shoot and eventually he'll go down, as he's not any brighter than the others are. Hit the switch, run through the newly deactivated lasers below you, and it's on to the next section. A trio of roving laser beams greets you, but they're fairly easily avoided. Head straight forward, jump over the first one, and run until you reach the last one and jump over that as well. Head down the stairs and you'll finally find the prison area where Ly is being held! Search all of the open doors for more lums and note the fifth cage that is simply sitting on the ground here. There's a big pipe heading directly from Ly's prison into the wall next to an open door on the bottom floor. You're told to find the machine and destroy it, so off you go! By following the hall you quickly find another keg dispenser and a large room with green slime on the floor and a large machine at the end. There are three spots on this machine that need to be hit with kegs and they're all plainly marked with an X. The difficulty is that there's a bit of a walk from the keg to the machine and after you hit the first X, enemies will start to come after you from inside the machine. On subsequent runs you'll have to throw the keg upward with X, shoot the approaching enemy, and then simply stand still to catch the keg again. You may well have to do this twice on a single run before you reach your target, so be careful with that load! Before you actually destroy the machine, take a look around. In the back left corner of the room you'll find your sixth cage, and freeing it now will save you running back there. Once the machine is destroyed, there's a cutscene where you talk to Ly. She explains the legend of Polokus and the four masks associated with him. Before she's done, she infuses Rayman with a bit more power and explains that he can now use the purple lums, the first of which you saw earlier in this level. Climb back to the top of the room and shoot at the purple lum to start swinging from it. If you thought you were Tarzan by hanging from vines before, this should have you beating your chest in no time. You'll have to climb up between two pipes like you did in the tutorial, then it's off to the final section! This section has you using your helicopter move down a long pipe with oil and fire abounding. Grab the lums as you wander down and stop on each pipe that crosses the area. The one nearest the bottom has the seventh cage. Head through the tunnel at the bottom into another vertical area, but this time you're going up. Use your helicopter move in the air currents to blow you upward, picking up the yellow lums in each of them. If you need to, stop the helicopter for a split second to drop and grab a lum at the bottom of the current before you let it carry you upward again. At the end of this little section you'll see a pair of purple lums heading off towards a structure in a wall. Head over there first and collect the lum, then free the Teensie from his cage. He'll show you the exit to the level. Before you leave, however, turn back the way you came and follow the purple lums over to the air current. You'll see a third purple lum this time and you can use it to get to a hole in the wall. You'll find four lums and cage #8 here. Find the level's exit and you're done for now. The Teensies tell you that the first mask is hidden at The Lost Island but that Bzzit, the person who can take you there, has been captured and is in the Bayou. What's that, you say? You didn't find everything? That's true, you won't get everything on your first run. After you've gotten the rain dance move from Globox you can return and grab the rest, which is detailed in the following paragraphs. UNFINISHED BUSINESS: Head over to the plant you were unable to do anything about the first time. Use the rain dance to make it grow and give you platforms to stand on. You'll head through the previously inaccessible pirate ship and across a long, circular path with several obstacles along the way. If you've gotten this far, you shouldn't have much trouble handling it yourself. At the end of it you'll run into a bomb-throwing pirate and a fairly small platform to work from. In fact, you can't hit him at all and need to make him throw a bomb onto an X, making your platform even smaller. It opens up the path back into the ship, however, and you can slip down into it and finally free the ninth cage. After all that is done, you end up not more than a few feet from where you started this whole mess! In the section where you first had to have a pirate throw a bomb onto the ground for you, if you head off to the left you'll found a lone mushroom and a wall made of white stones piled together. Do a rain dance on the mushroom and it will sprout several siblings, then tell you to eat it. Go ahead and eat it, and you'll grow much smaller! You can jump up the ascending mushrooms and squeeze through a hole in the wall. Take out the pair of pirates and walk along the wooden bridge to find another mushroom that wants to be eaten. Take it and grow back to normal size. Two lums and the tenth cage are your reward for visiting this area, which hopefully finishes it off for you. 3.4: The Bayou -------------- Lums: 50 Cages: 6 Head back into Minisaurus Land and follow the paths and signs over to the Bayou section. You'll know you're on the right path if you see the minisauruses themselves walking around. There's a purple lum hanging in the air over water that will kill you, and basically the only way to make the jump is the leap forward and hit it with a shot before you plunge into the water. Just have faith and swing to the nearest platform to your starting point on the left. This path will take you to the bayou itself. A cutscene will show Razorbeard eating a lum and lowering the total to 999. Once you start the stage, jump on the floating ball and ride it over to the next platform. The first cage is in your immediate vicinity in plain view on the branch. Shoot it and move on. Take the next floating ball to a ladder and climb it to the next area. There's a switch in view off to the right, shoot that before you go leaping off into the void. It will lower a bridge that completes a 'C' shape over the water. Jump onto this bridge but move quickly as it is unstable and will break and dump you into the killing water after a few moments. The ladder at the end will take you directly to the second cage. Destroy it and a purple lum comes out. Dispatch the guard that's right there and walk over to where the purple lum flew. Swing across it onto another floating ball, shooting any enemies that fly towards you. Once you reach the edge of the water, you'll need to jump forward again or you'll be killed when the ball sinks. As you land on the next branch, you'll see the third cage hanging from the bottom of it. You should be able to shoot it if you stand close enough to the edge thanks to the way it curves. Follow the line of yellow lums down to the next bridge and platform, but before you move on there's a sneaky yellow lum hidden below the edge of that platform. If you get close enough you'll see its wings. Drop down carefully so that you grab the ledge on your way down and you should get it. Climb back up and continue on. Use the nearby purple lum to swing around and get a few more yellow lums as well as cage #4 across the water. Head back onto the path and follow it until it leads into the next cavern, but before you move inside turn around and hit the fifth cage hanging at the very end of the bridge section. This isn't anything like the last level, all these cages are begging to be hit! The next section finds you locating Bzzit right off the bat. He warns Rayman that the pirates are coming, and right on cue they drop in. The two green pirates are easily dispatched, the two purple ones will require two hits each, and then one drops in that throws more explosives. He'll require six hits to take care of. Once they're all gone Bzzit is freed and he instructs you to meet him at the pier in the Minisaurus Plain and he'll take you to the Lost Island. Fair enough, now you just need to get out of here. Follow the path around, dodging the barrels that drop at first. When you jump onto the next section of bridge, the barrels will be rolling towards you instead. If you hop on top of one, you bounce higher than you would for a normal jump. You'll need this extra altitude to get one of the yellow lums! You'll come to a section with water and more barrels running down inclines into the water. Jump across them carefully and grab another yellow lum hanging high above the middle section by hopping on a barrel there. This brings you to a wide-open space with a metal bridge that only goes halfway across! Move to grab the yellow lum on the left and you'll spot a switch embedded in the wall to your right. Hit that and a purple lum flies out to let you get across. Take note of the plant with the translucent clouds hanging around it before you cross, it's something you'll need to come back to. Once you cross, there's an invincible enemy who will run around and try to hit you. Just avoid him as best as you can and run into the next area. You'll see a pipe on the left wall with a button on it, several swinging blades, and a doorway at the end of the hall with lasers along it. Hit the button to deactivate the lasers temporarily, then run down the hall and through the door before time runs out. It's not as tricky as it sounds, and if you mess up you can always just try again. You're now in a hallway where barrels are constantly rolling in the direction you need to go. Just slip behind one and run along with it, veering to the left when the passage allows it. At the edge of ground you'll see the barrels dropping off onto a ledge below, and if you look to the right you'll see a yellow lum hanging in the air at the end of a tree branch as well as your final cage hanging a bit farther away. Grab both and head over to the pipe structure, using the trampoline-like areas to grab all the lums and free the Teensie in his cage. He'll let you out of the level. UNFINISHED BUSINESS: Head out to the metal bridge that only extends halfway across the chasm and find the plant that needed attention you couldn't give to it before. Now you can do the rain dance on it and jump on the leaves that sprout to get up to the ledge high up. Climb up the vines and start on a slippery slope, sliding your way down to the bottom and collecting a total of five lums for this area before it deposits you right at the ending area. 3.5: The Lost Island (The Sanctuary of Water and Ice) ----------------------------------------------------- Lums: 50 Cages: 2 Back out at the Stone Circle, you may want to drop down and visit the Magic Well if you'd like to buy a powerup at this point. I like to get Run With Load early as it makes parts with carrying objects go faster. Rebound is also nice to have, especially when paired with Rate of Fire. Unfortunately, you probably won't have enough lums to combine those two for a few stages yet. When you're done, run over to the pier on Minisaurus Plain like you were instructed and Bzzit will be waiting to take you over in his boat. When you arrive, the first cage is disturbingly easy. It's simply hanging in plain view next to you, so open it. You'll be ambushed by a group of three pirates when you step onto the beach. Hang back and pick them off carefully. When you reach the top ledge there's another pirate waiting with a flamethrower. Use your strafing to pop in, hit him, and pop back out again. There's a purple pirate behind him that's so eager to hit you that he'll be pegging the flamethrower pirate in the back as well! Either way, soon he'll be destroyed. From this top ledge you can jump back towards the trees to pick up two more lums in midair, then move on to the next area. Dive into the water in the cavern and head down to find more lums and the second cage at the end of the tunnel. There are plenty of air bubbles to keep you from drowning along the way. Follow the rope ladder after you're done with that bit of sidetracking and you'll find yourself outside again. There's a slightly tricky yellow lum right in front of you that is best collected by jumping onto the railing and then out towards it. With the helicopter move you can make it onto the ground below and to the left before you fall in the water. There's a room with a cannon pointed at the door, and if you've bought any of the accumulation powerups you'll be able to light the fuse and blow it open for more lums. Otherwise, just leave it until you have the power. There's a large set of double doors guarded by several pirates, two purples and a bomb thrower. Take them all out, and then continue up a set of stairs to the right to find a keg dispenser. Blow open either of the doors with an X on them and you'll find a passage to magic spheres, one gold and one silver. These spheres are picked up like kegs and must be thrown onto the base of the same color near the big double doors. Blow open the other door, grab the other sphere and place it where it belongs, and finally the temple doors will open. Grab all the