FAQ/Walkthrough - Guide for Rayman 2: The Great Escape
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WELKOME TO DAVID WOUTERS's _______ _____ __ __ | __ \\ / _ \\ \ \\ / /\ | |\_| |\ / / \ \\ \ \\/ / / | ||_| | | / / / \ \\ \ ^ / / | / \| | |_/___| |\ \ / / | __ \ / | _____ | | / / / | |\_| |\ | |\ ___| | | / / / | | || | | | | | | | | / / / |__| ||__| | |__| | |__| | /__/ / \__\| \__\| \__\| \__\| \__\/ __ __ _____ __ __ | \\ / |\ / _ \\ | \ | |\ | \\ / | | / / \ \\ | \ | | | | \\/ | | / / / \ \\ | \| | | | ^ | | | |_/___| |\ | | | | |\ /| | | | _____ | | | |\ | | | | \ / | | | | |\ ___| | | | | \ | | | | |^ | | | | | | | | | | | || | | |__| | |__| | |__| | |__| | |__| ||__| | \__\| \__\| \__\| \__\| \__\| \__\| ________ / ____ \\ / /\___\ \\ |__| | | | \ \__\| | | | / / | / / / THE - GREAT - ESCAPE / / / / / / _/ /__/__ |__________|\ \__________\| ----------------------------------------------------------------------------- FAQ AND WALKTHROUGH ----------------- | -VRESION 1.0- | | -nov-23-1999- | ----------------- My E-mail: [email protected] ============================================================================= CONTENTS CONTENTS CONTENTS ============================================================================= 0/
----------- 0) Contents 1) Revision History 2) Introduction 3) The Story 4) Rayman's friends and enemies 5) Objects and magic objects 6) Walkthough 7) Codes and Secrets 8) Frekenly Asked Questions 9) Credits 10) Some Rules ============================================================================= REVISION HISTORY REVISION HISTOY RESION HISTORY ============================================================================= 1/ -------------------- _______________________ |Version 0.1 - nov/03/99| -Got the game today!! I started the introduction and the story. _______________________ |Version 0.2 - nov/04/99| -So, what have I done today, huh? Well, I have finshed the introduction, the story, the friend and enemies, the objects, and the walkthrough's first level. I know it may not really help you, but keep looking for the second level... _______________________ |Version 0.3 - nov/05/99| -Completed the level 2 and 3, updated the introduction, and made some spelling and grammatical corrections. Also updated the walkthrough's layout; now the YLs and the cages are easyer to find. _______________________ |Version 0.4 - nov/08/99| -Levels 4, 5, 6, 7 and 8 completed. Clarified the bonus stages stuff. Minor corrections. _______________________ |Version 0.6 - nov/12/99| -Levels 9, 10, 11 and 12 completed. (wow, level 10 was so long!! I kept working on it until 2 AM, just for you!) More spell-check and minor corrections. Updated the Fairy Glade: now you can find the last cage and YLs. Found the last cages and YLs in The Cave of Bad Dreams and Menhir Hills too. My FAQ is now available at n64cc.com, one of the best n64 cheat sites on the web! _______________________ |Version 0.7 - nov/19/99| -It snowed for te first time of the year today!! Huh? oh yeah, levels 13, 14, 15, 16 and 17 completed. Figured out how many YLs you need to enter the levels 5 and 10. Level 7's Guardian slope clarifiyed. Small update to the Whale Bay. Changed e-mail adress. (see introduction) I also changed the format. Now there are 78 charactres per line. (instead of 100) _______________________ |Version 1.0 - nov/23/99| -Walkthrough completed with all the YLs!! Some more minor corrections. Found the two last YLs in the level 14. I've been experiencing some troubles with my ign mailbox, so if you didn't recieve a peply to your mail, don't feel offensed. The faq is now available in a french version at www.nintendojo.fr ============================================================================= INTRODUCTION INTRODUCTION INTRODUCTION ============================================================================= 2/ ---------------- Rayman, one of the first games on psx, and surely one of the best, finally comes back more than three years after the psx version. With it's full 3D graphics, it's one of the best-looking N64 games. Like his predecessor, this game really rocks. UbiSof has made one of the best 3D platformers ever, among Banjo-Kazooie and Mario 64. (and soon, DK64). Unlike BK or M64, the worlds are not composed by one single square area with a few things to do on the sames place. Rayan is more like traditional old platfofmers: you follow one path. That doesn't mean the game is more easy or boring, no at all. The worlds are huge, with many tasks to do. Creativity and imagination are everywhere. But as every game, Rayman2 isn't perefect. I think there are not enough ennemies, don't you think so? Anyway, I'll try to make this FAQ as clear as I can; but if you have any suggestion, correction or comment to do, just e-mail me at: [email protected] Important notes to the reader: * All along the walkthrough, I'll use abreviations. Here they are: MS : Magic Spheres SOT : Stone Of Thought MD : Magic Doors PF : Power Fist YL : Yellow Lumz SYL : Super Yellow Lumz RL : Red Lumz PL : Purple Lumz BL : Blue Lumz GL : Green Lumz SL : Silver Lumz SP : Sticking Plaster * I'm not going to make a special section for the YLs. You'll have to reffer to the walkthrough to find them. For making the easy to find, I'll write them like this: ==1ST== LY, ==2ND== LY, ==37TH== LY, etc... And for the cages: ++3RD++ cage, ++5TH++ cage, etc Also, I may not find them all myself...If you find one I haven't, don't hesitate e-mailing me at [email protected] * You can find the most recently updated version of this FAQ at www.gamefaqs.com, www.cheatcc.com, http://vgstrategies.about.com and www.n64cc.com . You can also find this FAQ in a French, html version at www.nintendojo.fr (translated from the English by Alex) * I'm using the N64 version of the game, but as far as I know, the psx, DC, or PC versions are exalctly the same. However, if you find anything different, just tell me, and I may mention it in the FAQ. * Please forgive my limited Engish vocabulary, I'm Belgian. (French being my native language) If a sentence doesn't make any sense or a word doesn't exist (that's not funy!), or an incoherence, please tell me. * I finaly changed my e-mail! I was fed up people called me Marc... So I got a free mail boxe: [email protected] You still can send me mails at my real home adress ([email protected]), but I wont check it as often as the new one. ============================================================================= THE STORY THE STORY THE STORY ============================================================================= 3/ ------------- Panic in the Chamber of the Teensies and the Fairy Council: Robot-Pirates from deep in space have arrived, deterined to conquer and anslave the entire world. The time for combat has come. Volunteers froms small resistance groups and thrown themselves into battle with the evil aggressors. Rayman and his friend Globox go to the edge of The Great Forest, where the highest number of pirates are located. Rayman jumps from a tree and activates his helicopter for a soft landing in the middle of a thicket of bushes . "The Pirates are coming straight at us!", cries Rayman to his friend. "Get ready!" The hearth suddenly begins to tremble... Several trees collapse, creating a passagaway for an army of robots. The battle begins! Rayman leaps into action, sending metal monsters flying with his powerful energy spheres. A little later, Globox, trembling with fright, desparatly tries to make the robots rust up by creating little rain storms over their heads. A robot, creaking horribly, crashes to the ground. "Not bad, Globox!" shouts Rayman with a smile. Globox tries to answer, but Rayman doesn't hear. The strained face of Ly has just appeared in hi mind. "Rayman...", begins Ly, in a weary voice, "the pirates have broken the heart of the world. The energy has scattered. Other than Clark, all of our brave warriors have been captured..." Shocked gy this terrible news, Rayman lets himself be surprised by a gigantic robot who pins him between it's powerful pinchers. He tries to create a new energy sphere in the palm of his hand, but to no avail. The destruction of the Primordial Core has taken away all of his powers... Desparate, he shouts to his friend... "They've got me, Globox! Save yourself!" "But...but...what about you?!" "No time to explain! Go find Ly, she'll tell you what to do!" After a moment of hesitation, Globox dodges between the feet of the robots, and plunges into the high grass. An evil laugh reverberates. Rayman turns and sees Razorbeard, the leader of the Pirates. "I have you, Rayman! You'll soon be my most obedient slave...!" Rayman tries to free himself, but the iron grip of the robot tightens around him. He casts a dark look at Razorhead and shouts defiantly: "it's over yet, pirate! I'll find a way to escape and then I'll make you wish you'd never been born!" ============================================================================= FRIENDS AND ENEMIES FRIENDS AND ENEMIES FRIENDS AND ENEMIES ============================================================================= 4/ ------------------------ FRIENDS +++++++++ The inhabitants of Rayman's world fall in to two categories: Magilcal beings, gifted with fantastic powers, and peope... > The Magical Beings ~~~~~~~~~~~~~~~~~~~~ * Polokus: He is the spirit of the world, the creator of all that is and will be... His power is sush that his dreams can become reality... Long, long ago he went away from this world, and only by reunting the four magical masks can he be broought back... * Ly: Ly is a fairy, and like all fairies, she posseses great powers. Unfortunately, the expolsion of the Primordial Core by the pirates has weakened her. When she has reunited enough energy, she can create Silver Lumz, which give amazing new powers to Rayman. * The Teensies: Ancient and wise people who lon ago built the Hall of Doors, that magical place where access is given to al the regions of the world. Very old and a little absent minded, they have forgotten which of them is their King, and spent time performing acrobatic dance moves to make the youngest green with envy. > The People ~~~~~~~~~~~~ * Globox: Adorable, if a little simple, Globox is Rayman's best friend. He has the power to create forceful little rain storms which be can used to put out fires or ake plants grow. With the aid of his mate Uglette, he has produced a prodigius family: more than 650 childrens at last count. * Clark: A mountain of muscles, Clark is an army all by himself. With one mighty blow, he can send an entire regiment of pirates flying. His only weak point: a somewhat sensitive stomach. This can cause problems, especially when in the heat of battle, he munches a robot that's a little too rusty... * Murfy: Nicknamed "The Flying Encyclopedia", Murfy helps Rayman by giving him loads of hints and advice. For a short reminder of Murfy's main explanations, move Rayman next to one of the many Stones of Thought scattered around throughout the world. If you would rather have Murfy come in-person to give you his detailed explanations, stop by a Stone of Thought and keep Buton B pressed. * Carmen the Whale: A magnificent creature, who's job is to survey the depths of the ocean and deposit the air bubbles which can be the difference between life and death or stray plants and animals. She is sometimes pursued by pranhas with heartburn, who are quite fond of her air bubbles... *Sssssam: This young and spirited sepent is the ferryman for the Marshes of Awakening. He helps the inhabitants waterski across the swamps... ENEMIES +++++++++ * Admiral Razorbeard: The pirate leader, he is famous thoughout the galaxy for reducing over one hundred peacefull planets to cosmic dust. Don't be fooled by his pathetic and silly appearence, his feroity is unmatched. His dream? Overrun Rayman's world and reduce all it's inhabitants to slavery... * The Henchemen: These are the pirate's robot invasion force. Totally devoted to Admiral Razorbeard, they enforce a reing of terror by capturing anyone unlucky enough to cross their paths. There exist several different models, each with it's strong