*************************
RAYMAN 2: REVOLUTION
FAQ/Walkthrough
*************************
By TSC
E-mail: ts_chapman@yahoo.com
Version 1.01
This game was produced by Ubi Soft for the Sony PlayStation 2(tm)
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***********
Legal Stuff
***********
No Plagiarizing:
This walkthrough is intended for private and personal use ONLY. This
walkthrough, in whole or in part, can only be reproduced or distributed
with the permission of (me) the author. (TSC). This walkthrough has
been designed to aid you in the game [Rayman 2: Revolution] and not
to be used for profitable purposes. Anyone who wants my walkthrough on
his/her website will have to write and ask (me) unless I offer to let
them use it. Violation of this agreement is prohibited and punishable
by law.
Copyrights/Trademarks:
"Rayman 2: Revolution" Copyright ((c)) Ubi Soft Entertainment.
"Rayman 2: Revolution" "Ubi Soft" and the Ubi Soft logo are trademarks
of the Ubi Soft Entertainment Company.
"PlayStation 2(tm)" is a registered trademark of Sony.
"Rayman 2: Revolution Walkthrough" Copyright ((c)) 2003-2004 Thomas
Chapman.
All copyrights and trademarks of things in this walkthrough that have
not been specifically mentioned in this section are acknowledged.
All Rights Reserved (r)
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*****************
Table of Contents
*****************
+ Introduction
+ E-mail Guidelines
+ The Story
+ Game Basics
+ Controls
+ Rayman's Moves
+ Game Structure
+ Characters
+ Important Items
+ The Powerups
+ Ly's Challenges
+ The Pirates & Other Foes
+ FAQ
+ Walkthrough
+ Prologue and Training
+ Freeing Ly
+ Obtaining the First Mask
+ Obtaining the Second Mask
+ Obtaining the Third Mask
+ Obtaining the Final Mask
+ Defeating Razorbeard
+ Bonuses & Extras
+ Version History
+ Credits
************
Introduction
************
Hello, TSC here once again, writing another guide for a rather good but
mostly overlooked game. This game is quite fun, and although many do
not, I enjoy this series. I've already done a guide for the sequel,
Rayman 3. My other seven guides are all available for your viewing
pleasure at GameFAQs.com, and some can also be found in other places.
They are:
+ CTR: Crash Team Racing (PSX)
+ Dr. Brain: IQ Adventure (PC)
+ Wario Land II (Game Boy Color)
+ Wario Land 4 (Game Boy Advance)
+ Monkey Island 2: LeChuck's Revenge (PC)
+ The Curse of Monkey Island (PC)
+ Rayman 3: HoodLum Havoc (PS2)
*****************
E-mail Guidelines
*****************
Just the usual token stuff. Sorry if I'm being a little strict here,
but with so much spam around these days, I gotta be careful.
1. Check the ENTIRE walkthrough before sending a question. Chances are
the answer is in there somewhere.
2. Be sure to put 'Rayman Question' or something similar as the
subject. I don't want to mistake your message for spam.
3. The only mail I will respond to is pointing out an error in the FAQ,
sending in a question, or telling me an alternate strategy or secret.
If I am sent threats, spam, insincere stuff, spam, bogus stuff,
spam, insults, or spam, it will be deleted and all further messages
from that author will be blocked.
4. I need to be able to understand your message. If I get a note like
"hey dud yur faq totaly rocks and fyi yu misd somthin..." I will ignore
it.
*********
The Story
*********
A gigantic invasion force of Robot Pirates, lead by the evil, vicious
Admiral Razorbeard, has conquered Rayman's world, transforming it from
a peaceful paradise into a dark, evil land filled with dread, gloom,
despair, and zombie chickens. But never fear! Rayman, the hero who
saved the planet from Mr. Dark, will triumph again...
However, the Pirates aren't having any of that. Using their mega-hyper-
death ray (or something like that) they blow up the energy-giving heart
of the world, smashing it into a thousand pieces and scattering it all
over the planet. This causes Rayman, as well as the other fairies and
magical beings, to lose all their powers, and as a result Rayman is
immediately captured and thrown into a maximum security cell on the
Pirates' colossal prison ship...
***********
Game Basics
***********
I am fully aware that this game comes with a manual, but it has several
mistakes in it and in some places does not provide much info. Also, I
have included a handy Enemies section and a guide to Ly's challenges in
this part of the guide.
--------
Controls
--------
Menu Controls
-------------
Left Analog Stick - Navigate Menu
X Button - Select
/\ Button - Cancel/Go Back
In-Game Controls
----------------
X Button - Jump, rise while swimming, use Rain Dance (once obtained in
game), throw directly up
O Button - Fire
/\ Button - Display Status
[] Button - Fire, throw
Start Button - Open Pause Menu
Select Button - Display Mission (in hub world only)
Left Analog Stick - Move
L2 Button - Target an enemy, dive while swimming, or stabilize path
while flying.
R2 Button - Activate/Deactivate Lumz Radar (once obtained in game)
Camera Controls
---------------
L1 Button - Pan camera to the left
R1 Button - Pan camera to the right
R3 Button - Bring camera to Rayman's eye level
L2 Button - Center camera behind Rayman
L1 & R1 Button - First Person View (hold down)
Left Analog Stick - Look Around (while in First Person View)
--------------
Rayman's Moves
--------------
Rayman has many moves that he starts the game with, and he will gain
more as the game progresses. Moves that are bought at the Magic Well
are found in the Powerups section.
Moving Around - Left Analog Stick
-----------------------------------
This really should not require any explanation. The harder you push the
left analog stick, the faster Rayman will move.
Jumping - X Button
-------------------
Your standard move for getting from lower areas to higher ones - just
press the X Button.
Helicoptering - X + X Button
-----------------------------
The helicopter is activated by pressing X in the middle of a jump.
Rayman's ears will spin and he will float slowly to the ground. This
move is used to cross larger gaps while jumping, and it is also used
for precision landings. However, it is only for long jumps - you cannot
gain height with it.
Swimming - L2 Button to dive
-----------------------------
Rayman can paddle around in deep water simply by using the analog
stick. However, if you press L2, he will dive. Use L2 to go lower, X to
go higher, and the analog stick to move around. Remember, though, that
Ryaman has a limited air supply - you will need to use underwater
Bubble Streams to refuel your oxygen meter.
Hanging On
-----------
If Rayman jumps but falls just short of a wall, he can hang on if he's
close enough. Press X to pull yourself up while hanging from a wall.
Climbing
--------
Walls covered in vines or webs, or ceilings with netting, can be
climbed on. Press X to jump onto the wall or ceiling, the left analog
stick to move around, and X again to jump down.
Climbing Between Walls - X + X Button
---------------------------------------
While in a narrow gap between two walls, press X to jump and X again to
hang on to the sides. Keep repeating this move in order to reach the
top.
Punching/Shooting - [] or O Button
------------------------------------
At the beginning of the game, Rayman can only punch. However, at the
end of the training stage, he'll receive the power to shoot globes of
energy. These can be used to damage enemies, smash Cages, activate
switches, and more. This power will be upgraded later in the game,
first by Ly (Ly Shot) and then again by Globox (Globox Shot).
Swinging - [] or O Button
--------------------------
When Ly upgrades your shot power, you'll gain the ability to swing on
the flying, glowing rings known as Purple Lums. You can do this simply
by shooting them. Press X to release the Lum.
Rain Dance - X Button
----------------------
When you receive the Rain Dance mask, you'll obtain this power. To rain
dance, press X while near a floating raincloud. Rayman will pull out
the mask, causing the cloud to release a rainstorm. This power can grow
plants into platforms and short-circuit laser gates, allowing access to
new areas.
Picking Up
-----------
To pick up a dropped object, simply walk into it.
Throwing - [] Button
---------------------
If you're carrying something, press the [] button to throw it.
Throwing Upward - X Button
---------------------------
Press the X Button while carrying something to throw it directly up
into the air. Stand still and you can catch it again.
Strafing - L2 Button
---------------------
To target an enemy, hold L2 while standing in front of it. If you hold
the button you can move around while always facing the enemy.
Flying - X + X Button
----------------------
Press the X button in the middle of a jump to fly while in the
Sanctuary of Lava. Hold X and you'll have total freedom in the air.
Hold L2 to stabilize the flight path, and release X to stop flying.
After the end of the Sanctuary of Lava, you will only be able to use
this power above lava, rather than absolutely anywhere.
Keg Flying
-----------
Walk into a flame while holding a Keg to initiate Keg Flying. Use the
analog stick to move up, down, left, and right, and use X to let go of
the Keg once your destination has been reached.
Shell Riding
-------------
Once you tame a shell, simply jump on and ride it with the analog
stick. You can also press [] to accelerate, but beware, the shell moves
FAST. Certain shells can jump with the X Button. Flying shells are the
same, except you also move the analog stick up and down to control the
pitch, and stabilize flight with L2.
Using the Lumz Radar - R2 Button
---------------------------------
After completing Tomb of the Ancients, you will receive the Lumz Radar.
Press R2 to activate or deactivate it, and if there are Lums in the
area, it will point to the nearest one with an electrical charge. If
there are no Lums in the area, it will be stationary and have no
electrical charge.
Warship Flying
---------------
At one point in the game you must pilot a pirate warship. Simply use
the left analog stick to move it around, and [] to fire the built-in
cannon.
--------------
Game Structure
--------------
Basically, the game consists of a series of objectives that play out
across three hubs and a large number of worlds. You can access new
worlds by following the signs in the hubs. Every time you finish a
world a portal to it will appear in the Stone Circle for that hub
world. Every level has a certain number of Yellow Lums. Collecting them
is really its own reward but you can take them to the Magic Well,
another landmark in every hub, and buy new powers and mini-games with
them. Lastly, there are Familiar Spirits, found in Cages around the
worlds. For every 10 you find you unlock a new minigame at Ly's House,
and if you complete these games your health is permanently extended.
----------
Characters
----------
The Heroes
----------
RAYMAN - He has saved the planet once before, and he's returned to
fight the rusty menace of the robot pirates. Rayman mysteriously has no
arms or legs, and his extremities just float around in the general area
of his body. He also has amazing ears, which allow him to fly. He is a
typical hero, who goes out of his way to save damsels in distress and
will drop everything to go after the evil villain.
GLOBOX - This dimwitted but good-natured toad-like thing is Rayman's
constant companion, but seems to be continuously captured and used as
bait. He has a wife and several hundred children, in addition to his
own little superpower - he can create small rainstorms above the heads
of his enemies.
UGLETTE - A very concerned mother, and wife of Globox, she is found
usually at her house worrying about either her husband or children.
BABIES - Globox's sons (blue-green) and daughters (pink) are found all
over the place. They warn you about threats, take you places, help you
out, and sometimes even activate switches for you.
POLOKUS - The creator of Rayman's world, he has the power to destroy
all the pirates, but vanished long, long ago. He can only be restored
by reuniting the four magical Masks.
LY - A fairy who assists Rayman by helping him out in tight spots with
her magical Silver Lums. Unfortunately, she has been captured and is
being held prisoner in the bowels of a crashed warship. Rayman must
save her as one of the game's earliest missions.
TEENSIES - Characterized by their tiny size, blue color, and massive
noses, the Teensies are a wise people (but they do not seem that way,
since they are continuously arguing over who the King is, and often
walk into traps and get locked up). They own the Stone Circles, magical
gateways to other realms.
CLARK - Clark the Giant is basically comprised of two body elements - a
colossal chin and massive, muscular arms. Pirates flee before him, but
like every giant, he has an Achilles's heel - an easily upset stomach.
MURFY - Murfy is a tiny, flying, sparkling, incessantly cheerful frog.
He has so many hints to share, and communicates them with Rayman via
his Stones of Thought.
SSSSAM - The ferryman who helps travelers waterski across his home, the
boggy Marshes of Awakening.
CARMEN - A magnificent and dignified whale who fills the marine caves
and trenches with air bubbles to help lost swimmers.
BZZIT - Definitely related in some way to Moskito from the first game,
Bzzit's wings are as powerful as a motorboat engine and he is the only
one who can take you to the Lost Island. Of course, like everyone else
who can assist you, he is being held prisoner by the pirates.
The Villains
------------
ADMIRAL RAZORBEARD - Yes, he certainly does look like a moron, but
don't say that to his mechanized face - he has a giant prison ship, a
fleet of warships, a massive army of pirates, and a planet-destroying
weapon at his command. When some people get in a bad mood, they count
to ten slowly or take a deep breath. Razorbeard calms down by reducing
innocent worlds to rubble. He is very fierce, and frequently kills his
own lackeys if they fail him.
THE SNIVELING LACKEY - Not his real name, but this is how his
personality comes across, as he is constantly begging for Razorbeard's
forgiveness every time he screws up and allows Rayman to free a major
prisoner or obtain a Mask. He tries to destroy you several times, only
to fail every time.
THE GUARDIAN OF THE CAVE OF BAD DREAMS - An extraordinarily ugly and
bad-tempered creature. He guards the cave where the creatures generated
accidentally by Polokus are locked away, in addition to a stash of
gold. He tends to eat for lunch anyone who strays into his caverns.
THE MASK GUARDIANS - Three ill-tempered brothers who guard the Masks of
Polokus. They have giant, muscular, stone, pointed bodies, massive
fists, no legs, and they float in the air. They also have glowing,
pyramidal heads, which are their weaknesses. They tend not to trust you
and always assume you are a thief. Their mistrust manifests itself as
giant thunderclouds, waves of fire, or huge blocks of ice being hurled
at you.
THE GENERAL - A purveyor of evil cybernetics who shows up with a sales
pitch for the Pirates near the end of the game. Lacking all facial
features other than a large mouth, he sells Razorbeard the gigantic
Grolgoth robot.