lums that are simply hanging around and continue on to the slide section! The slide itself is fairly easy to complete. Keep in mind that Rayman will automatically jump all the gaps so don't try to do it yourself! It may take you several tries down the slope to pick up all the lums (there's one near the very end that does require you to jump on your own). Once you reach the end you'll find the guardian. As soon as he is introduced it shows a stalactite hanging above his head and purple lums that lead right to it. You'll need to swing from lum to lum and hit the stalactite. The only thing that makes this difficult is the fact that he'll be throwing ice attacks at you now and then. If he dazes you with one and you start to fall, quickly throw a shot behind you and you may catch the previous lum you were on, saving you from starting the string over again. Once he's gone, swing back over and head through the waterfall. You'll pick up a few red lums and reach the first mask. Congratulations! Polokus will come to you in a dream sequence and tell you that you need to find the other three. Upon your return to the Stone Circle, the Teensies will tell you to head out to the East Plain to find Clark, who can help you open a door that the pirates created to stop you. The entrance to the East Plain is a bit deeper within the forest; the signs will lead you there readily. UNFINISHED BUSINESS: You have to have your shots charged up to a certain point (so that a normal shot is red) to light the cannon before the temple doors. It'll blow away the door and let you collect the four lums behind it. 3.6 The Menhir Hills -------------------- Lums: 50 Cages: 8 Once you're in the East Plain, you'll meet up with Clark right away. He leads you up a path and then shows you how HE opens doors! Definitely not a guy to have on the opposing team. He runs over to the Menhir Hills, so follow him into the next stage. This one opens up with Murfy flying down to tell you about the walking shell guarding the area. He explains that you can tame it by tiring it out. Instead of doing that right away, however, head over to the lone stone pillar and look behind it. There should be two yellow lums nearby and a switch that opens a wooden grate in the ground. Grab the first cage and five lums down there, then run around until you tire the shell out (it'll stop in its tracks). Hop on and ride it across the thorns! Veer to the right of the stairs and jump off the shell before you hit the wall. It'll run into the door with the X on it and open that up, exposing the second cage to you. Grab that and run in the building. There's a group of pirates immediately inside. Stick to the right wall and take them out. The best way is to fire a shot at each one of them in turn, then start again. They're invincible during the animation after they've been shot, so you might as well spread it around as quickly as possible. There's a passageway to the left and ahead of you. Take the left one first but be mindful of a purple pirate waiting to ambush you. Take the third cage, but for now you have no way to get past the red lasers. Head back and take the other passage, dropping you into the next section. As you start it, it's another area much like the beginning of the stage. There's a bouncy mushroom on the ground that you can use to propel you up to another mushroom in the tree next to it. Use that one to reach a purple lum, then swing over to the building atop the start point and grab your fourth cage. Tire the shell out again and start your second ride, which is considerably longer than the first. The yellow lums will show you the best path to avoid the walls and spiky tentacles that come out, so pay attention to them. About 1/3 of the way through there's a bridge to cross. It's entirely possible to veer to the left and get on an alternate bridge but you'll only get some red lums for your trouble and there are yellows that you have to get on the main path. At the end of your run you'll jump off of the shell again to let it crash into another door with an X. There's an open corridor at the side of the building and a keg dispenser, but it's yet another thing you'll have to come back to. Run up the stairs and over to the big door with the pirate logo. The switch right next to it will open it up and lead you down to Clark. As expected, he's ripped into all the pirates in the area but something's making him ill. He asks Rayman to help him get a Life Potion, and with that you're brought back to the Stone Circle, but this time at the Globox House. You can use a warp there to get back to the Circle at the Minisaurus Plain. From there, it's a hop, skip, and a jump to the entrance to the Marsh, which is right next to where you found the bayou. 3.7 The Marshes of Awakening ---------------------------- Lums: 50 Cages: 4 Once you enter this swampy area, you'll find the first five lums quite readily on lily pads and the netting to your right. The first cage doesn't count towards your cage total but holds Sssssam, the serpent who's going to help you through this area. How? By waterskiing along it, of course! There's precious little to say about this stage. Nothing is kept hidden from you and all four cages are in the first half of the course. The only difficult parts is getting some of the lums off of the jumps, particularly the two hanging above a large mound just past the second big monster that pops up in the second half. Veer hard right and hold L2 to accelerate and you've got a chance of collecting them. Be sure to accelerate again as you reach the piranhas for a cool little jump through that area. Sssssam gives a tearful goodbye once you reach the other side. Don't go in the cavern just yet, but instead follow the path to some yellow lums on a lily pad and just beyond. If you follow the path farther still, there's a hidden cache with a few more lums that you'll need. Now you can go back and break open the final cage with the Teensie inside. Don't follow him but instead take the other path in the road and you'll find the entrance to the Cave of Bad Dreams. 3.8 The Cave of Bad Dreams -------------------------- Lums: 0 Cages: 0 That's right, nothing at all to collect here. You'll run down and find a purple river with platforms on either side and purple lums to help you get around. There are bones on the wall to climb, and after a while you'll look out and see a large column that has bones on all sides of it. Jump out towards that column and helicopter to it, then climb up to the top. Quickly jump off again towards the next one, because it'll start to sink! There are three in a row to contend with, then it's back onto firm ground. Drop down onto the platform far below you. There's a golden base for a magic sphere and several enemies about that are basically heads with long arms coming out of them. Destroy them all and you'll get the sphere to go on the base. Put the two together and the platform lifts up, revealing a hole in the ground to take you to the next area. This time it's two bases for magic spheres! Head up and to the left of the door and we'll tackle that one first. You'll be at one end of a large purple pond. Jump onto both skulls floating in the water. The second one will lift you up to a position to jump onto a rotating platform. Jump from there to the stationary ledge when you swing around, then onto the next rotating platform. Finally you'll make it to the ledge with the silver sphere. Grab that, then - yes, you have to haul it back the way you came! Throw it onto each platform and jump after it when it lands safely. If it lands in the water, no worries, it'll appear again at the spot that you last threw it. It may take you a little time, but there's no limit here. The 'head start' that you're given by the master of the cave lasts until the very end, however long it may take you to get there. Once you finally haul that sphere back, take the right fork in the road this time and go after the gold one. A purple lum leads you to a skull on a long bony arm. Jump on it when it's near and it'll give you a ride to another platform. You'll have another purple lum and a skull after another jump, then a few shadowy enemies to destroy. Yet another skull will bring you up to where the gold sphere itself resides. This time you get a break, instead of backtracking you just toss it over to the next platform, then again to the ledge where you first started the room. Much easier than the first one. Once both spheres are in place the door opens and you get a few red lums. You can break the crystal in the room with a shot, exposing a hole and leading you to the next section. The master of the cave finally comes after you at this point and it's a race down yet another slippery slope for survival! There are going to be more crystals in the way, so shoot as many that are near you as possible. I prefer to stick to the right way, as that seems to have fewer obstacles than anywhere else does. As before, don't do any of the jumping yourself! Rayman will automatically take all the jumps unless he's going too slow and in this case you're going to get chomped and have to start again if you're not moving fast enough anyway. Once you clear that little section, you drop into an actual battle with him. He'll spit a few fireballs at you and then shoot skulls your way. You'll want to shoot those skulls to stop them, then jump on them. You should be able to shoot three of them in a row and jump across to where he is. When you do, he'll move away and start the process again. You'll have to do the same thing over and over, using his skulls to cross to the next platform and chasing him through his own domain. After you've chased him three times, the next will be using purple lums to get closer to him while he's shooting fireballs at you. Then it's back to more platforms and skulls to get closer to him, ending in an extra-long jump that requires 5-7 skulls to get across. Once you do this, he's finally beaten and offers you his treasure. You can choose to take it or not. If you take it, you're treated to an amusing (and slightly chilling) cutscene, then asked to choose again. Of course, you'll eventually have to turn the treasure down to progress. You'll get the elixir of life from the guardian after being told you made the right choice. Off you go to save Clark! 3.9 The Menhir Hills, revisited ------------------------------- Now's a good time to grab any lums or cages you might have missed the first time. It's a simple milk run through the level again until you run into Clark. When you find him and give him the elixir, he'll be a new man! Personally, if I were Rayman I'd be a little frightened of that guy with the look he was getting in his eyes and all. But at any rate, he busted through the next door with the greatest of ease, so follow him! After you make a quick left and grab the three yellow lums in a small secluded area easily missed, of course. Go past Clark (for such an energetic guy, he didn't go very far!) and into a room with a shut door. Hop on the crate and use the purple lums above you to swing up to a ledge with a more convenient opening for you. Go a little higher first, though, and find another ledge with a single yellow lum and your fifth cage. Drop into the next room and hit the switch so Clark can get through. He'll quite happily charge through the next door for you. You'll fall into the third and final section with a walking shell to ride. Jump onto the stump right next to you and you can ride a purple lum over to cage #6. Then run over to where the shells are coming from and climb up the vines in that alcove to find more lums and cage #7. This ride involves some falling rocks. Just stick to the left side through the middle section to grab the lums and use the square button for acceleration so the last rock doesn't fall over and block the path before you can get there. The rest of it should be relatively safe for you. A cutscene shows you riding that missile into the end of the stage, and that's that! Back in the Stone Circle, you'll learn that Globox has been captured. Of course, you really learned this some time ago but, er, you've been busy. Right? Right. Follow the path to the Menhir Hills (if the sign confuses you and you wind up at a spot blocked by rubble, you're on the right track; just turn around and follow that path until you get to the missile), grab the walking shell, and ride it back to blow apart that loose rock. Follow it into the next stage. UNFINISHED BUSINESS: Head into the first building as per usual and revisit the red lasers that you couldn't get past before. Go to the machine in the room (not the lasers themselves! The cloud icon can be a bit hard to see here) and do the rain dance, destroying the lasers. You'll get four lums for your troubles. At the end of the second missile run, instead of going up the stairs and into the building, look for a door leading into the side of the structure. Light the torch inside and take a keg in there, using it to fly across the big pit. You'll find two more lums and can throw a keg up into the air to catch cage #8. 