and weak point. * The Guardian of the Cave of bad Dreams: A terrifying monster who's job is to guard the subterranian grotto where the creatures stemming trom nightmares of Polokus are locked away. No one has dared to venture within the Cave of Bad Dreams, even though it's rumored to contain an even more precious treasure. * The Zombie Chickens: We can no longer even keep track of all the sinister resluts provoked by the arrival of pirates: diturbances in overall harmony, the poliferation of piranhas, giant spiders and caterpillars, etc... Terrified by all these events, the hens began laying dead eggs, out of which burst the horrible Zombie Chickens... ============================================================================= OBJECTS OBJECTS OBJECTS ============================================================================= 5/ ----------- Objects. ~~~~~~~~~~ > Cages: The pirates have imprisoned many inhabitants in these little cages sealed with vital energy. Breaking 10 cages increass Rayman's Life Bar. > Kegs: Filled with gunpowder, they explode at the smallest shock. The more advanced models can even fly... > Shells: Built by the pirates, these are mule headed missiles which can only be subdued by extreme patience. Most have legs, some can fly. > Plums: These strange fruit have several purposes. You can throw them at your enemies, climb onto them and move around by shooting in the opposite direction, and even float through lava fields on them... > Magic Spheres: Found on pedestals of the same color, Magic Spheres open the doors to mysterious temples... > The Sticking Plasters: Mediocre at best architcetually, the pirates are to reiforce their constructions with sticking plasters. The wooden ones are very fragile but the metal ones will ony yield to an explosive. > Switches: The Pirates have cluttered the environment with switches which activate strange machines and open various doors. To make it work, just shoot at it. Magic Objets. ~~~~~~~~~~~~~~~ > The Stones of Thouht: The Stones of Thought provide a telepathic link to Murfy. Whenever Rayman needs a little help or advice, he should approach one of the Stones, and Murfy will appear in his mind. > Magic Doors: Present at the begining and the end of a world, they take you to the Hall if you go through them. > The Power Fist: Having the Power Fist makes Rayman's shots more powerful. Attention: if Rayman dies or gets hit, he loses part of the energy in his Power Fist. After three such losses, his shots go back to normal power. > The Four Masks: These magic were hidden inside secret and mysterious sanctuaries. The ancient legends say that whoever can reunite the four can awaken mighty Plokus... > The Lumz: Lumz are very powerful shards of energy. Each color has it's own special powers... * Yellow Lumz: These are the 1000 shards broken from the Primordial Core when the pirates exploded it. When Rayman has collected enough of them, he'll be able to negotiate his entry into new worlds. In addition, they contain precious knowledge. The more Rayman can gather, the more he knows of the secrets of the world. At any moment in the game, just press Button L to read new information provided by the Yellow Lumz. * Super Yellow Lumz: Ancient Lumz recognisable by their larger size and big smiles. They are five times more powerful than Yellow Lumz. * Red Lumz: Packed with vital energy, they restore Rayman's life Bar. * Purple Lumz: By shooting them, Rayman can grab onto them and swing from one to another, thereby crossing vast areas without touching the ground. * Blue Lumz: Oxigen rich, they restore Rayman's Air Gauge when he's moving under water. * Green Lumz: These Lumz are very special. They record Rayman's progress. If he should die, he will appear at the place where he last took a Green Lumz. * Silver Lumz: The Silver Lumz are fashioned by Fairies. They give new and amazing powers to Rayman... ============================================================================= WALKTHROUGH WALKTHROUGH WALKTHROUGH ============================================================================= 6/ --------------- ---------------- ~ THE BONUS STAGES ~ ---------------- - "Baby Globox and the little fairy." - Help the cute and deffenseless baby Globox to reach the fairy before the ugly, evil pirate does!!! To help him, press A then B as fast as you can. Don't press them in the same time! Is it just me, or the scenery in this area is just splenid? The bonus levels are the same for every level, with just some minor variations in the path they take. They also get harder in the last levels. * Rayman's Prizes: I depends on the level. It's sad to say, but the gifts you get are usualy quite unuseful... Plus, you can get them all in the game anyway. Most of the time, you get some Power Fists, and your life bar to the max. Note: To acces a level's bonus stage, you have to get all the Yellow Lums ---- and cages of that level. Aslo, there is no bonus stage for the first level. ---------------------------- ---------------LEVEL 1 : THE WOODS OF LIGHT--------------- ---------------------------- >Yellow Lumz: 5 >Cages: 2 >Special: Nothing After the splendid intro, your good old friend Globox is taken to your cell by the guards. He brought your a precious Silver Lumz from Ly the Fairie. Now you can use your super long punch again! Just hit the rusted grid near you and enter the super hapy sliding party! While sliding, try to get some Red Lumz and recover your energy. As you reach the end of the slide, the fat Globox pushes you down the Prison Ship. OOooooooaaaaa... As our hero wakes up a little bit dizy, he searches for Globox but can't find him... Now let the adventure begin! Walk around to get used to the controls, and stand to the Stone of Thought, so that Murfy will come to you to give you some hints. Then follow the stream to reach the very ++1ST++ cage. Hit it two times to open it and let Murfy tell you what he has to tell. Grab the ==1ST== Yellow Lumz and the grid on the floor should open. Fall down the pit and jump on some platforms to get the ==2ND== YL, just above a SOT. (see introduction for abreviations) Contine to reach the ==3RD== YL. (These well-designed mosquitos won't hurt you.) Get into the stream and go behind the waterfall to find the ==4TH== YL. Then get back on the grass, go up until you reach a SOT, and use your helicopter to reach the platform on the other side. Aaw, now, look at this!: Globox's kids! Aren't they cute? They where hoping you'd bring their dady back, but as you don't know where he is, you only can promise you're gona look for him. They also tell you that Ly the Fairie has been kidnapped and you have to rescue her. Anyway, follow the tunnel to reach a large room with 2 high rocks. Stand between the rocks and jump repeatedly to get the ==5TH== and last YL of this world. Yahoo! Continue up to the submit and hit the ++2ND++ cage to free the Teensies. They tell you that Ly has been taken to the Fairy Glade. If you have collected the 5 YLs, they can open the Magic Door to the Hall of Doors. Jump through the twirl to finish the level 1. ------------------------- -------------------LEVEL 2 : THE FAIRY GLADE------------------- ------------------------- >Yellow Lumz: 50 >Cages: 7 >Special: Meet Ly and get the PL power. As you enter the level, get in the water and search for an uderwater tunnel. Enter it and go to the end to find the ++1ST++ cage. Hit it to get to a SYL (1ST, 2ND, 3TH, 4TH and 5TH YLs). Then go onto the platform in the center of the area and jump on the big muschroom. Booiinng! It will throw you in the air and you will automatically grab the bridge above you. You also got the ==6TH== YL. Now move along the bridge to reach a platform. Push A to land on the solid ground. Follow the path leading to a kind of pond. Don't go into the water!!; it's piranha infested! Jump on the nenuphars, avoiding the piranha, up to the other side and then jump onto the platorms up to an alcove. Follow the path and hit the switch on the other side of the net to open a door. You are now on the bridge you were hanging on. Take the ==7TH== YL and go to the other side of the bridge to find the ++2ND++ cage. Hit it to get the ==8TH== YL. You can fall down and follow a thin path leading to the door you opened. (Globox's kids are standing there) Follow the path and take the GL as a checkpoint. Continue and you'll reach another pond infested by pianhas. Follow the path until you reach a strange toxer deversing a discuting green slime into the lake. Walk on the net to cross the tower and jump onto the roof. From there, you can fly to a small isolated platform on the other side of the pond. Stand on the barrel, and it will lead you to the ==9TH== YL. Now get back on the tower's roof and jump on the moving platforms to reach the cave. Follow the path leading to an isolated tree and climb the vines that are on it. Continu and slide down the stream. Follow the path of vines on your right. Place yourself under some other vines, and jump to grab them. Continue, avoiding the piranha, and you should reach the ==10TH== YL. As you go ahead, you should reach an old ship. A Henchmen will try to throw some Kegs at your face. A least some action! Anyway, ignore him and keep going by skirting the left wall, and you'll reach an area with a little pond. Take the ==11TH==, ==12TH==, and ==13TH== YLs on the nenuphars. Then continue and climb the lader to get the ==14TH== YL. On the platform at the top, you can find the ==15TH== YL and the ++3RD++ cage, in which is a SYL (16th, 17th, 18th, 19th and 20th YLs) Now get back to where the Henchmen was. Stand on the Sticking Plaster and when the Henchmen throws a Keg, get out of here. The Keg will destroy the floor, and you'll be able to get down. You also get a GL. (checkpoint) Jump on the floating boxes and get on the platform to the left. Climb the web, avoiding the falling Kegs. (If you get hit by a Keg, quickly activate your helicopter, so that you don't fall into the slime). Then punch the Sticking Plaster to break the door. You'd like to go to the right, but these lazers prevent you from going on. So you decide to go to the right and meet Murfy. Keep going and you may have to fight a Henchmen. Just hit him 5 or 6 times to put him KO. Hint: as Murfy told you, stay from quite a distance to him, and keep pushing Z to aim more ealily. (Very similar to Zelda's Z-Targetting) Keep going, enter the wooden house, and kill another Henchmen. Grab a Keg and come back on the grass to find a door with a metal Sticking Plaster on it. Throw the Keg at it to break it and follow the path to find the ++4TH++ cage. Hit it to get a SYL (21th, 22th, 23th, 24th, 25th YLs.) Now come back to where the Kegs were. Climb up the grid and Rayman will hang on the net above him. Look around to find the ==26TH== and ==27TH== YLs. Enter the little hole and jump on the net on the floor with a moving lazer to make some trampoline. As you're in mid air, try to hit the switch to switch off the lazers. Now you can enter the other hole. Follow the allway, avoiding the lazers. There you find a sleeping Henchmen with a switch next to him. Do what you have to do and switch of the lazers. Now follow the opened path, avoiding the lazers. You may think you end up in a dead-end, but if you look at your left, you see a net with the ==28TH== YL on it. As you climb down, you get the ==29TH== YL. You finally meet Ly. She's asking for some help!!! So enter the small cave and you discover the machine that is keeping Ly sealed. Destroy it by throwing Kegs on it's 3 weak points. Souds easy, huh? Well, not at all... As you try to approach it, it sends missiles at you. As the missile approaches you, throw the Keg in the air, hit the missile, and catch you keg. Once you've destroyed it, Rayman goes chat with Ly. (I love her voice!) She'll teach you more about Polokus. She will also give you a SL that allows you to grab the PL. Climb the net on which you got 2 YLs. Now, use the PL to cross the broken bridge. Place yourself between the two pipes and jump repeteadly to get the ==30TH== and ==31ST== YL. You'll end up in front on a giant hole. Jump and use your