------------------------------------------------------------------------------
          Winner of the GameFAQs FAQ of the Month for February 2012
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                                   __  __   ___                _..._    
                   .-.          .-|  |/  `.'   `.            .'     '.  
   .-,.--.          \ \        / /|   .-.  .-.   '          .   .-.   . 
   |  .-. |   ___    \ \      / / |  |  |  |  |  |   ___    |  '   '  | 
   | |  | | .:--.'.   \ \    / /  |  |  |  |  |  | .:--.'.  |  |   |  | 
   | |  | |/ |   \ |   \ \  / /   |  |  |  |  |  |/ |   \ | |  |   |  | 
   | |  '- `" __ | |    \ `  /    |  |  |  |  |  |`" __ | | |  |   |  | 
   | |      .'.''| |     \  /     |__|  |__|  |__| .'.''| | |  |   |  | 
   | |     / /   | |_    / /                      / /   | |_|  |   |  | 
   |_|     \ \._,\ '/|`-' /                       \ \._,\ '/|  |   |  | 
            `--'  `"  '..'                         `--'  `" '--'   '--'
                .-'''-.                                                    
               '   _    \                                                  
             /   /` '.   \         .--.         .--.   _..._               
            .   |     \  '         |__|  .--./) |__| .'     '.             
            |   '      |  '.-,.--. .--. /.''\\  .--..   .-.   .            
            \    \     / / |  .-. ||  || |  | | |  ||  '   '  |            
             `.   ` ..' /  | |  | ||  | \`-' /  |  ||  |   |  |       _    
                '-...-'`   | |  | ||  | /("'`   |  ||  |   |  |     .' |   
                           | |  '- |  | \ '---. |  ||  |   |  |    .   | / 
                           | |     |__|  /'""'.\|__||  |   |  |  .'.'| |//
                           | |          ||     ||   |  |   |  |.'.'.-'  /  
                           |_|          \'. __//    |  |   |  |.'   \_.' 
                                         `----'     '--'   '--'

______________________________________________________________________________
==============================================================================

                                RAYMAN ORIGINS
                                --------------

                               FAQ/Walkthrough
                      Copyright (c)2012-2013 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 04/03/13
 Version: 1.1

 NOTE: This guide does contain spoilers!


______________________________________________________________________________
==============================================================================

                              TABLE OF CONTENTS

==============================================================================

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


 [1] VERSION HISTORY.................................................. [0100]
 [2] CONTROLS......................................................... [0200]
 [3] WALKTHROUGH...................................................... [0300]

      Jibberish Jungle................................................ [0301]
      Desert of Dijiridoos............................................ [0302]
      Gourmand Land................................................... [0303]
      Sea of Serendipity.............................................. [0304]
      Mystical Pique.................................................. [0305]
      Ticklish Temples................................................ [0306]
      Grumbling Grottos............................................... [0307]
      Luscious Lakes.................................................. [0308]
      Angsty Abyss.................................................... [0309]
      Moody Clouds.................................................... [0310]
      Land of the Livid Dead.......................................... [0311]

 [4] BOSSES........................................................... [0400]
 [5] TREASURE CHALLENGES.............................................. [0500]
 [6] HIDDEN CAGES..................................................... [0600]
 [7] ACHIEVEMENTS..................................................... [0700]
 [8] THANKS/CREDITS................................................... [0800]


______________________________________________________________________________
==============================================================================

[1] VERSION HISTORY                                                     [0100]

==============================================================================

FAQ/Walkthrough #59
-------------------

 Version 1.0 (02/23/12) - FAQ/Walkthrough complete and submitted.
 
 Version 1.1 (02/29/12) - Added a walkthrough for the secret world.


______________________________________________________________________________
==============================================================================

[2] CONTROLS                                                            [0200]

==============================================================================

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Start                      |  Pause                                       |
|-----------------------------|----------------------------------------------|
|  Back                       |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Attack, Power Attack (Hold)                 |
|-----------------------------|----------------------------------------------|
|  Y Button                   |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  A Button                   |  Jump, Fly (Hold)                            |
|-----------------------------|----------------------------------------------|
|  B Button                   |  Attack, Power Attack (Hold)                 |
|-----------------------------|----------------------------------------------|
|  Right Trigger              |  Sprint (Hold)                               |
|-----------------------------|----------------------------------------------|
|  Left Trigger               |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Right Bumper               |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Left Bumper                |  N/A                                         |
'-----------------------------'----------------------------------------------'


______________________________________________________________________________
==============================================================================

[3] WALKTHROUGH                                                         [0300]

==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 The Snoring Tree
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

You can tell this is going to be a fun and quirky game just from the opening 
cutscene. You'll soon learn that the Bubble Dreamer is in a bit of a funk and 
that you will need to collect Electoons in order to restore him to normal 
health.

Exit the tree to the left and jump on top of the Magic Hat for a bit of 
dialogue. The Magician mentions that the weird fella guarding the tunnel 
entrance can only be persuaded by Skull Teeth. Don't mind him; go back inside 
the tree and take the eastern exit to reach the world map.

The Snoring Tree can be visited at any time when in the Glade of Dreams and 
acts as an area where you can receive tips, review your unlockables, and 
switch between playable characters. At any time on the world map or level map,
you can press X to automatically teleport to the Snoring Tree.


==============================================================================
 JIBBERISH JUNGLE                                                       [0301]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 It's a Jungle Out There...
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 50 Lums    | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 100 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 150 Lums     |                        |
o-------------------------o-------------------------o------------------------o

First off... the loading screen! It's fun to walk around and goof off as a 
silhouette while the game's levels load up. At the beginning of the game, 
Rayman does not have many abilities or techniques. In fact, you cannot even 
attack at first. All you can really do is walk, run (hold down the Right 
Trigger), and jump.

Walk to the right to find a poor woman trapped inside the maw of a freakish 
Darktoon. As they scatter, follow after them by leaping on the red bulb: this 
destroys a portion of the raised land, allowing you to jump on top and cross 
to the other side.

The platforms ahead begin to move up and down. Jump on the second one and wait 
for it to reach its peak before you jump up onto the upper platform. Collect 
the golden [SKULL COIN], which is worth 25 Lums.

Drop back down onto the shaky piece of land and opt to take the low road. Make 
sure to run through the bushes and patches of grass to free bubbled Lums, and 
also catch them before they float off or pop! Swing across the vine and run 
through the grass to find a Heart; Hearts allow you to survive an extra hit 
before dying. When navigating the underground portion, avoid the areas where 
the two platforms meet or you'll get crushed. Rayman Origins gives you 
unlimited lives, but if you perish you return to the previous checkpoint.

Move on and jump on top of the sleeping Psychlops. When you jump on top of an 
enemy, they become bubblized: they puff up into a bubble and can be used as 
stepping stones in certain situations. Make sure to pop them afterwards to 
earn extra Lums.

As you run across the field, more bubble Lums emerge from the tall grass. 
Collect them as you hop across the Psychlopes and onto another red bulb. This
one activates a geyser that shoots you up onto a high cliff. Jump on a second 
red bulb to do the same, then ride another geyser over a large gap.

Here, you will find a sleeping Lum King. When you grab one, all surrounding 
Lums will turn red and begin to sing. Act fast when collecting them, because 
during this temporary period all red Lums are worth double. Afterwards, bounce
on the blue mushroom to shoot off into the background.

Slide down the rapids and over to a large stone head. You'll notice the 
prisoner trapped inside the stone head, but his mouth is sealed shut. To get 
him to open his big mouth, jump on the two red bulbs on his head. Now that you
can gain access to the prisoner, navigate past the stone head's green teeth 
and jump on the Darktoon.

Rayman has freed the Head Nymph Betilla, and she rewards you with the ability 
to attack. Free yourself from the stone head monster by bashing his teeth in 
(press X to punch), then jump to the right and break down the wooden wall to 
reach another bouncy blue mushroom.

Punch down the pair of wooden barricades and attack the goofy Lividstone in 
your way; he doesn't do much other than twirl around a stick. Punch him once 
to bubblize him, then attack the bubble to send him on his way. The door ahead
is being blocked by a large eye (Metroid, anyone?), but a simple punch will 
put it out of its misery. Proceed.

The angry spiked monsters here in the cave cannot be damaged, and they are 
blocking your way. To get past, attack the blue bulb for them to retract 
inside. Grab the Lums along the way to reach another Lividstone chillin' on a 
green island. Hit the green bulb on the ceiling for the island to retract and 
send the Lividstone into the water.

Up ahead, you will have to wall jump to get to the tall ledge. Sprint and jump 
towards the wall, then press the opposite direction and jump again to reach 
your destination. Punch the green bulb for an island to come slinking out, 
then use it to reach the wooden gate. Smash it down and use the blue bulb in 
front of you to take out some Lividstones. Jump over to the Lum King, grab 
him, and collect the surrounding Lums.

There is another [SKULL COIN] just before the cave exit, trapped between a 
wall and some Spiked Eyeballs. There's no bulb to incapacitate the monsters, 
so you'll have to make an accurate jump so you reach the wall above the 
monsters, then slide down the wall to reach the coin. Punch the heck out of 
the Lividstone and the eyeball gate before running through.

There is a Cage Challenge inside this area, meaning that you must complete a 
series of events (usually killing enemies) in order to gain access to a Hidden
Cage full of Electoons. In this case, all you have to do is kill all the 
enemies present to gain access to the [HIDDEN CAGE]. For the two sleeping 
Psychlopes, perform a running punch to do them in. Take out the Lividstone and 
the other Psychlops on the other side of the room, then ride the geyser to the
upper level.

Here, a Hunter fires missiles to the right, which will activate and deactivate 
the green bulb in front of you. Wait for the bulb to become activated so 
there's an island present, then use it to reach the vine hanging from the 
ceiling. Swing over to the Hunter, pound him to oblivion, then smash open the 
cage to free the Electoons and finish the level.

