| Any cheat codes | Browse by game: A B C D E F G H I J K L M N O P Q R S T U V W X Y 0-9 |
|
Rayman 2: The Great Escape cheats / Rayman 2: The Great Escape hints / Rayman 2: The Great Escape faqs / Rayman 2: The Great Escape solutions Rayman 2: The Great Escape faqs and solutions Walkthrough: Rayman 2 - The Great Escape Contains: Introduction, Controls, Walkthrough from levels 1-19 and bonus levels and Rules ----------------------------------------------------------------- Introduction ----------------------------------------------------------------- This isn't the latest version of my walkthrough. You'll find it in my Rayman 2 Site at: http://www.geocities.com/ubisoft_rayman2/index.html There, you'll find the latest version of my walkthrough! Here, you'll see the walkthrough of the whole game. It could be quite frustrating sometimes, but once you spend time with it, you'll end up in success!! I know it, because I experienced it before. I actually took almost a year to beat the whole game, collect all the Lums and free all the cages. The fraction in brackets next to the headings and sub-headings show its difficulty. For each level you complete, you'll be more skilful! Imagine that each time you complete a level, you earn 3 to 5 points as experience (depending on how fast you learn and how hard the level is) and before you play, you have 10 points. You might find the next level quite hard if all the points you added up so far hadn't quite reached the difficulty of the level. If you added up more points than the next level's difficulty, you might find it a bit easier! For example, to figure out how I'll do in the Marshes of Awakening, I'll first need to calculate how many points I've got. The Woods of Light gave me maybe... say 3 points and the Fairy Glade, hmm... 5 points, let's say, and add them to 10 points. I get 18 points, and the difficulty of the level, itself is 20/100 and my 18 points aren't quite there yet, so I may have a few difficulties... ----------------------------------------------------------------- Controls ----------------------------------------------------------------- A - Jump (in water - Re-surface) A (x2) - Activate Helicopter A (x3) - Stop Helicopter Space - Shoot Left Arrow - Go Left Right Arrow - Go Right Up Arrow - Go Forwards Down Arrow - Go Backwards Ctrl - Combat (Change Camera View) Q - Change Camera View Z - Dive (Swim deeper) J - On/Off Status ----------------------------------------------------------------- Diary ----------------------------------------------------------------- These are the days I used to complete this whole walkthrough! I spent all of my spare time on those days writing the walkthrough and of course, playing Rayman 2, itself, to make the article more detailed and accurate, while making more snapshots of the surroundings for each level. Wednesday 16th October 2002 - Completed contents, controls and levels 1 and 2. Thursday 17th October 2002 - Completed level 3 and area 1 of level 4. Friday 18th October 2002 - Completed levels 4, 5, areas 1-3 of level 6 (part 1) and level 7. Saturday 19th October 2002 - A very busy day! Had up to three clubs! Just completed the whole of level 6 (part 2). Sunday 20th October 2002 - Completed levels 8-9 and halfway through area 1 of level 10. Monday 21st October 2002 - Back to school from holidays! Finished area 1-2 (left) of level 10. Tuesday 22nd October 2002 - Finished area 3 of level 10. Wednesday 23rd October 2002 - Finished level 10. Thursday 24th October 2002 - Finished area 1 of level 11 and just started area 2. Friday 25th October 2002 - Finished area 2 of level 11 and the alternate entrance to the Fairy Glade. Saturday 26th October 2002 - Finished level 11 and area 1 of level 12. Almost completed area 2. Sunday 27th October 2002 - Finished level 12, 13 and area 1 of level 14. Halfway through area 2. Monday 28th October 2002 - Finished areas 1-2 of level 14. Halfway through area 3. Tuesday 29th October 2002 - Finished level 14. Almost finished area 1 of level 15. Wednesday 30th October 2002 - Finished level 15 and areas 1-2 of level 16. Just started area 3. Thursday 31st October 2002 - Finished level 16. Just started area 1 of level 17. Friday 1st November 2002 - Finished area 1 of level 17. Saturday 2nd November 2002 - Finished level 17. Sunday 3rd November 2002 - Finished levels 18-19 and the bonus levels. The whole walkthrough is completed! Beyond Sunday 3rd November 2002 - Regular Updates - Still monitoring for any grammer or spelling mistakes. ----------------------------------------------------------------- Walkthrough ----------------------------------------------------------------- Here's the whole walkthrough! ----------------------------------------------------------------- Level 1: The Woods of Light (5/100) ----------------------------------------------------------------- No. of Lums: 5 No. of Cages: 2 Special: Meet Globox, Get 1st Silver Lum, Meet Murfy, Meet the Baby Globoxes, Meet the Teensies Area 1 (1/30) When you start playing, select "NEW GAME" from the menu and name it. Press the Enter key and the first level will load. Use this first level to get used to the controls and meet some friends you should need to know. "Water... Spare us... O....ooh help!" After you see Globox getting captured by pirates, he'll give you a Silver Lum of which Ly (the fairy) had given him. Now you could punch with your fist! Your first objective is to rescue Ly, who was captured by a group of pirates (the baddies). When you gain control, try not to crash into the laser! If you do, a bit of your life bar will be drained away. Try staying away from it. Shoot the rusted grid on a wall and you'll go sliding down a steep passageway. Hopefully, you'll collect some Red Lums to refill your life bar after all the energy you had lost. When you get to the bottom, the fat Globox didn't stop in time and pushes you down from what it seems the height from the sky... Area 2 (2/30) No, you didn't die! You'll see Rayman has landed safely onto the ground but he was separated from his friend, Globox. The word is that you'll see him again by the time you reach level 8. Now, when you take a step or two to your left, a flying frog (or whatever you call it...) will approach. He's Murfy and he's friendly. He'll, from now on, give you advice throughout the game. Whenever you need help, either hold onto F1 or just stand near a Stone of Thoughts, where Murfy introduces you to now. Once he's gone, follow the stream to a cage. Shoot at the cage two times to open it. Your first Yellow Lum should pop out. Before you get it, Rayman will walk back and Murfy should appear talk to you again, this time about freeing cages. When he's gone, turn back and simply jump up and touch the Yellow Lum to get it. Once you've got it, a door on the ground should open. Jump down the waterfall. Walk through the water and climb onto the little cliffs until you've got another three Lums (one Lum is behind a little waterfall). After that, climb onto the highest cliff you could stand on and jump onto the opposite cliff using your helicopter. Be patient: this takes a bit of practice. On the other side, you meet the Baby Globoxes. Once you've made them cry (poor babies!) go along the path into a wide, open area. If you stand ear the Stone of Thoughts to your left, once again, Murfy appears and teaches you how to climb between the two walls. On the pair of walls, press A until you're very high, then press it again. Repeat this process for several times. Once you've reached the top, shoot open the cage hanging under the shelter to free four Teensies. You may find it hard to talk to them because they've forgotten whose king! Try your best to understand the talk and at the end, if you have all five Yellow Lums, you'll jump into your first Magic Door! ----------------------------------------------------------------- Level 2: The Fairy Glade - Main (24/100) ----------------------------------------------------------------- No. of