3.10 The Canopy --------------- Lums: 50 Cages: 3 As soon as you take a few steps into here a spider will assault you. You can stay and fight or run out onto the webbing and follow it around on the walls. As long as you stay moving, the spider won't hit you. There are a lot of yellow lums to grab around here and a cage hanging directly beneath the platform you need to get to at the top. Grab everything and snag a second cage as soon as you exit that room, which should bring you up to 22 lums and 2/3 cages right off the bat. Not bad! Jump across the chasm and helicopter to the other side, grabbing onto the webbing. The spider will follow you! He might not make the jump but I've seen him scuttle right along one of the side walls only a moment after, keeping good pace. Jump down the hole in front of you and get into the next section before he catches up. Once you drop down, head to the left and dispatch the single guard at the end of the path. There's a sign proclaiming why Globox is being held prisoner. Look across the chasm and shoot the switch there, freeing your friend. Head back, then take the other path. Globox will take care of the lasers for you via his rain dance. Drop down into the next area and guide him to the glowing plant to have him do his rain dance again, giving you a floating flower to ride on. Take it across, then hit the X on the dead tree to knock it over and give Globox a way to walk across. Guide him a bit farther to a wall of flame, which he will also take care of. There's a single pirate to take out, but Globox shows that he's rather afraid of them. In a cutscene, Rayman tries to comfort him and winds up getting another silver lum instead. Your fists are stronger now! Globox follows you into the next area (still a cutscene) and you collect a yellow lum without lifting a finger. But a pirate warship approaches and the chicken Globox runs away again, leaving you to fight it yourself with your newfound powers. This is actually a fairly easy fight unless you're extremely low on health. As the ship passes it will drop off pirates, and every time its rear is exposed to you, you can get a shot in against it. Just defeat the pirates as they come, they all only take one shot now and you'll get a red lum for every successful hit on the ship. Once it's defeated, run back and grab Globox again. He'll take care of the next set of lasers. A few more pirates confront you and again he chickens out and has to be grabbed after they're all defeated. Notice how the flamethrower pirate only requires two hits to be killed now! Once you're through that, a pair of doors with a red searchlight will present itself to you. Hop on the nearby crates and use the purple lum high in the air to grab cage #3 and then to swing over above the doors and grab five extra lums. If you didn't miss any, for once you should have completely cleaned out a level without extra powers! Lead Globox to the plant and have him use the rain dance to make it grow. Just walk into it to use it as a disguise to open the doors. Once inside, free the Teensie and you're done! Go back to the Stone Circle to learn that Carmen the whale has been captured and, of course, you're the one to free her. Off to Whale Bay with you! 3.11 Whale Bay -------------- Lums: 50 Cages: 3 Head towards the Globox house and talk to the baby Globox next to the elevator. He'll ask to go to the cave, so pick him up and walk around the elevator until you find the spot that will cause you both to get on automatically. (You can't jump!) Take him down to the Whale Bay entrance and try to sneak by the guards so you can put him in the hole in the wall to the right. If you don't manage it, just kill the guards and do it as loudly as you like. Either way, he'll open the door for you and you can now pass through. Once inside, hop over to the aquarium-like tank on the right side and dive in. There's a yellow lum along the way and a switch at the very end that you'll need to hit. In addition, a fairly tough and very large barrel-like enemy is avoided for the moment. Just dash through the door and make your way around the next set of platforms and nettings. The very last netting is one you'll need to walk across, but first hang beneath it and swing across to pick up yellow lums and a set of super fists. You get three in each set and as long as you have even one, your shots will do tremendous damage. Every time you take a hit, however, you lose one. Eventually you'll come to yet another pirate-ship-as-part-of-the-landscape deal, which leads me to wonder whether these guys built up a huge army and were so strapped for cash that they had to wreck ships into mountains to make fortresses out of. At any rate, take out the guards in the area and climb up into the right side of the ship (from where you entered the area). Jump over to the ledge that's all by its lonesome, then turn around and fire on the switch that you can now see on the side of the main ship. This will deactivate the lasers on the far wall, so meander on over through that entrance. The lasers will pop up again as soon as you pass through, so be sure you're ready. A long corridor with barrels rolling down it greets you, and you should deal with it as in the bayou, just with more frequent hops. Don't forget the yellow lum that will require a bounce off the top of a barrel. Once through there you'll be in a watery section with an island off in the distance. Actually, the water's shallow so you can just jump right down into it and walk across. A single guard sleeps on the island and needs to be dealt with appropriately. To your right is a small corridor in the rock with a keg dispenser. Grab one and run it across the island to the door with the X, blowing it open to reveal the first cage. This cage has a purple lum, which you can now use to proceed to the upper level of the same building. You'll cross into the next section where Murfy explains that Carmen's trapped here and they want to use her blubber as ship oil. Pretty nasty fate. Dive underwater and have a look around, there are yellow lums to be had in the oysters and one near where Carmen herself is kept. On the other side of her prison is an underwater cavern that leads right into another miniature pirate ship. There are two ways to go here, you can walk down the ramp or you can use the lowest path that winds up overlooking the same destination room. If you go the latter route you'll see four yellow lums high up in there. You won't be able to come back and get these until very late in the game. Instead, head into that room and up the small set of stairs to the area directly overlooking Carmen. Find the switch on the far wall that will deactivate the lasers and free her. The curious triangular thing on the wall in the previous room now shows itself to be a portal for walking shells to come in and harass you. Tire one out, then ride it back up the ramp to the room you entered the ship in. The catch is that you're going to be jumping that entire gap. Yes indeed, all of it. No, you can't jump, that will dismount you. So how, you ask? The only way I've done it is just to accelerate from the moment the shell started running. As soon as flames stop spewing from it, accelerate again. You should get three or four bursts in before the big jump and that may just be enough to make it. If not, just try again. This one will definitely take several tries to get it right, so just be patient. Your reward for getting the shell across and blowing up the far door with it is the second cage and some red lums. Once you're ready to go, jump back in the water and follow Carmen. She'll lead you around, letting out air bubbles so you can partially regain your oxygen meter on a regular basis. Once you get to the next section with her, she'll complain that the piranhas are stealing the air bubbles. Sure enough, they'll take them away from you if they get the chance although the effect is fairly comical when they have to deal with all that air. Follow her to the sunken ship, where she'll simply start to do circles around the place. To the left of the sunken ship there's a passage at the ocean floor that will lead you to a small area with a few extra lums. Grab all the air you need and head through the ship itself, ending up above the surface a few seconds later. Climb up the mast of the ship and use the purple lum up there to swing into the crow's nest. The third cage awaits you there. Still running around the top timbers of the boat, jump over to a stream headed downhill and slide down it to collect more yellow lums and take you over to a sandy area. A hole in the side of the rock can be accessed by cargo net and contains the Teensie you'll need to free to get out of here. Once you're back in the Stone Circle, the Teensies say something about needing Globox and Carmen to get into the sanctuary. Go talk to Globox and he'll say you should go investigate a cave the Teensies found. He'll follow you to the elevator, then over to the entrance to the Sanctuary of Stone and Fire whereupon he'll give you entrance. Steel yourself for hidden lum mayhem! UNFINISHED BUSINESS: Head back into the ship where you freed Carmen the whale. Remember the four lums that you couldn't get in the room with the walking shells? Jump over to the little pit of lava and ride it up to that ledge, adding four lums to your total. Simple but necessary. 3.12 The Sanctuary of Stone and Fire ------------------------------------ Lums: 80 Cages: 8 It's long. It's unpleasant. It's confusing. It must be the second sanctuary! You start in front of a yawning chasm. Just leap right down and helicopter to the rock leg atop the lava. Have a look at the amusing sign if you care to, then march forward. On the next ledge you'll have to take out three bomb- throwing pirates. They bounce around a bit before actually attacking, giving you an excellent opportunity to get through unscathed. You'll jump up using a trampoline netting, below which you can see a cage. We'll come back to that one. There's a walkway circling a cylindrical structure, at the end of it there's an X immediately to your left. Hit it with one of your shots and a purple lum will fly out and let you cross to the other side of the lava. Once you cross, if you turn around you'll see another X in the same general area. Shoot that and another purple lum flies out. This one, if you backtrack, will allow you to get up to a set of super fists. Heading forward again, jump over the small gap in the lava to find a new set of three pirates that need their clocks cleaned. Destroy them and continue forward into the next cavern. I know you see lums, but it's not going to be worth your while to go after them until later in the game. In all the secluded areas you've seen so far, there is lava too hot for a plum to traverse and you need to be able to float over it, which Ly will give you near the end. For now, keep going forward and eventually you'll run into a bouncing plum. Murfy will come down and explain that you can ride this plum. Shoot in the opposite direction of the way you want to go. You can pick it up and throw it, and you can ride it to traverse both water and lava! Quite the versatile fruit, yes? Hop on the fruit and ride it along the lava (though you could use the webbing above you at this point if you wanted to) and hop off at the next platform. Jump up to the webbing and use it to cross, stopping to fire at any of the shadowy enemies that head your way. You can grab another plum and continue to ride around, but that will only take you back to the entrance. Instead, jump up to the webbing and swing across it to find a tunnel to the next area. It's yet another lava river with two ways to go. The end of the level is downstream, but grab your plum and ride it up towards the top of the hill. You'll grab some yellow lums and find an entrance to an underground section. If you're just looking to finish the level, read ahead a few paragraphs - this is a major sidetrack! The first room you come to is no big deal. Some platforms to cross and two holes in the right wall that spew fire directly in front of them. Wait for them to turn off for a few seconds, then head forward again. As you stand in front of the first passageway you can jump and hit the first cage on the raised platform to your right. Shoot the thin rock wall ahead of you to make it break apart, then continue on. The next area has you dropped stalactites from the ceiling to let you cross. Just shoot them once and they'll fall in and make a small platform for you. They'll drop into the lava after a while, so be ready to jump on as soon as you drop it! The second one has another flamethrowing hole trained directly on it, so time your shot and jump appropriately. While you're waiting for the right moment, you might want to turn slightly left and nab that second cage pleading for help. Once you cross, you'll find large stone columns, each with an X on them. Shoot them and use the resulting bridges to cross. Carefully helicopter down the slanted area to the next platform over all that lava. The next flamethrowing hole never quits, so just jump over it and drop the next stalactite. Jump from there to