Any time you complete a level, a results screen pops up. Here, you can cash in 
the Lums collected throughout the level for additional Electoons, and for 
diligent collectors, a Medallion. In this case, you need 50 and 100 Lums for 
the two extra Electoons, and 150 Lums for the Medallion. The beauty of this 
game is that you can effortlessly replay levels in order to up your Lum count
in hopes of receiving bonus items, so don't worry if you didn't get all the 
rewards offered here.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Geyser Blowout
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:30         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:02     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Talk to the Magician at the start of the level for some tips on Lums. When 
ready, go to the right and step on the red bulb for a geyser to shoot out from
underneath. Ride it to the ledge and kill the Psychlops in your way. Run 
across the series of geysers and grab the flying Lums along the way. If you
couldn't tell, geysers is a big theme in this level.

When you reach the pool of water, wait for the moving platform to be under you
before dropping down onto it. There are often freaky Darktoon mouth hand 
things residing in water, and they'll chase ya down if you decide to go for a
swim. Stay on the platform and pick up the [SKULL COIN] before exiting to dry
land. Attack the green/yellow Bulb-o-Lums to free some bubble Lums, then go 
through the door.

Pick up the Lum King before riding down the rapids and jumping across the 
rocking platforms. Bounce on the spherical blue plant and grab another Lum 
King here. Use the blue Swingman creatures to swing across the large pit, 
collecting red Lums as you go. Once you cross the pit, walk back to the edge 
and drop down to find a small tunnel containing a hidden door.

 ~~ HIDDEN ROOM ~~
 There's another Cage Challenge inside this room. There are four Lividstones
 standing on moving islands. Use their heads as stepping stones, then jump up
 to the [HIDDEN CAGE] and destroy it to free a heaping helping of Electoons.

Back in the previous area, use the blue plant to bounce back up to the 
Swingman and go across the pit again. After a couple steps, drop down the hole
into the tunnel. The ground below you will begin moving up towards the 
ceiling, so sprint through, picking up the [SKULL COIN] as you make it to the
other end.

At the dead end, collect the Lum King and hit the explosive bulb to create a 
hole for you. Slip through, then ride the geyser up; make sure to run through 
the grass to find a large group of bubble Lums to nab. Attack the eyeball gate 
and proceed to the next area.

Inside the cave, hit the red bulb to cause a series of tremors. The ground 
ahead is dangerous to walk on because it'll periodically smash into the 
ceiling (and you with it if you get caught). Be careful when walking through 
the cave and make sure to stop only in areas with a high ceiling so you won't 
get sandwiched. At the second pit stop, do a wall jump above you to reach a 
[SKULL COIN] normally out of reach.

Jump across the geyser and the next platform, then grab onto the vine and 
begin swinging towards the wall on your right. Jump towards the wall, then 
begin doing another wall jump to find another [SKULL COIN]. Fall back down. 
This next portion of the cave has no areas to stop, so you'll have to sprint 
through before you go crashing into the ceiling.

At the end of the tunnel is another bouncy plant and a vine up above. Instead,
jump past the blue plant and stomp on the Psychlops. Walk past it to find a 
second hidden door behind some brush.

 ~~ HIDDEN ROOM ~~
 This [HIDDEN CAGE] is easy to reach: wall jump up to the green bulb, then hit
 it to send the Lividstones down into the rapids to their eventual death.
 Attack it again to make the islands reappear, then jump across to the final
 enemy and the cage.

Back outside, use the bouncy plant/vine combo to reach the door. In the next 
room, jump into the pool and swim for the [SKULL COIN], but beware of the 
creepy Darktoon hand/mouth lurking in the depths. Ride the geysers to the 
ledge above.

There are a few bubble Lums here in the island chain, but make sure to pick up
the Lum King before collecting them. After, jump across the islands to the 
mini-rapids and ride them before jumping onto the vine on the ceiling so you
don't fall down the hole.

Shimmy across the vine to the right and drop onto the small platform. As you 
notice, there is a [SKULL COIN] below the platform; when you land, it begins 
to crumble beneath you. As it slides down into the hole, wait until you can 
grab the coin before quickly wall jumping to safety. Hit the Bulb-o-Lums, then
run through the exit.

Smash the flask at the top of the geyser for a Heart, then drop down into the 
closed-in area. There are several Psychlopes flying around a [HIDDEN CAGE]. 
You can either punch them from below or use the geyser on the far right to 
reach the cage and jump on 'em. Either way, once they're all toast you can
free the Electoons and complete the level.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Punching Plateaus
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:40         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:17     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

The Magician is here at the start of the level to teach you about Bulb-o-Lums,
with a working example. Attack it and collect the Lums that pop out. Run to 
the right and break down the wooden barrier, then take out the pair of 
Lividstones. As for the wooden floor, use a ground pound (jump, then press 
Down and X) to reach a bouncy plant (protip: ground pound directly on a bouncy
plant to bounce even higher). Bounce on it through the ring of Lums and be on 
your way.

On the ground, hit the green bulb to make two islands appear and jump on 'em 
up to the wooden gate. Crash through and smash open the flask below to free a 
weird blue creature that acts as a platform (looks like a Swingman relative). 
Before jumping on his back, look to the left for a [SKULL COIN] surrounded by 
Spiked Eyes. Jump over the Spiked Eye to grab the coin, then immediately wall 
jump back to safety.

Jump across the blue guy and take down the Lividstones on the floating 
platform. After breaking down the wooden gate, drop down below the platform to 
find some hidden Lums and a Bulb-o-Lums. Through the gate, hit the green bulb 
to send a Lividstone plummeting down a shaft. While it may seem crazy, follow 
suit: jump down the hole and wall jump immediately before you perish to land 
inside a small alcove. Grab the [SKULL COIN] and wall jump back out.

Smack around the Bulb-o-Lums ahead and then crush through the wooden floor 
panel and the red bulb to create a fissure large enough to slide through. 
Collect s'more Lums and attack the eye gate to reach the next area.

Inside the cave, break open the flask for a Heart and defeat the two Darktoons
on your right. Jump onto the ledge on the far right to make a bouncy plant 
appear. Bounce over to the vine hanging underneath the platform and shimmy 
across; Rayman's weight will pull the platform down towards the ground as two
more bouncy plants appear. Use them to get to the top of the platform, where 
you can free another blue helper creature. Collect the Lum King and then 
navigate through the top of the cave to collect a stream of singing red Lums.

When you reach the area exit, turn back around and drop down to the wooden 
floorboard. Ground pound through and activate the green bulb to make a bouncy 
plant sprout out. Use this to reach an alcove opposite the exit and go through
the door.

 ~~ HIDDEN ROOM ~~
 There are four Lividstones standing to your right above a pile of Spiked
 Eyes. Hold down X and unleash a Power Attack to chain-bubblize all four
 enemies which not only unlocks the [HIDDEN CAGE], but also nets you the "The
 Bubblizer!" Achievement. Swing across to the cage and open it up.

Jump over to the area exit and proceed through. Below you is a sleeping 
Lividstone; give him a rude awakening with a ground pound and crush the wooden
panel to also crush a Bulb-o-Lums as well. Climb back out and use the Swingman
on the left to collect the aforementioned Lums. As you swing across to the 
right, make sure to hit the Bulb-o-Lums on the wall to spit out a [SKULL 
COIN]. This bubbled Skull Coin does not last long, so quickly swing back 
across to the other side and pick it up.

Take out the wooden barrier and finish off the two Lividstones, then punch the 
red bulb. Some rocks will shift and move about, which opens up an area 
directly above you. Wall jump up to the top for a [SKULL COIN], then fall back
down and walk to the right. Use the small green islands to reach the top of 
the chasm and another doorway.

There are numerous blue flowers in the area ahead that act as large platforms.
For starters, ignore them and drop all the way down to the ground. Squeeze 
under the small crevice and begin moving to the left to find a hidden doorway
just above where you entered.

 ~~ HIDDEN ROOM ~~
 There are only two Lividstones in this Cage Challenge, and you must ride
 along a series of water rapids to reach them. They're pretty easy to kill,
 and when you reach the [HIDDEN CAGE] at the end of the rapids you can jump
 back up to the start if you missed out on bubblizing them. Once the pair of
 enemies are dead, open up the cage and free the Electoons.

Back outside, make sure to jump on the lone floating flower in order to make a 
Lum King appear. Leap onto the high ledge and jump over the Swingman to grab 
the Lum King. Collect the rest of the Lums and defeat the enemies before 
exiting the room.

In the next room, walk to the right and punch upwards at the wooden plank 
above you (doing so also kills the Lividstone up there). Now wall jump to the
top, where you'll find a pool of water and some small green islands.

Punch the green bulb above you and to your left, then jump onto the moving 
island. You will notice some Spiked Eyes and a [SKULL COIN] on your right. 
It's a tad tricky, but you must jump over the enemies, grab the coin 
mid-flight, then punch the blue bulb to make the Spiked Eyes disappear before 
you land on them. It sounds harder than it really is, trust me.

Cross the islands over to a wooden wall and break through. There is another 
[SKULL COIN] nearby, flanked by two Spiked Eyes. If you ground pound the blue
bouncy flower below the coin, you should gain enough height to spring up to 
the prize without hitting either Spiked Eye. Now just deal with the three 
Lividstones and you're home free.

The final Cage Challenge for this level is simple enough. Wall jump up to the 
first Lividstone directly above you and bubblize him. From here, you can jump 
to the platform above the cage and finish off two other Lividstones, then 
finally kill the other two off to the right. Not so bad, eh?


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Go With The Flow
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:10         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:45     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Rayman starts off in a lush jungle. Walk to the right towards a steep 
waterfall; jump up and kick the flying flask for a Heart, then begin riding 
the rapids. Destroy the first two wooden floorboards in your way to continue 
the descent. When you reach the third floor panel, do not break it and instead
wall jump up to the bouncy flower. Bounce to the left and slide down the wall 
towards the [SKULL COIN]. Once you grab it, begin wall jumping back up so you 
don't slide down into the Spiked Eye.

Break through the third floor panel and right onto an unsuspecting Lividstone.
Bash open the Bulb-o-Lums and exit the room. Take a trip down a second water 
rapid, collecting Lums and a Lum King along the way. Once you reach the lake 
at the bottom, punch the Bulb-o-Lums for some extra Lums and the blue bulb to 
allow you to leave.