Lums: 48 No. of Cages: 6 Special: Free Ly, Get 2nd Silver Lum Area 1 (5/30) In this level, you come to the Fairy Glade through the main entrance, as the title above says. Later on, there'll be an alternate entrance to here, which means that you can't get all the Yellow Lums or free all the cages in this level yet... This is one of the longest levels in the game. In the Hall of Doors, jump onto the next level. You'll appear to see a beautiful environment surrounding you but don't be fooled: this level could be deadly later on. Walk across the little bridge and onto a pink mushroom (if you fall into the water, you could swim). It will act like a trampoline and you'll jump up and hang onto some vines. Follow the vine path and jump off when you reach the end. Go through the little tunnel and get a Green Lum, which gives you a checkpoint. You'll then meet your first enemy, a leaping shark, called a piranha. See the sign with a picture of a piranha in it? This means that swimming is not advised (as Murfy says). If you fall into the water, you die, and appear at the start of the level again (a bit of your life bar would be lost). Jump onto a lily pad and from there, use your Power Fist and keep shooting until you kill the piranha by the teeth. Jump onto another then jump to land. From there, look behind you and you'll see some platforms sticking out from the cliff. Jump on them, followed by two more, then onto land again. Go through the path and onto a net. From there, shoot the switch to open a door not far away from you. Now, don't fall off yet. Walk on the branch you were hanging on before to get some more Yellow Lums and at the end, shoot the cage to reveal more Yellow Lums. After that, jump off and land in the water. Swim (on the surface) to the darker area then hold onto Z while holding the up arrow to swim down, collecting Blue Lums on your way to refill the air bar. This takes lots of time and patience to get it right (I died lots of times) but once you reach a sea cave, shoot at the cage to reveal a few more Yellow Lums and swim back to where you were. Re-surface then climb onto a platform leading to the door you just opened by shooting the switch (Rayman doesn't seem to get wet, right?). Go through the path until you collect a Green Lum. Go down the waterfall. Walk to a netting and into a tunnel (you cannot change the camera view). Go to the very end of it then jump as far as you can using your helicopter and you'll land on a metal boat. As it goes along, try not to jump up or you'll fall into the water and die. As the boat goes along, you'll collect some more Yellow and Red Lums and when it stops, jump onto the platform and onto the netting and tunnel again. This time, at the end of the bridge, jump onto another, and jump onto the platforms bouncing up and down after you collect the Red Lum. After you manage to jump onto the lower one, try to jump onto the higher one and into the tunnel to the next area. This takes some practice, but it's easy once you get the timing right. Area 2 (4/30) Now, you'll meet some very scary looking caterpillars. But there's no need to fight them. Simply collect a Red Lum and climb onto the vines on the tree and climb up to the top. If you fall off, you'll need to start over again, and try not to get hurt by the caterpillars by shooting at them or avoiding them. Once you get to the top, jump onto flat land and go down the waterfall, collecting as many Red Lums as you can. At the bottom, look to the right cliff and you'll see some vines. Climb onto them, avoiding the piranha and collecting Lums as you go along. At the end, jump onto land and collect another Yellow Lum and go into the next area. Area 3 (6/30) You'll come to an open area and you'll see a pirate tossing exploding kegs (barrels) at you. Stand on what seems like a hole in the grass (the one with a big plaster on it) and wait till the pirate tosses another keg at you. Once it is about to land on you and explode, jump out of the hole to avoid it and it will break the platform to underground. Do not go in yet. Back to the wide, open area, go forwards and into a tunnel to the very left. There, jump on the lily pads while collecting Yellow Lums. Kill the piranha and jump onto the last lily pad. You might accidentally fall into the water and die (I did it lots of times!) but spending time and effort on it would work (if you die, the Yellow Lums you had collected would be permanently taken, so you don't have to go back and get it again). When you're done there, jump back to the first lily pad and climb the little cliffs, collecting Lums as you go. At the end, cross the narrow bridge (if you fall, activate your helicopter and land safely on a lily pad or on land and start over) and free the cage. You'll see a cage behind some bars which you couldn't break but don't bother to figure out how to break it; you couldn't free all the cages in this level yet. You'll have to wait a lot longer, when you reach level 11 and get in an alternate entrance to the Fairy Glade. Back to after freeing the cage, collect another Yellow Lum and return to the wide, open, grassy area where the pirate tosses exploding kegs at you. Jump into the hole and collect a Green Lum. Using your helicopter, jump onto the boxes, collecting Red Lums on your way and avoid falling into the toxic water. When you reach the end, climb onto the web and avoid the barrels (it is a bit frustrating, I know) going in to you. When you reach the top, quickly jump to your left onto a platform. Shoot at the plaster to break the door. Go into the pirate ship and turn left. Walk along the path until Murfy talks to you of how to kill the pirates. Once he leaves, walk onwards. Kill the pirate by holding on to the Ctrl key and avoiding his shots. Keep shooting at him until he dies. Collect the Red Lum and walk into a room. Grab a barrel and toss it at the sleeping pirate and you'll kill him in one go. Grab another keg and walk back. Throw it into a door with a plaster on it to break it. Now go in to a narrow passageway until you see a cage. Break it and take a Super Yellow Lum, which is 5 times more powerful than a normal Lum. When you're done there, go back to the room. Climb the metal bars onto the ceiling. From there, see a hole? Climb to there and jump in, using your helicopter. You'll see a laser scanning the floor and a net below it, which allows you to jump very high. Avoid the laser and when you're in the air, shoot at the switch. Enter another hole. Avoiding the lasers, go into the hallway and you'll see another sleeping pirate. If you shoot him or go near him, he'll wake up. Kill him and hit the switch to stop the laser below you. Jump down and into the passage where the laser was stopped. Area 4 (7/30) This is the hardest bit of the level. Avoid the lasers by jumping and moving around and when you get to where the path ends, fall to your left and collect a few more Yellow Lums. At the bottom, you'll see Ly, and she asks for help (if you try making contact with her, you'll be zapped by electricity and get hurt). Go into a tunnel until you reach a keg. Grab hold of it then walk towards the machine. When a flying bomb comes towards you, throw the barrel up by pressing A then shoot to break the flying bomb, and grab hold of your barrel once again. Keep doing this until you reach the end. At the end, toss the barrel at one of the plasters. Repeat for two more times until you manage to bust the machine and Rayman would run to meet Ly. Ly would then tell you some things about Polokus and his 4 Masks then she'll give you the Silver Lum which allows you to grab onto Purple Lums! When Ly disappears, she'll leave behind a Purple Lum. Now climb on to the netting and back onto the ending of the path. Shoot the Purple Lum and you'll go swinging back and forth. When you're closer to the other side, press A again and you'll land on the other side. Climb up between