----------------
Important Items
----------------
MASK OF POLOKUS - Four mysterious masks found hidden in sanctuaries
around the world, they are guarded by fire, ice, lava, traps, pits,
shadows, enemies, and countless dangers. Bringing all four to Polokus
will enable him to return to the world and destroy the pirates.
SILVER LUM - Given to you by Ly, they will grant you new, great powers.
YELLOW LUM - Pieces of energy which were scattered around when the
Heart of the World exploded. Collecting them will bring you more powers
if you place them in the Magic Well.
FAMILIAR SPIRIT - Small blue ghosts locked in Cages. Freeing 10 will
buy you access to a mini-game where you can win more energy.
RED LUM - These red globes of energy restore your health.
GREEN LUM - Act as checkpoints. Walk through one and if you die, you
will be returned to where you last picked one up.
PURPLE LUM - Flying rings which you can use to swing across to new
areas, when you gain the power to do so.
MAGIC SPHERE - When you see a glowing pyramid, chances are a Magic
Sphere is close by. Place spheres on pedestals of the same color to
open secret doors.
MAGIC PYRAMID - Glowing pyramids, either yellow or blue. Throw a Magic
Sphere of the corresponding color onto a Magic Pyramid to activate it.
Activate all the Magic Pyramids in an area to open a magical door.
GOLDEN FIST - These items, common in the first Rayman game, are now
extremely rare. Collect one and your hands turn gold, and three gold
fist icons appear under your health bar. Every time you get hit, you
lose an icon, and when all three icons are gone, the power goes as
well. The Golden Fist is three times as powerful as the Globox Shot,
with the ability to kill all types of Pirate in one hit (except Red
ones, which take two). With an Accumulation power, you can use the
Golden Fist to shoot a massive fireball. In short, a power worth
having.
SWITCH - Hitting one will cause a change in the environment. A bridge
will extend, a door will open, a laser gate will deactivate, etc.
BUTTON - Like switches, but the changes they cause are temporary and
their effects will be undone after a short time.
THE RAIN DANCE MASK - Allows you to use the Rain Dance power. See the
"Rayman's Moves" section for more info. You receive it from Globox's
family when you save them in the Pirate Mines.
MAGIC PORTAL - Allowing you to enter and exit worlds, they will take
you to or from the Stone Circle.
PORTAL STONE - If you free a Teensie at the end of a level, he'll do a
Portal Dance and open a Magic Portal on this stone. The Teensie is
often far from the stone and must be let out of its Cage. You cannot
leave a level without getting a Teensie to activate the stone.
STONE OF THOUGHT - Get near one to contact Murfy telepathically and
receive some important advice.
BARRICADE - They look like strange Band-Aids. The pirates use them to
hold trapdoors shut, bar doors, patch leaks in pipes, and fix various
other construction flaws. Destory the wooden ones with a shot from your
fist, and throw a keg at or crash a shell into the metal ones.
LASER GATE - The Pirates have scattered these gates around the world to
block your path. There are two ways to turn one off: either deactivate
it (with a switch or button) or short-circuit it (have Globox rain on
it or, if you have the Rain Dance Mask and there is a cloud above the
gate, rain on it yourself).
PLUM - Mysterious fruit that can be used as a platform. If you stand on
one and fire one way, they'll move the opposite way. They are extremely
resistant to heat, and can even be used as vehicles to cross lava.
KEG - Dispensed by trapdoors with skull icons on them. Throw them at
metal barricades, enemies, and so on. If you walk into a flame while
holding one you can take off and fly.
BUBBLE STREAM - While underwater, enter one of these streams to have
your air meter refilled. You can do this as many times as you need.
AIR BUBBLE - Released by Carmen the Whale. Pick one up to refill your
air meter in the caverns of Whale Bay.
SHELL PORTAL - Three lasers arranged in a triangle. The portal is
activated by a switch, and will create a Shell as soon as it is turned
on. When that shell blows up, it will create another one, and this will
continue indefinitely.
SHELL - If you see a shell, it will begin to chase you. Run in circles
until you tire it out, or until it hits you and explodes. If you tire
it out, it becomes tame. You can then jump on, and ride it across
deadly thorns, up slopes that are too steep for Rayman, or even upside
down. Some models can even fly.
------------
The Powerups
------------
Every hub contains a magical well. If you go to it, you will see a
crack in the ground and a series of icons to scroll through. Each one
costs a certain number of Yellow Lums. Sometimes new icons will appear
after you buy old ones. You may also notice a "?" mark labeled "Fun."
When you buy everything it will transform into three new icons for
mini-games.
Rate of Fire
-------------
Available: Always
Price: 150 Lums
Description: This power enables you to fire shots twice as fast at
enemies.
Accumulation I
---------------
Available: Always
Price: 70 Lums
Description: You can now hold down [] or O to charge up a more powerful
shot, then release to fire.
Accumulation II
----------------
Available: After purchasing Accumulation I
Price: 130 Lums
Description: Allows your charged shot to be even more powerful - it
will now create a blast of energy when it hits a wall or target,
killing all enemies in range, not just the target.
Run With Load
--------------
Available: Always
Price: 50 Lums
Description: Lets you move at your normal speed while carrying a Keg or
Magic Sphere instead of being slowed to a snail's pace.
Rebound I
----------
Available: Always
Price: 90 Lums
Description: Your shots will bounce off any walls they hit, increasing
the chance that they'll hit their intended target.
Rebound II
----------
Available: After purchasing Rebound I.
Price: 110 Lums
Description: As well as bouncing off walls, your shots will bounce off
enemies, which has a devasting impact if you're fighting a large group.
Glob Disk
----------
Available: After purchasing Rate of Fire, Run with Load, Accumulation
II, and Rebound II.
Price: 200 Lums
Description: A highly interesting minigame in which you must collect
Lums and bring them back to your base in order to score. There are
powerups that will enable you to move through walls, speed up, raise
walls behind you - you name it! There are also exploding barrels, a
small patrolling monster and other harmful things to balance the
powerups.
Missile Dogfight
-----------------
Available: After purchasing Glob Disk.
Price: 150 Lums
Description: Two players are needed for this minigame. Really, it's
nothing more than flying up and down on a flying shell and shooting the
other person.
Baby Soccer
------------
Available: After purchasing everything. You need to have found all 1000
Lums to buy this minigame.
Price: 50 Lums
Description: You control a team of Globox's babies for a game of
soccer. Fairly fun, but Glob Disk is a better way to spend your time in
my opinion.
---------------
Ly's Challenges
---------------
In every hub there is one place where Ly can be found. Talk to her and
she will show you all the portals you have opened - one for every 10
familiar spirits you've freed. Enter a portal and complete the game
within to receive a permament extension on your health. You can only
extend it once for every challenge, although you can return and replay
challenges for fun.
Roller Coaster Challenge
-------------------------
Cost: 10 Familiar Spirits
Difficulty: **
You will find yourself in a roller coaster seat zooming along a track.
There are red Lums around the track, and you must use the analog stick
to swing the seat around and collect them all. The seat moves very fast
and you are blocked by obstacles at every turn. Hit one obstacle and
you're finished.
Jump Challenge
--------------
Cost: 20 Familiar Spirits
Difficulty: *
By far the easiest challenge of all. You are on a metal structure
covered with Red Lums - 20 in all. You must pick them all up before the
time runs out. If you know the course, it's simply a matter of jumping
around and getting them all.
Waterski Challenge
-------------------
Cost: 30 Familiar Spirits
Difficulty: *
If you had serious trouble on the Marshes of Awakening, you'll have a
rough time collecting all the Lums as Sssam speeds you through the
swamp once again. Otherwise, this is one of the easier challenges.
Racing Challenge I
-------------------
Cost: 40 Familiar Spirits
Difficulty: ***
You're on a course and must reach the end AND collect a certain number
of Lums before the clock runs down. The course is pretty easy, and your
time gets replenished every time you enter a glowing light fountain. Ly
serves only as a guide, and you don't need to beat her.
Grab Challenge
--------------
Cost: 50 Familiar Spirits
Difficulty: **
Another fairly easy challenge, but one which can be tricky. The concept
is simple - swing up the vertical coLumn of purple Lums AND collect all
the red Lums BEFORE time runs out. You must be extremely adept at
shooting, swinging to the maximum height, jumping, quickly turning in
mid-air, and shooting again. If you miss a Lum or fall you may as well
restart since the time is always tick-tick-ticking.
Racing Challenge II
--------------------
Cost: 60 Familiar Spirits
Difficulty: **
Another race against Ly. This one is not really any harder, except for
a few difficult points, like the lilypad area, that make staying within
the time limit tricky.
Trampoline Challenge
---------------------
Cost: 70 Familiar Spirits
Difficulty: *
This one is really no problem - it's just a bunch of spider webs with
red Lums floating around. Bounce around on the webs and grab every one.
Ray-Type Challenge
------------------
Cost: 80 Familiar Spirits
Difficulty: ***
The difficulty would only be two stars if the course were not so long.
You will be flying through space on a shell. Press [] or O to fire, and
destroy the various enemies that come your way. There is also the
occasional Guardian Bros. mini-boss. You have three lives, and the
objective to finish this difficult game is to beat 50,000 points.
-------------------------
The Pirates & Other Foes
-------------------------
Throughout the game, you will encounter many enemies, from robots to
bats to dead chickens to piranhas. Each enemy will have a description
and difficulty out of ***. Pirates are different from other enemies,
since when you are fighting them a health bar will appear at the bottom
of the screen. Health data and color (for pirates only) is also
included. There are three kinds of shot - Rayman Shot, Ly Shot
(obtained in the Fairy Glade) and Globox Shot (obtained in The Canopy),
each three times more powerful than the one before. I have listed how
many hits it takes to kill each pirate with each shot. Keep in mind
that the attack I give for pirates is not the only one they can use -
it's just the one they're characterized by. Also remember that all
types of pirate have a fairly damaging short-range attack - they will
all swipe you with their hooks if you get too close. Some individual
Pirates use this as their only mode of attack.
Robo-Pirate Standard Model
---------------------------
Difficulty: *
Color: Green
Health: Rayman Shot - 2
Ly/Globox Shot - 1
These are the most common pirates, found all over the place. They are
weak, and attack with a small sphere of energy which often misses and
does not do much damage if it hits. You can often find them sleeping on
the job, which gives you a free hit.
Robo-Pirate Advanced Model
---------------------------
Difficulty: *
Color: Purple
Health: Rayman Shot - 6
Ly Shot - 2
Globox Shot - 1
A slightly more difficult to defeat enemy. They are very rare in The
Fairy Glade, where they first appear, but become much more common later
on. They fire a large laser towards you.
Robo-Pirate Elite Model
------------------------
Difficulty: **
Color: Yellow
Health: Rayman Shot - N/A
Ly Shot - 6
Globox Shot - 2
This is a far more powerful model, and tends to be quite rare. It has
two attacks. At close range, it will burn you with a powerful
flamethrower, and at long range, it will hurl barrels that explode on
impact and create small, long-lasting fires on the ground.
Robo-Pirate Doom Model
-----------------------
Difficulty: ***
Color: Red
Health: Rayman Shot - N/A
Ly Shot - N/A
Globox Shot - 6
The deadliest pirate of all will take six shots no matter how powerful
your shot is (with the exception of Golden Fist). It shoots large
missiles which deal serious damage and have limited tracking
capabilities. It can fire them directly ahead or as sidewinders. If you
are in a room with several pirates, eliminate any of these first at all
costs, because their missiles follow you around and hinder you. You can
destroy the missiles by shooting them, though.
Minisaurus
----------
Difficulty: N/A
Description: Strange animals which look more like chickens than
dinosaurs.
Found roaming around the open section of the Minisaurus Plains, they
can hurt you by stomping on you, but this occurs very infrequently.
There is one large group in the game that always stays in the same
area. Shooting them will cause them to become transparent and fall down
for a moment. They are otherwise invulnerable.
Piranha
-------
Difficulty: **
Description: Small, angry fish with massive teeth.
Piranhas are easy to avoid. They are usually jumping in a set arc in
gaps between platforms in watery levels. All that is required is to
jump past after they fall in the water at the end of their arc. They
receive the two-star rating not because they are hard to avoid but
because they are very fast and difficult to DEFEAT.
Shadow Creature
---------------
Difficulty: *
Description: Snakelike creatures made of darkness.
Extremely easy enemies - one shot will destroy them, and they are
fairly slow.
Shadow Sphere
--------------
Difficulty: *
Description: Small puffs of darkness.
Just like Shadow Creatures, only shorter.
Zombie Chicken
--------------
Difficulty: *
Description: Ghostly chickens, wearing tattered robes, that can fly.
Hit them once to destroy them. They usually come through walls or out
of lakes of slime, and like to travel in groups.
Robo-Gorilla
------------
Difficulty: **
Description: A large, bulky robot with a blue-and-white striped shirt.
This robot is highly annoying, and will charge at you and try to
trample you if you come near it. Shooting it will just anger it more.
To stop it for good, lead it out to a bottomless pit, slime pool, etc.,
then jump out over it [the pit] and helicopter. The incredibly stupid
Robo-Gorilla will charge after you, and fall in to its doom. This is
the only way to kill them.
Shell
-----
Difficulty: *
Description: A legged, yellow missile marked with a skull.
Until you tame it (see the Shells entry under Collectable Items to find
out how) this tinderbox is muleheaded, irritating and deadly. If it is
too fast for you, it can damage you by plowing into you and exploding
itself.
Thorny Vine
------------
Difficulty: *
Description: Spiky brown vines that protrude from cracks and holes in
walls, floors, and ceilings.
These large vines usually appear to block your path when you are using
a mode of transport other than walking (flying, shell riding, riding a
moving platform, etc.). They can be made to retract by a single shot
but stick out again fairly soon.
Lake Monster
-------------
Difficulty: N/A
Description: A massive, hideous creature which surfaces periodically in
the Marshes of Awakening.