a platform floating in the lava, which will start to move. A few bats will harass you but are easily taken out. At the end of the ride you'll find a blast of flame arcing towards you! Jump forward and onto the next column, but those flames will come after you every few seconds so you'll have to keep moving. Turn around on the platform before the one that exits this room and nab the third cage hanging near the corner, then keep moving before you get hit again! You'll run through a small passage and wind up a little higher in the same room, where you can use a purple lum to swing across and find the exit into the next area. Drop down onto a ledge next to where lava flows freely from a pipe, following it to another drop onto a floating platform. This ride's slightly trickier as there are two flamethrowers in your way. You can use the stalactites to hop around them or you can simply jump over them when the right time approaches (when the flames are licking at the front of your ride). I think the latter way is simpler. You'll enter a room with three doors to bust through. Monty Hall had a hand in this place! Take the middle door for some red lums, super fists, and cage #4. Take the right door for even more red lums. Now you're ready to take the left door, where a large spider awaits. With super fists, he should be gone in two shots. Follow his path down to a walking shell that happens to be sleeping at the moment. This is it, the final obstacle before you're clear of this big wild goose chase! This time, jumping while on the shell will cause the shell to jump with you, which is very important, as there are several jumps to make. Just follow the path around for a while and you'll run into the first set of jumps. Just fall off of the first one, jumping it may actually plow you into the ground headfirst which is, of course, lethal when riding an armed missile! Jump the second, then ride the loop all the way around for some red lums. You'll come to another pair of jumps across a broken bridge, and for the second one you'll want to accelerate before you jump, it's a long one. You'll make a left turn, and then there's a small bridge you'll have to turn right to get on. Cross it and stay close to the right wall. It looks like there's no path, but if you stay to the right you'll actually run across the raised lava and onto the rest of the path. Follow it around for one more acceleration and jump to get to the door, which the shell cheerfully blows up for you. You made it! What a pain, huh? You end up right next to the entrance to this whole mess. Drop down and shoot a plum off of the lone tree, then ride it back down the river. You'll find a pirate on an overlooking walkway guarding the area. Jump off of your plum and get yourself up onto the platform just before him. Take him out and look to the right, where you'll see a small tunnel leading through the rock. You'll pop out a little farther along the course on the same walkway the pirate was on. Follow it all the way back to where he was and collect cage #5. You'll be able to run back and simply jump to the next section without having to use another plum. As you enter the next room you'll face a curious fight against one of the bouncing heads from the Cave of Bad Dreams. He won't come out and face you, instead circling around plum trees as you try to get to him. Instead you'll want to run away a bit and face away from him. Eventually he'll start approaching you, whereupon you can quickly turn and take your shot at him. Five shots should take care of him unless you kept the super fists from the previous section. He'll give you a plum, which you can use to help you get that little bit of extra height to jump onto the tunnel at the end of this area and move on. An area with actual trees and foliage and the like greet you. Finally, some green in all this red! It doesn't last long, however, as at the end of it the floor drops out from beneath you and dumps you at the top of another lava river with a plum. This one's downhill and fairly steep, so just steer yourself into the yellow lums as you're bouncing down it. Be mindful of the brighter patches of lava. Your plum can't take the higher heat of it and will leave you stranded with no choice but to die! After the next checkpoint you'll have to negotiate a spiral shape with spiky tentacles busting out of the walls. You can always avoid them by just sticking to one side or the other. Change sides as appropriate for what lies ahead. You'll drop into the next section, which is still more lava river. Steer around the bright patches of lava again, but as you make the right bend in the path you can see a hole in the right wall if you make a U-turn after passing a patch of lava. Negotiate your way into it and follow the yellow lums to the end. Jump up onto the trampoline webbing and make your way up until you can cling to webs on the walls. More climbing (though you may want to take a dive halfway through the climbing to pick up a set of three yellow lums) and finally you'll make it to a hole in the rock with the sixth cage. From this ledge you'll be able to helicopter down to the end of the lava river. You'll now be in a large, black room with triangular platforms leading downward. There's a gold magic sphere on the first one, and as you can imagine you'll need to take that with you. Throw it down from platform to platform. Take your time, but if you mess up and leave the sphere behind there's a purple lum that will take you back to the top of the room near the exit. Once you get down successfully with the sphere, you'll find a stretch of lava between yourself and the next room. Throw the sphere up with X and shoot the plum at the other end so it'll bounce back to you. Catch the sphere again and wait for it to come to a stop at your edge. Walk onto it, throw the sphere up again and shoot once towards where you came to get across before you catch it again. Throw the sphere off into the next hallway once you get close enough, then dismount and continue. You'll find the base for this sphere to the left of where you enter this final room. Putting it where it belongs will rotate a disc on the other side of the room. Jump over and climb up the steep stairs, then follow the new passage out of here. A very short lava river section leads you to some simple jumps, then a long slippery slope. Ride it down and chase a purple lum all the way to the end! The path ends and you'll need to grab the purple lum midair to swing to a short slope that ends the area. You'll arrive in the final room again, this time on top of some blocks. Jump over to the left and grab the silver sphere from its high platform, then throw it over and place it on its sphere. The second guardian, Umber, will then move out into the open. Use the purple lum on the ground floor to get back up to the top level and jump onto his head. He'll take you for a ride through the lava, but be sure to jump off just before he gets to the end or he'll put you right into it! Run up the stairs and rejoice, you're finally done with this level. UNFINISHED BUSINESS: Follow this level to the first plum, then head backwards with it and make a stop at the first building to your right. Jump up and into the cavern, then you'll find yourself with a long jump and hot lava to cross. Helicopter over it (you'll float now because it's so hot) and shoot the plum down from the tree. Grab it and throw it onto the head of the invincible pirate, then jump up to grab cage #7. Easy enough. Now go back out of this area, grab another plum, and ride past the first area you stopped at. Go all the way back to the beginning of the level where you'll find another cavern to enter. Jump over the hot lava and shoot down a plum from the ledge you now stand on. If you look to the left you'll see a pole sticking out of one of the columns. Toss the plum towards that and it should stick there. Hurry over and get beneath it to catch it when it falls again, then toss it over to the next pole. Get beneath it once more, then throw it straight up beneath the next tunnel entrance and use it to jump up there. You'll get a goodly number of lums and cage #8. 3.13 Rainbow Creek ------------------ Lums: 30 Cages: 0 A cutscene shows Polokus urging Rayman on to find the rest of the masks. When he gets back, the Teensies say that Clark is waiting by the Skull Cave and will be able to help. Well, actually, he's over at the beach near the entrance to Whale Bay. Anyway, take the elevator down and go meet up with him. He tells you that he'll open up the way to the next mask but to be wary for a pirate attack. He smashes through the wall in true Clark fashion and tears pirates up all along the way. After he passes through, however, the pirates spot you alone and launch an assault! They stream out of the door and form a 4x4 pattern as they advance. They never go farther if there are already 16 of them out there, but you can bet that there are plenty of reinforcements behind that initial wave. The first groups are quite easy to dispatch, but towards the end you'll have a large group of bomb-throwing pirates. At the very end is another group like that, but they have a fast rate of fire for regular energy blasts if they're on the front line. Basically the only way to safely handle it is to fire at them while you're running from one side to the other, then jump over the shots and the incoming bomb as you switch directions. Then repeat. Sooner or later they'll all be gone, though it's tricky if you haven't upgraded your life bar or gotten any powerups yet. After you pass through into the Rainbow Creek itself, head across the wooden bridge immediately in front of you to the third Stone Circle. The Teensie there will tell you to go to the Factory after you destroy both generators that protect it. He points you to the Hot Air Balloon as your first target, so off you go! Head back the way you came, making a turn to the right to go to the Hot Air Balloon. You'll be attacked by some pirates along the way, so you'll need to take them out. When you do, make sure you grab the single yellow lum that's hanging just off the edge of the cliff to your left. 3.14 The Precipice ------------------ Lums: 70 Cages: 6 This first section is a good one. You'll constantly be running and gunning across bridges that are constantly falling or being destroyed beneath you. Definitely not much time to stop! The first cage is at the edge of your starting platform, so just bust it open. Easy as pie. There's not much to say about this first section because it's so linear. The lums are almost all right in your way or gotten with a simple jump, except for one that is gotten by grabbing onto a purple lum just off the path. You'll see that one right away. Remember that speed is more important than anything here. Don't stop and fight the pirates if they're not directly in your way. You just don't have time! After a while you'll have boxes shot onto the path near you. These will contain walking shells, so be ready for a quick jump if necessary. Before you reach the two hanging nets side-by-side, you should have found the second cage just hanging in the air on your path. Don't forget the two lums that are on top of the second net there. Just past that point is the third cage, the doorway out, and the switch to open it all in the same spot. You know what to do. The first part of the second section is precisely the same as the first. More running and jumping from the airship that's only too happy to shoot all that it can at you. The lums are straightforward again, so follow it to the end of the path. You'll eventually find yourself at the top of a very large and deep cavern with a line of yellow lums hanging in midair. Chopper through them and shoot any of the enemies that come up to bother you while you're flying down. As you near the end of the flight, they'll be coming up almost directly beneath you and they become very difficult to avoid. It may be beneficial to just let one or two hit you and be ready to hit X again to restart your chopper move so that you're not greatly disturbed from your flight path. When you land the running and gunning starts anew! You have to wend your way to the end of a long bridge, then finally you run through an empty tunnel to an area with wider ground! There's another ship-in-a-wall ahead but as soon as you drop down you'll have a pirate ambush to deal with. Stay back and shoot at the rocket launcher guys because you'll have other explosives being shot and lobbed in from several directions as it is. Once you pick them off, make your way to the door. Go a little past it first and pick up a trio of lums just atop the entrance before you actually enter the ship. When you drop in, there's a door with an X behind you and a keg dispenser in front of you. Put the two together and get the fourth cage. Now face where you were again and you'll find another use for those kegs. Grab one and bring it to the torch in the room and you'll set it on fire, rocketing you through the air! There's a line of yellow lums to follow, but make a stop at the big tower to your left with all the lums on it and