the two metal pipes while collecting two more Yellow Lums. When you get to the top, Rayman will walk to the end of a metal pipe for you. Area 5 (5/30) Jump off the metal pipe, using your helicopter. Collect the Yellow Lums as you go and land on a metal pipe whenever you can. If you land on a metal pipe with a pirate on it, kill him then free the 5th cage. Jump down, avoiding contact with the dripping foul liquid. When you land on a wooden bridge, walk onwards and Murfy will explain what you are to do next. Stand inside the current and activate your helicopter, collecting Yellow Lums as you go. Next, go into another, then another and so on, until you see a Purple Lum in a distance. Shoot at it and swing to a wooden platform. Hit the cage near it to free a Teensie. He says that if you free more cages, you'll be less vulnerable. He meant that each time you free 10 cages, your life bar grows a bit longer and refills up to max. Anyway, follow him and before he creates a Magic Door, you dance with him acrobatically. After that, jump in and return to the Hall of Doors. Well, you've just completed your first real level. It wasn't very hard, wasn't it? Still, we'll have to come back later in level 11 through the alternate entrance to the Fairy Glade to free the last cage and get its two final Yellow Lums. ----------------------------------------------------------------- Level 3: The Marshes of Awakening (20/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 5 Special: Alternate Entrance to the Cave of Bad Dreams, Meet Sssssam Area 1 (4/30) This level is quite straight forward. Walk on the wooden bridge and collect a Yellow Lum. Jump on a lily pad and look to your very left (change camera view if necessary). You'll see a little thin strip of path. Using your helicopter, jump onto it and collect a Yellow Lum. Now, don't go any further (there's the Guardian of the Cave of Bad Dreams waiting for you there, and if only you know the password, he'll let you through...). Turn and go back to where you came from, onto the lily pad. Jump onto another, then to a distant one. Take the Red Lum, then jump onto the next one, then another. Now, jump onto the netting and climb your way to the left and jump off to a wooden bridge. Take the Green Lum and shoot at the cage to free it. Sssssam would come out and once he had talked to you a bit, shoot at his scarf (or neck). GO! You'll now go water skiing for the rest of the level! If you want to go faster, hold onto Ctrl. Pass a few big rocks (if you can, collect the Red Lums above each of them) and avoid the piranha by going faster or just dodging it. Pass the big, swinging axe and jump to your very right to collect a Super Yellow Lum and if you can, run over the switch to switch it on. If it is switched on, you'll see a row of Red Lums later. Now, the harder bit. Avoid the Zombie Chickens by pressing Ctrl to go faster. I died a lot of times here, but once you do pass it, you'll see some floating boxes. Either avoid them by jumping over or dodging them by going to the right. Now, Sssssam will go around a little rocky island for three times and as he's doing it, try running over three cages to free them. They each contain a Super Yellow Lum, and if you collect all of them before Sssssam leaves the area, you're a genius! After three rounds, Sssssam will swim to a tunnel to a slightly darker place into the marshes. Area 2 (5/30) After you ski through the tunnel, avoid the flying bomb by going to the right. Next, jump to your very left onto some wooden bridges that will collapse if you set foot on them. You'll lose contact with Sssssam for a moment, but never mind, just run through the bridges and collect Yellow Lums as you go. At the end of the bridges, hit Sssssam with your Power Fist again and you'll go skiing again. You'll see a Super Yellow Lum surrounded by five flying bombs. To get it, hold onto the Ctrl key and zoom past them and collecting the Lum as you go. Now, you get to a part where you'll need to dodge some wooden pillars and avoid the piranha from biting you. On top of a pillar, there's another Super Yellow Lum. To get it, jump up high while avoiding crashing into the pillar. Dodge a few more, pass a big rock and head straight to a kind of a fisherman-pirate who hurls fire balls at you. Just at the end of his rod, try to grab a Super Yellow Lum. Then dodge a few pillars and get the Super Yellow Lum behind a flying bomb. Dodge more pillars and a piranha. At the end, Rayman will jump off to land and after a few romantic scenes, Sssssam leaves you. Note: If you jump into the water and die, you start again at the beginning of Part 2 again, so don't even try it (unless you want to collect the Lums you've missed). Shoot the cage hanging from the top to free a Teensie. Once again, you dance then jump in. If you collected all the Lums and freed all the cages in this level, you'll enter a glorious bonus level... ----------------------------------------------------------------- Level 4: The Bayou (30/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 7 Special: Alternate Entrance to the Walk of Life Area 1 (7/30) Before the level, you'll see a pirate introduction and Razorbeard gets so angry that he ate a Yellow Lum! Now, your collection will be out of 999! When you appear through the Magic Door and follow the path to the left, you could open an entrance to the Walk of Life if you have 60 or more Yellow Lums. The Walk of Life allows you to race Ly and whether you win or not, your whole life bar will go to max if you manage to make it to the end! Have fun! Now, we resume back to the level. Jump off the land you're standing on to a metal boat. As it starts floating away, shoot at any flying bombs that come close to you. When the boat stops, quickly jump off to land before it sinks! From there, look to your left and you can see a path leading to a cage. Go there and shoot it open, to free more Lums. Then go back to where you're from and jump to another metal boat. Shoot to destroy any flying bombs that are fired from the pirate airship and jump onto land when the little boat stops and sinks. Go into the cave and climb the rope while collecting a few Yellow Lums. At the top, a Green Lum will come to you. Go to the end of the wooden plank and collect another Lum. From there, look slightly to your right and you'll see a switch. Hit it to create another bridge. Now, the hard bit. Using your helicopter, jump onto the bridge and it should start to wobble. Don't use your helicopter now, just run for it! Run as quickly as you can across the unsteady bridges and at the end, jump onto some other wooden bridges. Here, you'll get a bit of the taste from level 12, where the airship shoots cannons at the bridges you're standing on! Without jumping, run as fast as you could through them and climb onto a rope to reach another Green Lum. Kill the sleeping pirate (for some reason, Rayman shouts YEAH! when he beats it) and hit the cage hanging above him to free a Purple Lum. Another hard bit. Use the Lum to swing to a metal boat and shoot at any Zombie Chickens that get in your way. At the end, jump off to the branch before the boat sinks. From there, get some Red Lums and try shooting the cage which is hanging below the branch you're standing on. Once you do, go along the branch and using your helicopter, jump off as far as you can while collecting a row of Yellow Lums and a Green Lum, but just don't jump onto the metal boat beneath you! As you land on a wooden bridge, run as quickly as you can through the bridges before the airship manages to make them collapse! At the end, step onto steady ground to collect a few more Yellow Lums. See the Purple Lum to your left? Swing onto it to get to a tree with a cage underneath it. Free it and three Yellow Lums will go directly to you. Use the Purple Lum to swing back to where you were from to the solid plank again. Jump onto another and follow it, collecting Yellow Lums