You usually see it as just two eye stalks above the water, but this
beast occasionally pops up to block the way. It does not actively
attack, just makes the path narrower. Needless to say, it is
invincible.
Gunboat
-------
Difficulty: N/A
Description: A pirate manning a stationary boat with an energy cannon
mounted on the side.
A one-of-a-kind enemy found in the Marshes of Awakening, it shoots
streams of orbs similar to those of the Green Pirate at you, but you
are home free once you're past it since it cannot move. It also cannot
be killed.
Grabbing Arm
-------------
Difficulty: *
Description: Thin, skeletal hands which extend from holes in the walls.
These hands will try to grab you and yank you into their caves, where
presumably they eat you. Simply shoot them and they will retract for a
while out of pain.
Fire Ghoul
-----------
Difficulty: **
Description: Small, round, ugly creatures with no legs, thin, sticklike
arms, and gaping mouths with jagged teeth.
Recognize these? Yes, the dreaded Guardian is simply an oversized Fire
Ghoul in a hat. They shoot clouds of flame at you from their mouths
which can easily be sidestepped. When hit, they collapse in a heap of
body parts, then pull themselves up out of the ground elsewhere. They
always do this when hit, but they don't NEED to be hit to teleport this
way. To defeat a fire ghoul, shoot it three times.
Mega-Tarantula
---------------
Difficulty: ***
Description: Extremely large spiders. Need I say more?
These irritating arachnids are twice the size of Rayman and attack by
grabbing at him with their front legs. The Mega-Tarantula is so strong
that it actually has a health bar, a small portion of which is drained
every time it is hit. It takes approximately 10 shots to exterminate
this spider. 14
Electric Barrel
----------------
Difficulty: ***
Description: A pirate hiding in a barrel with robotic legs and an
electric cannon.
These enemies just keep getting harder and harder. Often found in areas
where you don't have much room to maneuver, these barrels are mobile,
but luckily they don't take advantage of this very much. Their main
(and only) weapon is the cannon mounted on top of them. If the Barrel's
pilot can see you, the cannon can shoot a homing, and highly painful,
electric stream at you. The only solution is to lock on the Barrel,
hide somewhere, quickly jump out and hit it several times, then run
before it can counterattack. It takes an unbelievable 14 HITS with the
Globox Shot to kill this Electric Barrel, and all you get is three
measly Red Lums (not to mention safe passage). Thankfully, these are
fairly rare.
Bat
---
Difficulty: *
Description: A small, quick bat.
These bats are often found in clusters, swooping down to damage and
waylay you. The only thing to do is avoid them, though this takes
dexterity, or you can pick them off one by one.
Mini-Tarantula
---------------
Difficulty: *
Description: A tiny black spider.
These small spiders will run around, nipping at your feet (literally).
Their speed and closeness to the ground makes them difficult to hit.
Coward Ghoul
------------
Difficulty: **
Description: A gutless Fire Ghoul which cannot breathe fire.
Found only once in the game, in the Sanctuary of Stone and Fire, this
Ghoul is flameless and cannot hurt you. Instead, it hides from you by
going behind a tree and keeping the tree between you and it no matter
what. (The area you fight it in consists of many small trees around a
large central tree - the Ghoul hides behind one of the small ones.)
What you must do is run around the central tree until it comes out of
its hideout, then quickly shoot it before it retreats again. It takes
five hits to destroy the Coward Ghoul.
Dead Pirate
------------
Description: An ancient, rusted, slow Pirate.
Difficulty: *
These robots should have been consigned to the junkyard a long time
ago, but even though they are dead (as dead as a robot can be, at any
rate) they are still walking around. Their only attack is to breathe a
cloud of toxic gas at you, but they can do this from quite a long way a
way. If you shoot one five times, it will collapse in a heap of parts,
but will regenerate itself quickly. The only way to kill one for good
is to hit one with an Accumulated shot.
Red Shell
---------
Description: A red version of the Walking Shell.
Difficulty: *
A more advanced and more intelligent (but still very stupid) version of
the Yellow Shell which is dropped by the Warships. It is inexhaustible
and cannot be tamed, meaning that you must jump over it and let it pass
you by or shoot it. Like its cousin, highly volatile.
Generator Guardian
-------------------
Description: A Pirate found lurking near the Generators that power the
Robo-Pirate Factory Gate.
Difficulty: N/A
The moment you begin to attack a Generator, its Guardian will appear.
It uses the same weapon as the Green Pirate, but it fires faster and
with much more accuracy. Shoot it and it will vanish for about three or
four seconds, giving you plenty of time to damage the Generator some
more. The only way to defeat it for good is to destroy the Generator
that it guards.
Robo-Chicken
------------
Description: This huge robotic hen guards a Pirate stronghold in The
Iron Mountain.
Difficulty: N/A
Although this monstrosity could easily squash you like a bug, it
doesn't try until you're on a Shell, when it can be easily outrun by
simply accelerating. However, there is an advantage to its presence -
when it stomps, it shakes the ground, causing crates to bounce and
menhirs to move.
********************************
FAQ: Frequently Asked Questions
********************************
Q - Can I put my guide on your website?
A - Yes, you can, but be sure to write and obtain permission first -
otherwise, it's copyright infringement, even if you do give me credit.
Q - I see a Lum, but I can't get to it! What on Earth??
A - Throughout the game, you'll gain more powers and more abilities.
Return to a level later and you'll be able to get the missing Lums.
Every time Rayman gets a new power, I will have a section on the levels
you can now return to and get new Lums and Cages.
Q - I can't get on the shell!
A - You need to run away from it until it slows down and stops. You can
then jump on.
-----------------------------------------------------------------------
If you looked at the preceding Game Basics, thank you VERY MUCH for
making the time I took to write it worthwhile. But now, if you have
been scrolling down continuously, it's time to stop for the...
$$$$$$$$$$$
WALKTHROUGH
$$$$$$$$$$$
In the walkthrough, Lums will be represented with a number in square
brackets [] and Cages with a number in parentheses ().
!?!?!?!?!?!?!?!?!?!?!?
PART ONE
PROLOGUE AND TRAINING
!?!?!?!?!?!?!?!?!?!?!?
----------------
The Prison Ship
----------------
Level Description: Not much of a level, actually - just one small cell
and a brief slide ride.
# of Yellow Lums: 0
# of Familiar Spirits: 0
Enemies: None
Revisit: No
Special Items: Silver Lum (Punching Power)
Technically, this is not a level. Simply turn around and smash the
grating. (Personally, I find it odd that the pirates not only did not
check to make sure Globox had no Lums on him, but also placed an easily
accessed and poorly blocked escape route in their most dangerous
prisoner's cell.) Slide into the short pipe, obtaining a few Red Lums
along the way. When you reach the end, a cinematic leads you into the
next level.
-------------------
The Woods of Light
-------------------
Level Description: A nice, calming forest, with a bright cave, a
babbling brook, and easy-to-find collectables. Don't get used to it.
# of Yellow Lums: 5
# of Familiar Spirits: 1
Enemies: None
Revisit: No
Special Items: Silver Lum (Rayman Shot Power)
Rayman and Globox have been separated! Watch a cinematic, and when you
regain control you'll receive a briefing of sorts from Murfy the flying
frog. Follow the river and you'll come to a cave containing a Cage (1).
Punch it open and Murfy will explain Familiar Spirits. The grate will
retract, allowing you to drop down the waterfall. Jump out on the
riverbank to collect the game's first Lum [1]. Continue up the bank for
another [2] and jump over the river and continue on further for yet
another [3]. Jump down and go to the end of the river for a Lum in the
waterfall [4] and then return to the top of the cliff. Helicopter over
for a converstation with Globox's kids. They are desperate for their
daddy back, and amid their blubbering will tell you which direction the
Pirates took Ly. Continue on through the passage to reach the cave and
receive instructions on climbing from Murfy. On your way up the narrow
gap you'll obtain the final Lum [5]. When you reach the top, smash open
the Cage. Watch a scene in which the Teensies argue over who the King
is, and eventually get around to telling you that Globox and Ly are
both being held prisoner. If you obtain all 5 Lums, the Teensies will
use their power to open a portal to the Minisaurus Plains.
!?!?!?!?!?!
PART TWO
FREEING LY
!?!?!?!?!?!
*****************************************
Mission 1: Find the King of the Teensies
*****************************************
---------------------
~~HUB WORLD~~
The Minisaurus Plains
---------------------
Level Description: The first hub consists of a bright plain, a rocky
beach, a dark forest, and a marshland area.
# of Yellow Lums: 30
# of Familiar Spirits: 0
Enemies: Green Pirate, Purple Pirate, Minisaurus
Revisit: Yes
Special Items: None
Rayman will automatically head down to meet Murfy and a baby. Go back
up before doing any training, and collect three Lums [1-3] around the
source of the river. Dive in the river and follow the baby, then jump
out and head up the path. You will find a scarecrow, and you must
strafe around it while shooting it several times. When you complete
this training exercise, a gate will open, admitting you to the first
hub area. You must go find the King at the Stone Circle, but first,
let's collect some Lums. Talk to a baby to learn about the Minisaurus,
which really aren't much of a threat. Then follow the sign toward The
Pier, and when you get to the rocky ledge, follow it down. You'll
obtain some Lums [4-5]. Then go back up to where the baby is and head
for the other end of the river. At the end of the river you can dive to
a secret cave containing two more Lums [6-7]. Now cross over the bridge
that the baby is beside. There is a Lum on it [8], then head left once
you reach the other side for two more [9-10]. Go into the forest and
you will then arrive at a crossroads. You can continue forward, or go
right. Choose the right fork, and when the path splits again, go right
again. Don't go to the Magic Well, as you can't purchase anything yet,
but there are two Lums between the roots of one tree and three others
in a corner [11-15]. Now go up to the Stone Circle, which is reached by
taking the main path at the second fork. Talk to the Teensie King there
and he will tell you that Ly is being held in the Fairy Glade. Before
you go there, though, follow the main path from the FIRST fork, and
you'll get three Lums [16-18] and come to a door in the rock. Go
through to the East Plain.
At the beginning head left along the path, picking up a Lum [19].
You'll come to Ly's House, and hear for the third frikkin' time that Ly
is trapped. Try to go out on the Plain itself and you'll see that it is
swarming with an unlimited supply of pirates for the moment. There's
nothing else to see here, so return to the previous area.
Follow the path, and once you've crossed the bridge, go left and you'll
come to a sign for the Fairy Glade. Follow it through a tunnel with
Lums [20-21] to the Glade itself.
**************************************
Mission 2: Free Ly in the Fairy Glade
**************************************
---------------
The Fairy Glade
---------------
Level Description: A collage of several environments, with an actual
glade (like the previous level) an underground pirate fortress, and a
strange canyon.
# of Yellow Lums: 80
# of Familiar Spirits: 10
Enemies: Piranha, Green Pirate, Shadow Creature, Shadow Sphere, Purple
Pirate, Red Pirate
Revisit: Yes
Special Items: Silver Lum (Ly Shot Power)
Cross over the wooden bridge [1] then jump in the water and swim to the
tunnel (it's northeast of the end of the bridge). There will be several
air bubble jets along the way to help you reach a secret underwater
cave containing Lums and a Cage [2-4] (1). Then return to the start of
the level and jump onto the central island. Use the mushroom to bounce
to the vines on the underside of the log [5]. Swing across the vines
into a cave. Follow it around [6] then jump across the lilypads,
avoiding numerous piranhas [7]. Stand on the Stone of Thought and shoot
the Cage (2) then continue up the platforms, evading more fish, to meet
your first pirate in an enclosed tunnel. It is sleeping, so you get a
free hit - then, jump over the energy spheres and shoot it once more.
Claim the Lums in the tunnel [8-9] and you'll emerge on top of the log
you swung under earlier, with a Lum to the right [10]. Hit the switch
to open the gate down below. Continue partway along the top of the log
for another Lum [11] and all the way along for the third Cage (3). Then
go through the gate and slide down the - well, slide - to come to
Sludge Lake. You'll meet another pirate asleep on the job. Take care of
it then climb the rope ladder, run through the sludge machine, and jump
onto the rising and falling platforms on top. Now jump into the hole in
the wall.
Head forward and take out another pirate, who is, for a change, awake.
Get the Lums by the Shadow Creature-spawning grate [12-14] and head
counter-clockwise around the tree [15] and climb all the way to the top
using the vine [16-18]. Go into the tunnel and slide down the slippery
river [19-20]. Outdoors again, grab the vine and climb across the wall
[21] then follow the path and jump into the hole.
Run forward and watch a cinematic, then stand on the trapdoor with a
metal barricade. Wait for the pirate for fire, then move aside and the
flaming cannonball will break open the trapdoor. Drop in and cross the
crates and stones in the slime, then climb onto the web. There are two
hatches at the top which will alternately drop barrels. Stay on the
side where the barrel is NOT falling (obviously) then once it falls
past you, move to the side it just fell on. Be warned, occasionally two
barrels in a row will drop from one hatch. At the top, hit the switch
around the corner [22-23] and go through the deactivated laser gate.
Toto, I don't think we're in the glade anymore. Follow the path left
[24] then get the two Lums to the left of the stairs [25-26]. At the
top of the stairs is a patrolling green pirate - as the Stone of
Thought suggests, use the Strafe move and kill it. Then go through the
short hallway [27] to face another pirate. Waste it and take the Keg
from the dispenser, then throw it at the metal barricade on the pipe in
the room, which lowers a ladder for some reason. Then take another
barrel and head back out to where you met the first of the two pirates.