Slide down the third water rapids to the very bottom and break the wooden gate
in front of you. There are two shafts that you can use to reach the upper 
platform. The easy route is on the right; all you need to do is wall jump. On 
the left, you must wall jump between some Spiked Eyes, but there is a [SKULL 
COIN] along the way. I suggest grabbing the coin; just be careful when timing
your jumps.

Regardless of which route you take, drop back down to the floor. There is a 
hole on the far right that may look dangerous, but fall down anyway. You'll 
land on a hanging vine halfway down. Drop down the rest of the way and stroll
to the right to access a hidden door.

 ~~ HIDDEN ROOM ~~
 You'll find more rapids inside this Cage Challenge room. Hit the green bulb
 on the ceiling to send the Lividstones into the water as they are whisked off
 into a wall of Spiked Eyes. When you ride the rapids, make sure to duck
 underneath the spiky menaces. Break the [HIDDEN CAGE] at the end.

Use the vine to climb back up to ground level and wall jump back up to the 
upper ledge. Bust through the wooden barrier and ground pound another to fall
into a fourth water slide. This one's a bit more dangerous since it's infested
with Spiked Eyes, so you'll need to be quick on your feet and hit some blue 
bulbs along the way to avoid death.

At the bottom, go through the wooden gate and take out the Lividstone, then 
hit the blue bulb on the wall. Lastly, use the geyser and series of bouncy 
flowers to reach the area exit.

Run forward into another cave. There are two routes to take here, and just 
like before, the more dangerous path will reward you with a [SKULL COIN]. You
can tuck your tail between your legs and stay low on the ground, crashing 
through the wooden barrier to the other side, or you can wall jump past the 
Spiked Eyes and do some blue bulb-punchin' to reach the coin. Your choice.

Step on the water slide to reach a bouncy flower and a narrow crevace above 
you. Bounce and wall jump your way to the top. If you want a heart, drop down 
off the other side to reach a flask containing a Heart - you'll just have to 
jump back to the top again. Once at the top, leap over the gap and the spiny 
Darktoon to reach the door.

Inside the next cave, crack open another flask for a Heart. On the right side 
of the room, wall jump up to the Swingman. Before swinging towards the bouncy 
flower on the left and continuing your ascent, swing and jump to the right to 
find yourself in a cleverly disguised alcove. Needless to say, go inside.

 ~~ HIDDEN ROOM ~~
 There are a total of six Lividstones all cramped onto small green islands
 high above you. In order to reach them, ride along the rapids and use the
 geysers to shoot up onto the islands. Knock them all off their perch and free
 the Electoons from the [HIDDEN CAGE] on the far right.

Back outside, use the Swingman to swing over to the left. Leap onto a second 
Swingman and jump over to the [SKULL COIN] on the right. Return to the 
Swingman and continue using the bouncy flowers to reach a third Swingman ally. 
When swingin' on this guy, jump to the left to locate a hidden Bulb-o-Lums: 
whack it for a bubble [SKULL COIN] to come spittin' out. Use the third and 
fourth Swingmen above you to reach the coin before the bubble bursts, then 
leave the tall cave.

Collect another Heart in front of the slide and travel down to a blue spring 
mushroom. As you bounce off into the background, you'll land in front of 
another large water slide. Grab the Lum King at the start of the water rapids
and slide through the area, collecting the red Lums as you go. Just make sure
to give the blue bulb at the end a good thwack so you aren't whisked into a 
pile of Spiked Eyes. Drop onto the mushroom and proceed through the door.

There are only two Lividstones present in this Cage Challenge. Just note that 
one of them is standing underneath a menacing blue platform: the bottom of 
this platform is lined with spikes, so do not jump when underneath it. Slay 
the two enemies and open the [HIDDEN CAGE]. Level complete!


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 Swinging Caves
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:15         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 0:50     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Grab the few Lums at the start and walk through the hollowed-out tree trunk. 
When looking to collect Lums, it is important to look for signs of hidden 
bubble Lums in the area. In this level specifically, try to spot bubbles 
emanating from bushes or platforms. While jumping on a platform may release 
one or two Lums, a ground pound will spring more out. There are a lot of 
hidden Lums in this level.

Here in the early portion of the level, there are a few green islands you can 
crush for some Lums, including a Lum King. When you enter the nearby cave, 
stand on the green islands and look at the moving island below you. Wait and 
drop down onto it to collect the [SKULL COIN] on its path. There is yet 
another [SKULL COIN] nearby, in a small nook to the left of the moving 
platform. Make sure to nab 'em both!

Continue to the right and wall jump up to the door. Use Swingman to get across 
the lake and defeat the trio of Lividstones in your way. Jump up to the right,
then turn around and leap to the high ledge behind you. Walk down the path to 
reach a hidden door.

 ~~ HIDDEN ROOM ~~
 What is this, Angry Birds or something? The [HIDDEN CAGE] is tucked in the
 back of a wooden structure occupied by Lividstones. You must use the rotating
 bouncy flower below you to catapult yourself into the wooden house and defeat
 the enemies.

Leave the hidden room and proceed to the right. There is a Lum King hiding 
inside one of the islands here. More importantly, there is a [SKULL COIN] 
nearby, and it's pretty tricky to reach. Jump on the Lividstone on the other 
side of the water to bubblize him, then hop on him once more. In midair, 
perform an upwards kick to hit the green bulb on the ceiling. This will make a
bouncy flower appear and you can use it to reach the coin tucked far away.

Fall down and punch through the wooden door, then hit the Bulb-o-Lums for some
Lums (what else?). Look behind the same bulb in the tall grass to locate a 
hidden [SKULL COIN], then walk over to the pond on the right. There is yet 
another [SKULL COIN] for your taking on the far end of the pool; just watch 
out for the eel Darktoon thing swimming around in the water. Ride the moving 
platforms over to the wall, then wall jump your way to a Bulb-o-Lums and a 
door.

At the start of the water rapids, grab the Lum King and ride through the 
water, collecting all of the Lums before time runs out. Once you've nabbed 
them all, ride through the water slide and grab the vine below you in the 
middle of the rapids. Drop down below onto the Swingman.

To get the [SKULL COIN] on your left, jump to the left and begin sliding down
the wall towards the coin. Just as you grab it, wall jump back to the Swingman
so you don't fall down into the pit. The exit is to the right, but jump back 
to the left and land on the green island. There is a short tunnel above the 
Swingman covered with thick leaves. Jump up to it and walk through to the 
hidden door.

 ~~ HIDDEN ROOM ~~
 There are three Lividstones and a Hunter present here. You can take a...
 "shortcut" by crashing through the wooden floor panels onto the blue Darktoon
 platform, but trying to keep your footing while the evil platform is bobbing
 up and down can be annoying. Once they're all toast, ground pound the [HIDDEN
 CAGE] and be on your way.

Fall back down onto the Swingman and leap to the right. Punch through the 
circular stone tablet and leave the room. You start off at the bottom of a 
water slide this time, so you'll have to use Swingmen, bouncy flowers, and 
vines in order to make your way to the top.

There is a Lum King and a load of Lums in this area. Once you make it to the 
top, attack the stone tablet and step on the geyser to the exit. Next, defeat 
the six Lividstones and open up the [HIDDEN CAGE] to complete the Cage 
Challenge and the level.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Over the Rainbow
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 100 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 175 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 200 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This is a fun, basic level that helps bridge you over to the next world. There
are virtually no enemies (save for one at the very end), and the name of the 
game is to collect as many Lums as possible as you run through the level. 
There are several Lum Kings to help you out with your total Lum count. It's a 
really short level too, so if you reach the [HIDDEN CAGE] at the end and you 
don't have 200 Lums, just restart and try again.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Hi-Ho Moskito!
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This is your first Moskito level; each world rounds out with a level that is 
like no other. Here, you will ride a fat pink mosquito named Moskito. Moskito 
levels pay tribute to classic 2D side-scrolling shooters in which you must 
ride Moskito through the level while shooting down baddies and collecting 
Lums.

Destroy the pillar in front of you (note that portions can fall and crush you) 
and approach the Moskito sign to hop on for a ride! Controls for Moskito are 
very simple: shoot with A and inhale with X or B. You can suck in enemies and 
spit them out to not only kill them, but deal extra damage to your targets. 

Unfortunately, you cannot inhale Lums, and note that you will be significantly 
slowed down when you have an enemy inside you. Also note that inhaling enemies 
nets you less Lums than if you were to bubblize them and then shoot them, so 
if you are looking to collect as many Lums possible, I suggest you shoot them 
rather than gobble 'em up.

The level starts off with a few Lums flying in patterns that are easy enough 
to collect. You'll soon see rows of Flies appear onscreen. Make sure to kill 
every last fly to receive a Lum bonus. Large, green flies begin appearing: 
they take several more shots to take down, but can still be defeated with a 
single inhalation.

Just before a cave are two Bulb-o-Lums. Make sure to shoot them repeatedly to
release a Lum King and a whole lotta other Lums. When you enter the cave, you 
can either shoot at the Lividstones or hit the green bulbs to send them 
plummeting into the Piranha-infested ponds. Either way, make sure they die to 
receive Lums.

Take out the Hunters as well and fire through any pillar that gets in the way.
Throughout the remainder of the level, there will be pillars that often block 
Bulb-o-Lums or enemies, so make sure to target the base of the pillars to cut 
them down to size and gain access to these goodies. And just like in any 
level, there are hidden Lums inside the typical spiral bushes along the 
ground, so fly through them to capture extra Lums.

Speaking of Hunters, later on they fire red homing missiles that cannot be 
destroyed, so dodge them instead.

Soon, you'll reach an area populated by flying helicopter bombs. If you suck 
in and shoot them out, you can cause major damage. Destroy the first few that 
get in your way until a humongous overweight bird cuts you off.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Vacuum Bird
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

The Vacuum Bird only follows one attack pattern and is very easy to defeat if 
you be careful around him. The obese bird only has one attack, and funnily 
enough, it's the same attack as you: he can inhale with great force and suck 
in the Flying Bombs that float around the area. However, it is much bigger 
than Rayman and Moskito and has the ability to suck you in for an instant 
death, so avoid the vacuum when you see it coming.