as you do. At the end, jump off and land at the entrance of a cave. Before you go in, look behind you and you'll see a cage dangling from underneath the plank. Destroy it to free two Yellow Lums that will come to you. Now go into the cave. Area 2 (8/30) Jump onto the trunk and walk to the end. After taking the Yellow Lum, shoot to kill the piranha then jump forwards, slightly to right to collect another Lum. As you walk on, collecting another Yellow Lum, the camera changes its view and there seems to be two directions to go. Both are the same, but I think going to the left is easier, since it is wider. Jump across the swamp carefully and at the end, you meet a pirate. Kill him with around 5 shots then hit the switch to your right. Hit the switch to extend the metal bridge a bit. This part is quite hard but straight forward. Go onto the metal bridge, collect the Green Lum then jump off to a wooden corridor. Avoid the kegs by running through them once they blast. After doing this a few times, jump through the gap between the planks. Keep jumping up to avoid getting flattened by the rolling kegs (shooting at them is useless). If you can, jump on top of them one at a time and collect a Red Lum. If you can't, you'll just have to land between the kegs. At the end of the corridor, you reach flat land once again and take a Green Lum. Here's where the hardest bit of the level comes. Jump onto the land where the rolling keg is rolling. Make sure to keep your timing right, or you'll get flattened by it. Next, walk down the path and this bit seems a lot worse. You'll need to repeat what you've just done for three more times while collecting a few Yellow Lums as you do. When you've managed to get past it alive, you'll come to the end of a cliff. Follow a short path to your left and collect a Yellow Lum. Shoot the switch and the metal bridge will expand. Go to the end of it, the hit the Purple Lum. As you swing across to the other site, a Monkey Pirate will run straight for you. As the dumb pirate runs towards you, go to the very end of the cliff then jump up, using your helicopter. The Monkey Pirate will then stupidly fall off and die (hehe...). If this seems very hard, just run through the Monkey Pirate and get hurt a bit. He'll stop chasing you when you've gone a certain distance. Continue into the tree and hit the red button to stop the laser at the end of the room. Now run for it before the laser comes back! Dodge the swinging axes and make your way out of the room. Now, the rolling kegs again. This time, it's very easy. Simply run along the path and jump over and keg that looks as if it'll run into you. Almost at the end, turn to your left. The camera changes into a bird's eye view but before you go onto the trampolines with a pirate face painted on them, go to the end of the cliff and follow the path to a cage. Shoot it to reveal more Yellow Lums then go back and onto the trampolines. When you're bouncing very high, shoot at the cage to your right to free a Teensie. Keep bouncing up the trampolines while collecting Yellow Lums. At the end, you dance, then jump into the Magic Door the Teensie had created. Right... If you freed all the cages and collected all the Lums in this level, you'll enter the same bonus level as the level before, but it only gets harder. Each time you've collected all the Lums, freed all the cages and go through the last Magic Door in the levels ahead, it'll be the same bonus level, but it gets harder each time. ----------------------------------------------------------------- Level 5: The Sanctuary of Water and Ice (42/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 2 Special: Meet Axel, Get the 1st Mask Area 1 (6/30) You appear in the Council Chamber of the Teensies. They'll let you through if only you've got 100 or more Yellow Lums. "Prepare yourself to discover a new world..." Rayman looks back. "Come on, don't be shy!" He opens the door... You appear through a Magic Door near a beach. Go along the sand until you see a wooden bridge. You'll see a crab on but you couldn't kill it. The best way to avoid it is to jump over it. Now go along the bridge until you see the first cage. Shoot it open then get the Super Yellow Lum. Now, avoiding the crab, go back along the bridge. As you progress and get passed a crab, you meet an advanced version of a pirate. Each time you hit him, he digs into another place. Kill him by using the Ctrl button while shooting everywhere (many of your shots will go to the stupid crab) then go up to the cave while collecting Yellow and Red Lums. You enter an area where there's a deep bay. Swim in it and you'll collect some Blue Lums and a Super Yellow Lum on your way. Follow the water tunnel and you'll see some Red Lums too. When you re-surface, you'll see a cage. Hit it open and three Yellow Lums will come to you. Now swim back to where you were from and re-surface again. This time, climb up the rope and collect three Yellow Lums. At the top, take the Green Lum then follow the path which leads to two glowing pyramids and a pirate. Kill him, then make your way to the lighthouse. Get the Super Yellow Lum then grab a keg. Bring it to the plaster door at the other side of the lighthouse then throw it to blast it open. Go in and Murfy will talk to you about the Magic Spheres. Once he's gone, take the Gold Magic Sphere like you did with the keg and place it on top of the gold pyramid you just seen before. Next, grab another keg and bring it to the other plastered door near the silver pyramid. Blast it open then go in and grab the Silver Magic Sphere. Throw it on top of the silver pyramid and the huge door of a temple will open. Go in then before you walk straight into the next area, turn to the path on the left (or right, if you fancy doing it the other way round). After collecting all the Yellow Lums on the path, you can now go to the next area. Area 2 (14/30) Slide down the path and collect the Red Lums. This sliding area is very, very tricky, but once you try again and again, you'll know that you only have to jump one or two times. Another thing is that you can't activate your helicopter while sliding. Get the Yellow Lum and turn to your right. Get more Yellow Lums on your way. Here, you'll just have to let Rayman jump by his own and collect the Yellow Lums or you might fall off the path. Anyway, once you let Rayman jump over the big gap, slide down to meet your first, real enemy, Axel. Axel could be quite tricky to beat, especially if this is your first time. You'll need to drop the iceburg on top of his head in order to kill him and you'll need to make him back up to it. You can't shoot him or go up the slope ('cos it's too steep!) to make him to this. Instead, try to swing onto the Purple Lum in front of you and you'll see that another one will come to view. If his icicles he shoots hit you, you'll be sent off the Purple Lum you're on and you'll have to start over. The best way to avoid his shots is to move around a bit on the Purple Lum and once you dodge his attack, aim for the next one, then repeat the process. When you get to the end, shoot at the large block of ice on top of him and he'll disappear and turn into another Purple Lum that you'll need to use to reach the 1st mask. When you beat him and got to the other side of the battlefield, go to the left (or right, if you fancy) and collect the last Yellow Lum and pass through the little waterfall and onto a platform where you'll see Rayman get the first Mask. He'll bring it to Polokus. This guy will speak to you in his dreams. After he had created a Magic Door for you, you return to the Hall of Doors and the next level is unlocked! ----------------------------------------------------------------- Level 6: The Menhir Hills - Part 1 (44/100) ----------------------------------------------------------------- No. of Lums: 35 No. of Cages: 5 Special: Ride on Walking Shell, Meet Clark Area 1 (7/30) Let me tell you something