helicopter to grab the ==32ND==, ==33RD== and ==34TH== YLs, before landind on a pipe. Jump and land on another pipe to get the ==35TH== YL. Jump down to anoter pipe with a Henchman and the ++4TH++ cage. Open it to get the ==36TH==, ==37TH==, and ==38TH== YL. Fall down on a wooden bridge and enter the cave to reach an area full of thermal air currents. (That reminds me Pilotwings...) Murfy should explain you how it works... In the first current is the ==39TH== Yl. At the bottom of the 2nd one is the ==40TH== YL. At the bottom of the 3rd one is the ==41ST== YL. In the 4th one (the very thin one) are the ==42ND== and ==43RD== YLs. At the bottom of the 5th one is the ==44TH== YL. At the bottom of the 6th one is the ==45TH== YL. At the bottom of the 7th one is the ==46TH== YL. And finally, in the 8th one (the very mall one) are the ==47TH== and ==48TH== YLs. From the highest current, hit the PL to get on the wooden platform. There is the ++6TH++ cage hidden in the little chamber. Hit it to free a Teensie, allowing him to open the Magic Door to the Hall Of Doors. The level 2 is over. Coming from the Echoing Cave (See "enter the Fairy Glade" in level 11 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ walkthrough) As you just come from the Echoing Cave, you will finaly be able to get these last cage and YLs. Fall down the pit, follow the path leading to a small bridge, and hit a Plum to make it fall down. Jump on it and navigate it following the river. As you reach a metal barrier, jump and hang on the web. Follow the web path and jump on some columns to hang under another web. As you advance, kill the black demons and jump on the barrier. Now use some PLs and jump on the columns to reach a large wooden platform. Stand on the SP, and when the Henchmen, thows a Keg, move to let the Keg destroy the planks, allowing you to enter the ship. So enter the small hole under the Henchmen and kill the sleeping one. In this room, you can hit the ++7TH++ cage at last, and get the ==49TH== and ==50TH== YLs. To return in the Echoing Cave, fall down the pit in front of the chair. ---------------------------------- -------------------LEVEL 3 : THE MARSHES OF AWAKENING------------------- ---------------------------------- >Yellow Lumz: 50 >Cages: 5 >Special: Entrence to the Cave of Bad Dreams This level is mainly composed by water skiing. As you enter the level, wollow the path on the left until you get the ==1ST== YL. Then come back to jump on the nenuphars and hang on the net. Go on your lef and jump to get on the other side of the net and land on the wooden planks. Open the floating ++1ST++ cage to free you friend Sssssam. He doesn't know anything about the Masks of Polokus, but saw Globox beeing captured by 2 pirates. They took him beyond the marshes, so Sssssam will help you getting on the other side. Now shoot at him, and prepare for some swamp-snaking! At the begining, jump on the two rocks that stick out of the water to use them as spring-boards and get two RLs. Continue, continue, avoid the giant axe, and place yourself on the righ and jump to get a SYL (2ND, 3RD, 4TH, 5TH, and 6TH YLs), and right after that, hit a switch to make a row of four other YLs appear: the ==7TH==, ==8TH==, ==9TH== and ==10TH== ones. After the floating boxes, hit the ++2ND++, ++3RD++ and ++4TH++ cages. In each of them is a SYL. (11TH, 12TH, 13TH, 14TH, and 15TH YLs, then 16Th, 17TH, 18TH, 19TH, and 20TH YLs, and finaly 21TH, 22TH, 23TH, 24TH, 25TH YLs) Avoid the floating mine and go to the left to jump on a floating box and land on the wooden planks to get the ==26TH== and ==27TH== YLs. Then you arrive to a circle of five floating mines. Jump in the middle of them to get a SYL (28TH, 29TH, 30TH, 31TH and 32TH YLs) Further is another SYL (33TH, 34TH, 35TH, 36TH and 37TH YLs) at the top of a wooden stick. After slaloming between some sticks, keep your right and jump on a big rock to get the ==38TH==, ==39TH==, ==40TH== YLs. Right after that, you see a fisherman in his barque. At the end of his rod is a SYL. (41TH, 42TH, 43TH, 44TH and 45TH YLs). A little farther is the last SYL, bust behind a mine. Jump over the mine to get the ==46TH==, ==47TH==, ==48TH==, ==49TH== and ==50TH== YLs. Then Sssssam poses you on the solid ground and leaves. Hit the ++5TH++ and last cage to free a Teensie that will open the Magic Door to the Hall of Doors. Level 3 finished. ------------------- ------------------LEVEL 4 : THE BAYOU------------------ ------------------- >Yellow Lumz: 50 >Cages: 7 >Special: Nothing The level's introduction shows Razorbeard eating on of the YLs. What a bastard! Now there are only 999 left! (I've allways been very good at math...) When you enter the level, if you go to the left, Ly suggests you to enter her racing challenge. But for that, you must have a certain number of YLs. This "special" level is described later in the FAQ. So come back to stand on the floating barrel and punch the bombs that the airship is throwing at you. When your barrel-trip ends, go to your left to find the ++1ST++ cage. Hit it to get the ==1ST== and ==2ND== YLs. Stand on the next barrel and enter the cave to get the ==3RD==, ==4TH== and ==5TH== YLs. Climb the lader and grab the GL (checkpoint). Go to the edge of the wooden planks, taking the ==6TH== YL and hit the switch on your left to make a bridge appear. While jumping onto the new bridge grab the ==7TH== YL. Hury!! This bridge is very fragile and won't resist a lond time! On the last part, get the ==8TH==, ==9TH==, ==10TH== and ==11TH== YL. As you climb the lader, you get a GL. Follow the path, kill the Henchmen, and open the ++2ND++ cage to free a PL. Hit the PL and land on the barrel. As you progress, keep shooting at the Zombie Chickens and try to grab the ==12TH==, ==13TH==, ==14TH==, ==15TH== and ==16TH== YLs. At the end, try to jump on the thin bridge to get some RLs and a GL. Place yourself next to the wall and shoot on the ++3RD++ cage to open it. Now go on the other side of the bridge to let the ==17TH== and ==18TH== YLs that were into the cage come to you. DON'T just fall onto the barrel under you! Instead, jump on the wooden bridge to get the row of ==19TH==, ==20TH==, ==21ST== and ==22ND== YLs. As you land on the bridge you should get a GL. Quickly run on the bridge to reach the solid ground. There (on the grass), take the ==23TH==, ==24TH==, ==25TH== and ==26TH== YLs. Take a look on your left and you may see a PL. Use it to get into a tree on the other side of the river and hit the ++4TH++ cage to get the ==27TH==, ==28TH== and ==29TH== YLs. Then use the PL again to land on the solid planks. Follow the path up to the entrence of a cave. You should have gotten the ==30TH==, ==31ST==, ==32ND== and ==33RD== YLs. Stand at the entrence of the cave and hit the ++5TH++ cage, hanging on the wooden planks. The ==34TH== and ==35TH== YLs that were inside will come to you. Then enter the cave. Take the ==36TH== YL at the end of th trunk and kill the piranha by shoting on his teeth. Fly down to your right to grab the ==37TH== and ==38TH== YLs. Follow the path and kill the Henchmen. Then stand on the grid and shoot at the switch on you right. As the grid extends, grab the GL on the other side. Contine, avoid the Kegs, continue, and take the GL. Continue and get the ==39TH==, ==40TH== and ==41ST== Yls where the falling Kegs are. Follow the path to a GL, take the ==42ND== YL on your left and hit the switch to extand the grid. Stand on the grid and hit the PL to cross the pit and get into the evil tree, getting the ==43RD== YL. As you land into the tree, a strange fat guy (looks like Obelix!) will run at yo like a dumb. Jump before he hits you, and he should fall down the pit. Continue and hit the switch (a kind of red button) to switch of the lazers. Now hury before the lazers come back! Follow the path and climb down the lader. From there, you can open the ++6TH++ cage, in which is the ==44TH== YL. To get it, get back where the rolling barrels were and stand at the end of the tunnel to let The YL come to you. Now go to the big pipe with two trampolines on it. Jump on one of the to get the ==45TH== and ==46TH== YLs. Hit the ++7TH++ and last cage to free the Teensie. Follow him on the trampolines to get the ==47TH==, ==48TH==, ==49th== and ==50TH== YLs, and after dancing the cirtaki with Rayman, he opens the Magic Door to the Hall of Doors. You've finished the level 4! ---------------------------------------- ----------------LEVEL 5 : THE SANCTUARY OF WATER AND ICE------------------ ---------------------------------------- >Yellow Lumz: 50 >Cages: 2 >Special: Boss Axel In a short cineamtic, Rayman meets the Teensies in their Council Chamber. If you have gathered 100 YLs, they should let you enter the "new worlds". Now you really enter the level. Look around to find a kind of acoasting platform (is that English?) to find the ++1ST++ cage, in which are the ==1ST==, ==2ND== and ==3RD== YLs. Go back on the beach and as you approach the clif, a Henchmen will come to you. He is not like the Henchmens you' ve seen before: each time you hit him, he disappears and reappears somewhere else. Kill him, and while climbing up the cliff, grab the ==4TH==,==5TH==, ==6TH==, ==7TH==, ==8TH== and ==9TH== YLs. Enter the cave and jump into the water. Dive to the bottom to find a tunnel entrence and a SYL.(10TH, 11TH, 12TH, 13TH and 14TH YLs). Follow the tunnel, taking the ==15TH== and ==16TH== YLs to end up in a room with the ++2ND++ and last cage of the level. In the cage are the ==17TH==, ==18TH== and ==19TH== YLs. Come back and climb the lader, getting the ==20TH==, ==21ND== , ==22ND== and ==23TH== YLs. Continue, take the GL, and go on the other side to kill a Henchhmen. Continue and take the SYL (24TH, 25TH, 26TH, 27TH and 28TH YLs). Grab a Keg and throw it on the door with a ST just near you. Enter the room and Murfy will teach you how to use the Magic Spheres. Take this yellow MS, go stand in front of the yellow base and push B. Then take a Keg again to destroy the other door. Repeat the opeartion with the blue MS to open the big blue gate. Follow the path, take the ==29TH== YL, and enter the large, seemingly empty room. Walk around the room to get the ==30TH TO 40TH == YLs, and enter the next door. Slide on the giant bobsleigh and try to grab the ==41ST TO 49TH== YLs. BOSS: Axel: As Ly told you, follow the PL (keep shooting on the ice cubes Axel throws at you) and hit the stalactite to make it fall on Axel's head (how cruel!!). Once the job done is done, another PL appears, allowing you to land on the next platform. Instead of going through the waterfall and continuing, walk to the left or right to go behind it and get the ==50TH== and last YL. Now you can continue by passing through the waterfall. Then you get the first Mask, go meet Polokus in dream, and give him the mask. -------------------------- ------------------LEVEL 6 : THE MENHIR HILLS------------------ -------------------------- >Yellow Lumz: 50 >Cages: 8 >Special: Meet Calrk Part one: Before the Cave of Bad Dreams ~~~~~~~~ As you enter the level, hit the switch on the menhir located behind the big tree on which the MD is. Doing this you just opend the trap in between the three menhirs. Fall down the pit to find the ++1ST++ cage, in which is a SYL. (1ST, 2ND, 3RD, 4TH and 5TH YLs.) Then come back and climb up the web. Let a Shell come to you and when it suddenly stops, jump on it to ride it like a horse. Once you've tamed it, go across the swamp, aim the door on the other side, and right before hitting the door, jump to let the Shell crash and break it. That allows you to get the ++2ND++ cage and the SYL that are into it.