Blast open the metal-barricaded door to access a prison chamber
containing various goodies [28-30] (4). Return to the ladder room and
climb the ladder. Helicopter out above the net [31] then drop down onto
it and bounce around, avoiding the security laser, until you hit the
switch. Bounce up to the newly opened door in the wall and go out into
the corridor [32]. Defeat the pirate and claim the two Lums [33-34] in
the corridor behind it. Go down the stairs [35] to face the Purple
Pirate you saw upon entering this area. He's guarding a switch and will
go to any lengths to stop you hitting it. He fires large laser blasts
surrounded by rings. Get the two Lums around the table [36-37] then go
in to face him. Strafe around his blasts and shoot him six times to get
rid of him. Then hit the switch, grab the Lum [38] and jump down,
entering the large and now open laser door.
In the corridor, jump the first laser, run under the second, and jump
the third. Kill a pirate hiding in a doorway, then run into a large,
circular room. Run out onto the bridge and jump down to find Ly
imprisoned inside a force field cocoon. But if she's been here for
days, she can wait a little longer - time for some collecting! Smash
the Cage (5) and get the various Lums in cells, in addition to one on
the bridge opposite Ly [39-44]. Climb the ladder to find more Lums in
cells on the second level [45-47] and climb the ladder for two more
[48-49]. Then go back down to the bottom and follow the greenish
corridor opposite Ly to come to a large room. Grab a Keg at the
entrance and proceed across the long pipe to come to the Machine that
Ly was talking about. It has three metal barricades on it - hurl your
Keg at one then go back for another. As you carry this one to the
Machine, Hover-Bombs will come out of it. When one gets close, throw
the Keg up in the air with X, shoot the bomb, then catch the Keg and
continue. Using this process, avoid the bombs and destroy the other two
Barricades, shutting off the Machine. You will return to Ly and she
will tell you that you must gather the Four Masks to reawaken Polokus,
the Spirit of the World, who can destroy the Pirates. She will
give you a Silver Lum, increasing your shot power. She will then
vanish, releasing a Purple Lum. Go back to the useless Machine, and at
the end of the pipe, cross the plank to the left and climb the ladder
to the circular walkway. Helicopter to another walkway to find another
Cage (6) and return to the prison room. Climb to the top level and
shoot the Lum to swing across. Go through the corridor, climb up
between the pipes [50-52] and exit the Pirate Fortress.
Outside, helicopter off the pipe [53-54] and land on another pipe [55].
Helicopter down further, grabbing another Lum off a pipe [56] and land
on another horizontal pipe, killing the Purple Pirate (notice they will
now go down in two hits) and cracking open the Cage (7). Helicopter
down to the wooden bridge at the bottom of the area, making sure not to
land in the polluted water. Run through the tunnel and Murfy will make
a reappearance, explaining that helicoptering in the air currents will
allow you to fly. Use the air currents to reach the top of the canyon.
Every air current has at least one Lum; some may have two. Some air
currents do not necessarily NEED to be used to reach the top, but have
Lums in them - so when you reach the top of a current, use the L1 and
R1 Buttons to pan the camera around and examine your options. Pirates
will sometimes parachute down - make destroying them your top priority,
since if they reach the ground they fire annoying energy spheres all
over the place. Finally, in some air currents the Lum is at the very
bottom, but you enter closer to the middle. In that case, press X to
briefly stop helicoptering and fall. When you touch the Lum, press X
again. When you reach the top, you should have obtained eight Lums [57-
64] if not, drop down and try again. At the top, use the two Purple
Lums to swing across to solid ground again [65]. Then, turn around. You
should see the two Lums you just swung across plus a third. Swing
across all three and you will come to a hidden cave (8) [66-69]. Then
swing back over to where you found the 65th Lum. Jump to the wooden
platform then turn around and smash open the Cage to free a Portal
Teensie. He explains that there is a Portal Teensie at the exit of
every world who will return you to a Stone Circle. He and Rayman both
do the stupid-looking Portal Dance, then you should jump into the
swirling door.
Level Totals - 1st Visit
------------------------
Yellow Lums - 69/80
Familiar Spirits - 8/10
Return With - Ly Shot Power (Purple Lum Swing Ability), Rain Dance
-----------------------------------------------------------------------
*****************
Levels to Revisit
*****************
New Power - Ly Shot/Purple Lum Swing Ability
Sections like this will appear throughout the guide. Every time you get
a new ability this section will detail which new Lums and Cages you can
get. You can revisit the level at any time in the game.
THE FAIRY GLADE - LUMS 70-73
-----------------------------
In the first section, go to the area just beyond the gate with the
teapot spewing sludge. You may notice that new pirates have appeared in
this area, as well as the small island at the start. Go up the ropes,
through the teapot, and out onto the metal walkway. From here you can
grab a Purple Lum hovering over the center of the lake. Swing from it
and get all the Lums hovering around it [70-72] then helicopter down to
a small ledge. Get on the barrel and ride it under the bridge [73] then
jump back onto the bridge, return to the start, and jump into the
entrance portal.
Level Totals - 2nd Visit
------------------------
Yellow Lums - 73/80
Familiar Spirits - 8/10
Return With - Rain Dance
-----------------------------------------------------------------------
!?!?!?!?!?!?!?!?!?!?!?!?!
PART THREE
OBTAINING THE FIRST MASK
!?!?!?!?!?!?!?!?!?!?!?!?!
***********************************
Mission 3: Free Bzzit in the Bayou
***********************************
----------------------
The Minisaurus Plains
----------------------
If you like, you can pay a visit to the Magic Well. If you followed the
guide, you should have 93 Lums, and if you already went back to the
Fairy Glade and got the newly available Lums, you should have 97. This
will allow you to purchase Rebound I, Accumulation I, or Run with Load.
I recommend you purchase one of the two former because not only are
they very useful but purchasing either of them will unlock a new
potential power, Rebound II or Accumulation II (depending on which you
bought).
Now leave the forest and go back out onto the plains. Go into the area
where the Minisaurus roam and look for a gap in the rock wall - there
will be an arrow sign next to it. Go through it and follow the path to
come to the Marshlands. Swing over onto the large bridge for two Lums
[22-23] but DON'T follow the bridge. Instead, swing over onto the large
tree [24] and enter the trunk.
---------
The Bayou
---------
Level Description: A slimy, boggy swamp filled with rickety bridges,
bomb-hurling warships and evil piranhas.
# of Yellow Lums: 50
# of Familiar Spirits: 6
Enemies: Purple Pirate, Zombie Chicken, Green Pirate, Yellow Pirate,
Robo-Gorilla
Revisit: Yes
Special Items: None
In a cinematic which takes place on the Prison Ship (it seems they have
taken on 3,730 slaves since you escaped) we learn that Admiral
Razorbeard is not pleased with his lackey's job. His task has so far
been to destroy Rayman, but he has failed miserably. The Admiral
commands him to send in the warships then swallows a Yellow Lum. The
Game Total of 1000 will now drop by one.
Jump on the barrel and ride it toward the ledge, shooting any Hover-
Bombs that come your way. When you are almost to the ledge, jump to get
a Lum [1]. Once you reach the ledge, jump over to the log for a Cage
(1) then ride the second barrel to the cave [2-3] and climb the rope
ladder. Get the Lums on the bridge and hit the switch [4-5] to lower
another section of bridge and make it possible to cross to the next
rope ladder [6-9]. Climb that, destroy the Purple Pirate and crack open
the Cage he was guarding (2) to release a Purple Lum. Swing over to the
barrel and ride it down the stream, moving to the appropriate side to
collect various Lums [10-13] and shoot any Zombie Chickens that arise
from the slime. At the end of the ride, jump to the log. Turn and
you'll see a Cage hanging from underneath. If you position yourself
right you can shoot it from where you are (3) and if you can't do that
you'll just have to helicopter down, hit it on your way, and return to
this area when you die. Helicopter down to the rickety bridge [14-17]
and continue to the solid ledge [18]. Hang off the side for another Lum
[19] and continue back onto the bridge. At the point where it turns,
swing from a Purple Lum [20] (there is another Lum [21] hovering higher
up and to the side) to a hollowed-out tree (4) then return to the
bridge and continue to the end [22-25]. Once you've reached safe
ground, turn the camera around to see another Cage hanging under the
bridge (5). Then enter the hollow tree.
Helicopter over to the log and run up to the end [26] and shoot the
piranha, then helicopter to the small ledge [27] and jump to the large
ledge [28]. Run up the sloped ground [29] and helicopter over the
slime. Defeat another purple pirate, jump across more slime, and you
will find Bzzit. He'll tell you of the pirates' impending arrival, and
sure enough, two green pirates appear. As you fight them, don't forget
to get the Lum on the mushrooms [30]. Take care of the green pirates,
followed by a pair of purple pirates. Then, it's time to meet your
first yellow pirate. If you get to close, he'll fry you up with his
flamethrower, and if you stand far away, he launches cannonballs which
explode and create temporary small fires on the ground. Hit him six
times and you'll free Bzzit. He flies off and tells you to meet him at
the Pier. Run across the wire bridge and jump to the wooden one. You'll
come to a hatch that drops exploding barrels. The barrels have a wide
blast radius, so stand well back. Once one falls, run past [31] and
wait for a second barrel to fall. Run past that and jump to another
bridge, this one with rolling barrels. These can easily be jumped.
There is a Lum at the beginning, one at the end, and one hovering in
the middle, which can be reached by bouncing off a barrel [32-34]. Jump
over some slime lakes to come to a ramp with barrels rolling down it.
Quickly jump to the very end to get the Lum, then jump off to the other
side as fast as you can [35]. You'll soon come to THREE barrel ramps in
a row, with a Lum at the end of each one - do not linger at all on any
of the ramps [36-38] except for the middle one. On this one, jump up
over the end, helicopter, wait for a barrel to roll underneath you,
then drop onto it to bounce to a hovering Lum [39]. When you reach safe
territory again, run around to the side of the rock to the left of the
bridge [40] to find a switch. Shoot it to extend the bridge. Run out to
the end of the bridge and swing over [41] to a hollowed-out tree. Trick
the Robo-Gorilla into falling into the bottomless pit, then run past
the point where it was. Hit the button and the laser gate will
temporarily be deactivated. You don't have time to wait for the
penduLums, so run a zigzagging course around them. Once you get through
the gate run ahead of the barrels until you get out of the tunnel, then
move out of their way. Run around the tree trunk that forms the left-
hand wall of the END of the barrel tunnel, then jump onto the small
tree branch. Shoot the final Cage (6) then helicopter off the end of
the branch to reach a distant Lum [42]. Now go to the large, curved
pipe. Bounce on the left-hand trampoline [43] then hit the Cage to free
a Portal Teensie. Bounce to the top of the pipe [44-45] and enter the
portal.
Level Totals - 1st Visit
------------------------
Yellow Lums - 45/50
Cages - 6/6
Return With - Rain Dance
**************************************************************
Mission 4: Obtain the Mask of Water and Ice at the Sanctuary
**************************************************************
----------------------
The Minisaurus Plains
----------------------
Leave the forest and cross over the bridge. Go straight ahead and when
you reach a stone ledge head down it to the Pier area. Go out on the
wooden dock and jump into the boat.
-------------------------------
The Sanctuary of Water and Ice
-------------------------------
Level Descripton: A mysterious island with a gateway to a strange,
arcane sanctuary.
# of Yellow Lums: 50
# of Familiar Spirits: 2
Enemies: Purple Pirate, Yellow Pirate, Green Pirate, Axel (Boss)
Revisit: Yes
Special Items: First Mask of Polokus
Jump out of the boat and smash the Cage (1) then go onto the beach and
fight two purple pirates. When they're gone, beat a green pirate, then
climb up to the top of the cliff [1-4] where there is a tunnel. If you
stand in the right position, just to the left of the tunnel mouth, you
will be able to hit the yellow pirate without him hitting back! Defeat
the purple pirate behind him then turn around and look out at the
beach. Drop down from the ledge in front of the tunnel to the ledge
just below it, then helicopter out over the beach [5-6]. Return through
the tunnel and dive into the pool. Swim through the underwater tunnel
[7-9] and jump out of the water into a secret cave [10-12] (2). Then
return to the main cave, jump out on the ledge and climb the rope
ladder [13-14]. Drop down, go up the stairs and helicopter out over the
water [15]. Drop in the water and you'll respawn by the stairs again.
Go up, get the Lum in the doorway [16] then defeat the green pirate
snoozing on the stairs. Walk out onto the rocky beach to find the
temple door. There are two glowing pyramids either side of the door -
don't worry about those for now. Instead, use the L2 Strafe move and
defeat the two purple pirates and the yellow pirate guarding the door.
Now go up the stairs to the right [17], past the barricaded door, to
find a keg dispenser. Take a Keg and blow up the door you just passed.
Go inside to learn about Magic Spheres, then pick up the Yellow Sphere,
take it outside, and throw it on the yellow pyramid. Then take another
keg and blow up the barricaded door on the other side of the temple
door. Go in and get the Blue Sphere, then take it outside and throw it
on the blue pyramid. The Sanctuary of Water and Ice will now open. Go
through the stone corridor to come to the first room in this level that
looks like it belongs in a temple. Run up the ramp and get ten Lums
[18-27] then enter the dark door.
You will now have to slide through the Sanctuary itself. The slide is
very self-explanatory, the jumps are mainly easy, and the Lums [28-44]
are pretty hard to miss. When you reach the end, it's time for...ba da
dummm...the first boss!
-----------------------------------------------------------------------
**********************************************************
Boss 1: Axel, Guardian of the Sanctuary of Water and Ice
**********************************************************
Description: The first Guardian Brother is dark blue and has power over
ice.
Health: 1
Difficulty: *
Attacks: Ice Shard
This giant, floating menace may look tough, but he's a pushover. At the
start, the game shows you not-so-subtly how to kill him. First, the
arena. Your starting platform is at the top of a ramp which leads down
into a small pool. From this pool, another extremely slippery ramp
leads up. Touch this ramp at any point and you'll fall into the pool
and be forced to return to the starting platform.