first. You cannot complete the whole of this level yet. You'll have to wait a bit longer until you have got the Life Potion for Clark. Anyway, when you appear in this level, Murfy introduces you to the Walking Shell. After he leaves, look behind a menhir (a green standing stone) and you'll see a switch. Hit it to open a door surrounded by three menhirs. Go into it and follow the passageway to some dirty but shallow water and you'll see a cage. Shoot to open it and out comes a Super Yellow Lum. After taking it, go back and climb onto the web back to the open area. Next, walk to the position where you're facing directly to the Walking Shell (that's the position where you first appeared into this level). Walk as closer to the Walking Shell until it starts to chase you. Now turn back and run in a straight line back to the wall and stop there. Now wait for the Walking Shell to suddenly stop and sleep. Quickly get on its back before it wakes up and chases you again! When you get on, GO! Steer it to run across the little lava pit. At the end, aim to the door on the right and press A to jump off and let the shell blast open the door to reveal a cage. Before you go and free it, Murfy talks to you more about Walking Shells. When he's gone, shoot open the cage to free a Super Yellow Lum. Jump over the little kind of fence and into a house and collect the Green Lum. Kill the two sleeping pirates then walk into another room between their seats and you'll see another cage. Shoot it open and another Super Yellow Lum will come out. Now, walk back, turn to the left and into the next area. Area 2 (12/30) Jump onto the mushroom to bounce you to another mushroom on the tree. Bounce up that one too and shoot the Purple Lum. With a bit of practice, you can use it to jump to a little wooden house. There, you can get a Yellow Lum and if you look around you, you'll see a cage in a separate house (you cannot set foot on it). Hit it to free three more Yellow Lums, then jump back down to the open area. Let the Walking Shell chase you around a bit then when it stops and sleeps, quickly get onto it. You take off, and this part of the level is very straight forward. Cross the lava pit and collect the Yellow Lum. You can't jump off the shell now. Go into the cave and avoid three brambles while collecting more Yellow Lums. You then reach a bridge. If you want to try something more difficult, go to the left. There's a gap in the bridge there, and to cross it, press SPACE to go faster. You then get a Red Lum in return. If that sounds freaky, just stay on the right bridge and get across to another cave. This part is quite frustrating. I crashed many times. You'll need to get used to dodging the brambles and this requires good reaction. Another tip is to follow the Yellow Lums as you go. At the end of the cave, get the row of Red Lums (if you can) and the Green Lum then jump off the shell to make it crash into the plastered door up the slope. If it didn't, grab a keg right next to the slope and blast the door. Before you go into the building, go into a little hole which is near the place where you grab the keg. You may be wondering: How do I get across? The answer is simple. You'll do more of this later in level 11 but why not have an early practice? Grab a keg then carry it into the hole. See the fire torch? Walk into it and you've just lighted the keg! You'll go flying across! Remember, the controls are quite complicated, and it takes a while to get used to. If you press the UP arrow, you'll go down and if you press the DOWN arrow, you go up instead! Anyway, at the end, press A to jump off and land onto the wooden platform. Grab another keg and press A to throw it up and hit the cage. Three Yellow Lums will come to you. Now, take another keg and light it. Get back to the other side and go up the slope. Kill the pirate and walk to the end of the corridor. Hit the switch to open the door. Now go in. Area 3 - Before (0/30) You meat Clark and though he had beaten many pirates, he had swallowed something bad for him. He tells you the password which you'll need to pass the area I mentioned before in the Marshes of Awakening. It is "The Cave of Bad Dreams." You'll need to enter this area to get a Life Potion to heal him, so you exit this level for the time being... ----------------------------------------------------------------- Level 7: The Cave of Bad Dreams (54/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 0 Special: Meet the Guardian of the Cave of Bad Dreams, Get Life Potion for Clark Area 1 (12/30) From the Hall of Doors, go back to the Marshes of Awakening. Go from the wooden bridge to a lily pad then onto a branch to your left. Go through the path, and after killing two disgusting Zombie Chickens and a few Piranhas, you meet the Guardian of the Cave of Bad Dreams. He reads your mind and knows that you know the password. You then go into a Magic Door in the scariest way ever... Once you got into the level, let me assure you not to play this level at night, because it REALLY gives you nightmares! Walk to the end of the bone and get the first Yellow Lum. From there, shoot at the Purple Lum and use it to get to the other side. Jump onto another platform to get a Green Lum. Now, the hard bit. Jump onto the floating skulls before they sink. Next, jump onto the bones on the wall and get some Red and Yellow Lums. Jump onto two more skulls to reach a platform. Jump to another, then to a big one. Get the Green Lum then shoot the giant hand (it's the same hand as the Guardian's...). After getting a Yellow Lum, use another Purple Lum and swing across to the bones and get another Yellow Lum. Jump onto a bridge, take another Lum, then fly to the pillar of bones. Quickly, before the pillar sinks, climb to the top and shoot the Purple Lum. Swing across to another sinking pillar, then, using your helicopter, jump to the last one. Climb to the top, then to flat land. Grab the Green Lum then go into a hallway of big hands. Keep shooting at them to paralyze them for a moment then at the end, wait until the two walls separate. When they slide closer to each other again, quickly climb up between them, collecting a Yellow Lum almost at the top. At the top, jump onto a high platform and grab two Red Lums at the two sides of it. Now, use your helicopter to fly to the much lower platform and kill three of those one-eyed creatures (maybe they're the children of the Guardian...). They shoot blasts of fire at you, like the guardian will do to you later. After killing them, grab the three Yellow Lums and place the Gold Magic Sphere on top of the pyramid. When the pyramid rises, fall down the hole. Area 2 (15/30) Look to your back and you'll see a Super Yellow Lum. Take it, then follow the path to a wide, open area of those giant caterpillars you seen in the Fairy Glade. Don't bother killing them; each time one dies, one appears. So climb up to a platform to the left and take the Green Lum. Here's where the path forks. I always like going to the left first, so I'll tell you what to do there first. Jump onto a floating skull (it won't sink) then to another. Wait until it rises and when the end of the spinning platform is close enough to you, jump onto it (using your helicopter is strongly recommended). When it takes you close enough to flat land, jump off to get a Red Lum. Jump to another spinning platform and use it to get to flat land. Grab the Green Lum and a Silver Magic Sphere. This is where the hard bit comes. Throw the Magic Sphere to the spinning platform. If you miss, it should reappear from where it was before it was thrown away. Grab it, and try again, until you manage to get it onto the spinning platform. Jump to the spinning platform yourself and grab the Magic Sphere. Throw it to the other side. Then, jump to there yourself and grab it again. Throw it at the other spinning platform and repeat the process, until you manage to get the Magic Sphere and yourself to