All you have to do in this battle is suck in one bomb at a time and spit it 
out at the boss (suck in with X or B, then press A to fire). You're both going
to be goin' after the bombs, so make sure to beat it to the punch. It should 
only take about ten hits to deflate the Vacuum Bird.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Collect the Lum sum that the boss leaves behind and you'll reach the end of 
the level. Moskito disappears and you are able to proceed to the exit to find
the [HIDDEN CAGE] at the end of the path.


==============================================================================
 DESERT OF DIJIRIDOOS                                                   [0302]
==============================================================================

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 Crazy Bouncing
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:30         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:08     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Time to visit new territories and experience new playing factors in the second 
world. You're still on top of the large mast from the fight against the Vacuum 
Bird, so jump inside the tall dijiridoo on the right to slide down to the
desert. Walk to the right and break open the flask for a Heart.

As the level name implies, you'll be doing a lot of bouncing here. The ground 
is littered with giant drums, and they offer a bouncy quality to them. Just 
like the bouncy flowers in the first world, ground pounding a drum will cause 
you to bounce higher in the air.

Defeat the Red Bird that's bouncing alongside you, then ground pound the 
second drum to launch up to a ledge containing a [SKULL COIN]. Fall back down 
and continue to the right. Bounce on the drums and up to the Swingman and 
swing to the right. Collect all the Lums in the vicinity and step onto the 
string. Avoid the red waves on the strings, for they can damage Rayman.

Ground pound the drums past the first string to land on a Swingman high above, 
then swing over to the [SKULL COIN]. Attack the Bulb-o-Lums just below 
(actually it's more of a big brown sack) and go through the door.

Bounce up to the flask above the entrance and kill another Red Bird. Stay on
this drum and bounce up towards the string on the wall. Wait for the traveling
wave to reach the top of the string, then bounce onto the string and wall jump
off of it to nab the [SKULL COIN] floating nearby. Use the next drum to bounce
up to a high platform and walk through the red feathers to shoo out a big 
bunch o' Lums.

When you reach the area with three Red Birds, defeat them all and ground pound
the drum to find a hidden door.

 ~~ HIDDEN ROOM ~~
 There are ten or so Red Birds flying in patterns above the [HIDDEN CAGE]. Use
 the drums to gain some height and knock them around in midair until you can
 open the cage.

Go to the right to find some more hidden Lums and a flask. There are two Red
Birds bouncing on switches that trigger a group of strings. Deal with them, 
then play around with the switches until the strings are flat and safe to 
cross. Next, climb up the strings to find a Bulb-o-Lums. There's another one 
just below you next to the doorway.

Grab the flask at the entrance to the area and proceed across the strings. 
When you reach a pile of miniature drums and three strings above you, wait for
the red waves to move to either side of the strings before bouncing through 
the middle of them. Quickly hop up to the pillar and pick up the [SKULL COIN].

Pick up the Lum King and collect the ring of Lums nearby. Instead of going to 
the right, drop down the hole onto the long string and move your way to the 
right, dodging the moving waves along the way. You'll find a [SKULL COIN] at
the end. Jump to the upper level, attack the Red Birds in your way, then 
ground pound on the drum to launch up to the doorway.

Just like in the first level, Rayman stumbles upon a Nymph being taken away by 
a Darktoon. As you begin the pursuit, collect the Heart flasks and Lums while 
swinging and bouncing after them. Along the way, make sure to pick up the 
[SKULL COIN] high up near the ceiling. Once you corner the Darktoon on a group
of four platforms, bounce up to it using the drums and whack it to free the 
Music Nymph: Holly Luya.

Rayman gains the ability to fly. Now when in the air, you can hold down A to 
glide through the air. It's mainly used to cross long gaps, which will become
much more prominent now that you have the ability unlocked. After a wall 
jumping section, test it out by floating over the river to the exit.

In the next room, glide across the hole and grab the Lums and Heart in midair.
Bounce along the drums and perform a super bounce to reach a Swingman above 
you. Swing to the left and glide over to the hidden door.

 ~~ HIDDEN ROOM ~~
 There are sixteen Red Birds all flying next to each other, conveniently in a
 square shape. After a few chain-bubblizings, you will be able to open up the
 [HIDDEN CAGE] and free the Electoons.

Glide back over to the Swingman and swing through the Lums to the right. Ride 
the water rapids over to the last [HIDDEN CAGE]. Luckily, the three Red Birds 
that are guarding the cage are all asleep, so they should be easy pickings. 
Jump up the platforms to the cage and smash it open.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Best Original Score
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:00         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:32     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Jump down onto the piano walkway and take down the Darktoon scuttling around. 
As you jump on the ledge, staves emerge from it and green toucans fly down to 
rest on them. These friendly toucans can be used as platforms, but they find 
it difficult to support your weight and will sink if you stay on too long.

Jump across the row of toucans and hit the Bulb-o-Lums on the ceiling, then 
glide to the right to find a green bouncy bird. They act just like bouncy 
flowers. Run past it and collect the Lums and Heart ahead. Hit the switch to 
make some allies show up. Jump on the toucan and ground pound the bouncy bird 
to rocket all the way up to a platform containing a [SKULL COIN]... just watch 
out for the Spiked Birds (which are identical to Spiked Eyes seen in the first 
world). Drop back down and go to the right.

Punch the Bulb-o-Lums for some yummy Lums and crash through the wooden 
floorboards onto an enemy. Wall jump up to the ledge. However, continue wall 
jumping to reach an even higher platform with a door you can go inside.

 ~~ HIDDEN ROOM ~~
 This Cage Challenge can be a bit rough. The [HIDDEN CAGE] is down below, and
 you must jump down from your location and hit all the Red Birds as you
 plummet. Slow your fall by gliding and do not ground pound, since that'll
 result in your death. There are seven Red Birds on your way down.

Return to the lower platform. Instead of toucans, yellow Helmet Birds are 
resting on the staves, and they aren't very keen on the idea of being used as 
stepping stones. In fact, you'll get hurt if you step on their spiked helmets.
Kill 'em instead, break open the flask for a Heart, and exit the area.

At the start, step on the switch here to flatten the string above you, then 
leap up on it and grab the Lum King. Follow the trail of singing Lums to reach
a long string with a few waves on it. Wall jump up to the toucan above you to 
receive a [SKULL COIN] and glide over the unstable string.

Take down the Red Bird and crash through the wooden gate. Ground pound the 
bouncy bird to reach a [SKULL COIN] on a platform above the exit, then fall 
back down and proceed through the door.

Run through the red feathers to expose a Lum King and grab him. Hop across the
toucans to the other Lums and wall jump up to the path. There are a number of 
unstable red strings up ahead, and you'll have to straighten them out using 
the switch; they only stay stabilized for a few seconds, so you'll have to run
across the wires real quick before they become too dangerous to traverse.

To the right, punch the two Red Birds and punch the switch on the wall to make
some toucans and a bouncy bird appear. Jump over to the bouncy bird and bounce
up to the left; glide over to the wall and grab the [SKULL COIN], then wall 
jump back to safety so you don't slide down onto the Spiked Bird. Next, smash 
the wooden wall and collect another Heart before taking the door.

There is another Lum King hidden in some red feathers nearby, so expose and 
then grab him. Collect some more hidden bubble Lums in the vicinity and then 
deal with the three Red Birds resting on the piano walkway in front of you.

When you reach another switch/string combo, step on the switch and make your 
way over to the upper string. Jump over the Spiked Bird and pick up the [SKULL
COIN] in midair, then glide back to the switch. Hit it again and take the 
lower path this time, sprinting to the other side.

Wall jump up onto the ledge to the right; just like before, continue wall 
jumping up the shaft to find another platform offscreen and walk through the 
hidden door.

 ~~ HIDDEN ROOM ~~
 Similar to the loading screens, you will not be able to see anything here
 other than silhouettes. Walk forward and punch the Helmet Birds standing in
 your way: one Power Attack will finish them all off. Run past the [HIDDEN
 CAGE] and wall jump up to one final enemy. Deal with him before opening the
 cage.

Fall back down to the main trail and depress the switch to so that a staff and
toucans arrive. Use their beaks as stepping stones (if you notice, the ones 
with shorter beaks often release Lums or Hearts when stepped on) until you 
reach the end of the line. Glide over to the switch on the wall and hit it to
make another chain of birds fly down below you. Hop across them, then use 
Swingman to fly over to the doorway.

Inside the Cage Challenge, defeat the six sleeping Red Birds and open the 
[HIDDEN CAGE] once they're toast.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Wind or Lose
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:20         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:55     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

At the start of the level, step on the switch to turn on an air vent. Jump 
into the air stream and glide to be whisked high above. At the top of the air 
current, punch the flask for a Heart and glide over to the next current. The 
next air current travels horizontally, so hold down A when inside and you'll 
get pushed onto a platform.

The Bagpipe Bird here can create air streams of his own with a puff on his 
bagpipe, which can actually help you out in some situations. This one is a 
nuisance though, so finish it off before continuing to the right. As you ride
the two vertical air currents, two horizontal ones will turn on and off, 
possibly preventing your ascent. There are also some Spiked Birds in place 
that act as hazards that you can be pushed into. Collect the Lum King and the 
other Lums, then ride up to the ledge.

Before going through the door, there is an air stream below you. Jump into it
and avoid flying so you can fall down to the bottom of the current. Here 
you'll locate a [SKULL COIN]. Take it and ride the air stream back up to the 
door.

Fly over the Spiked Birds and land in the water slide. At the end of the ride, 
leap into the first of three vertical air streams. You may notice a trio of 
Spiked Birds guarding a [SKULL COIN] at the bottom of the middle air current. 