Now, the battle. Axel hovers just beyond the first Purple Lum. Swing
over to him, and he'll move to just beyond the second Lum. Continue
doing this until he's under the giant icicle. For this whole battle,
he'll be firing ice shards. If one hits you you will not only take
damage but also fall onto the ramp and slide into the pool. This will
cause Axel to go back to where he started, forcing you in effect to
begin the battle again. Once Axel is under the icicle, shoot it once
and it will fall on his head and destroy him instantly. You'll fall
back to the start and he'll release a Purple Lum.
-----------------------------------------------------------------------
Swing across the Lums again, and this time use the one Axel left behind
as well. Helicopter to the end of the river, then run up the ramp for a
Lum [45]. Now run through the waterfall and the long corridor. Rayman
will find a mysterious pedestal, and he will discover that he has the
power to open it. It will release the First Mask, and when Rayman
touches it he is warped to the Dream World where Polokus is. Polokus,
not satisfied, will tell Rayman to get the other three masks, and sends
him back to the Stone Circle.
Level Totals - 1st Visit
------------------------
Yellow Lums - 45/50
Familiar Spirits - 2/2
Return With - Globox Shot Power
!?!?!?!?!?!?!?!?!?!?!?!?!?
PART FOUR
OBTAINING THE SECOND MASK
!?!?!?!?!?!?!?!?!?!?!?!?!?
*****************************************
Mission 5: Meet Clark at the East Plain
*****************************************
----------------------
The Minisaurus Plains
----------------------
Look at the first walkthrough section for The Minisaurus Plains in
order to find out where the East Plain is. Return there and now,
instead of pirates, you'll find frolicking babies. Clark will tell you
to follow him, but first, there are Lums to be collected. There are two
around the left-hand wall of the area [25-26] two to the left of the
ridge Clark runs up [27-28] and two which can be obtained by hitting a
button and opening a gate in the pirate building [29-30]. That's all
the Lums in the level! When that's done, follow Clark up the ridge.
When you get to the bridge, Clark will smash through the gate. Go
through the Clark-shaped hole to enter the next Hub.
*******************************************
Mission 6: Find Clark in the Menhir Hills
*******************************************
---------------
~HUB LEVEL~
Globox's House
---------------
Level Description: This region has many mountains and its own
underground cave system. Your friend Globox, his wife, and their babies
live and play soccer here.
# of Yellow Lums: 30
# of Familiar Spirits: 0
Enemies: Red Pirate, Robot Pirate Battalion
Revisit: Yes
Special Items: None
Clark has gone off to the Menhir Hills without you, but before you join
him, you should explore the newly unlocked territory. There is a lot
more to this hub than you can see the first time through, but get what
you can for now. Cross the first bridge and you'll find a rock, which
is where Ly is located. Cross the second bridge and the grassy ledge.
The third bridge leads nowhere for now, so go down to the left and find
the Stone Circle. Right now only one portal is here: the one leading
back to the Minisaurus Plains. Cross to the other side of the field
where the Stone Circle is. The left-hand path leads to the Magic Well,
and the right-hand path leads to Globox's House. Visit the House and
you'll find a bouncing baby, three crying babies, and Uglette, who begs
you to find Globox. Jump on the wooden elevator and select "Use
Elevator" to go down into the caverns.
The right-hand path leads nowhere until you get the power to fly over
lava, so take the left path [1-4] until you come to an arrow sign
labeled "Sanctuary of Stone and Fire". Follow it and cross over the
bridge [5-8]. You will now come to a stone tunnel. At the other end, a
large tentacle blocks your way to the Sanctuary, so head back to the
Sanctuary arrow sign and take the left fork. Follow the trail of Lums,
grabbing one in the air [9-12] then go down the ramp to the beach [13-
14]. Avoid the spotlight, which will sound the alarm and wake up the
sLumbering Red Pirates if you step into it. You won't be able to enter
the door they are guarding until later on in the game. Obtain three
more Lums on the beach [15-17] then head back to the elevator. Return
via the Stone Circle and the bridges to where you entered this level
from the Minisaurus Plains, and follow the stone path into the wooden
pirate structure.
-----------------
The Menhir Hills
-----------------
Level Descripton: A mountainous area populated by dozens of menhirs and
the Walking Shell population. Also home to a pirate training school.
# of Yellow Lums: 50
# of Familiar Spirits: 8
Enemies: Walking Shell, Green Pirate, Purple Pirate, Thorny Vine
Revisit: Yes
Special Items: Password to the Cave of Bad Dreams
The everpresent Murfy will descend upon you as soon as you enter this
level, warning of the dangers of the Walking Shell. But Murfy worries
too much, since the shell is separated from you by a field of thorns,
right? Wrong. It seems that shells can cross over thorns, and this one
makes a beeline for you. Although you will need it later, allow this
shell to plow into a menhir - you have some collecting to do in this
area, and the missiles regenerate indefinitely. The tree to the right
of where you started has a Lum behind it, and there is another one
behind a nearby menhir [1-2]. There is also a switch behind the menhir.
Hit it to open a trapdoor on the other side of the area. Jump into an
underground tunnel to find the first Cage (1) and several Lums [3-7].
Climb on the cobwebs back to the surface. When the new shell charges at
you, run away for a while to tame it, then leap on and ride your
bucking bronco across the thorns. Once you're across, point the shell
toward the door with the metal barricade, and hop off. The shell will
hit the door and blow it up, revealing a Cage (2) with no damage done
to you. Get another Lum [8] and jump over the railing [9]. The carpeted
stairs lead directly into a classroom of the pirate academy [10]. Take
out two green and two purple pirates, and enter the adjoining room.
Beat the purple pirate guard and collect the spoils of this room (3)
[11). You won't be able to pass the laser gate until you have the Rain
Dance power. Re-enter the main classroom and drop into the large hole.
Another shell awaits, but first, get the Lum behind the tree [12] and
bounce on the two purple mushrooms. Swing over to the balcony [13] turn
around, and shoot the Cage (4) through the hole in the tower-like
structure. You need to jump and aim carefully for this one. When you
get it, jump down, tame the shell, and prepare for a rather long ride.
There are a total of 11 Lums on the course [14-24] but they are always
very easy to see and the only way you should miss one is if you go to
fast and pass it by. The first part of the course (after the obligatory
thorn patch) is a short, straight tunnel. Grab the Lums and avoid the
thorny vine which pops up on the left side. You will now come out onto
the bridge. The right-hand fork has boxes which you must weave around,
but it itself is straighter and has a solitary yellow Lum. On the other
hand, if you have the Lum already, you have the option of going left
along the curved path, which has a couple of red Lums but no yellow
ones. You need to accelerate (with the [] button) to get over the gaps.
Once over the bridge, enter the second tunnel. This tunnel has a few
slight curves, more thorny vines sticking out of the walls, and the
last few Lums of the shell ride. At the end of the tunnel, ride up the
ramp, point the shell toward the door, and jump off, blasting the
barricade into oblivion. But if the shell misses, have no fear. At the
ground level a keg dispenser can be found to blow that pesky roadblock
off the face of the Earth. Once beyond the door [25] you will come to a
guard who's asleep on duty. Shoot him from a distance to destroy him
without even waking him up (and they call this the "Elite Troop
Training Center"?) then flip the switch and go through the skull door.
In a cinematic, Rayman finds Clark in a room full of pirate fragments.
Clark has a seriously upset stomach, and asks if Rayman would retrieve
an Elixir of Life from the Cave of Bad Dreams to revitalize him. The
password is "The Cave of Bad Dreams" which is almost as bad a password,
considering the circumstances, as "Let me in." Obligingly, Rayman exits
the level.
Level Totals - 1st Visit
------------------------
Yellow Lums - 25/50
Familiar Spirits - 4/8
Return With - Elixir of Life, Rain Dance, Globox Shot Power
************************************************
Mission 7: Obtain the Elixir of Life for Clark
************************************************
---------------
Globox's House
---------------
You don't even have time to say "hello" to the Teensie King. Just enter
the portal to the Minisaurus Plains.
----------------------
The Minisaurus Plains
----------------------
Remember that swampland area? Well, head down out of the circle, follow
the arrow signs over the bridge, cross the plain, and return there. New
not-so-subtle landscape features, such as a heavily-armed purple pirate
guarding the entrance to the swamp, will attempt to end your quest in a
rather painful way, but press on and swing across the rings to the
large bridge entering the tree trunk. Enter...the Marsh!
-------------------------
The Marshes of Awakening
-------------------------
Level Descripton: A dank, murky bog (what else is new?) whose waters
are so toxic that swimming is absolutely out of the question. To make
matters worse, bombs, piranhas, pirates and a huge lake monster inhabit
the area.
# of Yellow Lums: 50
# of Familiar Spirits: 4
Enemies: Piranha, Zombie Chicken, Lake Monster, Gunboat
Revisit: Yes
Special Items: None
Cross over the opaque water on the oversized lilypads [1-3] then swing
across the hanging rigging [4-5] to the rickety jetty, where a Green
Lum sits. Shoot the extra large Cage to free Ssssam, the marsh
ferryman. He invites you to shoot him. Humor him, and all of a sudden
you are being dragged across a toxic lake at very high speeds as all
sorts of obstacles rise up around you. Grab all the lums in the tunnel
[6-110, including one hovering over a small rock at the beginning of
the tunnel which you need to jump for, as well as a Cage (1). Avoid the
Lake Monster by bouncing off the large rock in front of him and
grabbing the Lum in the air [11] and jump directly on top the next Lum
[12]. In doing this, you will also activate a switch (if you miss, you
can crash into a zombie chicken on purpose and try again). Pick up the
chain of Lums [13-16] - which, incidentally, only appear when you hit
the switch - then move as far left as the connection with Ssssam will
allow to dodge the zombie chicken. Then, move as far right as you can
to avoid the next one, and then left again to sideski the final one.
Ski into the gap between the crates and pick up two Lums [17-18] then
avoid the Lake Monster again. Ssssam will begin to go around and around
a hill in the center of the area. There are total of seven Lums [19-25]
around this hill, as well as the remaning three Cages (2-4). To break
the Cages, all you must do is smash directly into them. You may not get
everything on your first go-round, but don't worry, since Ssssam will
circle the hill again. Once he's gone around several times, he will
enter a hole in the side of another hill.
Swing around the posts, avoiding the bomb [26-27] then slide up the
ramp and jump onto the wooden bridge. Your connection will be severed,
so quickly run along the bridge [28-31] then jump off the end and
activate your helicopter. As you fall, shoot Ssssam to reattach
yourself to him. Leap over the wall of bombs [32] then slide up and off
the ramp by the Lake Monster [33-34] and grab a Lum next to said
monster [35]. Ssssam now will idiotically carry you into the line of
fire of a Gunboat. Bounce off the large rock for two Lums [36-37] and
take the two Lums next to the boat [38-39]. Finally, snatch the Lum on
the fishing line right out from under the Gunboat operator's nose [40].
Swing out to the right for another Lum [41]. Avoid the wooden poles
[42] then go off the ramp over the seething Piranha feeding frenzy
[43]. Ssssam will now pull you straight over to the bridge. In a
cinematic, watch the tearful farewell, then go to the end of the bridge
[44] then jump from the lilypad [45] to the outcropping of rock [46].
Jump over to the small, concealed bridge and pick up the final four
Lums of the level [47-50] and return all the way back to the bridge. At
the mouth of the cave, free the Portal Teensie, and do the dance with
him, but DON'T enter the Exit Portal. Instead, go to the back of the
cave, where the Guardian of the Cave of Bad Dreams beckons...
-----------------------
The Cave of Bad Dreams
-----------------------
Level Descripton: This quintessential "nightmare level" boasts bones,
ghosts, demons, and poisonous purple slime galore.
# of Yellow Lums: 0
# of Familiar Spirits: 0
Enemies: Grabbing Arm, Fire Ghoul, Shadow Creature, The Guardian of the
Cave of Bad Dreams (Boss)
Revisit: No
Special Items: The Elixir of Life
The Guardian's mysterious scepter deposits you on a bridge made from a
gigantic spinal column. Get used to it - you'll be seeing a lot of
things like this. Swing over on the Purple Lum to the whitish-purple
ledge, and jump to where the Green Lum is. Cross over the nice, handy
skulls which fall from the ceiling into the goo, then jump onto the
bone-covered wall. Jump over a few more skulls, then cross the pillars
to a ledge where a Grabbing Arm awaits. Just shoot it, and stroll on
by. Swing to a wall of bones, and pull yourself over to a narrow
bridge. From here, helicopter to the bone-covered column. It will begin
sinking, so quickly climb to the top, and swing to the bones on the
next one. Climb this one, too, and helicopter to the third. From the
top of the third column, jump to a stable ledge. Follow the tunnel,
merrily blasting a few Grabbing Arms on your way, and climb up between
the two walls as soon as they come together. From here, walk to the end
of the narrow bridge and helicopter out over the abyss. Ignore the
empty ledge and the ledge with three fire ghouls, and land instead on
the ledge with a Yellow Magic Pyramid, which is patrolled by two
ghouls. Defeat them both, and the second one will drop a Yellow Magic
Sphere. Place it on the pyramid and the platform under it will rise up.
Drop through the hole onto a Green Lum, and continue into a room full
of Shadow Creatures. Don't bother trying to exterminate them all, since
they regenerate out of a dark hole in the wall. Instead, climb onto the
high ledge on the left, taking note of the ugly mask on the wall with a
Magic Pyramid either side. You will now reach another Green Lum, and a
fork in the road. Keep in mind that these two paths can be traversed in
any order.
-----------------------------------------------------------------------
Left Fork
----------
Cross over the skulls. The final one will be lifted up by a helping
hand to the level of the revolving rocks. Cross over the first one to a
ledge, then jump to the second, and from there to the Blue Magic
Sphere. Throw the sphere onto the revolving rock, then jump onto the
rock yourself, carry the sphere to the end, and throw it on another
ledge. Throw the sphere to another spinning rock, jump over, carry it
to the end, and toss it to yet ANOTHER waiting ledge. From here, throw
it to the ridge at the entrance and helicopter down there. Carry the
Sphere to the Pyramid by that mask and throw it over.