(6TH, 7TH, 8TH, 9TH and 10TH YLs). Enter the hallway to get the GL. kill the two Henchmens and go through the hall between their seats to find the ++3RD++ cage and another SYL (11TH, 12TH, 13TH, 14TH and 15TH YLs).Then come back, take the GL, and enter the next door. In this area, go behind the tree to get the ==16TH== YL. Then jump on the mushroom and grab the PL to land on the wooden alcove. There you get the ==17TH== YL and you can hit the ++4TH++ cage to free the ==18TH==, ==19TH== and ==20TH== YLs. Now go back on the ground, tame a Shell and enter the next cave. In the tunnel, take the ==21ST==, ==22ND== and ==23RD== YLs. When you arrive to the wooden bridge, keep your right to grab the ==24TH== YL. Continue to grab the ==25TH to 31TH== YLs. Once again, jump before hitting the wall, and let the Shell crash on the door. Right next to the slope, take a Keg and carry it to the cave down here. Put the Keg on the torch to switch it on, and cross the large gap. (It's important to look towars the other side of the gap while switching the Keg or you'll just crash on the wall.) Once on the other side, take another keg and throw it on the ++5TH++ cage above you to get the ==32ND==, ==33RD== and ==34TH== YLs. Then come back and enter the path you opened by making the Sell hit the door and take the ==35TH== YL. Then kill the Henchmen, and hit the switch to open the metal door. If you enter the level for the first time, you should meet you friend Clark. He has kicked some Henchmens's buts, but he doesn't feel very good. You'll have to find some kind of Life Potion. "It's hidden near the entrence of the Marshes of Awakening" says Clark. He also tells you the password: Cave Of Bad Dreams. Then you will automaticaly exit the level. If you haven't done this part of the game yet, return to the level 3 and reffer to the walkthrough's next level. Part two: After the Cave of Bad Dreams ~~~~~~~~ Return to the place where Clark was and give him the Life Potion. He'll fell much better and run through a wall. Go through the hole he made and follow the path leading to a room with a box and some PLs. (Clark should follow you.) Stand on the box and hit four PLs to reach a platform on which is the ++6TH++ cage and the ==36TH==, ==37TH== and ==38TH== YLs. Now jump on a lower platorm leading to a pit. Fall down the pit and activate the switch to open the grid and let Clark join you. Continue, and wait for Cark to run through a wall, allowing you to enter the room and going own the stairs. Stand on the stick and hit the PL to reach a platform on which the ++7TH++ cage and the ==39TH== and ==40TH== YLs are waiting for you. Look aroud and find the hole from which the Shells come from. Enter it and climb the wall on which are the ==41ST== and ==42ND== to find the ++8TH++ cage into which are the ==43TH== and ==44TH== YLs. Tame a Sell and follow the tunnel, avoiding the rocks (menhirs?) and taking the ==45TH TO 50TH== YLs. At the edge of the cliff, Rayman looks down, and jumps into the twirl to finish the level 6. -------------------------------- ------------------LEVEL 7 : THE CAVE OF BAD DREAMS------------------ -------------------------------- >Yellow Lumz: 50 >Cages: 0 >Special: Boss: Guardian of the Cave Get Clark's Life Potion In order to enter this level, you'have to pass through the Marshes of Awakening. So enter it, and foolow the tree's root on your left to meet the cave's Guardian. He can read in your mind and see you know the password. So now you can finaly enter the Cave. Follow the long bone and take the ==1ST== YL at the end of it. Then hit the PL to land on a further platform. Jump on the second platform to get the ==2ND==YL. Jump on the floating skulls and fly the wall of bones on your right. Then jump on the kulls and get the GL. (Don't be too slow on the bones, they won't float a very ong time). Avoid the big hand and take the ==3RD== YL. Hit the PL and fly to the ==4TH== YL on the bone-wall. Grad the ==5TH== YL on the bridge and fly to the pillar of bones. Quikly get to the top and hit the PL. Continue like this up to some solid ground and a GL. The next hall is full of big hands. In front of them are the ==6TH== and ==7TH== YLs. In the next room, wait for the two bloks to be close and jump between them to get the ==8TH== YL. On the platform at the top, you get a GL and two RL. Fly to the large platform on the center of the area and get the ==9TH==, ==10== and ==11TH== YLs. Kill the fire breathing zombies to get a yellow MS. Place it on the base, fall down the pit, and a GL comes to you. Behind you is a SYL (12TH, 13TH, 14TH, 15TH and 16TH YLs). Continue to reach a large room with tow bases. (don't bother killing the caterpillars, they come infinitely.) Look around to find a hall that divides in two ways. Take the right one. Use the PL to get on the next platform, and jump on the moving skull to reach a platform on which is the ==17TH== YL. Hit the PL and fly between the two rocks when they are close, jump a few times and fly up to the next platform to get a GL. Use the moving skull to get in an area with six small patforms and a giant caterpillar. Hi the caterpillar a few times and take the ==18TH==, ==19TH==, ==20TH==, ==21ST and ==22ND== YLs. Stand on the rising skull to reach the yellow MS and a GM. Grab the MC and throw it with B on the next platform. Keep doing that until you get back to the room with the two MSs. Place the yellow MS on it's base and come back to take the left path. Jump on the skulls and the second one should raise, allowing you to reach the rotating platform. From there, jump on the platform on the right of the entrence to get he ==23TH==, ==24TH== and ==25TH== YLs. Then get back on the rotatin platform and jump onto the other platform to get a RL. Keep doing that to reach the blue MS. Bring it back to the bases and place it on it's pedestal to open the door. (Good luck for throwing it on the rotating platforms!) Take the SYL (26TH, 27TH, 28TH, 29TH and 30TH YLs) and fall down the pit. Now, as promised, the Guardian challenges you to a little race...a deadly race...niak niak niak... This race isn't hard when you know how to do it, altough these green crystals are very hard to see, since they are the same color as the ground. Anyway, as you approach them, hit the crystals to destroy them and keep pushing the stick up to go faster. (Don't hit the walls while jumping!!) Anyway, on the second platform is a SYL (31TH, 32TH, 33TH, 34TH and 35TH Ls.) Farther, you can also ind two other SYLs. (36TH, 37TH, 38TH, 39TH and 40TH YLs; and 41ST, 42ND, 43RD, 44TH and 45TH YLs.) When you finaly manage to finish this race alive, you have to fight that monster in person. He will send you some skulls. If you hit the skulls he throws et you, it stops moving and stay in mid-air a few seconds. Hit 2 or 3 of them to create a bridge to get on the other side and get a GM. Then he goes on the platform you were standing at. Rpeat the opeation two times and hit the PL on your right to reach his pillar and climb at it. Make a bridge with the skulls to reach the next platform. Jump on the thin platforms to get a SYL (46TH, 47TH, 48TH, 49TH and 50TH YLs.) Make another bridge and grab the GL. Then make a last bridge to finish wit him. Follow the path leading to the TREASURE ROOM!!! GOOOOOLD!!! Tell the Guardian you accept his present just for the fun... and see Rayman's deam! After that, tell him you don't want it. Then you awake in the Cave of Bad Dreams and the Guardian gives you the Life Potion. Now go back to the Menhir Hills level. -------------------- ------------------LEVEL 8 : THE CANOPY------------------ -------------------- >Yellow Lumz: 50 >Cages: 4 >Special: Rescue Globox Get the "power punch" Silver Lum This level is quite short and shouldn't cause you many troubles. Anyway, as you enter it, a giant and powerful spider attacks you. Kill it and follow it's web path, taking the ==1ST TO 16TH== YLs and get on a higer platform. In order to hit the ++1ST++ cage hanging under you, jump from the platform and while flying, hit the cage to get the ==17TH== and ==18TH== YLs. Then use the PL in the middle of the giant trunk to get faster on the higher platform. Hit the ++2ND++ cage and jump on the other side, getting the ==19TH== and ==20TH== YLs. Then fall down the pit. Continue on your left and jump on the mushroom to get the ==21ST== and ==22ND== YLs. Then stand on the wooden bridge and kill the Henchmen (jump to avoid his shots). At the end of the bridge, stand on the platform and hit the switch on the other side to open a door and free your pal Globox. You also got the ==23RD== YL. Now come back and follow the other bridge to get the ==24TH== YL. On the other side, take the ==25TH== YL and ater some voodoo dancing, Globox creates a cloud above the lazers. Electricity + water = new path. Grab the ==26TH== YL, fall down the pit, and take the GL. As you exit the tunnel, take the ==27TH== YL on your right. At the far left you also find the ==28TH== YL. You should find a kind of tree sprout with the ==29TH== and ==30TH== YLs next to it, and Globox makes a little shower on it to make it grow up. Stand on it and jump to get the ==31TH== YL. As it takes you on the other side, you get the ==32TH== and 33TH== YLs. Once on the other side, look around to find the ==34TH== YL. Hit the dead tree's SP to break it and create a bridge, allowing Globox to go across the gap. Continue, take the ==35TH== YL, and stand next to the fire. Let Globox switch it off and follow the path to get a GL and Kill the Henchmen. Globox got scaried and went hide in the little alcove. Talk to him and he gives you a SL. Now can make a more powerful punch by keeping the A button pushed. After the short cinematic in which Rayman gets the ==36TH== and ==37TH== YLs, Globox gets really scaried. Kill the advanced version of the Henchmen and go take Globox back to make him destroy the lazer barrier. Continue, grab the ==38TH== YL, kill the Henchmen and go take Globox back again. Climb on the boxes and hit the PL to hit the ++3RD++ cage while flying to free the ==39TH== and ==4OTH== YLs. Also, use the PL to get on the platform above the boor and get a SYL (41ST, 42ND, 43RD, 44TH and 45TH YLs.) Then take the ==46TH==, ==47TH== and ==48TH== YLs standing next to the sprout, and let Globox water it. Now hide into the bush, so that the bad guy won't recognise you and allow you to enter. There you find the ++4TH++ cage and the ==49TH== and ==50TH== YLs. A Teensie opens the Magic Door to the Hall of Doors, allowing you to finish the level 8. ------------------- ------------------LEVEL 9 : WHALE BAY------------------ ------------------- >Yellow Lumz: 50 >Cages: 4 >Special: Meet and free Carmen the whale As you enter the level, jump into the aquarium on your right. Dive, and, while taking the BLs, try to find the ==1ST== YL, just above a chest. Continue swiming and emmerge from the aquarium's other side. Hit the switch to switch of the lazer door. Then enter the new path and walk to the right to jump on a beam. If you're short of energy, hang on under the net and, avoiding the piranha, take the RLs. Then continue walking on the beam and try to get the ==2ND==, ==3RD==, ==4TH== and ==5TH== YLs under the net. After getting them, come back on the beam and jump on the net to enter a cave and get a GL. As you go ahead, a Henchmen should appear on the ship on the other side. Two power shots should be enough to put him KO. Go down, and jump on the barrels to climb on the net and fly to the cabin on the other side. From there, you can it the switch on the cabin you come from, switching of a lazer door. Continue and follow the narrow hall to get the ==6TH==, ==7TH==, ==8TH==, ==9TH== and ==10TH== YLs. (Jump on a rolling barrel to get the highest one.) As you reach the room with some water and an island in the middle of it, try not to wake the Henchmen up. Go take a Keg on your right, and throw it at the Henchmen's face! After that, one punch should be enough to finish him. Take another Keg, use it to destroy the door and reach the ++1ST++ cage. Hit it to free a PL and get a SYL (11TH, 12TH, 13TH, 14TH and 15TH YLs.) Now jump onto the palmtrees to hit the PL and reach the platform above the broken door. Now you enter the wale bay. If you stand near the ST, Murfy comes to you and tells you that Carmen the whale is trapped in a cage and pirates want to use her blubber to oil the prison boat's engines. Altough Rayman has no connection with Greenpeace (I think), he promises to do something to help the poor whale. Anyway, dive into the sea and go a few yards on the right of the beach (when standing on it and looking at the