In order to reach it, you must be very careful when controlling your 
elevation. Glide to reach the top of the leftmost current, then fly over to 
the middle one. Let go of A so you start to slowly fall through the air stream
and hold down A as soon as you get a hold of the coin, making sure that you 
don't fall too far into the spikes. Once you have it, float over to the 
rightmost air stream and enter the dijiridoo.

Rayman enters an extremely windy area, giving him the ability to float through
the air like a feather. Since the whole area is filled with air streams, you 
can jump extra high and even fly upwards by holding down A. Watch out for the 
spinning wind barrel ahead, since it'll jet you out into various directions if
you come in contact with it. Float around it while grabbing the Lums, then 
begin flying towards the ceiling immediately past the barrel. Go through the 
hole in the top and you'll land next to a door.

 ~~ HIDDEN ROOM ~~
 The [HIDDEN CAGE] is surrounded by four Lividstones standing on elevated
 platforms. You cannot reach them from below, so glide over the Spiked Birds
 and step on the two switches to activate the air currents below you. The
 Lividstones will be pushed into the ceiling and killed. Use the
 aforementioned currents to reach the cage.

Back in the wind chamber, slowly float to the right while collecting Lums and
avoiding Spiked Birds. Do not touch the ground, since you will just land in a 
river and be whisked back to the entrance of the chamber. Once you exit the 
wind chamber, jump to the right and defeat the three Bagpipe Birds; make sure 
to time your jumps, since one of them will use the bagpipes to blow you into a
set of Spiked Birds. On the other side is a door.

In the following room, step on the first big drum and ground pound it. Wall 
jump up the narrow opening to find a [SKULL COIN] high above the entrance. 
Drop back down and traverse to the right.

This next area is tricky on its own, but even harder if you want to collect 
the [SKULL COIN]. There are three air currents above a gaping hole, each one 
turning on and off periodically (the left and right always turn on/off 
together, while the middle one follows an alternating pattern). There is a row
of Spiked Birds in the central current with the coin just below them.

What you must do is time when the currents turn on and off, reach the bottom 
of the central current and rise up to the coin, then start to float either to
the left or right so you can catch the air stream to safety. It takes a bit of
practice and you may die a few times, but at least there is no penalty for 
kicking the bucket in this game.

Float over to the Swingman to the right of the rightmost air current and swing
over to a door.

 ~~ HIDDEN ROOM ~~
 Honestly, this one can be annoying. For the Cage Challenge, you are inside a
 wind chamber: the [HIDDEN CAGE] is in an alcove to the right, and the lone
 enemy you must kill is below where you are standing. What makes this hard is
 the constant wave of Spiked Birds that travel upwards through the chamber.
 You must navigate the wind chamber while avoiding them, float underneath your
 starting position to kill the Red Bird, then glide to the cage on the
 opposite end.

Back outside, drop off the ledge below Swingman and head through the door. 
It's more or less the same up ahead with the wind currents, but things are a 
bit more dangerous with a higher inclusion of Spiked Birds. When you reach a 
boarded-up drum, smash through and bounce up to the pillar. Grab the Lum King 
and glide to the right and use the air currents to snatch up the red Lums.

Before you jump up towards the resting Red Bird on the pillar, jump at the 
wall of said pillar and begin to slide down. When you reach underneath where 
you were just standing, glide over to a tiny ledge and take the [SKULL COIN].
To get back, hit the switch next to you to activate another air stream.

Defeat the Red Bird and traverse the Spiked Bird-ridden area. There are a lot
of well-placed Lums here, so make sure to take them all on your journey. When
you reach the door, wall jump above it and break down the wooden barrier to 
reach a Bulb-o-Lums. Now go through.

Back inside another huge wind chamber. Jump up and punch open the flask for 
good measures, then start movin' along. Take the first Lum King and use the 
floor/ceiling drum combo to bounce through the room. Just like a moonbounce 
(kinda)!

The next area isn't so fun: the floor and ceiling consist of long, thorny 
branches, so be careful where you float (reminds me of the bramble levels from
DKC2). Along the way, you can get a [SKULL COIN]. Up ahead, float through the 
patch of red feathers to make a Lum King appear, then collect him and go 
through the dijiridoo hole and snag the other Lums. The exit is just off to 
the right.

For the final Cage Challenge, you are in another wind chamber. There are 
Spiked Birds on the floor and ceiling (in addition to some just floatin' 
around), so be careful here. There are four Red Birds flying through the wind 
chamber, so glide through and defeat them all to gain access to the [HIDDEN 
CAGE] and the Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Skyward Sonata
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o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:50         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:25     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

The opening area is very small: slide down the water rapids and bounce on the 
drum to the wooden floor. Kill the Red Bird here and break through the floor 
panel to reach the door.

As you run along the clouds taking down Red Birds, they will begin to 
dissipate from under you. Luckily, a flying Flute Snake swoops in from under
and breaks your fall. As the Flute Snake rides through the air, stay on his 
back and collect the Lums along the way. Can't go wrong with free 
transportation! You can also collect your first [SKULL COIN] by wall jumping 
along some shifting pillars.

Eventually, the Flute Snake flies away and forces you to disembark. Wall jump 
above the doorway to find a hidden door leading you to a Cage Challenge.

 ~~ HIDDEN ROOM ~~
 You must jump across moving drums and destroy the Red Birds between the drum
 sets. The drums on the top and bottom of the screen move in towards the
 center, which can lead to some wild and crazy bounces. Wait for them to
 separate before you jump to the next pair. Open the [HIDDEN CAGE] at the end.

Go through the door below you to the next area. Wall jump and smash down the 
wooden gate, then drop onto the Flute Snake. If you want to collect the two 
coins ahead, you must be very quick, so stand on the head of the Flute Snake 
and don't lag behind.

Jump on the floating water slide and leap to the nearby wall. Wall jump up to 
the first [SKULL COIN], then quickly drop back down onto the Flute Snake. Walk
forwards until he passes underneath a narrow opening and wall jump to the top.
Slide down towards the second [SKULL COIN] and wall jump back up and over. Go 
across the ledges above the Flute Snake and over the wall, then drop back down
on him when you reach the area with the crushers.

Stand on the Flute Snake and go underneath each crusher when they are raised. 
Hop onto the platform and say goodbye to your free ride once again. Punch the 
Red Bird hopping on the drum, then use it yourself to find a hidden door.

 ~~ HIDDEN ROOM ~~
 There are three Flute Snakes that fly around in a circle, encasing pairs of
 Red Birds. Wait until the snakes pass, then jump in the small boxes and kill
 off the enemies. Use the Flute Snakes as makeshift platforms to jump/wall
 jump to the [HIDDEN CAGE] at the top of the room.

Fall down to the platform next to the drum and run through the door. You can 
expect to find a third Flute Snake in this area. Hop on and take the ride to 
the first ledge. Use the miniature drums to bounce up to a Heart, then wait 
for the Flute Snake to pass underneath. There is a Lum King and some Lums just
on the other side: wait for the snake to pass through the Lums before picking 
up the Lum King.

Just ahead, you have the choice of going under or over the platform. I suggest
going under, which gives you a chance at a [SKULL COIN]. There's a Bulb-o-Lums
at the top of the platform, but the coin is of more worth to you. Afterwards, 
hop along the tiny platforms to climb over the pillar and regroup with the 
Flute Snake again.

Once you disembark, crack open the Bulb-o-Lums and eliminate the Red Bird 
standing in front of the door. Off to the next room!

Immediately after entering the area, wall jump to find a [SKULL COIN] above 
the entranceway. Make your way over to the Flute Snake flying under you. This
coure is another case where you have to be very quick and stay at the front of
the snake if you want all the collectibles.

Pass through the crushers and take the Heart, then wait until you reach the 
Lum King. Quickly pick him up and the other Lums, then ground pound through 
the line of Lums onto the snake. Smash open another Heart flask and wall jump
over the obstacles.

Stay on the head of the snake and quickly jump onto the miniature drums. Wait 
for the gate above you to open, then bounce through to get the [SKULL COIN]. 
While in midair, hold down A to float until the gate opens back up before 
dropping through and back onto the Flute Snake. For the next section, stay 
crouched to dodge the shifting ceiling, which is lined with spiny Darktoons. 

Once you reach the end, use the drum to grab a few more Lums and exit. Use the
moving drums to slay the four Red Birds inside the room and break open the 
[HIDDEN CAGE]. 


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 No Turning Back
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 100 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 175 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 200 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Like in the previous world, there are basically no enemies or obstacles 
present, save for the one Bagpipe Bird at the end. It's an easy ride from 
beginning to end. Here, your task is to collect as many Lums as you can while
crossing the Electoon bridge. As you grab each Lum King, ride the pink 
ziplines and jump/fly to grab each Electoon along the way. The ziplines 
prevent you from backtracking, so try not to miss a lot. Again, if you don't 
have 200 by the [HIDDEN CAGE] at the end of the level, just restart.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Shooting Me Softly
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

It's the end of a world, so one can expect a Moskito level. Once you hitch a 
ride with him, proceed out into the open. A few Helmet Birds and regular 
yellow birds are found here, so inhale them and spit 'em out for a Lum bonus. 

Throughout most of this level, you will be challenged by air currents and 
inconspicuously-placed drums. Occasionally, the air currents will be blocking
your path and you must target switches to deactivate them. In order to reach 
many of the Bulb-o-Lums and other treasures, you must shoot at the drums 
placed on the walls to create ricochet bounces... play around with the drums 
and see what types of things you can hit off the ricochet.

When you come to an ancient pyramid scene, you must enlist in the help of 
bronze lights in order to proceed through. The dark tomb is filled with tiny 
Locusts that swarm the place. Shoot the bronze circles to turn on the lights 
and create a barrier for you to cross through. Again, target the many 
Bulb-o-Lums for some nice rewards.

Once you exit out into the open, you end up in a minefield. Either avoid or 
suck up the Flying Bombs. You ultimately pass into an arctic environment as 
Moskito and Rayman pass through a series of glaciers. Evil Spiked Oranges roam
the area, with most of them being sessile, but some bounce around inside the 
tunnels and must be inhaled. Eventually, the walls start to move in, but by 
then you're in the home stretch.