Right Fork
-----------
Use the Purple Lum to swing over to a helping hand, which will
transport you via a skull platform to another Purple Lum. Swing over to
the small columns and Green Lum, then ride the hand to a cluster of
platforms guarded by more Shadow Creatures. Cross to another skull
which will lift you to the Yellow Magic Sphere. Throw it to the
adjacent outcropping, and from there to the ledge early on in the area,
just before the first moving skull. From here, throw it to the
entrance, and carry it past the fork to the Yellow Magic Pyramid.
-----------------------------------------------------------------------
With both Magic Spheres in place, the mouth of the Cyclops-esque mask
will open wide. Jump in, shoot the fragile green crystal, and drop into
the narrow pit.
In a cinematic, the Guardian will appear and state that "your trips
ends here!" Jump onto the slime and start sliding. If you run into a
wall, slow down too much, or get hung up on a rock or a crystal, the
Guardian will eat you alive. At the beginning of the slide, hang right,
and shoot all the green crystals to the right side of the rock. Slide
past where they were, and continue to slide, jumping over pits (jump
when you hit the edge of the platform, and helicopter if necessary) and
shooting any crystals in your way, until you get to another fork. Shoot
any crystals blocking the right-hand path, and take it. After a little
more sliding, the Guardian's teeth will vanish from the screen, and you
will be victorious...or will you?
-----------------------------------------------------------------------
************************************************
Boss 2: The Guardian of the Cave of Bad Dreams
************************************************
Description: An oversized Fire Ghoul with one eye, a purple hat and a
skull staff.
Health: 7 (any time Rayman gets too close to the Guardian, forcing him
to flee to another platform, does one point of damage)
Difficulty: *
Attacks: Flame Breath, Flying Skull
The Guardian will begin the fight by blasting you with three clouds of
fire, one after the other, from the other side of a large, slime-filled
gorge. Simply run around the column you are on to dodge them. He will
now start creating skulls, and sending them over the gorge to you. When
one gets close, shoot it to stop it and then jump on. If the skull hits
the column or another skull without being stopped, it will sink, but
once stopped it will only disappear once you've crossed all the way
over to the Guardian. Once you are on a skull, shoot the next one that
comes, and keep doing this until you have successfully formed a bridge
to the Guardian. Once you get to his ledge, the supposedly "terrifying"
Guardian will flee from you. The camera will rotate, and you will see
him bouncing on the column that you were previously on.
He will blast you with three more fire clouds, then start sending
skulls again. Cross over to him and he will flee to another pillar on
the other side of another large gap. This time, he will shoot six
fireballs before he starts launching skulls. Cross to him, and he will
flee yet again. Take the Green Lum.
On his next pillar, the Guardian has unlimited fireball power. You must
cross over on the Purple Lums, then jump to the bones on the side of
the column and climb up. The Guardian will jump to a ledge, shoot three
flame clouds, then jump again to a very distant pillar. He will begin
shooting skulls at once, but you can use them to cross only as far as
the long ledge. Once you reach it, run to the end. The Guardian has
unlimited firepower here, so you must avoid the flames carefully as you
jump across the small pillars to reach him.
Perhaps the Guardian's flame supply is now exhausted, as he sends
skulls at you right from the off. Cross over to where he is. Finally,
you will be confronted with a VERY long chasm. Cross over it all the
way (the Guardian sends skulls right from the beginning) and, when you
finally reach him, he will sink into the ground and disappear.
-----------------------------------------------------------------------
Follow the short, twisting path to a vast cavern. In a cinematic, the
Guardian will concede defeat and surrender to you the right to take
away all of the gigantic heaps of golden coins surrounding you. Of
course, you have a choice to make. Selecting "I want the treasure!"
will show you a cinematic of a bloated Rayman sitting on a deck chair
on a desert island with all of the gold, surrounded by a cold, dark,
lifeless sea containing nothing but icebergs. (After this, you will be
given the opportunity to choose again.) But, being the noble hero, you
should choose "No treasure for me!" This, of course, turns out to be
the correct answer. You will be returned to the end cave of The Marshes
of Awakening, and presented with a bubbling skull mug containing the
Elixir of Life.
Level Totals - 1st Visit
------------------------
Yellow Lums - 0/0
Familiar Spirits - 0/0
Return With - N/A
************************************************
Mission 8: Deliver the Elixir of Life to Clark
************************************************
-------------------------
The Marshes of Awakening
-------------------------
Technically, you never finished this level. Remedy that by returning to
the green-tinted cave and entering the Exit Portal you made such a long
time ago.
Level Totals - 1st Visit
------------------------
Yellow Lums - 50/50
Familiar Spirits - 4/4
Return With - N/A
----------------------
The Minisaurus Plains
----------------------
If you haven't done it recently, pay a visit to the nearby Magic Well
and see what you can purchase. When you are done with that, go back to
the Stone Circle and return to Globox's House.
---------------
Globox's House
---------------
Enter the portal to the Menhir Hills.
-----------------------------
The Menhir Hills (revisited)
-----------------------------
This guide for the Menhir Hills will pick up where the last one left
off. You just need to get to Clark in the exact same way you did
previously. Look at the Menhir Hills guide above if you can't remember
how to do that.
Rayman presents the Elixir to Clark, who drinks it and feels
immediately energized. He charges through the wall, leaving a Clark-
shaped hole behind him. Before you follow him, though, go down the
stairway to the left which Rayman used to leave the level before. It
leads to an area with a bunch of Lums, yellow and red [26-28]. When
you're finished, follow Clark through the gaping hole in the wall. Just
down the hallway you'll come to a room with a spiked steel gate that
even Clark cannot penetrate. Jump on the crate in the corner and rotate
the camera (if it doesn't happen automatically) to see a Purple Lum
hovering there. Swing on it and then jump and grab another one. Turn
around so you're facing the other way, then jump and shoot a third.
You'll see a ledge with some sacks and barrels, but ignore it for now.
Turn around and grab a fourth Lum, which will get you to a ledge with a
Cage (5) and Lum [29]. Now return to that other ledge and drop through
the miniscule hole. Hit the switch to open the gate for Clark. He will
smash through a thick wooden door, opening up a small room with a
narrow stairway. Clark is too wide to fit on the stairs or through the
door, so you must continue on your own.
Jump onto the stump [30] and swing over to a Cage (6). Then, jump down
and go to the alcove at one end of this elongated area. Climb the vine
ladder [31-32] and jump to the ledge with a Lum [33] and a Cage (7) at
the top. Now, go and tame the shell. This shell ride is the longest
yet, so be ready. The entrance to the course is the vine-draped doorway
in one of the longer sides of the area. The first part of the course is
a narrow tunnel containing three Lums [34-36] and giant menhirs which
rise out of the floor. To avoid them, simply move over to the side of
the tunnel where the next Lum is - the menhirs always rise up opposite
Lums. Once you come out of the tunnel, you will find yourself in a
steep valley littered with menhirs. There are two Lums, both on the
left side [37-38]. The last three Menhirs all fall over and attempt (if
rocks can "attempt) to crush you. The first falls forward, so simply
ride to the left, but the next one falls to the right, directly in
front of you. Swerve to the right around it and then immediately left
again to avoid the final, left-falling menhir. Swerve back to the right
again in order to make it onto a wooden bridge [39-40] that was
entirely blocked by that last menhir - this maneuver is harder than it
sounds, since there is only a tiny strip of land between the menhir and
the bridge. On the other side of the bridge is a narrow strip of grass
[41-44] with stationary (they wobble, but only fall once you're well
past them) menhirs at the edges. Once you're over that, a cutscene
begins. Rayman and the shell ride over a cliff, and both together fall
into the Exit Portal.
Level Totals - 2nd Visit
------------------------
Yellow Lums - 44/50
Familiar Spirits - 7/8
Return With - Rain Dance, Globox Shot Power
**************************************
Mission 9: Free Globox in The Canopy
**************************************
---------------
Globox's House
---------------
Return to the regular (non-Stone Circle) entrance to the Menhir Hills.
Here, you will find the shell that you rode into the portal in that
level. It's already tame, so jump on and ride it across the bridges.
When you get to the Stone Circle area, DON'T ride the shell down to the
Circle. Instead, continue across the final bridge. In a short cutscene,
the shell will blow up the boulders in the cave, allowing you free
passage to the next level.
----------
The Canopy
----------
Level Description: A level high in the nighttime mountains, with
abundant trees and plant life.
# of Yellow Lums: 50
# of Familiar Spirits: 3
Enemies: Mega-Tarantula, Purple Pirate, Green Pirate, Pirate Warship
(Boss), Yellow Pirate
Revisit: No
Special Items: Silver Lum (Globox Shot Power)
You barely have to walk twenty feet for the dangers of this level to
begin to attack. A large Mega-Tarantula drops down on you from the
ceiling. Of course, you can fight and defeat it, right there in that
narrow tunnel, but the best thing to do is: RUN! Go out to the edge of
the void beneath you, and swing onto the large web. Climb around,
gathering Lums, and when you reach the seventh one [1-7] jump out and
grab the Purple Lum. Swing around on that Lum, grabbing all the Yellow
Lums in reach [8-11] and then jump down to the ledge at the entrance,
shooting the cage (1) as you fall. Return to the web, and jump past the
Mega-Tarantula if it is in your way. Climb the rest of the way along
the web [12-22] until you reach a ledge above where the first Cage was.
Run along the tunnel, and shoot the next Cage (2) as you jump to the
web on one wall of the pit. The Mega-Tarantula will fall in the hole,
and you have a brief respite before it returns. Climb out of the pit
and jump into the hole with the floating arrow above it to be rid of it
for good.
Cross the bridge to your right [23-24] and you will find your path
blocked by a Laser Gate. On the way back across the bridge, helicopter
out over the pit for a Lum [25] then speedily about-face, helicopter
back to the bridge, hang on, and pull yourself up. Cross the bridge
that was in front of you when you entered this area. Turn the Purple
Pirate that appears into scrap metal, then jump to the large mushroom
[26] helicopter out over the gorge [27] and swiftly turn right and grab
the bridge. Ascend to the sign, which explains about Public Enemy #2,
then proceed to the end of the small bridge [28]. From here, you can
shoot the switch by the cell door, freeing Globox. Return to the Laser
Gate and Globox will jump down and rain dance the gate. Jump into the
narrow pit [29] and have Globox follow. Collect the Lum [30] hiding
behind the mushrooms, the two [31-32] either side of the small plant,
and the one [33] tucked away in a dark corner. Lead Globox over to the
plant and he will rain dance it. It will grow and summon a floating
flower. Jump on the flower and then leap directly up from it [34]. The
flower will move across the chasm [35-36]. On the other side, take the
Lum [37] and shoot the Barricade to create a bridge for Globox. Head up
to where the large flame is [38] and wait for him. When he gets to
where you are, he will rain dance the fire and you can go and take the
Green Lum beyond it. Enter the narrow passage and a Purple Pirate will
attack. Globox will hide, terrified, in an alcove. After you defeat the
pirate, a cutscene will begin. Rayman comforts Globox, who suddenly
remembers the Silver Lum he has and gives it to Rayman. It grants
Rayman his strongest shot of all - the Globox Shot, which gives your
fist the ability to shoot a red orb of energy three times as powerful
as the Ly Shot. The wooden gate opens, and Rayman and Globox go
through. Rayman automatically collects a Lum [39]. Suddenly, a giant
Pirate Warship attacks. Globox runs and hides again, leaving Rayman to
fight the threat.
-----------------------------------------------------------------------
**************************************
Boss 3: The Pirate Deployment Warship
**************************************
Description: A large, flying pirate ship with a glowing target on the
back.
Health: 6
Difficulty: *
Attacks: Green Pirate Parachute, Purple Pirate Parachute
This airborne menace cannot attack directly, but it can drop squad
after squad of pirates on you. Take the Lum in the middle of the
battlefield [40] and wait for the attack. The ship has a predictable
pattern. It flies clockwise around the mountain in front of you, then
comes toward you, drops three Pirates, and flies off the screen. It
then returns to the screen going the opposite direction, drops three
more Pirates, and heads off around the mountain again. The squad of
Pirates it drops can be composed of any combination of Green and Purple
Pirates. Although both types can take only one hit with your newly
upgraded fist, you should still gun for Purple Pirates first since the
blast from them is so much larger.
The ship is only vulnerable as it flies away from you toward the
mountain. When it does this, the flashing red target on the stern of
the ship is visible and exposed. When it appears, you should make it
your #1 priority to hit the ship (you can actually hit it anywhere on
the stern as long as the flashing target is visible) as this will not
only damage the ship, it will also give you a free Red Lum. With six
hits, the Warship will explode, although you may still have to deal
with any remaining Pirates on the ground.
-----------------------------------------------------------------------
Go find your cowardly friend hiding further back along the path, and
bring him to the Laser Gate. When he short-circuits it, go through [41]
to face three more Pirates - a Green Pirate, followed by a Purple
Pirate, followed by a Yellow Pirate (which now takes only 2 hits to
defeat). Once they are all history, bring Globox into the next large
area. Climb up onto the crates [42], swing over, and shoot the final
Cage (3). Go back to the Purple Lum again and swing over to the roof of
the Pirate structure [43-47]. Jump down to the ground, and bring Globox
to the plant [48-50]. He will rain dance it, growing it into a large
bush. Hide inside the bush by jumping into it, and step into the
spotlight. You will be identified as "harmless" and the door to the
small Pirate fortress will open. Smash the cage, do the Portal Dance,
and get out of here.