spend some time working your way around it to pick them all up. Don't forget to use the trampoline pirate flag to get up to the very top level. Grab another keg and light it, then finish following the line up to an alcove on an upper level. Drop from the keg (hit X) and turn around to find a switch on the wall opposite you. Hitting that opens the door below you. If you should miss the switch or just don't get up to that ledge, there's another keg dispenser and torch right at the door itself to get you up there. Lure the pirate guard out and chase him until he steps off the ledge and dumps himself into the water before you attempt this. As you start the next section, you'll see the fifth cage immediately above you. Just grab a keg and lob it straight up into it. Use the next keg to navigate another simple course, flying straight even when given the chance to veer off. Jump off the keg before you run into the pirates ahead, taking them out. If you look to the left as you enter the room the pirates are in, you'll see a yellow lum on a trampoline. Jump to the trampoline, bounce up and hang from the netting, where you should see and collect the sixth cage. With that taken care of, head back out of that room and follow the wooden bridge to its end. You'll see a portcullis of sorts and a button to the right of it. Shoot that button, then run through the next room, collect the keg and light it to fly through the portcullis before it closes again. You'll fly through another short course and find yourself headed towards a cargo net on a cliff at the end. Let go of the keg at the last second and grab the net, working your way over to one last keg used to fly a short distance across the water. Head into the top door and you're walk through, finding yourself at the first generator room. You can only shoot at it through the lasers, and as you do it'll summon pirates to attack you. These only take one hit to destroy but will distract you from the generator itself for a moment. After taking a few dozen hits it'll be destroyed, freeing the Teensie and letting you end the level. 3.15 The Pirate Mines --------------------- Lums: 15 Cages: 1 The Teensies at the Stone Circle tell you that the baby Globoxes have been captured and taken to the Pirate Mines. Head across the wooden bridge and take a left to go down towards the Mines. When you enter you'll see some lums lying around, be sure to pick those up. There's a purple lum up to the left, however, that is your ticket forward. Jump up and shoot towards it; it may take you a few tries, but you'll latch on and get up to the rooftop of the building. This stage's only cage is just ahead and below you, and a few more careful hops should net you all of the stage's lums before you even exit the room. Make your way to the next area and find Uglette crying about her baby Globoxes. Rayman spies an unoccupied ship and hops into it to go rescue everybody! This is actually easier than it sounds at first. You have to hit four mine locations and you'll run into the first one, the south mine, before you really even get started. By sticking to the right wall, you'll get to all four mines and back to Uglette with no backtracking at all. Just use the ship's cannon to blow away any obstructions in the path that are firing at you. The pipes and such will simply have to be avoided. When you return with everybody, one of the baby Globoxes gives you a rain mask. Now Rayman can do the rain dance himself! Free the Teensie and exit the level. 3.16 The Echoing Caves ---------------------- Lums: 70 Cages: 8 Now that you can do the rain dance, you can follow the path down to the Echoing Caves. There's a set of lasers blocking the entrance but the rain dance will take care of that! Follow the path in and find yourself on a bridge heading towards a curious tower. As you start to ascend the tower, cannon shots will be fired at you. Worse, the water is engulfing the whole tower! Keep moving up quickly or you'll be drowned. The path is very linear, though at one point the floor will fall out from under you. Keep going in the same direction, that's the correct path. Halfway up, don't miss the first cage that's pretty much in your way. When you reach a pair of pirates that try to stop you, the water won't rise any more. Climb the cargo net up what is not clearly the mast of yet another ship, hitting a switch and picking up the second cage along the way. This switch swings a bridge into place and gives you access out of the area. You'll wind up outside in a rainstorm with a cutscene of a pirate walking into a door. This door is your target, but to open it you have to hit four switches in a - yes, another pirate ship! Walk around the corner to the entrance and climb up the latter to the left after you enter. You'll follow a walkway around and into a room with a fireplace. Head down the exit of this room and through a hallway to find a square, multi-floored area. Take out the pirate on the top floor and walk around the edge of the area to find your third cage. Work your way down the to the bottom, taking pirates out along the way. The bottom floor holds the fourth cage on a bookshelf. Head through the obvious door and you'll hit one of the four switches you need before an elevator gives you a ride up. You'll now find yourself high above the ground with floating platforms to make your way across. Jump to the left first to grab a green lum, then make your way to the other side towards the building. Take out the lone rocket launching pirate, then head past where he was to hit the second switch. You'll end up back at the door you're trying to open. This time, head into the pirate ship and turn to the right, heading up a set of stairs. A single pirate guards the next switch, so dispatch him and hit it. Just one more to go! Another hall takes you to a room with lots of kegs and two flamethrower pirates guarding a hole in the ground. Take them out and jump down into a cavern with a grassy bottom. You're right next to a small pool of water, so jump in there and dive down to find a passageway. Follow it to its end for your fifth cage, a few yellow lums, and the fourth switch! You'll be ambushed upon your return from the last switch but the pirates are weak, so destroy them and shoot down the plum from the nearby tree. Take hold of it and run it up the nearby stairs, then throw it on the invincible pirate at the end of the hall. It'll stick onto his head, rendering him useless! Even better, his head can now be used as a platform to get up to the cargo net above him. If you follow the nets up, you'll come out into another pirate ambush on a rock ledge. Take them out and you're practically on top of the door you opened with all these switches. Don't forget the yellow lums hiding around the rocks in that area before you jump down into the next section. As you descend further into the ship, you'll confront one of the enemies you were able to avoid at Whale Bay, a very large barrel with an opening to look through. This thing shoots electricity from its top and will hurt you if you're in its line of sight so simply take several shots at it and slip out of its sight so that it wastes its attack. Repeat until it dies, whereupon you'll get three red lums. Run down the hall to find another corridor with barrels rolling down it. Go all the way to the end to pick up some lums, then head to the side corridor and climb up the cargo net into the next hallway. This will lead you into a room with a bunch of large crates stacked about. Another barrel enemy is lurking about, so take him out first. Cage #6 is right there as well and you'll probably open it by accident while fighting. Before you exit this room, search it for lums. To the right of the entrance you'll find a keg dispenser. Grab a keg and head towards the opposite corner of the room where you'll find a semi-hidden hallway. Ride the platform across the slime and use the keg on the door at the end. The seventh cage is immediately to your right as you enter the next room, hanging from the ceiling. The platform you used to cross the slime will turn over when you try to get on it from this side, so jump up and use the webbing on the ceiling to get back the way you came. Following the path after that room will lead you up some stairs to another barrel enemy patrolling a hallway. If you picked up the super fists in that hidden area mentioned previously, this guy shouldn't pose a threat. Take a left and head into another room with crates. Instead of following the red carpet, stick to the right wall and follow that path to pick up the eighth cage. Search the room for lums. For some reason you're unable to grab onto the box on the leftmost side of the room, so you'll have to go over to the main group of boxes, climb up to the top, and make a tricky jump from there to the top of the box in question. It's tricky because the ceiling is low and you need to start the helicopter move as high as possible. Practice makes perfect. When you're done looking around, head back into the hallway and down the other path. You'll run into the second generator room, which is defeated just the same way as the first. If you have any super fists left, that'll make the job even quicker for you. Free the Teensie being held prisoner and follow him all the way back along the red carpet and he'll let you exit the level. 3.17 The Factory ---------------- To nobody's surprise, you're now told by the Teensies to head over to the Factory since you've opened it up. This isn't really another area; it counts as part of Rainbow Creek for accounting purposes. Head back down to the cave where the Echoing Caves were and visit Ly to play any new minigames you've unlocked. This is a good time to get your life bar as high as possible since things will get trickier beyond this point. Once you enter the factory itself, head straight for the closed doors of the factory. They'll open if you bump against them, albeit slowly. Straight across the hall you enter is another room with the cage for this area as well as some lums. When you leave it, you'll be ambushed by about five pirates from the left end of the hall (as you're coming out). There isn't much room to maneuver so you may well just have to take a hit. They all drop red lums so it's no big deal. Follow the signs to the lava sanctuary, taking care of another two guards at the end of the next hall. These only take one hit to destroy but have a fast rate of fire, so use some cover at the far end of the hall unless you're going to Rambo it. Take the elevator down to find one of your friends stuck in a cage above you. He explains that there are four switches around the room to hit to activate a gun at the far wall. You can then jump up to the command center, take control of the gun, and fire it. Aim the weapon at that cage and hit square to fire it, freeing her. She starts to talk about a weapon they were going to test on her but before she finishes an enemy rises up in the center of the room - the Boss Biditank! Now you'll have to hit all four switches again while this thing is firing at you, requiring frequent jumps to get over its impressive line of fire. Once you do that, the pilot of the tank leaps out, leaving it defenseless! (Maybe he's scared of the gun?) Run over to the command center and aim the gun at the dome atop the tank. You'll see the crosshairs change when you're on the right spot. Fire at it, then repeat the process two more times. It'll make your job easier if you visit the switches in a clockwise fashion as the boss fires a counterclockwise arc of shots, giving you less to jump over as you're running around. Once you've hit the tank three times, it is destroyed. A ladder to the next area opens up after the pilot (now more clearly seen as Razorbeard's lackey) swears revenge. Head into the cavern and follow the signs to get beneath the Lava Sanctuary. 