sea) to find a cave entrence. Follow the tunnel and as you get back to the surface, follow the narrowest hall, fall down and go to the right. Hit the switch to free Carmen and create a Shell generator in the previous room. Mount one of them and follow the hall to get the ==16TH== and ==17TH== YLs. Keep pushing B to go faster and cross the pit. Jump before hitting the door and the Sell should explode it. Continue, hit the ++2ND++ cage to get two SYLs (18TH TO 27TH YLs) and you'll end up in the sea. Find Carmen and follow her, taking her bubbles. In the second part of your underwater trip, you'll have to be very fast taking the bubble if you don't want the piranhas to do it before you. (apparently, these bubbles look more tasteful than you...) Now you end up in a arge cave with a sunken ship. If you're short of energy, swim to the sea floor against the wall farthest from where you enter, and you will notice a BL. If you swim down and get close to it, you will see that there is a small cave. Swim into the cave and follow it a short ways and you will surface in a small room with a platform in the middle of the water. Jump up on the platform, and you will bounce very high, collecting a bunch of RLs, healing yourself. Then come back to the large cave, and swim in circles to have you air bar at about 3/4 full, and then enter the sunken ship, taking the ==28TH== and ==29TH== YLs. As you surface at the end of the tunnel (still in the sunken ship), take the GL. Exit the boat and climb on the net to get on the mast. Then hit the PL and fly to the watchman's platform to find the ++3RD++ cage and the SYL that's inside. (30TH, 31TH, 32TH, 33TH and 34TH YLs.) From the mast, jump on the stream and, while sliding, get the 34TH to 47TH YLs. Then climb down the net and stand at the enter of the cave. As the obelix dude runs at you, jump to let him fall into the water. (and drown, hehehe...) Then take the ==48TH==, ==49TH== and ==50TH== YLs. At the end of the tunnel, hit the ++4TH++ cage to free the Teensie, which will open the Magic Door to the Hall of Doors. Level 9 complete! ----------------------------------------- ------------LEVEL 10 : THE SANCTUARY OF LAVA AND FIRE-------------- ----------------------------------------- >Yellow Lumz: 50 >Cages: 8 >Special: Get the second Mask - Very long! Once again, you have meet the Teensies in their Council, and only if you have gathered 300 YLs, will they let you pass... Look down the crater to perceive a small platform above the lava, and fly down to it. As you jump on the next platform, you meet an advanced version of Henchmen. Keep moving and jumping to avoid his shots and kill him. Then continue and use the net as a trempoline to reach the higher platform. Follow the foot-bridge and hit the SP to free a PL. Use it to reach a small platform and get the ==1ST== YL. From there, you also can hit another SP on the metal antenna. Use the previous PL to get back on the antenna and hit the new PL to grab the ==2ND== YL and land on the highest platform and get three Power Fists . (be careful: each time you get hit, you lose one of them...) Now use the first PL again to land on the next large platform. Follow the narrow path, take the GL, and kill the evil Henchen. Continue, go to the left, and jump on some platforms to find a Plum (this kind of purple tomato). Shoot it to make it fall on the lava and jup on it. Navigating the Plum is quite easy: just shoot in the opposite dirrection you want to go. Now that you are on the plum, navigate it on the lava and come back to where you fought the second Henchmen. There you may find a narrow path with the ==3RD== YL on it. Jump on this path form the Plum and follow the path, and end up in an area with one of these invincible Obelix dudes. Take a Plum on your right and throw it at him! The PLum should stay stuck on his head. (hehe, don't worry, he won't stifle, that's just a video game...) Now jump on his head and to reach a higher platform and get the ++1ST++ cage, in which is a SYL. (4TH, 5TH, 6TH, 7TH and 8TH YLs.) Now come back to the entrence of that tunnel and jump on the higher platforms to be able to fly up to the largest one. Get back to where you got your first Plum and take another one. Once again, navigate it to where you come from, and Follow the path until you reach the antenna area. At the antenna's base, you can find the ==9TH== YL. Now continue followin the path, enter the narrow tunnel and jump on the ground, taking a GL. Take another Plum from this kind of palmtree and mount it. Serious things begin here... The lava in the next pit is very hot, and the Plum can't float on it. Crossing this pit may seem impossible, but here is a trick that should allow you to do it without many troubles: Take a Plum and stand as close as possible from the edge of the pit. Now throw your Plum in the air pressing A, and while it's in mid air, move to avoid catching it again, and then jump on it. Now shoot in the opposite dirrection of the pit, and while above the lava, jump on the next platform. Still alive? Good. Take another Plum and, while standing at the edge of the cliff, throw it at the metal stick in front of you, and it should stay stuck on it for a while. Then go stand under it to catch it as it falls, and repeat the opeartion with the next metal stick. Catch your Plum and tand one yard or two of the metal pipe, throw the Plum with A. Now stand on it to jump on the next platform. Follow the tunnel and hit the ++2ND++ cage to get a well earned SYL. (10TH, 11TH, 12TH, 13TH and 14TH YLs.) That was actually the cage you could pecieve under the net next to the antenna. Now come back again to where you got the first Plum. Hit one to jump on it, and be able to hang on the spider web. As you progress on the web, take the ==15TH== YL and keep shooting these black demons. Hit a Plum from the next generator and navigate it to reach the farther platform. After leting Murfy tell you stuffs you already know about the Plums, take a Plum from the plumtree (hehe, plumtree...) on you right, and navigate it in the lava stream to the left. When your plum-trip comes to the end, jump on the solid ground and enter the cave. (I really like these textures à la B-K on the ground, don't you?) Now you reach the timing ability section. Jump on the two small platforms on the lava, and wait for the breath of fire to be switched off before jumping on the next platform. Continue, avoid the breath of fire, cross the bridge and jump on the left pillar. Then fly to the other pillar to reach the ++3RD++ cage and the ==16TH== YL which is inside. Jump on the platform under you and hit the door three times to destroy it. Jump on the next platform, and shoot on tho stalactite on you right to make it fall in the lave, creating a new platform and allowing you to continue. Follow the path and hit the ++4TH++ cage. Shoot at the stalactite on your right and, while avoiding the breath of fire, jump on it to reach the farther platforms and grab the ==17TH== and ==18TH== YLs xhich were in the cage and a GL. As you continue, hit the column's SP to break it and create a bridge. Do that a second time and fly to the next platform. Continue, jump over the breath of fire, and once again, hit the stalactite. Then jump on the round platform, which will take you on the next area. Jump on some blocks to reach the ++5TH++ cage and the ==19TH==, ==20TH== and ==21ST== YLs which are inside. Continue, don't worry about the little spiders and hit the PL to cross the pit and get a GL. Follow the path and jump on the round platform. As you approach the first breath of fire, hit the stalactite and jump on it before getting back on the moving platform. Do that a second time and jump on the stairs. Go to the right and you'll end up in a room with three fragile doors. Begin by breaking the right one to get some RLs and recover your energy. Then break the middle one to get the ++6TH++ cage and the ==22ND==, ==23RD==, ==24TH== and ==25TH== YLs which are inside. You can also take the three PFs and some more RLs. Then break the last door to meet a Giant spider. If you took the PFs, two shots should be enough to kil it. Follow the path on which the spider was and take the GL. Now get ready for a super Shell ride!!! Touch the sleeping Shell and do what you have to do... After the looping, keep pressing B to go faster and jump over the two pits. The last section of this ride may cause some troubles, 'cos sometimes, when you jump, you just crash while landing...that's quite frustrating, but don't give up! Anyway, if you survive up to the end, breakthe door and enter the path. In this area, if you look down the gap, you should recognize this place... Anyway, cross the gap by walking on the trunk and continue to take the ==26TH== and ==27TH== YLs. Now you can get down and take a Plum to get back to where you met Murfy. Now you can continue on the lava, taking the other path. (Remember, when you arrived there, I told you to take the left path. Now just take the right one.) As you follow the stream, immediatly jump on the platform on the right, and fall down on the metal foot-bridge. Kill the Henchmen on the other side and fly to where he was. Then just follow the path to reach the ++7TH++ cage and get a SYL. (28TH, 29TH, 30TH, 31ST and 32ND YLs.) Now get back to where you fought the Henchmen and fly to the smallest platform at the end of the path. There, if you look down, you can persieve a narrow enter. Fly to it and enter this new area. There, you may find a strange spider which looks like very shy. Although it looks like quite congenial and inoffensive, you will have to kill it... In order to do this crual deed, walk in the opposite dirrection it is, and it should uncover to follow you. So, quickly turn round and shoot at it. Do that a few times to kill this poor little thing and get a Plum. (I killed someone for a Plum !?!) Anyway, take it and place it next to the enter you couldn't reach because it was too high. Jump on it and enter the path to reach a very quite canion. Continue, take the ==33RD== YL on the pillar, and pass through the floor. You immediately get a Plum. Stand on it and follow the path of lava staying on the darker part of it. After a few turns, go as far to the left as you can to get the ==34TH== YL. A few yards further, right before the lavafall, jump and fly to get the row of RLs, a SYL (35TH, 36TH, 37TH, 38TH and 39TH YLs.) and a GL, to finally land on another Plum. Then avoid some roots coming out from the walls and ceiling. In the second part, immediatly go to the left and jump on the large platform. There, place a Plum under the high ==40TH== YL and jump on the Plum to reach it. On your Plum, continue going down the lava river and keep your left to get the ==41ST== YL. Then, on the right wall, you may notice a narrow tunnel. Follow it, jump on the trampolin webs, and follow a web path to reach the ++8TH++ cage, in which is a SYL. (42ND, 43RD, 44TH, 45TH and 46TH YLs.) At the end of the tunnel, fly down to enter the next door. No, the level is still not over... Fly to the platform with the caterpillar and kill that one. Then take the yellow MS and throw it on the lower platform. (The one with the rotating breath of fire.) Then take the MS back, and contiue throwing it down the platforms. As you reach the bottom, Ignore the PL, and carry the MS down the hallway. NOTE: If your MS falls down the bottomless pit, go to the lowest platform, and hit the PL which will carry you back to the top. As you reach a long lava path, pose the MS on the ground, and hit the Plum on the other side to make it come to you. Then take the MS, stand on the Plum, and look towards the hall you come from. Now throw the MS with A, and while it's in mid air, shoot to move to the other side. Continue carying the MS, and when you enter the next room, go left and pose the yellow MS on it's base. You just opened a new path in this room, and the cinematic showed you where the blue MS was waiting for you. Go on the other side of the ava sream, and jump on some blocks to enter a door. Yes, you've already been there, but another cinematic showed you that a new path at the end of