the other side. Grab the three Yellow Lums and throw the Magic Sphere to the entrance of the cave. Using your helicopter, fly down there and grab hold on it. Carrying it, walk forwards and take the Green Lum. Turn to the right and throw the Magic Sphere on top of the silver pyramid (remember the giant caterpillars are still there...). Now, go back to where the path forks and get the Green Lum. Turn to your right and swing on the Purple Lum to get to another platform. Jump on the skull, then wait for it to take you to the other side. Grab another Yellow Lum then swing onto a Purple Lum. When the two walls are close, jump off and climb between them. Jump off to flat land and get the Green Lum. Jump onto the next bit of land and use the skull as a lift to the other side. Shoot at the two giant caterpillars to kill them (if you stay there, they won't come to you). Jump around the little pieces of land a bit until you collect up to five Yellow Lums. Jump onto the rising skull and once it holds you up, jump onto the other side to get the Green Lum. Grab the Gold Magic Sphere then throw it to the other side. Jump to the other side then grab the Magic Sphere again. Throw it to the next platform a and jump to there with your helicopter. Throw it to the next piece of land and jump to there. Have you realised you went around the room in a circle? Anyway, as you carry the Magic Sphere and get the Green Lum, turn left and put it on its pyramid. You'll open a door. Go in and get a Red and Super Yellow Lum. Now, shoot the glass and fall down the hole to the next area. Area 3 (14/30) As you go onto the Green slide, the Guardian appears and tries to eat you! Quickly slide down the big slide, shooting at the green glass and collecting Super Yellow Lums as you go. Be sure to jump through any gaps on the slide. Good luck, hope you don't get eaten! When you finished, you enter a dark tunnel... Area 4 (18/30) And of course, you need to challenge the Guardian before the end level! As a guardian, this one's quite strange. For the first few turns, he shoots a few blasts of fire at you then he starts making skulls. As a skull comes to about the distance level to Rayman's head, shoot to make it spin and stop (it'll fall about 8 seconds later) and wait for another to be level with Rayman's head and shoot at it. Jump onto it then repeat, using his skulls for a bridge, until you get to the other side. Note: The skulls fall when another makes contact with it. After collecting some Red Lums and a Green Lum while avoiding his blasts of fire, repeat the process. Once you get back to the other side, he'll hurl blasts of fire at you continuously. Grab onto the Purple Lum and swing to the other side, while collecting a few Red Lums. Climb up the bones to the top of the pillar then use his skulls again to get across to the other side. While avoiding his blasts of fire, jump onto the pillars, one by one (on one, is a Super Yellow Lum) until you jump onto a big and wide platform to make him leap back. This is the trickiest bit and I died countless of times here (keep getting the two Red Lums at each side of the platform to refill your life bar). All you have to do is shoot at his skulls, jump on them, wait for another, shoot it and so on, until you reach the other side. There, a fabulous treasure will be waiting... After you had beaten him (he should remain alive) follow the path to a small cave and... LOOK AT THE FABULOUS TREASURE! When it comes to your selection, first choose that you'll take the treasure (for fun!) and you'll see Rayman, as fat as ever, isolated on a little island with still a fair bit of the treasure left. THE END? No way! Rayman was only day-dreaming! The game then allows you to choose again, whether to take the treasure or not. If you choose YES again, the same thing will happen, so you have to say NO to the treasure. You'll go back to the Marshes of Awakening through that terrible Magic Door and the Guardian will give you the Life Potion. Now, you can give it to Clark and can finish the whole of the Menhir Hills! ----------------------------------------------------------------- Level 6: The Menhir Hills - Part 2 (45/100) ----------------------------------------------------------------- No. of Lums: 15 No. of Cages: 3 Special: Ride on Walking Shell, Give Clark Life Potion Area 3 - After (3/30) Play through area 1 and area 2 of the Menhir Hills until you reach area 3. Clark drinks the Life Potion and recovers. Now, you can team up with him and get past this part of the level together! He'll run through the wall and you can go through the messy hole he had made. Run through the path while Clark follows you to a room with a box and some Purple Lums. Either stand on the box or on him to hit a Purple Lum. Once you've followed three of them, don't jump onto the corridor yet. Instead, look to your back and you'll see another Purple Lum. Use it to swing across to a cage and hit it open to free three Yellow Lums. Now, use a few Purple Lums to get to the corridor. Jump through a little hole and into the next room. Hit the switch to open the gate to let Clark through. Then let him run into the wall and go through the terrible hole he had made. Make your way down a little slope to the next area. Clark won't follow you. Area 4 (16/30) When you get to the open area, keep shooting at the Walking Shell while walking directly to the tunnel behind it. Quickly climb the vines up, collecting Yellow Lums as you go, then at the top, jump to land and free a cage where two more Yellow Lums will pop out. Jump down, avoiding the Walking Shell again by shooting it or running away from it. Jump and climb onto the piece of wood and shoot at the Purple Lum and swing across to hit the final cage in this level. Two more Yellow Lums will come to you. Now, let the Walking Shell chase you around for a bit and when it stops and sleeps, quickly get onto it and go to the tunnel. Avoid the rising menhirs by following the path of the Yellow Lums. When you get out of the tunnel, turn a bit to the left to avoid the falling menhir and collect another Yellow Lum. Get onto a bridge and after dodging three menhirs and collecting a few more Yellow Lums, you enter a short tunnel and watch as the Walking Shell stops while Rayman looks around. The Walking Shell will then walk in circles and carrying Rayman, it dives into a Magic Door on the surface of the water. ----------------------------------------------------------------- Level 8: The Canopy (40/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 4 Special: Rescue Globox, Get 3rd Silver Lum Area 1 (9/30) The difficulty fraction of some of the previous levels are higher than 40/100, and since this level's difficulty is only 40/100, it shouldn't be giving you much trouble. As you appear in this level, you're in a little tunnel. When you walk a bit forwards, a spider would leap out from its web. Don't let it chase you; just kill it in the tunnel (and get hurt a bit if you're not that professional). Now, go out of the tunnel and climb along the web, collecting Yellow Lums and a Red Lum as you go. At the end, jump onto another tunnel and before going in, look to your back and swing onto a Purple Lum. While using your helicopter, hit the cage and out burst two more Yellow Lums. Land back to the tunnel where you fought the spider and climb along the web again. At the end, land on the tunnel above it and get a Red Lum. Before jumping over the hole, shoot another cage to free two Yellow Lums. Now jump over with your helicopter and climb up the web. Walk onwards and fall down the pit. Area 2 (8/30) And now... the fun bit is about to begin. Walk along a thin bridge to your left and grab the Yellow Lum (and don't fall off!). At the end, kill the pirate and hit a switch across the gap to free your pal, Globox! Now, just as you did with Clark, you'll team up and help each other get across the level! Go back along the bridge and to another