3.18 Beneath the Lava Sanctuary ------------------------------- Lums: 50 Cages: 6 You start out on an innocent enough bridge over some stagnant water. Follow it to a large square platform where you'll be ambushed by several pirates dropping in. No sweat, just take them out. You'd think they could send better pirates against you by this point. Make the jump over to the floating ball on the other side and ride it across the water. Enemies will try to dislodge you while you're floating, so be ready to attack as you move. You'll end up on an ascending wooden bridge with barrels rolling down it. I'm sure you know the drill by now. Follow the path to the top and grab the purple lum hanging in the air to cross over to a hole in the opposite wall. Jump down to some tree roots barely sticking out above the water and make your way across, shooting any piranhas that get in your way. You'll come to a long suspension bridge that's broken in the middle. Drop down to it and turn around, grabbing the first cage. A purple lum waits inside to help you get across. You'll enter a room that looks like it belongs in a temple with prisms all about. Do the rain dance on the center one, then shoot each prism (go in the order that the light hits them) to open the door. Boss Chenille will pop out; two bosses in ten minutes or so! Basically, every time you hit the boss one of its segments will pop off. Every time you hit one of the boss segments it breaks up into four of the normal black shadow enemies. A bit like Asteroids, really. Try to avoid popping off too many boss segments at once, you can wind up with a truly formidable group of enemies following you around the room! Just keep circling around the room and firing when you get a chance, picking it off piece by piece. Eventually the boss will go down and open the door again for you. Follow the hallway that presents itself deeper into the building, finding your second cage hanging immediately in front of you open entering the next room. The path is very linear. The color scheme gets a bit more like Christmas past this point, a lot of greens and reds and lava everywhere. Jump around the edge of the next room, noting that those carvings in the walls can be climbed just like the vines and bones in stages prior to this one. Use it to get across, then run through a short tunnel with spiky tentacles looking to get you. Shooting them once will make them retract for a bit, so use that to clear the way for a jump across the lava to the next hall. Before you go any farther, however, turn around after landing the jump. If you edge up against the right wall you can see the third cage hanging from the ceiling off to the right. Jump up and shoot to collect it. At the end of the path you'll find a strange purple platform that will take you back the way you came after you jump on it. It lowers you into the gaping hole in the floor of the first room of this section, leading you through a very spiky section safely. Be sure to shoot the wall blocking your path, though. It will take you to the first flamethrowing hole in the wall in the next area before it catches fire. That's your cue to jump off! The flames don't hurt you, but the platform will burn up and be destroyed, so hop over to the next one. Ride it to the next flamethrower, then jump to the next one again. Shoot the spiky tentacles as they pop out to make a grab for you, then suddenly the platform disappears! Helicopter down into the hole and continue on your way. The next room requires you to cross the lava on platforms that will fall over after a second or two. Move quickly across them, but if you can spare a few shots the fourth cage is hanging in plain view near the end of the sequence. Jump over the flamethrower to the next platform, then over to a ledge with more spiky tentacles. When you reach the edge, turn left and you'll see a gold triangle in the wall. This is a button, so shoot it and a platform will temporarily come out to help you get across. Make your way into the next area swiftly. The next room is fairly dangerous. You'll see a spinning platform attached to the ceiling. On one side, a waterfall of lava crashes into it. On the other, a flamethrower never lets up its heat on the column. A single platform spins a little higher up on the column at a different rate of speed as the one below it. On first playing the game I spent much time trying to jump onto the top rotating platform. It is possible, but not advised in any way! There's a much easier way. Run along the lower circular platform until the top one crosses the lava waterfall, blocking the flow of it for a precious second or two. Run through to the other side and jump to cling to the wall on the other side. Climb up, then jump down onto the top rotating platform and from there onto the floor leading out of the area. If you're willing to sacrifice a little energy, drop down from where you are and find two yellow lums hanging around near the lava. Then jump towards the beginning of the stage again and shoot to open the fifth cage. You'll fall into the lava at this point. When you restart, use the purple lum that flew out to reach a higher ledge with even more lums. Then complete the room again. Ordinarily you should've waited to be able to fly to safely grab the stuff, but if you're anything like me one less trip through a stage to collect more stuff is a good thing. You'll walk through another hall, this one with a hole in the wall that continually produces black shadow enemies. Squeeze by them and find a lava pit with a platform moving up and down along it. You'll have to jump on that platform, ride it down to hit the switch below the door you want, then ride it back up and get through the door before it closes again. You'll also have to deal with any shadow enemies that tailed you to this point. When you get through the door, you can drop off the left ledge for two yellow lums. Grab the wall next to them, then jump to the single platform. You can take a shot at the sixth cage and jump back onto the wall before the platform falls away, completing that aspect of this stage. Follow the path to a curious obstacle: A wall full of spiked tentacles that moves forward and back along the path that you need to navigate. Just wait until it retracts and run through, getting on your way again. There's a pair of those walls past that point which requires a bit more precise timing to get by, then a switch in a far wall before the final spiky wall. Hit it to get a temporary platform to come out since the ones you're on will fall, then wait for your moment to get across. One short hall leads to the final room. Don't forget to grab the lum behind each column before you bust out the Teensie and exit the level. Congratulations! 3.19 The Lava Sanctuary ----------------------- Lums: 50 Cages: 4 After the Teensie opens the door to the Lava Sanctuary for you, hop in and get ready for the game's most brutal stage. It's not especially long and you get to fly, but that's little consolation with what you'll have to deal with! The room you start in has lava all along the floor and a hole with spiky tentacles up top. He looks trapped, but Ly shows up and gives him the ability to fly with his helicopter. Just hold X down after you use the helicopter move and Rayman will gain altitude. Use L2 to strafe while flying. You can decide for yourself whether it's easier to strafe or just steer while flying. Before you hop up to that hole in the ceiling, carefully fly beneath the ledge you're currently on. There are two lums to grab and a wall to smash through. Behind that are more lums and your first cage. As you fly through the spiky tunnel, the tentacles don't retract this time. Just grit your teeth and navigate it. You'll reach a long room with a fan on one end and some flames and lums on the other. Jump up and fly again, letting the wind from the fan carry you over to the other side. Once through the wall at the other end, the real fun begins! You can't stop flying so keep going as best as you can. Stick to the right on the next wall you break through to have a better chance of avoiding the spikes. Take care of the shadow enemies while you're flying through the next area, then you get a breather and a red lum. When you're ready, take off again. Watch the pattern of the spinning flamethrowers. You should be able to cross on the right side without incident though you'll want to fly a bit high when the second flamethrower spins around from behind again. The next flying area is a bit of a cakewalk until the door itself. It's a bit narrower, so stay in the very center and squeeze through the spikes. The next room is very brightly lit with hot lava everywhere. It's easy enough to navigate, but this door seems even harder than the last one. Stick just to the right of center, as there's a spike on the right side that will catch you if you're not careful. In the final room of this section, be on the lookout for the second cage hanging below the bridge next to the exit door. Fly down and grab him. Don't pass up the five yellow lums that are directly above the exit hole, either. Fly up to get them. There's one final flying area, the toughest of all. A fan behind you pushes you forward through a lava river first. Head to the center, then right, left, and right again to navigate the falling lava and pick up the yellow lum in the process (if you already have the lum, going left instead of the first right is much easier as you'll see). Once you get through that you'll have spikes everywhere. It's a pain just to fly through this area and having to collect all the lums is even worse. Be on the lookout for a platform to your left. Land on that and head inside for a group of yellow lums and cages #3 and #4, just waiting for you. Beyond that point is just a bit more flying, then the door leading to the guardian battle. Rayman will get the smackdown from Foutch and land on the ground far below, unable to fly anymore. The fight begins with you running around a ring of platforms and jumping away from Foutch's fire attacks. You'll have to hit him with stalactites as he passes beneath them, something of a tricky proposition. Jump past the trampoline webbing, then jump, turn and shoot at the stalactite as he gets close to it. After he takes a hit he starts throwing columns of fire as well as the floor-clearing rows. Personally, I think the columns are easier to dodge. After taking two hits, he fires much faster. The third hit takes him out. Use the purple lum he releases to get up onto the bridge the stalactites were on, then drop down into the center and grab the third mask! 3.20 Tomb of the Ancients ------------------------- Lums: 50 Cages: 5 The Teensies tell you that Clark has been captured and is being held in Skull Cave. Run over there now that you can fly (it's in the caves beneath the Globox house) and fly over the lava. Fly into the left eye of the big skull first, however, and find a goodly sized cache of yellow lums before you continue. Once inside the main area, you'll run down a spiral staircase. When you reach the bottom, turn left to find the first cage. Jump over into that room, get the cage, then hit the switch to open the door across the water. As soon as you walk through, a spider will assault you. Take him out with some circle strafing, and then move on up the hill. There's a big ring with a deep pit inside. Grab all the yellow lums and jump in the pit. There's another spider down there but you'll want to ignore it; if you kill it another will pop out to replace it. Hit the switch in the coffin and use the webbing to climb back up to the ring again, jumping across the water and into the next area. Take an immediate left and run across the bridge. Shoot out the pirate and shoot the bony hand once to make it retract temporarily, then jump onto the skeleton floating in the water. You should be able to reach the webbing from here. Stick to the left wall as you climb since a spider will come and try to nab you. If he hits you, use your helicopter to lose as little altitude as possible before you get back on the webbing. Head to the upper right to hit the second switch, then return the way you came. Go into the other corridor before the webbing, shooting any bony hands that try to grab you. The switch is at the end of the area on the back of one of the columns. A pirate will try to attack you, but you don't have to stick around and take him on. Now that all three switches have been hit, return to the main hall and climb up the webbing. You'll be able to cross the large pool of green stuff with all the platforms now, so get to the other side and climb the webbing. There are two ways to go here. You can jump into the coffin straight ahead or you can jump off the platform again and head left into a secret area. You can clear this stage out the first time through by taking this secret area, so jump off to the left and carefully helicopter that way until you see an alternate path around the wall. After you jump into the secret area, you'll find yourself heading down a staircase with red lums. At the bottom you'll face a large skull on the far wall. In its eye sockets rocket launching pirates will appear. Take the two of them out and a platform floats up in the green sludge. Jump to it, then take two more out to make another platform appear. Jump to it, destroy a third pair, then cross safely to the other side of the pond. Use the trampoline webbing to jump through the eye socket to the left and into the next section, which is where you would've ended up had you simply jumped in the coffin to start with (but you would've missed a few lums). When you reach the bottom, run over to the left area of the platform you're on and face the opposite wall. You'll see some gears, which you should shoot repeatedly to raise the gate blocking you. Once it's temporarily out of your way, jump onto the floating ball and ride it down, taking out the bats that harass you from behind. You'll have to make a jump onto another ball that carries you to firmer ground. A rocket launching pirate awaits you here, so you may want to use a charge shot to get a free powerful hit on him as you're riding closer. Once he's gone, head into the next hallway. Hit the button next to the archway to deactivate the lasers, then run through. Another stone staircase takes you down to the next river. You have to jump over a laser