Once you reach the Moskito sign, leave your pal behind and enter the doorway. 
You'll find the [HIDDEN CAGE] on the other side. No boss this time!


==============================================================================
 GOURMAND LAND                                                          [0303]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Polar Pursuit
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:50         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:26     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

With a new world comes a new change of scenery, so get used to both the arctic 
and the food-based themes of Gourmand Land. As you immediately notice, Rayman
is prone to slipping when walking on ice, so watch your footing. Run through 
the purple ferns for some bubble Lums and follow the ice slide.

Avoid the Spiked Oranges hanging overhead and proceed to the right. Smash 
apart the piller and slide down the ramp into the cold water. Immediately swim
to the right to find a row of Psyclopes. Jump on each of their head and 
proceed up each one like a staircase, eventually giving you enough height to 
reach a [SKULL COIN] in the air. You must be quick though, since the 
Psychlopes fly to the left and you may end up being out of reach of the coin. 
You can get the "Boing! Boing! Boing!" achievement here if you bubbilize all 
11 without hitting the water.

On the other side of the lake, punch the colorful Bulb-o-Lums and collect your
reward before jumping across the fragile umbrella platform. Just ahead is a 
big blob of a dragon kickin' back and relaxing. Jump on his huge stomach to 
make him vomit a stream of gross green liquid. Just like a geyser or air 
stream, ride the puke up to the exit.

Next up, grab some more Lums hanging out and slip and slide your way down the 
icy slopes. Hop across the Spiked Orange pit either by using the umbrella as a 
stepping stone or swinging across with the the bug holding the instrument up. 
Hop on the lemon wedge skewered on the fork, but don't stay on too long or the
fork will prick you.

Slide down towards the fruit punch pool and jump on top of the Blue Dragon. 
Ride the stream of green liquid emanating from his mouth and leap across the 
series of lemons and umbrellas. When you reach the doorway, wall jump above it
to claim a [SKULL COIN] first.

Rayman encounters another imprisoned Nymph. When you chase after her, the 
Darktoon will occasionally shrink in size in order to get away (a bit of 
foreshadowing for the near future...). When you enter the cave, take the upper 
path so you can collect another [SKULL COIN]. Once you enter a second cave, 
you'll find a Lum King. After collecting him, exit onto a group of umbrellas;
drop down for the [SKULL COIN] and continue on foot.

Eventually, you corner the Darktoon in a room with a pair of ramps. Wait for 
him to become normal-sized before crushing him. The Gourmet Fairy, Edith Up, 
grants you the power to change size when either entering a funnel shape or by 
jumping inside a Funnel Bug.

To escape the room, walk through the funnel shape to the right to shrink down 
in size and squeeze through the crack in the wall. Before you do so, stand on 
the top of the left ramp and jump to your right to find a hidden [SKULL COIN].
Now shrink down into the crack and walk through the door.

There is another crack to enter to the right, but there is a second one above 
you. Wall jump up the crack in the ceiling to find a secret door.

 ~~ HIDDEN ROOM ~~
 This Cage Challenge is really simple. There are five sleeping Psychlopes to
 deal with, so naturally they should not pose much of a threat. Using the
 bouncy limes, eliminate them all and open the [HIDDEN CAGE] at the top.

Head to the right to find two Darktoons. When Rayman is tiny, he is greatly 
hindered offensively. You cannot bubblize enemies by simply jumping on their 
head: you must ground pound an enemy to bubblize them, then once more to pop 
them. Wall jump your way through the cave and then ride the umbrella over the 
fruit punch (notice how the umbrella doesn't close when you're miniature).

On the other side, rustle the purple fern to make a [SKULL COIN] appear. 
Quickly chase after it and grab it before it drops into the fruit punch, where
nasty Piranhas lie. Wall jump back to the top and hop onto the pillar. Grab 
the Lum King and the other Lums as you proceed across the fruit punch.

You are now inside another cave. Jump into the Funnel Bug to change size and 
get shot through a hole. There is a [SKULL COIN] nearby, surrounded by a bunch
of Spiked Oranges. This one is particularly hard to grab because you must 
glide between the row of oranges and then immediately change direction to land
in the platform, otherwise you'll end up as Piranha bait.

Leave the cave and hop across the lemon wedges. Ground pound the Blue Dragon 
and ride up to another cave. Drop down into the first hole you come across; 
avoid the Spiked Oranges on the left and slide down the crack in the floor to
reach another hidden room.

 ~~ HIDDEN ROOM ~~
 Another silhouette room, cool. In order to reach the [HIDDEN CAGE], you must
 traverse across a line of forked lemon wedges. Hop up to the first fork and
 jump on the Psychlops. Continue jumping on top of the others until you reach
 the unlocked cage.

Return to the start of the cave and hop across the ice columns to eventually 
reach a Heart flask and a door. To open the final [HIDDEN CAGE], kill off the 
four flying Psychlopes.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Dashing Thru the Snow
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:50         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:20     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This level is going to test out your new shrinking ability a bit. Remember 
that when tiny, perform an aerial attack to help gain a bit of extra ground in
the direction you are pointing. Collect the Lums hiding inside the first few 
ferns and make sure to grab the other two in the miniature tunnel below you. 

In order to defeat the Waiter Dragons ahead, you must attack them from the 
front or the back... the trays they hold over their head prevent the use of 
stomps or ground pounds. Try to attack from behind or else you risk getting 
burnt by their fire breath.

Just past the two dinos are a stack of colored ice blocks holding up various 
cans. You can break the ice cubes, but note that they are supporting the 
weight of the cans, so the cans will fall and potentially crush you if you 
destroy certain blocks. There are a few Lums trapped inside the ice cubes, so 
shatter them all to ensure a nice reward. Proceed through the door.

Slide down the slope to gain some extra speed needed to reach the [SKULL COIN]
just past the fruit punch pond. If you don't get the desired height, backtrack
and try again.

Enter the funnel and squeeze through the tunnel, dropping on the stomach of a
sleeping Red Dragon. Unlike their blue counterparts in the previous level, 
these fellas spit out a big bubble that your miniature form can ride. Jump on
it to travel through the gigantic room. The bubble will sink under your 
weight, so jump up and down in order for it to gain some height. As you reach
the other end of the room, stay on the bubble and ride it up to the ceiling to
discover a hidden door.

 ~~ HIDDEN ROOM ~~
 In a rare surprise, this Cage Challenge is also a Moskito track! Hop on
 Moskito and ride through the cavern to the other side. You must avoid Spiked
 Fish and destroy ice cubes along the way, until you reach the [HIDDEN CAGE] 
 and several Psychlopes at the end. Shoot around the ice cubes and cans or
 inhale the sleeping foes, then step off and open the cage.

Drop down from the ceiling and open the door. Watch out for the Spiked Oranges
on the floor and use the green umbrellas to get across. Step on each one for 
some Lums and a Heart, then defeat the Psychlops. Make sure to swing back to 
the entrance and slide down the funnel to get a few more Lums (every last one 
counts, especially in a level like this where they are fairly scarce).

At the next section, there are multiple cans being held up by ice cubes. There
is also a [SKULL COIN] at the bottom of the pile. Pay attention to which ice
cubes are supporting the cans and destroy the other ones. Quickly slide 
through to grab the coin and burst out of the other end. Smash the other 
blocks for some Lums and move on.

Hop across the orange umbrellas for some bubbled Lums and enter the Funnel Bug
to shrink. Drop down from the exit to find a fern resting near the waterside 
and jump through it to uncover a large sum of Lums. Take it and kill the two 
Waiter Dragons skating around, then return to the door and head through.

The next room contains two bubble-coughing Red Dragons and a mess of hazards.
Grab the Heart at the start and jump on the first Red Dragon (ground pounding
his stomach produces a larger bubble). Grab the Lum King and ride up to the 
ring of Lums nearby. Dip down between the pair of Spiked Fish to secure a 
[SKULL COIN], then ride up through the tight squeeze.

On the other side of the cave, there is an upper and a lower entrance. Ignore
both and ride all the way to the ceiling to find a hidden [SKULL COIN]. If at
any point you lose your bubble, you can glide back to the cave entrance and
try again.

Ignore the upper entrance and dip down low near the Piranha pool. Take the 
bottom exit to find another [SKULL COIN]. Run through the Funnel Bug to emerge
outside of the cave; take down the Waiter Dragon and exit the area.

The large chasm in front of you is filled to the brim with ice cubes and a 
couple cans. Ground pound through the stack of ice cubes; you really only need
to destroy one line so you can escape down the bottom, but search the whole 
area for the ones containing Lums. Break free and slide down the slippery 
slope; a Swingman should break your fall before plummeting into a fruit punch
pool. Swing to the left and enter the secret door.

 ~~ HIDDEN ROOM ~~
 Three Psychlopes are residing over a hole, but you cannot defeat them as your
 miniature self. Instead, use their noggins as stepping stones to reach a
 funnel at the other side. Once you return to your normal size, jump back 
 across and open the [HIDDEN CAGE].

Grab hold of Swingman again and launch yourself to the exit door on the right. 
For the last Cage Challenge, break through the ice cube barrier and eliminate
the trio of Waiter Dragons: either the old-fashioned way or by dropping blocks
and cans on their head for a swift death. The final [HIDDEN CAGE] is yours 
once they are out of the picture.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Piping Hot!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:40         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:04     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Boy, this is a pretty fun level. Slide through the nook towards a large ice 
cube dispensary. Like before, smash through the ice blocks, specifically 
targeting the ones with Lums frozen inside, and avoid the cans. Once you 
navigate to the bottom, head through the door.

Here's where things really change up. The scenery is greatly altered, with 
Rayman entering a red-hot kitchen. As the ground crumbles beneath you, 
position yourself above the Lum King and float down the path, collecting as 
many dancing Lums as you can. At the bottom, enter the kitchen (author's note:
this level has fantastic music! Makes me giddy every time I play it).

This level contains many Chef Dragons, whose duties are to prepare the food 
(for whom, exactly?) and monitor the kitchen. Hop over the pot of boiling stew
and defeat the first dragon. Just like Waiter Dragons, they have a devastating
fire breath attack. Kill the next one riding the cheese souffle and open up 
the Heart flask. Take down another pair and hop onto the boiling pot.