one. There, get the Yellow Lum. Globox should follow you. Stand near the laser and when Globox comes near, he'll do a strange Rain Dance to stop the laser (Does that even make sense?). Anyway, after collecting a Yellow Lum, fall down to another pit to a new area, into one of the most fun bits of the level. Area 3 (6/30) Take the Green Lum and after getting two Yellow Lums, lead Globox to a plant and he'll do a Rain Dance. A floating flower will blossom. Stand on it and jump up to reach another Yellow Lum. Now wait till it transports you to the other side while allowing you to take two Yellow Lums. Jump off and get the Yellow Lum. You'll see a tall tree trunk. See the bandage on its back? Shoot to break the tree trunk and create a bridge. Then fat Globox will carefully but stupidly come across to you. Walk onwards and get another Yellow Lum. Enter the tunnel and make sure you don't do too fast or Globox will stay where he is. Lead Globox to the big fire and he'll do a Rain Dance to put it out (it's starting to make sense now...). Afterwards, walk along the path to a Green Lum (careful not to fall). Now, be careful. When you enter the tunnel at the end of the path, a pirate will invade you from a short distance. Globox is a scaredy-cat and runs to hide (hear the jingling sounds of his teeth?). Protect him by killing the pirate and once you calm him down, he'll remember something he had promised Ly to do. He'll take a precious Silver Lum from his big mouth and give it to you. Now, you can adjust the power of your fist! The longer you hold down the shooting button, the more powerful the shot will be! If you hold it without letting go, you form an electric ball and for a period of time, it automatically releases the shot. Anyway, walk out of the cave to the next area, to the most tedious bit of the level. Area 4 (10/30) Before you gain control, Globox gets really scared again and Rayman runs along the path and collects two Yellow Lums for you. Now, kill the advanced version of a pirate. His shots are quicker and stronger, but you're in a safe distance away from him and this gives you more time to see and dodge. Once you kill him, get some Red Lums and run back to Globox, and he'll revert back to normal. Lead him along the path to destroy another laser with his Rain Dance and go into the tunnel to grab another Yellow Lum. Kill the pirate and go back to Globox to calm him down. Let him follow you to the end of the tunnel and stop by a little flower. Let Globox use his Rain Dance to make the flower grow. Now leave it for a moment. Climb onto the boxes by the cliff and swing onto a Purple Lum. When you're up very high, jump off, and using your helicopter, free a cage to reveal two Yellow Lums. Use the Purple Lum again but this time, swing to a platform above a house guarded by a camera belonging to the pirates. Get the Super Yellow Lum then jump off. Walk back into the big flower that Globox had made bigger and jump into it. Walk your way in disguise into the house. A pirate will think you're a bush and let you through (how stupid!). Anyway, as you go inside, jump off the flower and get the last two Yellow Lums. Globox will leave you there. Shoot the last cage to free a Teensie and after the dance, jump into the Magic Door. ----------------------------------------------------------------- Level 9: Whale Bay (46/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 4 Special: Meet Carmen Area 1 (12/30) This level isn't very hard too, after all the practice you've got from the previous levels. And it is much easier than the Cave of Bad Dreams! Anyway, as you enter the level, follow a short path until you see some water through the glass aquarium. If you like, you could turn left instead and follow the path to a big guy in a barrel. Battling this guy could be a waste of time, but go ahead, if you want. You'll soon find out that you still have to go back to the first part and climb into the aquarium. Anyway, climb in, then swim into the water. Follow the Blue Lums to take a Yellow Lum and a Red Lum if you can. After taking the Yellow Lum, swim onwards a bit then re-surface. Before jumping off, hit the switch on a wall to stop the laser. If you didn't bother to kill the guy in barrel, jump off and run quickly to the exit, before he spots you and zaps you with electricity. After getting the Green Lum, walk on the net onto a piece of wood. Be careful not to fall off. From there, if you're short of energy, you could climb under the net and avoiding the piranha, grab all the Red Lums before they disappear. Climb back onto the log again and walk (or climb) until you see a net with four Yellow Lums under it. Climb under to get them, avoiding another piranha. When you're done there, get back to the piece of wood and walk over the net this time. At the end, get the Green Lum and kill the advanced version of a pirate. Then jump down and onto some barrels. Use them to lift you up to a house to collect a few Red Lums. From there, jump to another platform and turn around. You'll see a switch attached to the wooden house you came from. Shoot it to stop the laser and jump off to your right to get a Red Lum. Now go into the hole where the laser had stopped. Avoid the rolling kegs while getting a few Yellow Lums (to get another Yellow Lum, you'll need to jump on one of the rolling barrels to reach it). After the barrels, turn to your right and you'll see a sleeping pirate at a distance. Go towards the little island to kill him (try not to wake him up, hold onto the SPACE button until the power is max, and you'll kill him in one go, or just grab a keg and hurl it at him), then grab a keg to your right and bring it over to the plastered door. Throw it at towards it to break it. Shoot at the cage to free a Purple Lum. Now, go in to the little house to grab a Super Yellow Lum. Come back out, jump onto two palm trees while collecting Red Lums then on the higher one, shoot the Purple Lum and swing across to the second floor of the house into the Whale Bay. Area 2 (13/30) After Rayman jumps off the end of the house, grab the Green Lum (what's the point?) and next to a Stone of Thoughts, Murfy will tell you that Carmen the whale is trapped by the pirates and they're going to use her blubber to oil the prison ship's engines. Rayman promises him to do something to save the poor whale and Murfy leaves. Note: After you saved Carmen and stand on the Stone of Thoughts again, Murfy wouldn't come to your mind. Anyway, swim to the middle of the bay and turn about 135 degrees to your right. Dive in, and you'll see a tunnel, so follow it to the end and re-surface. Jump up and go to the path on the right and follow it and climb down the netting (or just jump off) to a wide, open area. Go to the path to the right and hit a switch to stop the laser and free Carmen. The switch also creates a Walking Shell generator in the open area. Go back to there and make a Walking Shell chase you around for a moment. When it stops to have a rest, get on it and GO! Follow the path to the left this time and through a passageway to get two Yellow Lums. When you get to a part where you have to get across the water you just came from, press SPACE to make the shell go faster and get across (it's not that hard once you get the hang of it). Almost at the end of the room, aim for the plastered door and jump off, and let the Walking Shell blast it open. Go in, and hit to free the cage and two Super Yellow Lums. After getting them, follow the path to a bridge and jump back to the Whale Bay (Carmen is actually the only whale in it!). Follow Carmen's air bubbles (they act like Blue Lums, except they don't come to you automatically) to the another part of the bay. Area 3 (14/30) Now, the piranhas are going to eat (?) Carmen's air bubbles! You cannot kill them with your Power Fist, but they won't hurt you. Make sure to stay as close to Carmen as you can to get her air bubbles before the piranhas do. Once