beam between two platforms, so wait until just before it gets to its lowest point to make the jump. Don't wait long, however; the platform will sink and dump you into the water! Jump onto a floating ball from there and take an uneventful ride to some webbing. Climb across it and land on a platform with a keg dispenser and an unlit torch. You can now light torches, so fire once at it to set it aflame. Grab a keg and fly across, landing on the wooden bridge on the other side. If you turn around you can see the second cage on the back side of the main column in the room. Destroy the pirates that come out, then open up the cage to free a purple lum. Use it to swing back to the previous bridge, then grab another keg and this time use it to fly to a small hole in the wall above the opposite bridge. Drop down and fly over to a high platform with yellow lums. There should be some webbing to grab onto to get a set of red lums if you're low on energy by this point. Grab a keg from another dispenser and use the nearby torch to fly to the end of this area. When you reach the end, grab all the lums and carefully make your way to the left end of the planks. You can just hit the third cage hanging below the bridge itself from here. There's a gap in the planks you can use to drop onto a floating ball. If you're quick enough, you can also hit the cage from here instead. It'll carry you down the river to some webbing to hang from. Take out the undead as you're wandering across, then drop onto another ball that takes you into the next open area. As you go by the first underpass, look to the right for a purple lum. Use it to swing onto the webbing on the wall and climb up to get to the wooden platform. Use a purple lum to swing to the other side, grabbing the yellow lums there and the fourth cage. Use the rest of the purple lums to carry you to end of the river. You'll climb up some webbing and probably run into a spider at the very top. I'm not sure if there's anything you can really do about this other than waste time trying to snipe it, so just run by and take a little bit of damage, it's not a big deal. Run over to some gears that are keeping a grate shut. Shoot them a few times, then drop down. If you backtrack just a bit after you drop, you'll find that you didn't travel very far at all from where you first rode the flying keg into the pipe in the wall. A lot of extra work just for some lums and cages, eh? Find the next floating ball and ride down the river again. A second ball joins you and as you approach the next area, a pirate up on a bridge will lob bombs your way. You can jump between the balls to attempt to avoid them, but I find it easier and safer to simply jump on one ball, helicoptering as necessary to stay off the ball while the bomb explodes. Your mileage may vary. The balls will stop eventually and let you climb up into a pirate ship environment. Take out the lone rocket launching guard and grab a keg. Run up the stairs with it and blow open the door to your right, revealing the fifth cage. From there, jump to the purple lum high up and swing over to the cargo net. You may find it easier to jump onto the railing of the upper level before attempting the jump. You'll vault the top of the ledge and drop into the final section. As you land, simply head forward and open the door with the adjacent switch. You'll walk into an open area and find Clark, who is very happy to see Rayman! At least, until Razorbeard's lackey takes control of him courtesy of some experimenting done on the poor guy. You'll have to break the control on Clark, which is clearly marked by a control box on his back. As the battle starts you'll see three switches on the far side of the room. Hit them all, and if all three are on at once (they're timed), a laser will appear near you. Clark will trip if he runs into this laser, but be sure you're out of his way when he's falling! When he's down, hit the box on his back. Repeat until the box is destroyed and Clark is himself again. He instructs Rayman to go into the next room where the pirates keep their inventions. Rayman walks in and opens a chest to find a Lums Radar! Finally you can find all the lums you may have been missing simply by letting it point to where they may be. In addition, a secret lum will come out of the chest and be added to you, making the full total 1,000 lums again. Excellent! Stand on Clark's back out in the main room and free the Teensie, then get out of here. 3.21 The Iron Mountains ----------------------- Lums: 50 Cages: 3 The Teensies back at the Stone Circle tell you that Clark knows where the last mask is. Indeed, he simply runs through yet another 'door' and opens the path right up for you! Head on over and let's get started. You start out on a wooden bridge in front of a main building. There are yellow lums hanging around in the air but you'll have to use the nearby purple lums (start with the one immediately to your right as you begin the level) to grab them all. Take out a lone pirate at the end of the bridge and move on. After a quick trip through a pipe you'll wind up in a large circular room with a rotating platform in the middle. There's a laser constantly on over the platform itself, so after you swing onto it you'll have to jump every now and then. There are two switches along the outer walls you need to hit, and once they've been tagged the electrical field covering the hole in the middle will disappear. You'll drop down another pipe into a large grassy area. Follow the path you're given, picking up a set of super fists along the way. You'll end up in a still larger cavern. Head to the left after dispatching the lone pirate, picking up red and yellow lums in the corners of the area. Then climb up the largest stack of boxes all the way to the top and jump over to the ledge on the building next to you. Turn around and shoot the first cage, then proceed to the next area. A short tunnel and a cargo net bring you to a raging river! Float carefully from rock to rock, shooting beneath the platform the pirate stands on to get your second cage. At the bottom is another hot air balloon waiting to take you away. When you land on ground again, you'll find yourself near a pretty large building and next to four equally superlative rocks. Even better, there's some kind of giant mechanical bird running around and making the rocks shake and bounce. If you look closely enough when they jump (or just use your radar) you'll see that there is a lum beneath each rock. Don't worry about it now, you can't get them just yet. Instead, head forward onto the box and wait for it to fly up due to the shaking ground. Jump up and head into the building itself. As you walk in, pirates will start attacking. Dispose of them, though dodging is difficult on these narrower walkways. The third cage will be directly in your path as you walk up to the top. Head over to the box at the end and jump on it. The bird's motions will make the box jump even in here, giving you access to the next area. You'll ride down a slope and suddenly find yourself on a walking shell! If you're looking to get all the lums, you'll have to head to the left at the junctures rather than letting the shell run around the course on its own. They're placed all along the wooden beams of the structure and on the roof as well. However, your task is simpler if you just want to get through. Let the shell run until you find yourself upright and on solid ground. There should be arrows telling you to turn around, so make a U-turn and head to the right of the beam you rode down on. Follow the path all the way around the big depression in that floor, then find the ramp that leads down to it at the end of the big U shape. You have to run over both switches to open the door to let you continue. Ride outside to the area you started at, but now the big bird's after you! You don't have much hope of outrunning the thing, so if it's catching up do some quick turning and use your maneuverability to get a lead. If you're still going for lums, lead it through those four big rocks and it'll knock them away like they were nothing. To the left of those rocks you'll find the exit to the area. Accelerate across the jump and go to meet the guardian! Grolem 13 will knock you right off of your platform. Rayman will fly through this fight. He'll throw ice at you and bring lightning clouds in to fire bolts straight down. Your job will be to hit the clouds that approach towards you, sending them back over him. Once enough of them accumulate (about 10), they'll hit him with a lightning bold and do 1/3 damage to his life bar. After one hit he'll also throw black storm clouds towards you. These can't be reflected and will do damage. After two hits to him he'll throw in ice attacks that are much harder to dodge and superman charges as well. The third hit puts him down, giving you the final mask! A cutscene shows Polokus telling Rayman that he's going to take care of all the pirates on the ground, but that Rayman needs to take care of the prison ship itself. You're sent back to the Stone Circle and a shining door hanging in midair will lead you to your final stage. 3.22 The Prison Ship -------------------- Lums: 90 Cages: 1 As soon as you start this level, you're on a slope and sliding downwards. No break for you! This first area is straightforward, just a long stretch with some jumps over small lava rivers and a bunch of lums to collect. There are 21, then you get to save. If you miss any, don't be afraid to jump off the edge and restart the section you're in. The next section has you hitting switches as you slide around. There are no jumps for you to make, luckily, but once you get inside the building at the end you should keep firing to hit switches as you go. There's one to get inside, one to lower a ramp before the U-turn, then another just afterwards (this one is off to the left and possibly the hardest to hit/see). You'll finally drop down after all that and be on solid ground, having collected around 60 lums already if you nabbed them all! You'll drop into a computer room of sorts with an exit right in front of you. Head out into an extremely large room with lava all along the bottom. Walk along the grating immediately outside the door and head down the ladders to get to the bottom. There are two guards to destroy, and once you get them you'll be able to hit a switch at the far end of the platform. This in turn activates a field for walking shells to come out of. After you climb back up the first ladder, jump off to the left to pick up some red lums and the stage's only cage. Head all the way up and you'll find the shell sleeping at a convenient point next to the first room's exit. Before you grab it, there's a single yellow lum that's just above a spinning wheel of spikes that you'll want to grab. The easiest way is just to hang from the grating right next to it and drop if necessary. You'll take some damage, but you'll have the lum too! This shell is a flying shell, actually, and you're going to have to cross the lava on it! That part of it is no sweat. Just fly over to the door at the far end of the corridor. You'll have to hit the switch immediately before it, so the easiest way may be to carefully glance against the ground once or twice to keep low to it as you fly across the walkway. If you want the pick up the rest of the lums, it'll take some extra time flying around and using your radar to figure out where they are. None of them are really hiding, but if you have trouble finding one they're often around pipes, near the lava, or in some place that involves some risk in getting it. There's one more section and it's all flying. The trouble is that it's very DIFFICULT flying compared to that last room. Just fly overhead through the first room and look for a large opening on the left side as you near the end of the corridor. Yellow lums will point out the correct path through this tight area (fairly close to the right wall) and you should fly through a few more obstacles and beneath a wall without incident if you stay there. As soon as you fly under the wall, however, you have to pull up hard to avoid the wall immediately in front of you. Follow the pipes up the center and the passage will start to curve back downward after a bit. Follow it and immediately pull up into the next hole that presents itself a second or two later. Enter the Star Wars section of this game; there are pipes everywhere! If you have time, turn sideways before you head through. That seems to make navigating this part easier. Also, staying near the center is important because it's easy to miss the hole in the wall at the very end. If you flew through that last area upright, be ready for a quick curve to the left after you fly into the hole. You have another pipe section to deal with here - again, it's helpful to turn sideways if you can. Another hole and turn let you to a long hallway with few obstacles, but now lasers are being shot at you! They won't blow up your shell (that I've seen) but they will stop it from flying for a precious second or two. If you want a hidden stash of lums and a sweet but difficult area to fly through, follow the red lums off to the left (yes, you can actually fly out of the area a little bit!) and into a hole in the side of the building. To finish the stage, just plow forward. Another hole and one more turn puts you in the final stretch where the pipes are just placed willy-nilly, not parallel to each other at all. My flying pattern always goes from lower right to upper left; it seems to work fairly well. After you pass into the tunnel at the end, the stage is over. You've freed the slaves! 