Target the Bulb-o-Lums (shaped as a miniature pot) hanging from the ceiling 
and crush the Chef Dragon under you. Enter the pipe system to shrink in size 
and barrel through the row of Darktoons. Climb up to a narrow pit and wall 
jump to the top to find a [SKULL COIN] protected by a Chef Dragon. Drop back 
down and smash open the Bulb-o-Lums and fall down to the bottom of the pit. 
Don't worry, there's nothing dangerous here; in fact, you'll gain entrance to
a hidden room!

 ~~ HIDDEN ROOM ~~
 To access the [HIDDEN CAGE] on the far right, you must jump across the moving
 pistons. There is a Chef Dragon stationed on nearly every one, so time your
 jumps and take them all out. Afterwards, glide down to the cage and crack it
 open to free your pink pals.

Climb back out of the pit and continue to the right. Smash the Bulb-o-Lums and 
avoid the two Darktoon maws below, since they start chompin' at the bit once 
they catch a sight of tiny Rayman. Jump up to the shaking pipe, which will 
soon drop down one level. Stand on it until it drops a level, then run to the
right through the [SKULL COIN]. You can exit the pipes here by flying down 
onto the Chef Dragon and exiting the room.

A pile of goofy-looking popcorn is floating ahead. Jump on top of it to 
receive a Heart. A cocky corn kernel is hanging on a line of red peppers, so
jump on it to scare him off into the vat of boiling butter below. As a result,
he turns into a popcorn platform that you can use to cross the liquid.

Attack the Chef Dragon and the Bulb-o-Lums, then swing on the next set of 
peppers to shake off some more kernels. Leap across their new forms to the 
platform. Ride the pepper zipline and swing across another line of peppers.
Jump across the pots of butter and fly through the Lums to the other side.

Here, a Chef Dragon is standing on top of some sort of boiling tube that is
used to boil the pot of water. Knock him off, then stomp on it yourself to
boil the water. The steam cannot hurt you and is used just like the air vents
in earlier levels. From here, use the popcorn kernels to reach the other side
of the pots.

Shrink down through the pipes and slay the sleeping Darktoons, then walk over
to the unattended boiling tube. Ground pound it, then jump on top of the pot's
lid. Fly to the left to find a [SKULL COIN] up in the corner, then back to the
lid. Follow the upper popcorn path to reach a secret entrance.

 ~~ HIDDEN ROOM ~~
 You must climb down a series of ledges to find the [HIDDEN CAGE] at the
 bottom of the room. There are red laser sights covering the majority of the
 room; when you cross one, a fork shoots from the side of the room and follows
 the red trail. You can easily dodge the forks by jumping or ducking, and they
 will even kill the Chef Dragons for you!

The area exit isn't too far from here: drop down to the other popcorn 
platforms and finish off the Chef Dragons in your way. Like always, wait for
their flame attack to cease before trying to tango.

The next room contains a lot of pepper ziplines, thus you won't be able to 
backtrack much at all. There are some important items throughout, so if you 
mess up and missed something nice, killing yourself is certainly an option. 

Ride the first zipline over to another boiling tube/pot combo. Heat it up, 
then jump on the lid and up to the Lum King. Slide down the next zipline. The 
path forks up ahead, with a zipline above and another below. Jump to the one 
on top, then leap for the [SKULL COIN] and land at the end of the room. Deal 
with the Chef Dragon guarding the door, then move through.

The next room is more or less the same as the last, if not a bit more 
complicated. There are more ziplines to ride with multiple branches to take. 
For the first set, I'd recommend taking the upper path; you'll miss a Heart 
and some Lums, but you're going to miss some Lums either path you take.

Wait for the flames to subside before jumping on the next zipline set: this 
time go low and grab the [SKULL COIN] along the way, and jump before you reach
the block of spiked cheese at the end of the zipline. Exit the room.

The fires below are unsettled, leading to the occasional spit-up from the 
pools of lava below. Swing across the peppers to knock the two corn kernels 
into the water, then use them as platforms. Collect the Heart inside the flask 
and go across the pipes. Some flames shoot out from the openings, so wait for 
them to die down before going across.

Once on stable ground, kill off the Chef Dragon and hop on the boiling pot. 
While riding the lid, jump and glide to the left to locate a concealed [SKULL 
COIN]. Get back on the lid and wait for the streams of fire to lower before 
riding the final ziplines.

For the last Cage Challenge, enter the Funnel Bug to be shot up and over the 
[HIDDEN CAGE]. Take out the isolated Chef Dragon. There is no way to get back 
over the cage and kill the other enemies yourself, so it's up to you to 
improvise. Notice how the whole structure is shaking a bit? Jump onto the 
ledge to the left and ground pound it to slowly send the whole thing into the
lava. Conveniently for you, it sinks just enough so that the Chef Dragons are
killed and still leaves the cage safe and sound.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mending the Rift
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 100 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 175 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 200 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This is another Electoon bridge level, but it's a tad different than the 
others. Portions of the bridge move around the course, similar to the Flute 
Snakes found earlier in your quest. Make sure to activate the Lum Kings when 
you see fit and collect as many as you can. Typically, if you grab every last 
Lum when they are red before reaching the next Lum King, you're on the right 
track to achieving 200 Lums.

There are also a few bouncy Electoons in the level; remember to ground pound 
to gain extra height (a super bounce!). When you reach the [HIDDEN CAGE] at
the end of the level, stomp on the Chef Dragon and free the Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Aim for the Eel!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Time for a speedy exit from the kitchen. Hop on Moskito to begin the course. 
Mini Dragons begin flying in rows towards you; like in previous Moskito 
levels, defeat a whole row for a Lum bonus. The number of Mini Dragons is 
pretty high, so use Moskito's inhale ability to suck up a whole line and spit 
them out at another to maximize damage.

As you move through the kitchen, avoid the streams of lava and continue 
targeting Mini Dragons. Some move horizontally, and others travel vertically 
via holes in the ceiling and floor. There are also a few pesky Chef Dragons. 
To defeat them without getting too close to their fire attack, use the slanted
portions of the piping to ricochet your shots off at them.

Just like any Moskito level, target as many enemies as you can and also look 
for Bulb-o-Lums throughout the course. Rayman and Moskito move into the 
background, which serves as a checkpoint. Up ahead, you'll find two Chef 
Dragons and a Bulb-o-Lums. Gobble up the one standing on the boiling tube to 
turn off the flame, then spit him out at the Chef Dragon and Bulb-o-Lums just 
below.

The next area consists of laser traps and flinging utensils. You can use some 
of these in order to defeat enemies or pop open Bulb-o-Lums, so make sure to 
trigger all the red lasers. Pass by the ice chute and the hot brand irons, 
then pummel the sleeping Hot Pepper Man to successfully escape the kitchen.

Unfortunately, the dangers don't stop here. Your nice stroll through the 
seaside is interrupted by a large foe. After looking at the title of the 
level, I'll give you one guess as to what it is.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Electric Eel
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This is no traditional eel: the Electric Eel is in fact strapped with light 
bulbs and has large pincers at the end of its head. Despite having these light
bulbs surging with electricity, it can swim through the water without a 
problem. Target the light bulbs on either side of its long body to receive 
extra Lums.

Your main target is the Electric Eel's pink tail. As is thrashes about, shoot
at the tail to knock off a segment of its body. The boss will become faster, 
but the strategy stays the same. Repeat ad nauseum. Funnily enough, the boss 
doesn't really make an attempt to directly attack you, so you should be fine 
as long as you steer clear of the beast.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Fly through the load of Lums the Electric Eel leaves behind and land on the 
dock. Walk down the pier and smash open the [HIDDEN CAGE] to free another
batch of Electoons. Onto the next world!


==============================================================================
 SEA OF SERENDIPITY                                                     [0304]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Port 'O Panic
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:20         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 0:55     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Rayman emerges on an old-timey pirate ship, ready for business. Most of it is 
in shambles, though, with friendly Wizards being held hostage by Darktoons. If
you see red toad creatures running around with black gunk on their head, take 
a moment to help them out. You unlock the "No Panic!" achievement if you 
rescue all ten.

Walk to the right onto the seesaw platform. Stand on the right to bend it 
upwards to the left, then go up the slope and free the first Wizard. Climb up 
the large steps to your left to find a doorway.

 ~~ HIDDEN ROOM ~~
 Slide across the rope like Jack Sparrow and drop down on the Psychlopes along
 the way. There are two residing under the first rope. Ride the water geyser
 at the end to reach the top rope and defeat a third foe, then slide the rest
 of the way to the [HIDDEN CAGE]. Avast, ye matey!

Exit and jump on the upper ledge; run through the pink coral to expose a Heart
and a whole bunch of Lums. Take the upper path and free Wizard number two, 
then walk across the fallen mast to the third Wizard in distress. From here, 
backtrack to the seesaw and go low this time. The fourth Wizard is found 
pacing back and forth. Swing across the ropes to reach the fifth one, then hop
across the buoys to find the sixth Wizard just before the exit.

You may notice quite a few Lums residing underwater. Since you do not have the
ability to dive underwater, you cannot get these during your first 
playthrough. A second playthrough may be necessary in order to collect the 
level's Medallion.

In the next room, Rayman finds the Ocean Nymph trapped inside a Darktoon. As 
they get away, follow after the two. In this room, you will find the seventh, 
eighth, and ninth Wizards. As the Nymph and her captor jump inside an airship 
in the distance, go through the door ahead.

Get ready to run. Seriously. Dash through the pink coral and grab the Heart 
and as many Lums as you can, then sprint to the right. Jump over the pile of 
bombs that are about to get blown up, then hop up the two wooden platforms 
before they are destroyed by the airship. From the uppermost platform, leap 
and grab the [SKULL COIN] in midair. As the airship continues to firebomb the 
place, dodge the fireballs that rain down and avoid any pile of bombs that may
go off.