the slope has been opened. So take a Plum and use it to get down the slope, and enter the fresh new path. Ohh great; another lava slope! Jump on the Plum and as you approach the end of it, hit the wall three times to break it and jump into the wall. Jump on the thin collumns up to the other side and get the GL. Now a bobslake party! Continuously slow down pulling down the stick, and, after two sharp bends, try to grab the ==47TH== YL. At the end of the first part, quickly jump and hith PL to reach the second part of the slope, which is very short. You ended up in the room with MS the bases. When looking towars the center of the room, fly to the blocks on the right to get the ==48TH== YL, and finaly reach the blue MS. Throw it down and place it on it's base. You woke Umber up! Also, next to the blue base is a PL. Use it to get back on the higher blocks. Jump on one of the two highest block, and from there, fly to Umber's head, taking the ==49TH== YL. Then he begins walking towards the stairs. Jump on them beore you drown in the lava with him! Then, when you're upstairs, immediately go to the left to get the ==50TH== and last YL. In a cinematic, Rayman gets the second mask and gives it to Polokus. LEVEL 10 FINISHED!!!!!! ---------------------------- ------------------LEVEL 11 : THE ECHOING CAVES------------------- ---------------------------- >Yellow Lumz: 50 >Cages: 5 >Special: Nothing In the level's introduction, you see a Henchmen entering a cave. If Rayman wants to acces the cave too, he will have to activate four switches before opening the door. The icon at the bottom right of ths screen shows the number of switches you have activated. Kill the Henchmen that was waiting for you, and go up the stairs leading to the wooden cabin. There, hit the first switch and stand on the platform to fly up to a further one and fall down the pit. Get in the water and swim throughout the under water tunnel to reach the second switch. After hitting it, come back on the other side of the tunnel, grab a Plum, and throw it at the Obelix dude's head. Then jump on him and climb up the two nets. There you get a SYL. (1ST, 2ND, 3RD, 4TH and 5TH YLs.) Fall down and look around for a large gap and two pillars. Jump on them to reach the other side and follow the path to find a SYL behind a large tree. (6TH, 7TH, 8TH, 9TH and 10TH YLs.) Then you can fall down the deep pit. Kill the Henchmen, and hit the third switch he was sanding next. Go on the other side and hit the big red button to raise the columns up. Then jump on the higest one to reach a higer platform and climb up the net. Follow the path and take the GL. Jump on the first flying platform and wait for it to raise, before flying to the next one. When the second one is higher, jump back above the first on to get a SYL. (11TH, 12TH, 13TH, 14TH and 15TH YLs.) Then continue jumping on the flying platforms to reach the solid round. There, climb up the net, and as you enter the cabin, hit the red button to open the door. Hit the fourth and last switch and walk on the wooden bridge to reach a SYL. (16TH, 17TH, 18TH, 19TH and 20TH YLs.) Now you can fall down and enter the underground door. As you enter the cave, take a Keg and throw it on the door with a SP on it to destroy it and reach the ++1ST++ cage. Go back take another Keg and as you look forward the water, light it on by touching the torch. As you're flying on you barel, try to grab the ==21ST==, ==22ND== and ==23RD== YLs. Then aim for the ++2ND++ cage at te top of the wooden tower, and jump off the barrel before hitting it. By opening the cage, you got the ==24TH==, ==25TH== and ==26TH== YLs. Then climb down the net and jump on the pirate flag to reach the highest wooden planks and the ==27TH== YL at the end of it. While falling on a smaller platform under you, grab the ==28TH== YL. Enter the Fairy Glade: ~~~~~~~~~~~~~~~~~~~~~~ Now fall on the lowest platform and take a Keg to light it on and use it as a rocket again. Head for the right o the pillar to get the ==29TH== YL, and then try to grab the ==30TH TO 35TH== YLs on your path and aim for the small enter an the top left of the large wall. If you haven't done it yet, fall down the pit and reffer to the Fairy Glade walkthrough. Then come back to the enter of the hall and fall down, and then get on the platform on the right. Stand at the edge of the platform, lLet the Obelix dude run at you, and jump before he hits you to make him fall in the piranha infested water. Take a Keg, and as you light it on with the torch, aim for the switch on the other side and press A before hitting it. Now enter the door you just opened next to where the Keg was. Take a Keg and, while under the ++3RD++ cage, throw it with A to open it. Once again, use a Keg as a rocket and stay as low as possible to get the row o three YLs: ==36TH==, ==37TH== and ==38TH== ones. Follow the tunnel and at the end, hit A to leave the Keg and land on some wooden planks. Kill the Henchmen and jump on the net to get the ==39TH== YL and hang on an higer net. From there, you can hit the ++4TH++ cage. Fall down and get back to where you left the rocket to percive a big red button. Hit it to open to metal gate and quickly follow the path of wooden planks, taking the ==40TH== YL, and using the Keg as a rocket. Along the tunnel, you can get the ==41ST TO 47TH== YLs. Hit A to leave the rocket and hang on the net. Quickly get on the wooden planks and use a last rocket up to the next platform, taking the ==48TH== and ==49TH== YLs. There, jump on the cabin's roof and take the ==50TH== YL. You can also hit the ++5TH++ cage to free a Teensie, which will open the MD and allow you to finish the level 11. ------------------------ -------------------LEVEL 12 : THE PRECIPICE------------------- ------------------------ >Yellow Lumz: 50 >Cages: 6 >Special: Nothing, really... Ok, this level gets my vote for the worst level in the game! It's just runnig on falling bridges for about 5 minutes! It's so linear, the cages and YLs are just on your way, and you can't miss them! If you're having some troubles finding the YLs, just open your eyes!! I tell you! You cant miss them! Anyway, I'll list the number of YLs and cages you can get in each part of the level. Part one: ++1ST++, ++2ND++ and ++3RD++ cages and ==1ST TO 10TH== YLs. Part two (the sinking tower): ++4TH++ and ++5TH== cages and ==11TH TO 25TH== YLs. Part three: while flying, grab the ==26TH TO 40TH== YLs. Then kill the Henchmen to open the door and acces the ++6TH++ cage to free the Teensie. Then go to the far left and follow the path to get two SYLs. (==41ST to 50TH== YLs.) Now you can pass through the MD, located where you hit the last cage. Level 12 finished. (Yeah, already.) ------------------------------- -------------------LEVEL 13 : THE TOP OF THE WORLD------------------- ------------------------------- >Yellow Lumz: 50 >Cages: 2 >Special: Nothing The first part of this level is quite short and linear too. Make the Obelix dude fall in the gap and sit on his chair. GO! Use the stick to turn around and, while avoiding hitting something with your head, try to get the YLs. In this first part of the level, grab the ==1ST TO 33RD== YLs. You end up in a hall with a guy in a barrel which electrifys you as soon as he sees you. In order to kill that one, hit him by making you shots bounce on the wall. Then continue, taking the ==34TH== YL on your right, avoid the rolling barrels and climb up the net. Now you reach a room filled with tons of wooden boxes. Take a Keg on your right and throw it at the barrel man to kill him earnestly. Then hit the ++1ST++ cage to get the ==35TH==, ==36TH== and ==37TH== YLs. By jumping on some boxes, you also can get the ==38TH== YL, and jumping over a small pit next to a wall, you also get the ==39TH== YL. The come back to take another Keg and go to the far left (as if you were entering the room) to find a room with a large gap and a moving platform over it. Stand on the platform and as you reach the other side, throw the Keg on the door to destroy it and enter the next room. There, you meet a Teensie, which will open the MD for you. You also find the ==40TH== YL and some PFs. Come back to where the gap was and hang on the web to get the ==41ST== and reach the other side again. The Teensie should show you the path. So continue and get the ==42ND== YL before climbing up the net. Use the first technique again to kill the barrel man and get to where he was to grab the ==43RD== and ==44TH== YLs. Then follow the hall to reach another room full of boxes. At the end of it, you may find the ++2ND++ cage. Hit it to get the ==45TH==, ==46TH== and ==47TH== YLs. Also, jump on the box next to this cage to get the ==48TH== YL. Jumping on the boxes at the entrence of this room, you also get the ==49TH== YL. Between them is the ==50TH== one. Then continue and go up the stairs to reach the MD, wich should have been opend by the Teensie. Level 13 finished. ----------------------------------------- ------------LEVEL 14 : THE SANCTUARY OF ROCK AND LAVA-------------- ----------------------------------------- >Yellow Lumz: 50 >Cages: 7 >Special: Nothing If you go to the left, Ly suggest you to race her a second time race. This section is described later in the FAQ. So follow the bridges and jump on the net to fight a Henchmen. Then jump on the floating barrel and, after killing some Zombie Chickens, jump on the wooden bridge to get a GL. Follow the path, avoiding the rooling Kegs and use the PL to fly up to the window. From there, fly to the path on the swamp and follow the path to the left (on the right is just a RL), killing these jelly eyes, to reach some giant turtle shells. Jump on them to reach a broken bridge. If you turn up, you may find the ++1ST++ cage. Hit it to free a PL, allowing you to cross the bridge, at the end of which are a GL and some PFs. After killing the Henchmen and the orde of jelly eyes, move around to get the ==1ST==, ==2ND==, ==3RD==, ==4TH== and ==5TH== YLs. Then enter the next door and follow the hall to get a GL. Go up the slopes, killing the caterpillars, and when upside, jump over the barrier to hit the ++2ND++ cage while flying to get a SYL. (6TH, 7TH, 8TH, 9TH and 10TH YLs.) Come back upstairs and enter the next door. Jump on the platform on your right and after killing the small caterpillars, jump on the carved wall to hang on it. At the top of it are the ==11TH==, ==12TH== and ==13TH== YLs. Continue to the left and shoot on the roots to make them go back in their walls. After crossing the lava pit, turn round and shoot at the ++3RD++ cage. Then continue following the hall to reach a room with a strange purple flying platform in the middle of it. After taking the ==14TH==, ==15TH== and ==16TH== YLs, jump on the platform. As it takes you to some other place, keep sooting at the roots. Right after the lava pit, the ==17TH==, ==18TH== and ==19TH== YLs that were into the cage should come to you. After a while, you enter a large gap in the root-textured ground. Hit the wall a few times to destroy it, and as the platform is beig engulfed by a breath of fire, jump on the solid ground to get the ==20TH== YL and a GL. Jump on the next flying platform and as your platform id once again engulfed, fly up to the next one. You also got the ==21ST== YL. Destroy another wall and while shooting on some other roots, get the ==22ND== and ==23RD== YLs. Then, as your platform disappears, activate your helicopter and, while flying, get the ==24TH== and ==25TH== YLs before landing on the ground and getting a GL. Then, jump on the floating trunks, and while on the two last ones, shoot on the ++4TH++ cage hanging under another platform. Then jump on it, avoiding the breath of fire to get the ==27TH==, ==28TH== and ==29TH== YLs that were into the cage. Jump on the next platform and follow th path to get the ==30TH== YL. There, hit the switch on the pilliar in the middleof the room to create a new platform, allowing you to enter the door on the other side. Jump on the small platform to get the ==31ST== YL before flying to the large rotating platform and getting the ==32ND== YL. There, keep under a platform above you