3.23 The Fight with Razorbeard ------------------------------ Lums: 0 Cages: 0 Your friends are all hanging out at the end of the bridge after you get back to the Stone Circle. They tell you that you still need to beat Razorbeard. There's a missile waiting right there to fly you up to him. This is the last possible save point. Once you beat him, the end cinema and a reset is forced so you'll have to restore to this point. If you're ready, climb on the missile and meet up with him. Razorbeard still has Globox, but Rayman jumps in at the nick of time to try to save him. The pirate leader shoots them both, nearly finishing them off. But Globox hangs on and tells Rayman to go after Razorbeard and his robot, the Grolgoth. So the battle begins. The Grolgoth starts by firing three floating cannonballs your way. You can send them back by shooting them, but your aim has to be precise to hit him. After you hit, he'll fire lasers from his feet. Jump and stay low alternately to avoid the series of four shots. He may also try to jump onto you after a hit, so just keep running after the shots to ensure that you're not flattened. After three hits, Razorbeard tries to squash Rayman but ends up destroying the arena instead, sending both plummeting to the lava below. Ly saves Rayman from a fire bath and he is brought to a flying shell. The Grolgoth is hanging between two columns. There are two tunnels you can fly into and one of them will have a glowing object you can grab. This object gives you the ability to fire six shots. Your object now is to hit both of Grolgoth's hands to make him fall in the lava. One shot apiece will do, but you have to do it nine times! Each time you run out of shots, another small field of energy will appear in one of the two tunnels. The best strategy is just to carefully fly through one tunnel and back out, hitting both of Grolgoth's hands on your run. Duck into the other tunnel and fly all the way through it and around to give Razorbeard time to get his robot back out of the lava, then hit him again. If you're accurate with your shots, you'll only need to refill your energy twice and you'll do that automatically by flying through the tunnels so much. The only actual attack you have to worry about from Razorbeard, for the most part, is more lasers shot from his feet. After he gets back up from the lava, just don't be directly in front of him and you should be fine. Dunk him in nine times and take a rest, you've won the game! Enjoy the ending and musical jam accompanying the credits. ======================================== 4. Mini-game Descriptions ======================================== As you collect the cages around the various areas in Rayman's world, Ly will be able to open new challenges for you. If you're able to complete them, you'll get an increase to your maximum life bar. These increases are quite significant, making your final bar several times longer than when you started if you get them all! Every 10 spirits you free, come back and see Ly at any of her locations and she'll let you play a new game. The order and descriptions follow. 4.1 Roller Coaster Challenge ---------------------------- This one is actually one of the most difficult, or at least it was for me. You jump in a roller coaster and ride it along a track, picking up red lums and avoiding obstacles in your way. The difficulty is that you need to pick up ALL the red lums or it doesn't count! This holds true for all the other games as well. This one is honestly just a matter of memorizing the track. If you're having trouble with the shots being fired at you about 20 seconds into it, remember that you can turn any way at all on the track, including dangling upside down while you cruise along. Your finishing time doesn't matter except for your own records; you only need to make it to the end in one piece with all the lums. 4.2 Jump Challenge ------------------ This one is a breeze compared to the roller coaster. You have about 23 seconds to collect 20 lums in a course that requires a lot of jumping to navigate. All you have to do is head up one side, then back down the other and you should finish in plenty of time after a practice run or two. 4.3 Waterski Challenge ---------------------- Another course-based challenge, you need to ride through the waterski course while grabbing every lum. The only real item of concern I know of is that for the second lum you need to be veering hard right to grab it or you'll be pulled away before you get there. Time doesn't matter except for your records. Just pick up all 25 lums and get the extension to your life bar. 4.4 Racing Challenge 1 ---------------------- You'll race Ly to the finish of a course in the forest here. Of course, that alone wouldn't be enough, so you've got 25 lums to pick up as well. Each checkpoint you hit will extend your time and dying gives you the time spent back, though you lose a few seconds reforming anyway. You get 30 seconds to start. Beating Ly isn't the important thing here. Win or lose against her, you have to pick up the 25 lums and cross the finish line before time runs out to get the life bar extension. 4.5 Grab Challenge ------------------ This challenge is another simple one: Grab 20 lums before time runs out. You'll have to be proficient in using purple lums because it's all one big column of lums! If you fall, you probably won't make it in the time limit. Keep in mind that the shots to the purple lums are only left and right, they're not trying to trick you in any fashion with fancy shots. Grab them all and get more life. 4.6 Racing Challenge 2 ---------------------- It's another race with Ly! This time the course is more complicated but the idea is the same. Make it to the end with all the lums before time runs out and you'll get another life bar extension. I felt that this one is considerably stricter on time, so it may take you several tries to get a feel for the course's layout. 4.7 Trampoline Challenge ------------------------ Another easy one. You simply have to bounce from trampoline to trampoline, grabbing everything. No real strategies are necessary, just work your way across methodically and you should have no trouble at all with this one. Stop an errant jump if necessary by going into your helicopter spin. 4.8 Ray-type Challenge ---------------------- Your reward for getting all 80 cages is this curious mini-game. Of all things, it's a shooting game! Waves of enemies come out and attack you while you ride a flying shell in a side-scrolling arena. You get bonus points for destroying entire formations and a goodly number of points for destroying the boss-like character, a copy of Foutch (the guardian at the Sanctuary of Lava). If you beat the high score of 50,000 points before your three lives are spent, you'll get another life bar extension. ======================================== 5. Secrets ======================================== Once you buy all the regular powerups for Rayman, the Teensies will let you buy bonus games to play outside of the regular game. When you load your game, you'll now have an extra menu to choose whether you want the main game or the bonus games. These are sold in order and use up all the remaining lums in the game; i.e. the Globox soccer game will bring the total of spent lums up to 1,000. 5.1 Glob Disk - 200 lums ------------------------ This is, in my opinion, the best of the three bonus games. That's great because it's also the first one you get! The premise is fairly simple: You need to run through a small circular maze to the center to grab lums to stuff in your sack. You then carry them back out and deposit them in the base that is lit for you out of four bases. There is a plethora of powerups and powerdowns, all of which are explained in-game. If you're playing single player, the speed powerup is your top priority. Grab that and then look for any rucksack increases you can find. Ghost is also an incredible thing to have if you have speed, giving you two or three free runs at the lums. Just be careful not to run into the lone enemy wandering the maze. He'll eat any powerups he finds and will kill you too, given have a chance! You only have three lives to start with, so be careful with them. This game is a riot in multiplayer. Barrels exploding in enemy bases, walls that shift and screw folks over, and general confusion and mayhem reign. It's addicting and simple. 5.2 Missile Dogfight - 150 lums ------------------------------- This game is for 2 players only! That in itself is a bit of a letdown, but you'll find it's not so bad if you get a friend to play it with you. Basically Rayman and Ly square off with flying shells and have a dogfight in a 2D world. Unlike the crazy feats the shells could pull off in the real game, here you'll stall out if you try to climb too high too fast. While you can bring it back by pointing downward again, the time to do so is such that most of the stalls you have will result in death. There's really not much more to the game, just fly around and attempt to shoot each other for a while. Interesting and kind of amusing, but Glob Disk was so much better if two players are going to be a requirement. 5.3 Baby Soccer - 50 lums ------------------------- During the main game, you may or may not have seen the baby Globoxes playing soccer at their house. If you actually stopped and watched them, it wasn't just a silly mockup but a real game being played! When you unlock this, you'll be able to take control of a baby Globox team and try to defeat the other in a fairly traditional, if simplified, game of soccer. This is another one of those games that I found very interesting for about five minutes but the computer AI isn't enough to make it very interesting. In fact, the way it's designed lends itself to only a few strategies so human players would soon be bored with each other. Instead of looking to this game, consider the fact that you collected all the lums at all to be your own badge of honor. 5.4 The Bonus Game ------------------ Not really a secret, but if you collect all the lums and cages in a stage you'll be given access to a 'bonus game.' You have a baby Globox who is trying to get to the witch at the end of the path ahead of a robo-pirate. You have to hit X and O alternately to speed the baby up, whose velocity is indicated by a bar at the bottom of the screen. If you finish ahead of the pirate, the reward is to have your life bar refilled and super fists given to you. Yes, that's right. A little extra life and super fists! Don't you feel ripped off for going to all that trouble? Truly, for the most part the 1,000 lums in this game has to be its own reward if you go after it. ======================================== 6. Cheats ======================================== There are three cheats in this game that I know of and I'll list them here. Use them at your own risk; it's not as satisfying to take the easy way out! Free powerups: During your game, pause it and go to the Sound menu. Highlight 'Mute' and hold down L1 and R1. While those are depressed, enter L2, R2, L2, R2, L2, R2. You'll get a menu that offers all the powerups you can buy in the game as well as super fists (called Megashoot in the menu). Red means you have it, blue means you don't. Access all bonus levels: From the main menu before you load your game, go to the Options menu. Go to the Language menu from there, then the Voices menu. Highlight 'Raymanian' and hold down L1 and R1. With those down input L2, R2, L2, R2, L2, R2. You'll be taken to the bonus games menu with all three available. Names in Baby Soccer: During the Baby Soccer bonus game, hold down L1 and R1 and input L2, R2, L2, R2, L2, R2 and names will appear above all of the players. While it serves no gameplay purpose that I can tell, I find it highly amusing that the programmers put it in. ======================================== 7. Contributor Info ======================================== Have you got something I didn't list? This guide is complete as far as cages go and any lums that I felt were trouble have been accounted for. But if you have better strategies for anything, send them in! If I test it out and think yours is better or at least as good, I'll put it in and give you the credit. E-mail me with your stuff at email@example.com. ======================================== 8. Copyright ======================================== This work is copyright 2001 by Brian McLean. A single copy for personal use may be printed. Permission is granted for electronic redistribution through gamefaqs.com. All other redistribution, for profit or not, is prohibited.