Level Totals - 1st Visit
------------------------
Yellow Lums - 50/50
Familiar Spirits - 3/3
Return With - N/A
-----------------------------------------------------------------------
*****************
Levels to Revisit
*****************
New Power - Globox Shot
THE SANCTUARY OF WATER AND ICE - LUMS 46-50
---------------------------------------------
Go to the beach area (with the Sanctuary door). On the raised wooden
dock section is a doorway to a small room containing a cannon. Shoot
the fuse of the cannon to ignite it, blowing open the door and
revealing the last five Lums of the level [46-50].
Level Totals - 2nd Visit
------------------------
Yellow Lums - 50/50
Familiar Spirits - 2/2
Return With - N/A
THE MENHIR HILLS - LUMS 45-46 AND CAGE 8
------------------------------------------
In the area with the "Elite Troop Training Center" (just after the
second Shell ride) there is a small door in the base of the building.
Go inside and shoot the torch to light it. Go to the nearby Keg
Dispenser and take a Keg. While carrying it, walk into the torch to
light the Keg. Fly across the pit, then let go. Pick up another Keg,
stand under the Cage (8), and throw the Keg directly upward to break
the Cage. Also, be sure to collect the two Lums [45-46]. Light the
torch, fly back over the pit, and complete the level normally.
Level Totals - 3rd Visit
------------------------
Yellow Lums - 46/50
Familiar Spirits - 8/8
Return With - Rain Dance
-----------------------------------------------------------------------
******************************************
Mission 10: Free Carmen in the Whale Bay
******************************************
--------------
Globox's House
--------------
Go to the garden where Globox's children are playing, and speak to the
baby who is all by himself near the well. He tells you to take him to
the cave, so pick him up, go to the well, and descend underground. Go
out to the gloomy beach where the sleeping Red Pirates are. Your
objective here is to place the baby into the hole without waking the
Red Pirates. This is, however, extremely hard to do. You must push the
control stick forward only slightly in order to move at a snail's pace
and, above all, AVOID THE RED SPOTLIGHT. If you wake the guards, the
baby will run to safety and you must take them both out. They both take
six hits and fire missiles constantly. Once the baby is in the hole,
the skull doors will open. Go through them to the Whale Bay.
---------
Whale Bay
---------
Level Description: A gloomy, cloudy beachside area with imposing stone
cliffs and an extensive underwater cave system.
# of Yellow Lums: 50
# of Familiar Spirits: 3
Enemies: Electric Barrel, Piranha, Red Pirate, Yellow Pirate, Walking
Shell, Robo-Gorilla
Revisit: Yes
Special Items: None
Follow the hallway to the large aquarium. There is a winding corridor
to the left, but it just leads to another part of the same pool. Jump
in the water, and dive to the very bottom. Collect a Yellow Lum in the
treasure chest [1] then swim up and surface in the other tank, at the
other end of that corridor. An Electric Barrel is waiting beside the
tank, so you need to be quick. Jump out of the water and hit the
switch, then swiftly run through the now-open door out onto a net.
Cross the net and jump down to the bridge, then cross the bridge to
another net. Jump up to the underside of this one, and swing across it,
collecting four Yellow Lums [2-5] and a Golden Fist. Piranhas will
periodically leap up and sail along the path created by the Lums, so
just move to one side and wait if you see one. When you are finished on
the net, drop down and jump on top of it. Cross it into a large room
with two patrolling Red Pirates, one on the high ground and one on the
low ground by the wrecked ship. Use your Golden Fist and take them out
easily. Jump onto the barrels next to the stern of the ship [6] and
climb up the rope ladder [7] into the cabin. From here, helicopter out
of the small window onto the roof of another building [8-9]. Shoot the
switch, then jump down and run through the deactivated laser door,
which reactivates as soon as you get through. In this extremely narrow
hallway, bounce off the tops of the rolling barrels, or just jump over
them as they come [10-14]. Walk to the end of the bridge and jump into
the shallow water. Defeat the Yellow Pirate sleeping on the small
island - he will come after you with his hook, but lock on to him and
keep backing off and he won't even touch you. Then, go to the small
alcove and pick up a Keg from the dispenser. Throw it at the metal
barricade on the door in the small building to gain access to a Cage.
Break it (1) and you get not only a Familiar Spirit but a Purple Lum as
well. Jump onto the higher palm tree via the lower one, swing to the
balcony, and enter the corridor.
Murfy will tell you more about Carmen. When he's done, dive into the
lake. In the left-hand cliff, underwater, are two force fields - one
imprisoning Carmen and the other blocking the path onward in the level.
Approximately between the two gates is a Lum [15] near the bottom. In
the far right corner of the lake are two clams which open and shut
repeatedly. One contains three Lums [16-18] and the other contains one
[19]. To get the Lums, dive down, swim into a clam just as it opens,
collect the Lums, and resurface as fast as you can for air. If the clam
traps you inside, you will be killed. Once you have the Lums in one
clam, dive again for the other. When you have plundered both clams of
their booty, swim over to a bridge high on the cliff face. Dive down in
this area and swim into the underwater tunnel [20], surfacing in a
small room. Climb onto the low ledge, then turn around and jump up to
the higher ground opposite. Collect the two Lums [21-22] and enter the
slanted corridor (it's on your right when you're facing the shelf of
barrels). Follow it all the way to a large room [23-24] and go to the
very end of the room. Climb the stairs onto the grate, and hit the
switch. This switch deactivates the two forcefields you saw earlier,
freeing Carmen, and it also activates a Shell Portal. Get on the Shell
and ride it up the slanted corridor. When you come to the small room
with the pool of water, press [] to accelerate over the gap, and
continue up the passage. Jump off and the Shell will destroy a metal
Barricade. Beyond this are several Red Lums, as well as a Cage (2). At
the end of this room is a doorway leading to the bridge you saw
earlier. Jump into the pool below. Dive down to where Carmen is, and
follow her through the tunnel, picking up Air Bubbles to avoid running
out of breath. Eventually, you'll come to an area full of seaweed, and
Rayman will automatically enter the next tunnel.
In this tunnel, Piranhas will be following Carmen, attempting to get to
the Air Bubbles before you do. Shoot the Bubbles as they get near to
drive them away. After a short trip, you'll come to a circular area.
Fill up your breath from the Bubble Stream by the wrecked ship, then
enter the small, camouflaged tunnel near the ground (it's on your left
as you enter the circular cave, and there is a bubble stream in the
entrance). Swim to the end of the tunnel, then surface and bounce on
the trampoline for four Lums [25-28]. Return to the circular cave, fill
up your air again, and enter the ship [29-30]. When you see a large red
arrow, swim up and surface. Exit the door in the hull to find yourself
in a large, secluded, quiet area. Drop onto the large rock and climb up
the deck of the ship. Climb the rigging and walk across the crossbar of
the mast [31-33] to a Purple Lum. Swing over and helicopter into the
shattered crow's nest to find the level's last cage (3). Then go to the
high end of the crossbar and helicopter to the slide. Slide down,
collecting all the Lums, as well as the Lums on the pinkish ledge [34-
43]. Climb down into the small cave, and defeat the Robo-Gorilla there.
Pick up the Lums [44-46] and smash the Portal Teensie's cage. Climb the
ladder again and enter the small room with the Portal Stone. Exit the
level.
Level Totals - 1st Visit
------------------------
Yellow Lums - 46/50
Familiar Spirits - 3/3
Return With - Lava Flight
*****************************************************************
Mission 11: Obtain the Mask of Stone and Fire at the Sanctuary
*****************************************************************
---------------
Globox's House
---------------
Go to the Globox Garden and speak with Globox. He will start following
you again, like he did in The Canopy, so lead him to the well. Go down
into the cave, and take the left-hand fork. Follow the sign to "The
Sanctuary of Stone and Fire" and cross the bridge. Jump over the gap
and have Globox do the same. Have him rain dance the plant, then use
the flower platform to ride up to the Sanctuary entrance.
---------------------------------
The Sanctuary of Stone and Fire
---------------------------------
Level Description: An extremely long level filled with fire, lava, and
terrifying traps, all culminating in the obtaining of the Second Mask.
# of Yellow Lums: 80
# of Familiar Spirits: 8
Enemies: Yellow Pirate, Purple Pirate, Robo-Gorilla, Shadow Sphere,
Bat, Mini-Tarantula, Mega-Tarantula, Coward Ghoul, Thorny Vine, Shadow
Creature
Revisit: Yes
Special Items: Second Mask of Polokus
Helicopter all the way down to the bridge spanning the lava canyon, and
cross over to a large ledge. You will be attacked by three bouncing
Yellow Pirates, one after the other, in quick succession. Once they are
all defeated, bounce from the grate to the metal tower. Walk to the
very end of the short metal walkway. Shoot the Barricade and swing over
on the Purple Lum it releases to the large ledge, then turn around and
shoot the next Barricade on the side of the same tower. Swing back on
that same Purple Lum to find a new one, released by the second
Barricade. Use it to reach the Golden Fist, then swing back over on the
first Purple Lum. Continue crossing the platforms, picking up a Green
Lum on the way, to another large area. Wipe out the Yellow Pirate on
the ground and the two Purple ones shooting from a high balcony. Enter
the tunnel at the other side of the area, and jump on to the Plum.
Launch it into the lava by shooting but, instead of moving forwards,
ride it backwards. Proceed to the area you were just in, and jump to
the stairs leading to the balcony that the Purple Pirates shot at you
from, collecting the Lums there [1-3]. Then, go to the opposite side of
the room, and float into the small canyon between the two large ledges.
Pick up four Lums [4-7] and go through the small hole in the wall.
You'll be back in the first section of the level, next to where you
fought the bouncing Pirates. Propel yourself all the way to the very
beginning of the canyon, beyond the first bridge. There is a small cave
there - float over [8] and jump into it [9]. Knock a Plum down from the
tree and throw it onto the small spike. Then, jump from it to a higher
platform [10] with another tree. Knock down a Plum from the tree and
throw it over to the pointed branch. When it drops, jump across the
gaps to where it is [11], pick it up, and throw it to another, farther
away branch. Go to the ridge where it is [12] and, before it falls,
jump onto it, and from there to a cave high in the wall. Collect all
the Lums [13-20] and the first Cage (1). Cross back over the platforms,
knock a Plum down, and push yourself back into the lava canyon again.
Return the way you came, all the way to where you got the first Plum of
the level, but continue along the main path this time. Partway down the
tunnel, Shadow Spheres will begin to assault you, so pick them off as
you go. When you reach a barrier, jump off the Plum and swing across
the web, attacking Shadow Spheres. You will now come to a fork. The
right-hand path is the faster route through the level, but the left-
hand path has a large number of collectables. You will take the right-
hand path either way - it leads to the end of the level - you can only
choose whether or not to take the left-hand path first. If you choose
to skip it, skip the rest of this paragraph and all of the next
paragraph. Shoot the Plum down from the tree, push it into the narrow
river of lava, and ride it up to the left [21-22]. Jump off on to solid
ground and enter the doorway at the bottom of the ramp.
Jump over to the second stone platform in the lava. Wait for the flame
shooter to stop, then jump over to the ramp and wait by the second
flame shooter. When it stops, cross over the bridge. Jump on the block,
jump from there to the pillar, and from there to the pillar opposite.
Shoot the Cage (2) on that pillar, and jump down to the Green Lum.
Shoot the door to blow it open. Jump on to the large block, then shoot
the stalactite, which will fall into the lava and create a platform. In
the next room, stand at the entry point and shoot the Cage (3). When
the flame shooter stops, shoot the stalactite, then quickly jump over
to the solid platform before the fire starts up again. Collect the
Green Lum and shoot the Barricade to form a bridge. Cross the fallen
column and shoot the next Barricade to form another bridge. Traverse
that and helicopter down to the Green Lum. Walk up the stairs, jump and
helicopter over the flames, and shoot the stalactite. Jump to the large
platform, which will gradually drift down the lava river and carry you
to the next area and a Green Lum. Avoid the bouncing fire comet as you
cross the three ledges to the right. At the third ledge, jump up to the
higher ground. Climb up the ledges to the left, and, when you reach the
top one, turn and shoot the Cage (4). Enter the narrow doorway,
destroying Mini-Tarantulas. Exit through the other doorway into the
same large room, swing over on the Purple Lum, and enter the narrow
doorway. Head left and helicopter to the large platform, which will
begin moving through the lava. When you get close to a fire stream,
shoot the stalactite next to it, jump on, and jump back to the platform
after it passes through the fire. At the end of this lava river, go up
the stairs and to the right, collecting the Green Lum on the way. Go
through the passage, and you'll be confronted with three doors. Smash
the door on the right and collect several Red Lums, then smash the
middle one for more Red Lums and a Cage (5) as well as a Golden Fist.
Finally, let's see what's behind Door Number One. Break it and defeat
the Mega-Tarantula - it only takes two hits. Go through the passage
behind where it was and jump on the ready-tamed Shell. Ride it along
the curving path [23-29] and jump over the gap with X [30]. Ride the
Shell upside down along the ramp, then jump the gap [31]. Jump and
accelerate over the next gap [32-33] then ride across the narrow bridge
[34-35]. Accelerate over the lava, then jump and accelerate onto the
raised bridge. Jump off the Shell, blow the door open, and enter the
doorway.
You will be on a high green cliff. Drop down, and you'll find that you
are back in the first area, at the entrance to the area you just
finished. Knock a Plum from the tree and travel down the lava river
until you reach a large metal block which occupies the entire right-
hand side of the river. Jump onto it and go through the doorway. Jump
on the metal platform to the left and run up the metal walkway. Kill
the Purple Pirate and break the Cage (6) then return to the bottom of
the walkway. Jump over to a small platform, then helicopter down to the
Green Lum. Go through the small tunnel and defeat the Coward Ghoul
(check the Enemies section above to find out how). Once it is defeated,
it will turn into a Plum. Use this Plum to jump onto the high cliff
opposite the entrance to this area. Run along the path and out into the
grassy area. Jump onto the cracked stone ground to be plummeted into
the real Sanctuary of Stone and Fire (at last).