to cross the lava fall and jump on a small plaform against the wall to get the ==33RD== YL. Climb up the carved wall to get the ==34TH== and ==35TH== YLs to stand on a higher platform and get the ==36TH== YL. From there, you can hit the ++5TH++ cage, and the ==37TH==, ==38TH== and ==39TH== YLs that were inside should come to you. Then jump on the highest part of the roating platform to reach two stable ones. Jump on them to get the ==40TH== YL and shoot on the switch to open the door and enter it. Then follow the hall, killing the black demons to get the ==41ST== and ==42ND== YLs. Jump over the root-mud filled pit and hit the switch to open the door in tront of a root and quickly pass through it. Then Turn to your left and jump off, engaging your helicopter quickly. Once out past the edge, turn around and you'll find a carving that you can hang on to. Tere, take the ==43RD== and ==44TH== YLs, and climb up to get back on the path. Follow this path to take the ==45TH== YL. Then jump on the newt platform when the moving wall is in, turn around to hit the ++6TH++ cage, and as you quickly jump back on the platform you come from, you get the ==46TH==, ==47TH== and ==48TH== YLs that were into the cage. Then continue jumping all kind of platforms to reach a GL. Continue, and while on the floating trunks hit the switch to wake a small platform appear, allowing to jump on the one with the moving wall. Finaly, follow the hall to reach the last room. Behind the two pillars are the ==49TH== and ==50TH== YLs. Then stand in front of the MD stone, and shoot at it to make you punch rebound and hit the ++7TH++ cage above you. You just freed (is that an IV?) the Teensie, which should open the MD, allowing you to finish the level 13. ------------------------------------------------- ----------LEVEL 15 : BENEATH THE SANCTUARY OF ROCK AND LAVA---------- ------------------------------------------------- >Yellow Lumz: 50 >Cages: 4 >Special: Get the "fly" Silver Lum. Aahh, the Teensies again. If you have gathered 475 YLs, they may let you "enter the new worlds" You also meet your Ly the fairy. She has two news for you. The good one: she has gathered enough power to give you a Silver Lum. Now you can fly with your helicopter! The bad new is that your mission quest harder. (Which I think is not a so bad new...) As Ly leaves, you can at last try your new flying stuff! If you're short of health, fly to the platform on the other side and take the row of RLs. You may also want to reach the cage you see through a grid. To do so, fly under the place you met Ly and hit the door to break it. Then just follow the tunnel, avoiding the root, and you finally reach the ++1ST++ cage. Hit it to get the ==1ST==, ==2ND== and ==3RD== YLs. Now come back in the first room and fly through the larg hole in the ceiling. Then, avoiding touching the partitions and getting hit by a black demon or a root, follow the tunnel to get the ==4TH== YL and reah some solid ground. Then fly again to the next tunnel and get the ==5TH== YL above a breath of fire. (now a powerful fan prevents you from coming back) Right after the large lava fall, get the GL and continue flying on the right on the tunnel to avoid the rotating breath of fires, and get the ==6TH== YL behind a root. Then break the blocks by hitting them. Do that a second time and take the ==7TH== YL on the left of the first lava fall. Then on the two pillars are the ==8TH== and ==9TH== YLs. A few yards further, hit the ++2ND++ cage hanging under a bridge to get the ==10TH==, ==11TH== and ==12TH== YLs. Above the bridge is the ==13TH== YL, and a bit further are the ==14TH== and ==15TH== YLs. Then you find a kind of pillar hanging from the ceiling above some fragile blocks. Behind this pillar is a SYL. (16TH, 17TH, 18TH, 19TH and 20TH YLs.) Now fly in front of the pillar's nail and hit it to make your shots rebounb on the fragile ground. When the blocks are broken, fall down the pit. Once again, a fan will make you fly very fastly. When you reach the lavafalls, go to the right to grab the ==21ST== YL, and a few lavafall further, the ==22ND== one. After these lavafalls, grab the ==23RD== YL, and keep flying on the left to get the ==24TH== one above a pillar. Then pass under the next pillar and try to grab the ==25TH== YL. After getting the GL, grab the ==26TH==, ==27TH== and ==28TH== YLs. Then, fly as far to the left as you can to grab the ==29TH== YL and reach the solid ground. At the end of the tunnel, fly to hit the ++3RD++ and ++4TH++ cages. Into each of them is a SYL. (30TH, 31ST, 32ND, 33RD and 34TH; and 35TH, 36TH, 37TH, 38TH and finaly 39TH YLs.) Now come back to the roots-tunnel and immediately fly to the right to grab the ==40TH== YL. Some more yards futher, above a root is a SYL. (41ST, 42ND, 43RD, 44TH and 45TH YLs.) A bit furthe is another SYL. (46TH, 47TH, 48TH, 49TH and 50TH YLs.) Then a cinematic shows Rayman entering a large, full of lava room. While he's looking around, a big lava-rock-monster arises behind him, and knocks our hero down a deep gap. Boss : Foutch: Unuseful to shoot at him. Your only hope is to run away! So run as fast as you can and jump to avoid his fire shots. In order to kill him, jump on the webs to bounce and shoot at the giant stalactits hanging from the bridges to make them fall on Foutch's head. (outch!!) Make him eat three of these rocks to kill him. As he dies, take the RLs he leaves and jump on one of the webs to bounce and hit a PL. Then land on a bridge and enter the tower to fall down the gap. Follow the hall and watch the cinematic showing Rayman gatting the third Mask and giving it to Polokus. Level 15 finished. ------------------------------- ------------------LEVEL 16 : TOMB OF THE ANCIENTS------------------ ------------------------------- >Yellow Lumz: 50 >Cages: 6 >Special: Rescue Clark As you enter the level, go down the giant stairs (no, you can't fly anymore...), and you may read on a sign that Clark has been captured. You will have to help him once again. Jump on the platform in the center of that room to find the ++1ST++ cage, and hit it to get the ==1ST==, ==2ND==, ==3RD== and ==4TH== YLs. In the same room, hit the switch to open the door, allowing you to enter the swamps. A giant spider should come to play with you. After showing her who is the strongest, continue and take the ==5TH TO 10TH== YLs standing around a large gap. Fall down this gap and hit the switch it the coffin (don't lose your time trying to kill these spiders.) before cilmbing up the web. Then jump on the block over the mud, avoiding the piranhas, to fall down a hole. (and stop that annoying music). Climb up the web and immediately go to the left. As you get on the stone path, kill the Henchmen and hit the guy into his chest to get on the floating bones. Then jump to hit the spider standing on the chest and kill it. When the job is done, fly to the web wall and climb it to the top right to jump on the mast and hit the switch. Now you can come back to the hall and get a GL. Continue and go to the right to enter another mud area and follow the path to reach a cemetery. (avoid touching these ghost fumes; they're so stinky that you could lose some energy.) Anyway, after killing the Henchmen, go to the end of the cemetery and hit a switch behind one of the tombs. Then come back to the hall, climb up the web and follow the hall to get a GL. Now jump on the floating platforms you raised by hitting the switches to reach the other side and climb up the web. Then just fall down the pit. In this room, repeteadly hit the cogwheels to raise the gate, and quickly get on the other side to jump on a floating barrel. As it takes you farther, jump on another barrel to finaly climb up a web and kill a Henchmen. Then just hit the red button to switch off the electric door and continue to get a GL. Now run on the fragile bridges and jump on a floating platform. Wait for the lazer to be up and continue to get on another barrel. Climb on the web and got to the left to reach a wooden bridge. After lighting a keg on, try to grab the ==11TH==, ==12TH== and ==13TH==, and land on the wooden platfom. From there, you can hit the ++4TH++ cage to free a PL. Use it to come back on the other side, and light a keg on again. This time, for the narow tunnel at the top left of the wall, and as soon as you entered it, leave you rocket by pressing A. Then fall down the pit. Light a keg on and land on the first wooden platform to follow the web path a get some RLs. Then light aother keg on to land on the platform on the other side. Go to the far left of this platform (when facing the wall) to hit the ++5TH++ cage and get two SYLs. (14TH, 15TH, 16TH, 17TH and 18TH; and 19TH, 20TH, 21ST, 22ND and finaly 23RD YLs.) Then, after killing the Henchmen, fall down the hole to land on a floating barrel, which will lead you to a web. Hang on it and, while shooting the Zombie Chickens, go take the ==24TH== YL and get on another barrel. On your way, look for a PL on your right and use it to hang on a web wall. Climb it up and get on the beam to find another PL. Use this PL to get on the other side of the beam and hit the ++5TH++ cage, in which are two other SYLs. (25TH, 26TH, 27TH, 28TH and 29TH; and 30TH, 31ST, 32ND, 33RD and 34TH YLs) Then follow the path of PLs, and take the row of RLs and get a GL, before climb up the net. A spider was waiting for you up there... After killing it, hit the cogwheels to open the grid and fall down the pit. Jump on the wooden platform to the right to get a GL and get on the floating barrel again. Jump to get the ==35TH== YL, and as you approach the electric wall, hit the red button to switch it off. Then, jump to get the ==36TH==, ==37TH== and ==38TH== YLs, before swithching off another electric wall, jumping to get the ==39TH== and ==40TH== YLs, switching off a third electric wall, and finaly reaching another floating barrel. In order to avoid the kegs the Henchmen is throwing at you, fump from a barrel to another. When you finaly reach a platform with a GL, climb up the net and as you enter the next room, kill the Henchmen. (Feel free to throw the kegs at him; it's very powerful.) Then take a Keg and go up the stairs to detroy the door and hit the ++2ND++ cage to get two SYLs. (41ST, 42ND, 43RD, 44TH and 45TH; and 46TH, 47TH, 48TH, 49TH and finaly 50TH YLs.) Now you can hit the PL to hang on the net and climb it to fall down the pit. Follow the path and hit the switch to open the metal door. In a cinematic, we can see the Clark fellow being remotely controlled by a badie. The evil beeing will make you friend trying to kill you. As Clark runs to you like dumb, hit the three red buttons to switch a lazer on. Then go on the other side of it than Clark is, and make him fall down. As he lies on the ground, hit him to break the recieving set on his back. Once it's destroyed, Clark comes back to normal and takes you on his shoulders. While you're there, hit the ++6RD++ cage to free a Teensie, which should open the MD. Level 16 finished. ---------------------------- -------------------LEVEL 17 : THE IRON MOUNTAIN------------------- ---------------------------- >Yellow Lumz: 50 >Cages: 3 >Special: Nothing For the last time, show the Teensies you have gathered 550 YLs to enter the new worlds... At the begining of the bridge, look at your right to see a PL. Hit it, and fly to the two other ones to get the ==1ST TO 6TH== YLs. Then continue following the bridge to enter the large pipe, plish plash in the water, and climb up the net, and enter one of the most frustrating room of the game... Anyway, use the PL to get on the rotating platform, and try to get the GL. Then grab the ==7TH TO 12TH== YLs. Now you are suposed to hti the two switches to switch off the electric barrier. The problem is that, for some reason, unlike every other switches or ennemi in the game, one of these two switches doesn't attract your shot, making it very hard to hit. When you finaly managed to hit them both (or, as for me, the game buged and let you pass through the electric door), follow the pipe and land on the grass. As you progress, you will have to fight two Henchmens, near a piranha