you get to the part where you see a broken ship, see a little cave to the left of it with a Blue Lum at the entrance? If your life bar isn't that full yet, you may want to go in. Enter the cave and get some Blue Lums. At the end of it, jump to a platform (which is a trampoline) and bounce very high to get all the Red Lums. Now, swim back, and into the sunken ship. Get two Blue Lums and two Yellow Lums. When you reach to the far wall, re-surface and take the Green Lum. Now, jump out of the ship by its window and onto a little bridge. After the camera shows you a few of the surroundings, jump into the shallow water and jump on the pirate ship's deck. Climb up the netting to a piece of log. Walk on it (without falling) to reach a Purple Lum. Swing on it to collect a row of Red Lums and to reach the crow's nest (not level 19 yet!). There, hit the cage to free a Super Yellow Lum. After taking it, jump, using your helicopter to a cliff with a waterfall and slide down it, collecting as many Yellow Lums as you can (a bit like level 5 too!). At the bottom, when you stop sliding, climb down the netting and jump onto the entrance of a little cave in the cliff. Like as you did in level 4, make the Monkey Pirate fall off the cliff by jumping up as soon as he's about to stamp in you (stupidly). Continue into the end of the cave, get three Yellow Lums, then shoot at the cage to free a Teensie. Go back, climb up the netting and onto the cliff again. This time, walk straight to the left and into another small cave, while collecting a few final Yellow Lums. Dance with the Teensie and jump into the Magic Door. ----------------------------------------------------------------- Level 10: The Sanctuary of Stone and Fire (70/100) ----------------------------------------------------------------- No. of Lums: 50 No. of Cages: 8 Special: Get on Magic Plum, Meet Umber, Get 2nd Mask Area 1 (14/30) And now... to a really long and hard level. The difficulty I gave to it out of 100 is in the sixties! The hardest level since then was the Cave of Bad Dreams, but the difficulty is nowhere as close to the sixties! So, you may get stuck a bit at the middle and end of this level, but the beginning is quite straight forward. Anyway, as you approach to the Council Chamber of the Teensies, they'll let you enter another new world if you have collected up to 300 or more Yellow Lums. Right, as you go through the Magic Door to this level, go through it again and save your game. The purpose of this is if you get stuck and abandon, you'll save some time if you want to challenge this level again (I meant you won't have to see the long, boring scenes with the Teensies again to enter this "new world"). When you're in the Hall of Doors, jump into this level again and walk to the edge of the cliff. Using your helicopter, jump as far as you can, getting a Red Lum, to a bridge (if you fall into the lava, you die, so don't bother the Red Lums yet). Walk to a little path to your right and jump across the lava to a platform on your left. When you walk forwards, you'll meet another advanced version of a pirate. Once again, you're in a safe distance away from him and this gives you time to dodge his shots. After you kill him and get the Red Lums, jump onto a netting (don't bother to figure out how to free the cage under it yet) and you'll go bouncing very high to the building with the big antenna rotating on the roof. Walk along the bridge and shoot the plaster to free a Purple Lum. Use it to swing to a pillar slightly to your right and get the Yellow Lum. Swing again but this time to a big platform. Before proceeding to the next room, look behind you and hit the second plaster attached to the building to free another Purple Lum. Swing back on the Purple Lum you used to the bridge and walk through it a bit. At the end, you'll see the Purple Lum you had just freed. Use it to swing to reach a Yellow Lum and to a platform where you get your first Golden Fist (?). This item makes the power of your fist stronger, but if you get hurt or die, one of the fists shown below your life bar would be gone. After all the three fists have disappeared, the power of your Power Fist will revert back to normal. Anyway, enough explaining, 'cos this level takes a very long time to describe! Go back along the bridge and use the Purple Lum for the last (but not least) time to get to the big platform. Walk along it, jump over the lava and get the Green Lum. Follow the path to a sort of open area and another advanced version of a pirate will run very close to you and attack you. Now, this might be the first time you'll ever fight a pirate so close to you, so you'll need a good practice on avoiding his shots. After you kill him, grab the Red Lums and jump over the lava onto another platform. Grab another Red Lum just under an isolated tree and follow the path to the left and jump off to a smaller platform. Keep jumping over the lava to four more platforms. Get a Red Lum on the fourth one and a Green Lum on the fifth one. You'll now see a purple plum (not Purple Lum!) in a distance. It is actually called the Magic Plum. Anyway, shoot it (once only!) and make it drop to the lava. How amazing, it didn't melt! Using your helicopter, jump onto it, and keep shooting at the opposite direction you want to go. Go past the platforms you've just been on then, before going to the left, go straight and jump into a big hole in the wall. Get the Yellow Lum and follow the path to a lava pit. Jump onto a little platform in the middle, then jump onto flat land. There, you'll see a Monkey Pirate. Grab a Magic Plum to your left and walk closer to him. Hurl it at him and if you didn't miss, it'll get stuck on his head, just like you do in the previous game! Now, after the Monkey Pirate turns around to give us a lift, he won't move. Take the two Red Lums that are next to the two poles then jump on the Monkey Pirate. Use him as a lift to a metal crate and once you're on it, shoot the cage to release a Super Yellow Lum. Take it, then go back, jump across the lava pit (the Magic Plum will melt if it touches that lava). At the end of the path, you may think there's no way you could go through the lava without a Magic Plum. WRONG! Look to your left and you'll see there's a way through this. Climb on the little cliffs to your left to the highest one, then, using your helicopter, jump onto the big platform, and follow the path again to where you first saw the Magic Plum. Grab another Green Lum. Shoot down another Magic Plum (remember, shoot only once or it'll bounce all over the place) and use it to go back, but this time, to your left. Follow the lava path until you get back to the area with the antenna building. Go behind the pillar and get the Red Lum. Now, go through the open lava area and float your way though between a metal pillar and another one made by rock. Get a Yellow Lum then go forwards to a narrow passage where the row of Red Lums you saw at the beginning of the level are. Get as many as you can then follow the path to land. After taking the Green Lum, jump off your Magic Plum then grab hold of it (if it wanders away into the lava, shoot it away and grab another one from the tree). Now, throw it at the spike and let it get stuck there. If you miss, you could grab another Magic Plum and try again. Once you do, use it as a lift to the higher platform. Take another Magic Plum and throw it to the spike hanging from a pillar at the other side. Here's where the hard bit comes. Quickly jump to the other site and stand under the Magic Plum and wait until it falls on you and grab it. Repeat for the next one and once you grab hold of it, stand in front of the big h Other Rayman 2: The Great Escape cheats hints faqs solutions: 1. Rayman 2: The Great Escape cheat codes 2. Rayman 2: The Great Escape cheat codes 1. Rayman 2: The Great Escape hints 2. Rayman 2: The Great Escape hints 2. Rayman 2: The Great Escape faq and solutions |