Stand at the very edge of the small platform and quickly jump onto the
Plum when it drops. Keep firing to the right to keep yourself up
against the left wall - you can collect several Lums [36-39] this way.
It's also a handy strategy for avoiding the large pit of white-hot
molten magma on your right - it's so hot, even the Plum cannot handle
it. After that pit, avoid the second pit while collect the two Lums on
the right wall [40-41]. The 42nd Lum is very high up on the left wall,
so shoot continuously (Rate of Fire helps) to get it [42] and also to
avoid the very large magma pit which completely blocks the river. When
you reach the edge of the lavafall, jump off of your Plum and
helicopter down along the row of Red Lums, picking up the Yellow Lum at
the end [43]. Drop back onto your Plum and collect the Green Lum. Allow
yourself to bounce freely down the next tunnel, pushing yourself out of
the way of any Thorny Vines if necessary, and into the dark doorway.
Ride down the river, steering around the magma pits. When you come to
the fifth pit, pass it as usual, then make a U-turn back around it and
into the semi-concealed doorway in the wall. Travel all the way to the
end of this cave [44-49] then jump onto the bouncy spiderweb. Bounce
all the way up (use your shadow to guide your landings; the camera
angle here is terrible) and grab hold of the web on the wall. Climb to
the top, then helicopter back down to the first bouncy web [50-52]. Go
back to the wall web again, and this time, when you reach the top, jump
across the narrow cave to another web. Climb up into a tunnel. Go to
the end, shoot the Cage (7) then helicopter (blindly) down to a large
ledge with a Green Lum. Take another Plum from the tree, ride it to the
end of this room, and run into the small opening. Helicopter down to
the triangular platform, kill the Shadow Creature, collect the Lum [53]
and pick up the Yellow Magic Sphere. Throw it to the next triangular
platform, which has a rotating flame shooter. Helicopter down there
[54] and throw the Sphere to the next platform. Helicopter down THERE
and you will be assaulted from all sides by Shadow Spheres. Fight them
off as you throw the Sphere to the next platform and go down there
yourself [55]. The next platform has a rotating flame shooter with
flames coming out of TWO sides. Throw the Sphere down again and follow
it [56]. Destroy the two Shadow Creatures and throw the Sphere into a
doorway. Follow it down yourself. If you missed anything in this
cavernous room, a Purple Lum near this doorway will carry you back to
the top of the room. Pick up the Sphere and carry it through the
corridor, collecting Green, Red, and Yellow [57-61] Lums. You will now
come to a long lava pool. Throw the Sphere directly up, shoot the Plum,
and catch it again. Throw the Sphere up, step onto the plum, and catch
it. Then throw it up, shoot yourself across the lava, and catch it -
you will automatically no matter where you are. When you reach the end
of the pool, throw the Sphere into the next corridor and jump in after
it. Pick it up and walk across a very narrow bridge into a large room.
Kill Shadow Spheres as you proceed to finally place the Sphere on the
Yellow Magic Pyramid (it's in an alcove on your left as you enter the
room). Jump across the river of lava and enter the dark alcove. Climb
the steep stairs and enter the newly open door.
Jump on the Plum, and ride it to the end of the small room, constantly
pushing yourself back and forth away from the magma. At the end of the
room, shoot the door and helicopter through it. Pick up the Lum [62]
and jump across the platforms, collecting more Lums on the way [63-65].
Jump to the Green Lum and slide onto the slide, pursuing a rogue Purple
Lum. There are 10 Lums on the slide [66-75], all of them in plain
sight, but some of them are on steep corners that you must angle the
analog stick sharply to reach. At the end of the slide, the Lum will
stop; swing over and begin sliding after another one. At the end of the
slide, you will drop into the room with the Magic Pyramids, except this
time you will be on the high ledges surrounding the room. Jump over to
the Blue Magic Sphere, and throw it to the floor. Jump down after it,
and place it on its pyramid. Umber, the giant statue guardian of the
Sanctuary of Stone and Fire, will now emerge from his alcove in the
wall. Use the now-tame Purple Lum to reach the high ledges, and jump to
where the Blue Magic Sphere was. Helicopter to the top of Umber's head
and ride him down the lava river. Quickly jump off of him at the end of
the river before he sinks, and climb the stairs to reach, at long last,
the Mask of Stone and Fire and to end this interminable level.
Level Totals - 1st Visit
------------------------
Yellow Lums - 75/80
Familiar Spirits - 7/8
Return With - Lava Flight Power
!?!?!?!?!?!?!?!?!?!?!?!?!
PART FIVE
OBTAINING THE THIRD MASK
!?!?!?!?!?!?!?!?!?!?!?!?!
********************************************
Mission 12: Meet Clark Near the Skull Cave
********************************************
---------------
Globox's House
---------------
Before heading on, this might be a good time to stop off at Ly's Stele
and fill up on your energy - if you have been following this guide all
the way, you should have 42 Familiar Spirits - and to visit the Magic
Well. The next battle is rather difficult, and having some extra powers
- Rate of Fire and Rebound II are the best - helps a lot. When you're
all ready, enter the well and go down to the beach where the entrance
to Whale Bay is. Speak to Clark here and he will smash through a large
wooden wall. In a cinematic, Clark will pound three Purple Pirates, and
disappear through a door. The Sniveling Lackey will then appear, and
your fourth boss battle will initiate.
-----------------------------------------------------------------------
**********************************
Boss 4: The Robo-Pirate Battalion
**********************************
Description: An extremely large group of Pirates of all types.
Health: N/A
Difficulty: **
Attacks: Green Pirate Fireball, Purple Pirate Laser, Yellow Pirate
Barrel
As I mentioned above, the two powers you definitely want to have for
this battle are Rebound II and Rate of Fire. Pirate after Pirate will
come out of the door in the back of the room, forming rows of four. If
you kill them off quickly, they will never be able to totally fill the
room - the maximum number in the room at one time is four rows of four,
or sixteen Pirates. In this battle, the color of the Pirate only serves
to determine how many hits they can take - any Pirate can use any
attack (however, no pirate can use the Yellow Pirate Flamethrower or
Red Pirate Missiles). The position in the room - i.e. proximity to
Rayman - plays a larger role in determining the attack. Pirates in the
front tend to use Green Pirate Fireballs, ones in the middle use the
Purple Pirate Lasers, and ones in the back will hurl exploding barrels.
But none of this is carved in stone - they can really use any attack.
Don't lock on to any one pirate - instead, run back and forth, jumping
over projectiles, and shoot like crazy. Frequently, the Pirates will
drop Red Lums, making things easier for you.
-----------------------------------------------------------------------
Once the battle is over, Rayman will automatically go through the door
to the final hub.
****************************************************
Mission 13: Gain Access to the Robo-Pirate Factory
****************************************************
------------------
~~HUB WORLD~~
The Rainbow Creek
------------------
Level Description: The final hub contains steep cliffs, a stone canyon,
mines full of rusty machinery, and a giant factory where Pirates are
made.
# of Yellow Lums: 30
# of Familiar Spirits: 1
Enemies: Red Pirate, Yellow Pirate, Green Pirate, Dead Pirate, Purple
Pirate, Biditank (Boss)
Revisit: Yes
Special Items: None
The curving path to your right leads to the Magic Well for Rainbow
Creek. Follow the straight path ahead of you (a large rock which is on
your right when you emerge from the tunnel has a Lum [1] on it) and
cross the bridge to the Stone Circle. Speak to the Teensie King, who
will tell you all about the Generators, the Robo-Pirate Factory, and
the Sanctuary of Lava. Before you head off on that quest, though, let's
do some exploring. Cross back over the bridge and go up the steep
mountain trail to the right. At the top, defeat the Red Pirate and jump
over the gorge. Destroy the Green, Yellow, and Red Pirates who
parachute in, then jump off the cliff near the end of the fence. Once
you collect the precarious Lum [2] by touching it with your feet, grab
on to the cliff and pull yourself up again. The Hot Air Balloon leads
to the Precipice - ignore it for now. Return to the end of the long
bridge and follow the sign down the cliff [3]. Enter the stone canyon,
and pick up another Lum [4]. Ly's Cave is to your right, so visit her
if you like, then follow the path to the left - into the industrial
area. Follow the path, then turn right at the fork [5] and enter the
doorway.
Defeat the two Dead Pirates, and pick up the Lum hovering over the
slime pool [6]. Jump onto the hill on the right, and go up to the tree
near the top [7]. A laser gate bars the entrance into the factory,
powered by two generators - one in The Precipice, the other in The
Echoing Caves - which you must destroy before proceeding. Return to the
first area.
Go back to the fork, and take the other path this time [8]. Jump down
to the metal gantry. Partway along, two pirates will assault you, so
take them out and follow the sign to the Echoing Caves [9]. Defeat the
Yellow Pirate, and then the Red one (which will not shoot Missiles,
only jump back and forth in an attempt to evade your shots). Cross over
the barrel and bridge to a Laser Gate. Murfy will inform you that you
won't be able to open it until you can rain dance. Cross back over the
barrel and pick up the two Lums in the small room [10-11] then return
to the Echoing Caves arrow sign. Climb the nearby ladder [12] and jump
onto the large pipe [13]. Jump from there to another pipe on the left
[14]. Walk along the pipe, then jump out over the slime for another Lum
[15] and helicopter back to the pipe. Jump to another pipe [16] and
from there to a series of switchback walkways. Go down to the bottom
[17] then back up. Remember the location of a doorway and arrow sign
about halfway down. Leave the industrial zone and return all the way to
the Hot Air Balloon you saw earlier. Jump in to be carried away to the
Precipice.
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The Precipice
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Level Description: A series of rickety wooden bridges bolted to
extremely perilous cliffs. As if this wasn't bad enough, you've got a
Warship hurling cannonballs, murderous Red Shells, and an underground
labyrinth of flaming Kegs and poisonous gunge.
# of Yellow Lums: 70
# of Familiar Spirits: 6
Enemies: Green Pirate, Red Shell, Red Pirate, Robo-Gorilla, Generator
Guardian
Revisit: No
Special Items: None
In a cinematic, Razorbeard curses the Sniveling Lackey for his
stupidity in allowing Rayman to gain the Mask of Stone and Fire. He
demands that Rayman be brought to him, preferably in pieces.
It's that old familiar Warship again. Shoot the obvious Cage (1) and
jump down to the bridge [1]. Run along the bridge, swing across the
hanging net, and keep going - collecting the Lum in the air [2] along
the way - until you reach the first Green Lum. Cross over the wall-
mounted net and collect the Lum [3]. You can shoot the Green Pirate or
just avoid its projectiles - it's your choice - as you jump to the
moving bridge. Run to the end of this bridge [4] then jump to a solidly
unmoving bridge when the moving one is lined up correctly [5-7]. The
rest of this area is very simple and straightforward - the path is
perfectly straight, the Lums are all in plain sight, and the only thing
to watch out for is the occasional Red Shell. When you reach the
Switch, you should have 15 Lums [8-15] and 2 Cages (2). Hit the third
Cage (3) followed by the Switch, and go through the Laser Gate.
This next section is just the same as the previous one. Run along the
bridge, swinging across a few falling nets, and jumping over a Red
Shell or two. Collect the Lums [16-18] and, after a short while of
this, you will come to a large, deep canyon. Activate your helicopter
and float slowly down, following the chain of Lums [19-33]. Bombs will
rise up out of the gorge below you every once in a while - shoot them
quickly as they approach, for if they hit you they will not only damage
you but will also deactivate your helicopter briefly, causing you to
fall too low to get more Yellow Lums or even to fall into the canyon.
When you reach the bridge at the bottom, continue along it, jumping
over Shell after Shell and leaping away from falling bridge sections,
until you reach a narrow cave. At the other end is a vast room
patrolled by several Pirates. Once you defeat every single one of them
- kill the Green one first, then lock onto each Red one individually
and destroy them one at a time - the skull doors will open. Go around
to the left of the doors and climb the ramp to the balcony [34-36] then
jump to the ground and enter the next area.
Pick up a Keg and destroy the metal Barricade (4) then pick up the next
Keg to be ejected from the dispenser. Walk into the flame, and fly
along the Lum trail [37-39] until you reach the wooden tower. Drop onto
the Green Lum and head over to the ladder [40]. Climb to the second
level, picking up two Lums in the alcove [41-42] then jump up and grab
the third level walkway [43]. Drop down to a small platform on the
other side of the tower [44] and jump down from there to a Keg
dispenser. Pick one up, step into the flame, and swing around to the
right of the pillar. Follow the trail of Lums out of the cave and
through a wooden tunnel [45-51]. If you follow the trail exactly you'll
end up in a lofty attic [52-53]. Jump down to the stone platform and
helicopter over the toxic slime to a Green Lum on your right. Give the
Robo-Gorilla some "diving" lessons, then pick up a Keg. Step into the
flame and fly BACKWARDS, along the wooden bridge. You need to go up to
a fairly high altitude, but not up to the level of the attic you were
in earlier. When you reach the end of the bridge, jump off the Keg,
activate your helicopter, and shoot the Switch. The door behind the
now-deceased Robo-Gorilla will open, and you can pass through.
Pick up a Keg, stand in the shadow of the Cage, and press X (5). Pick
up another Keg, and step into the torch flame. Fly through the tunnel
[54-56] and jump off to a Green Lum on a bridge. Shoot the Green Pirate
through the doorway, and bounce off the web [57] to your left. Swing on
the ceiling ropes and break the last Cage (6). Drop from the ropes and
follow the bridge around [58] to a Keg dispenser and a flame. Your path
is blocked by a steel gate, so you must find a way to open it. Go back
to the bridge with the Green Lum and stand at the far right-hand end.
Shoot the Button, then run as fast a