infested pond. After killing them, jump on the wooden box to get some PFs, continue on the wooden path, enter the tunnel, and once again, kill two Henchmens. Then climb up the boxes tower and gran the ==13TH== YL, before flying up to the large wooden platform. There, jump and shoot at the ++1ST++ cage to free three YLs. Now get back on the grass and climb the boxes tower again to get the ==14TH==, ==15TH==, and ==16TH== YLs that were into the cage. Then fly to the wooden platform again, to hit the switch and open the door. After killing another Henchmen, climb up the net to get the GL, and get on a large platform. Look down at your right to see a river and some small platforms over it. As you reach the first one, power-shoot a few times the Henchmen to kill it (jump to avoid his shots), and fly to the next platform on your right. There, jump and shot to hit the ++2ND++ cage, and get the ==17TH==, ==18TH== and ==19TH== YLs. After jumping on some other platforms, fly to the mongolfier, and land in it. High, high, high in the sky.... Huh, sorry... Anyway, for some reason I can't explain, Rayman jumps off the baloon... In this area lives a giant mechanical cotcot-chicken (!) (hmmmm, chicken :). Each time it jumps, the four menhirs raise, and you see a YL under each of them. Stand onto a wooden box, and wait for it to fump, allowing you to enter the tunnel and slide down the slope, and enter the place of our dreams: the reformatory for disturbing children... Anuway, follow the path to the right, and as you reach the Obelix dude, quickly jump on the right and let him fall down the pit. Go up the stairs and, wihle on the bridge, look around to percieve a door with a SP. Hit that SP to break the door and free some of Globox's kidds. They will help you later. Now continue crossing the bridge, and hit the ++3RD++ cage to free a SYL. (20TH, 21ST, 22ND, 23RD and 24TH YLs.). Then continue, go down the stairs, and stand on another jumping box to reach a tunnel. Ok, there we are... The super rocket run. As you exit the tunnel, instead of just following the arrows, explore the beams to find two SYLs (25TH, 26TH, 27TH, 28TH and 29TH YLs; and 30TH, 31ST, 32ND, 33RD and finaly 34TH YLs.) and the 35TH YL. Now you can follow the arrows to reach an area with a large door, a metal bridge, and two switches. Just run on the switches to activate them and open the door. This stupid chicken may think you're a worm, or something to eat... So, as he's runing at you, try to make him run over the four menhirs to make him destroy them, allowing you to get the ==36TH==, ==37TH==, ==38TH== and ==39TH== YLs. Then, still on your cocket, look for a metal broken bridge leading to a small mountain. Jump over the holes on the bridge to enter a new area. There, jump onto the floating box to get the ==40TH== YL, and grab a Plum. Throw your Plum on the grass, and quickly go grab it again to throw it on the higer platform. Then grab it and place it under the SYL. Now jump on the Plum and jump to get the SYL. (41ST, 42ND, 43RD, 44TH and 45TH YLs.) Leave the Plum there, and get back at the water edge to see a PL. Hit it to get on the pipe, and go on the other side to find another SYL. (46TH, 47TH, 48TH, 49th and 50TH YLs.) Now fly to the small ship, and then to the wooden bridge. Follow the hall to find another bridge (watch out, these holes on the bridge are hard to see), to finaly meet Uglette, Globox's wife... She tells you that her babies have been taken to the mines by the pirates, to imprison them in cages. The pirates have also captured Glonox to take him to the Prison Ship. If you've never piloted a pirate ship before, it's now or never! As you follow the canion, you first find the south mine. When you reach a kind of broken ship, shoot at it with B to destroy it completely, allowing you to continue, and reach a crossroad. Take the middle path to reach the north mine, and rescue some other babies. Then you arrive the west mine. When you arrive to the crossroad again, take the middle path and destroy the broken ship to reach the east mine and rescue the last babies. Now that you've rescued all the babies (congratullations, you're a great sailor!), bring them back to Uglette. A baby gives you the fourth mask he found in a mine. After giving it to polokus, he gives you the maximum power! Level 17 finished. -------------------------- -------------------LEVEL 18 : THE PRISON SHIP------------------- -------------------------- >Yellow Lumz: 94 >Cages: 0 >Special: Last "real" level The last level already...This is your chance to finaly kick Razorhead's butt. Well, not really...you will actually have to fight his robot. But first, let's make this level. The level is mainly composed by bobslake and rocket flying. The bobslake: I can't really help you here. Just jump when you have to jump, and take the ==1ST TO 21ST== YLs in the first part. When you enter the second part, immmediately hit the switch on your right to switch off the lazers. After having gotten the ==22ND TO 48TH== YLs, hit anoter switch on your left to create a new path. Then grab the ==49TH==, ==50HT== and ==51ST== YLs before hitting a switch an creating another path. Take the ==52ND==, ==53RD==, ==54TH== and ==55TH== YLs, and hit the switch and while in the air, quickly hit aother one to land on a narrow path. Then continue to reach the end of the slope, and stay to the left or right to slide on the round slope the get the ==56TH==, ==57TH==, ==58TH==, ==59TH== and a SYL. (60TH, 61ST, 62ND, 63RD and 64TH YLs), before falling in the gap. Now you enter a very large lava room. Go ahead and as you get on the metal foot-bridge, iediately fall on the left to get on the rotating trunk's support. Then place yourself under the foot-bridge and hang under it to get a SLY. (65TH, 66TH, 67TH, 68TH and 69TH Yls.) As you reach the other side, get back on the foot-bridge to find the ==70TH== YL at the end of it. Then slide down the trunk's support to get the ==71ST== YLs, and land on a lower metal platform to fight against a very advanced version of Henchmen. Keep hitting him a few time with power shots to kill him and get some RLs. Then hit the switch at the end of the platform. Now climb up the metal grid and come back to the entrence of the room. By hitting the switch, you created a flying shell generator. Now stand at the end of the foot bridge, and as the shell reach you, jump and land on it to mount it. Wahoo! This is one of the best parst of the game! Fly ender the three cheminey's foot-bridges to get the ==72ND==, ==73RD== and ==74TH== YLs. You can also grab the ==75TH ==76THand ==77TH= YLs by flying close to the lava. Now fly to the other side's foot-brige to grab the ==78H== and ==79H== YLs and hit the switch to open the door and enter the next part. The rocket plane: Things get really harder now, but once again, I can't really help you. Just follow the tunnels to quickly get the ==80TH== TO 89TH== YLs. When you reach a hall where you'r being shot by lazers, there are two ways to finish this part of the level. The easy one (which I recomend you tu use) is to just keep moving to avoid the lazer and enter the tunnel at the other side up to the end. The other one (which is harder) is to exit this hall (where the lazers are) by the left and follow the path of RLs to enter a secret tunnel. Well, I said it was tougher, but it actually make the last part of your flight a bit easier. (I think) In this last part, you also get a SYL (90TH, 91ST, 92ND, 93RD and 94TH YLs.) Anyway, as the flight ends you will finally reach the final fight. --------------------------- -------------------LAST LEVEL: THE CROW's NEST------------------- --------------------------- >Yellow Lumz: 0 >Cages: 0 >Special: Defeat Razorhead This is actually the final confrontation. It would have been so good to kick Razorbeard's butt...but no, instead of that, you only can fight this stupid robot! This bastard of Razorbeard used Globox to lure you, but don't worry, he's gonna be allright. Now fight! Hint: If you want to save, during the battle, press start and select the ---- "Hall of door" option. Phase one: This first phase shouldn't cause many troubles. Z-triger him, and as he fires three bullets, hit them to make the bounce and hit him. When he jumps, run to avoid him to land on you. After hitting him a few time, he tryes to jump at you, bu heavy as he is, he misses you and passes through the floor. Phase two: Ly saves you from falling into the lava, and bridngs you to a flying shell. Fly to the end of one of the two tunnels and take the energy ball at the end of it. Then quickly make halfway and hit Glorgoth's hands by pressing B and make him fall in the lava. Then he gets really angry and shots two missiles at you. In order to avoid them, fly very close to a wall to make them hit it and explode. Then continue taking energy balls and shooting at him until he dies. When his robot is out of order, Razorbeard exits it and activates the the autodestuction! After defeating Grolgoth, enjoy the ending sequence (and the endless credits), you earned it! If you got all the 999 YLs, you will see your name as "best player in the credits. Isn't that great?!? no? oh...you're right... Game finished!(?) ------------------------------------------------------ ----------SPECIAL LEVELS: THE WALK OF LIFE AND THE WALK OF POWER------------ ------------------------------------------------------ These levels can be cosidered as bonus levels. Ly the Fairy challenges you to a little race. They aren't very hard, since Ly may even wait for you if you're in some troubles. You actually don't even have to finish before her... I won't make a walkthrough for the Yls since, they are just on you path, and you can't miss them. Walk of life ~~~~~~~~~~~~ - Acces via The Bayou - Yellow Lums needed to enter: 60 - Prize: More Energy - 50 YLs - Best time: 01'55"92 david wouters What's yours? Walk of power ~~~~~~~~~~~~~ - Acces via The Sanctuary of Rock and Lava - Yellow Lums needed to enter: 450 - Prize: More Life Force and Power - 50 YLs - Best time: 01'55"69 david wouters What's yours? ============================================================================= CODES AND SECRETS CODES AND SECRETS CODES AND SECRETS ============================================================================= 7/ --------------------- Coming soon ============================================================================= CREDITS CREDITS CREDITS ============================================================================= 8/ ----------- Thanks a bunch to you all guys for helping me making this FAQ what it is now. People ~~~~~~~~ - Zobi - [email protected] and Kate and Yan Foutz - [email protected] : Helped me finding the last cage in the Fairy Glade. Zodi also helped me clarifying the bonus stage stuff. - Anonymous - [email protected] : Helped me finding the last cages and YLs in the Menhir Hills. - Mystic Dragon - [email protected] : Helped me finding the 1O last YLs in the Cave of Bad Dreams. - Matt - [email protected] and Paul Lewis - [email protected] : Helped me clarifying the Guardian's slope in the Cave of Bad Dreams. - Anonymous - [email protected] : Figured out how many Lums you need to enter levels 5 and 10. - Jeffrey Bradzell - [email protected] : Gave me a hint for the Whale Bay level. - Mark Johnson [email protected] : Helped me finding the last YLs in the Sanctuary of Stone and Lava level. Sites ~~~~~~~ - www.gamefaqs.com : They accepted to put my FAQ on their site. - http://vgstrategies.about.com : Idem - www.cheatcc.com : Idem - www. n64cc.com : Idem ============================================================================= SOME RULES SOME RULES SOME RULES ============================================================================= 9/ -------------- This FAQ is property of me, David Wouters. Don't put it on your site without clearly mentioning my name. (please ask before doing that!) Don't put your name instead of mine. Don't sell it or use it by mean of financial profit or publish it in a magazine. If you transgress any of these rules, you'd better have a good lawyer... Copyright C 1999 David Wouters All rights reserved