As you go through the door, jump up and free the tenth and final Wizard (the 
achivement should unlock for you here). Ride the zipline and nab the Heart, 
then drop down and continue hurdling obstacles and hazards. Try to stay low to
the ground and when the path branches off, stay on the lower platforms. Run 
underneath the rolling bomb to find a second [SKULL COIN], then exit the 
tunnel and hop onto the first of two sinking masts. Collect another [SKULL 
COIN] at the top and make your way to the end of the road.

The Darktoon drops out of the airship and into the water. As it begins to swim
around, perform a ground pound to destroy it and free the Ocean Nymph; you can
now dive underwater! Jump into the water and move underneath the waves. The 
exit is to your right, but swim to the left instead to find a fourth [SKULL 
COIN].

Enjoy the tranquil swim up ahead. The school of fish here cannot harm you, so
don't worry about them. Swim through the water and brush up against the coral 
to release bubbled Lums in addition to the ones already swimming around. 
Proceed towards the underwater cavern, where you'll find Spiked Fish and 
Electric Jellyfish.

There is a patch of purple seaweed just as you enter the cavern. Swim through
it to make it retreat into the ground, and you should notice a fissure in the 
ground. Dive down into the crack to locate a door.

 ~~ HIDDEN ROOM ~~
 Rayman swims right into a giant school of fish. Most of them are friendly and
 will avoid you, but there are a handful of angry Red Fish that you must
 destroy. It's hard to spot them among the others, so slowly swim throughout
 the area in search of them. The [HIDDEN CAGE] is on a small ledge on the far
 end of the room once they're all destroyed.

Emerge from the hole in the ground and continue to the right. There are many 
patches of Lums underwater and in small pockets above the surface that are 
waiting to be snatched up.

Continue to the right until you are given an option as to which road to take. 
Ignore both underwater passages and instead jump in the air to grab a rope. 
Swing to the [SKULL COIN] in the alcove, then dive back underwater. There's 
yet another [SKULL COIN] at the end of the upper path, but it's highly guarded 
by Electric Jellyfish. Be careful here.

After that, take the lower path and swim past another row of Electric 
Jellyfish. Activate the Lum King and grab all the other Lums, then head up to
the surface and punch open the doorway.

For the Cage Challenge, defeat the first Lividstone before diving into the 
water. Swim underneath the bomb platforms and attack the Lividstone on the 
other side of the pool. Here, jump on the seesaw to launch a bomb onto the 
bomb platforms... you know what comes next. With all them outta the way, the 
[HIDDEN CAGE] is yours for the taking.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Swimming with Stars
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:25         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:06     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Our first completely underwater level. Not as fun as it sounds, really (I hate
swimming levels in platformers). Start by smashing open the Heart flask and 
diving in. You immediately encounter a Man o' War patrolling the area. Its 
tentacles are very long - much longer than an average jellyfish.

Steer around it and through the Lums, then avoid the green tentacles of the 
nearby Sea Anenome. The appendages of this monster are very long and can sway 
back and forth. In order to scare them into hiding, attack the spherical part 
of its body. Go through the tunnel and avoid the spikes, then swim past the 
next two Sea Anenomes and through a door.

Approach the Electric Jellyfish tetrad and spin through the seaweed in the 
upper corner for some Lums. Go south for another Heart and a room filled with
Sea Anenomes. You can easily navigate to the bottom of the area, but you'll 
have to attack the Sea Anenomes if you want to uncover all the hidden Lums.

At the lower end of the area is a [SKULL COIN] surrounded by a ring of 
Electric Jellyfish. Wait until they disperse, then enter the ring and grab the
coin. Stay right where you are and wait for the jellyfish to bunch up around 
you; again, wait for them to expand before escaping. As you get closer and 
closer to the exit, the light becomes dimmer. Rayman is heading into the 
abyss...

Collect another Heart and continue deeper into the ocean. Avoid the first pair
of Man o' Wars and take a sharp right to find a patch of seaweed with some 
Lums inside (and another Man o' War).

Below, grab the Lums inside the intricate ring of Electric Jellyfish (some 
serious synchronized swimming goin' on here...) and hug the right wall: it 
opens up slightly, revealing a [SKULL COIN] trapped inside a crevice. Proceed 
south to reach another eyeball door. 

The screen is now pitch black aside from small portions illuminated by Sea 
Fireflies. Once you swim past a group, they tag along and help provide 
much-needed light. In addition to easier navigation, these lil' guys help keep
away Darktoon Hands. These evil fiends reside in the abyss and chase after 
Rayman whenever he is exposed to the darkness. It is very important to always
stay in the light!

Swim downwards to find some seaweed and Lums, then follow the tunnel past a 
Sea Anenome and a few Electric Jellyfish. Work your way up and around the Sea
Anenome's tentacles, then spin into it and collect the nearby Lums.

Continue following the trail until you reach a large room containing a Man o'
War and several Sea Anenomes (along with the usual Darktoon Hands). Swim to 
the right to find a handful of Lums surrounded by tentacles. There is an 
intersection just to your right: if you follow the path southeast, you'll end 
up at the exit, but hug the wall and go northeast to reach a hidden door.

 ~~ HIDDEN ROOM ~~
 This area is similar to the ice cube rooms seen in the previous world, but
 this time you're swimming around. Spin into the bottles and watch out for any
 falling boxes or even worse: TNT crates! Your goal is to defeat the four
 Pufferfish, but wait until after they stop puffing up before you attack! The
 [HIDDEN CAGE] is on the far right side of the room.

Return to the fork and head southeast this time to reach the door.

There are no Sea Fireflies this time, but you can enlist in the help of green 
Glowfish and Anglerfish. An Anglerfish moves from the left side of the screen
to the right, so stay in his proximity during his travels so you don't succumb
to the darkness. Resume your journey near the trio of Glowfish. First, swim 
south to find a [SKULL COIN] past a few Electric Jellyfish, then head back up
and paddle to the right.

There is a large display of Electric Jellyfish up ahead, with a nice amount of
Lums to go along with. Before you go off and collect them, first pick up the 
sleeping Lum King in the center. As an added bonus, you can find another 
[SKULL COIN] north of the jellyfish, in a crack in the ceiling. Next, swim 
east to find another moving Anglerfish and follow him to the exit. 

This time, it's back to Sea Fireflies, which gives you more ranged movement. 
Pick up another Heart and head to the right, past the Electric Jellyfish and 
Sea Anenomes. There's a tangled mess of Sea Anenomes just up ahead, with a 
[SKULL COIN] stuck in the middle. Carefully swim between the tentacles to get
a hand on it, then proceed to the right and exit the area.

Back to Glowfish and Anglerfish now. The Glowfish move around a bit in this 
humongous area, so stay close to them and start moving towards the right. 
Knock out any Red Fish in the way and you should reach an Anglerfish trail 
soon enough. Chase after him to the eastern wall.

When you reach the far right side of the room, you should spot a Lum King and 
a group of four Lums just below him. From the four Lums, swim past the 
Glowfish to the right. They should swim back and forth, revealing a crack in 
the floor. Swim down into the crack and enter the door.

 ~~ HIDDEN ROOM ~~
 There is a school of orange Pufferfish present. As soon as you approach them,
 a Man o' War swims out of nowhere and begins chasing you. It's up to you to
 kill all the enemies while staying away from your pesky pursuer. Most of the
 Pufferfish are bunched up, allowing you to knock one into the others.
 Afterwards, leap up to the [HIDDEN CAGE] and punch it open.

Return through the crack and pick up the Lum King. Grab any hidden Lums nearby 
and swim through the seaweed, then go through the tunnel to the door. The 
end-of-the-level Cage Challenge is incredibly simple: destroy the four Red 
Fish swimming in the pool and hop up to the [HIDDEN CAGE] once they're toast.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Freaking Flipper
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:20         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:57     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Well, you can expect a second swimming level here. Don't worry, it's not so 
bad. First, grab a Heart and jump right into the school of fish. It may be 
difficult to see, but scour the ocean floor for a small rift and squeeze 
through to enter an underground passage containing a [SKULL COIN]. Grab 
another Heart inside a patch of seaweed and swim between the row of Electric 
Jellyfish.

A new foe is guarding the doorway up ahead. What looks like a harmless pile of
rocks turns out to be a massive Stonefish. This bloke uses his strong suction
power to try and inhale Rayman (not unlike the tactics of your good friend 
Moskito). Hold down the Right Trigger and repeatedly spin to escape the 
vacuum, otherwise it is an instant death.

Swim to the right. There are two roads to take, but I advise going through the
lower path in order to pick up a [SKULL COIN]. For the sake of completion, 
backtrack through the upper path for a Heart and Lums. Just watch out for the
Swordfish that come shooting at you from off the screen.

There are multiple Stonefish up ahead resting in alcoves. Pass over the first 
one to reach a pit descending into the deep. There is another Stonefish to the
right of the first, which can create a nasty game of tug-o-war if you're 
caught in between their suction. Swim over the rightmost Stonefish to find a
doorway behind it.

 ~~ HIDDEN ROOM ~~
 In order to reach the [HIDDEN CAGE], you must swim through a long, winding
 tunnel filled with enemies. In order to keep you on your toes, a school of
 Piranhas appears as soon as you enter the tunnel. Quickly spin through the
 tunnel and take out each enemy along the way; the Piranhas make sure that
 there is no room for error!

Swim back over the Stonefish and head south, avoiding the others along the 
way. Swim around the rock in the center, either by defeating the 
pitchfork-wielding Red Fish up top or navigating the spiked tunnel down below, 
then head on to the next area.

You now end up in the remains of a sunken ship. Spin through the bottles 
underneath the TNT crate, then exit the water and wall jump up to a rope. 
Slide down and hop back into the water. There is a [SKULL COIN] trapped behind 
a row of boxes - two of them being explosive. Detonate the two TNT crates, 
then immediately grab the coin and double back before the third crate drops on
top of it. Swim into the water current, grabbing the Lum King and the bubbled
Lums, and through the door.

You end up in another water current, this one travelling downward. As you 
follow the current, make sure to swim around and dodge the swinging Sea 
Anenome tentacles. When you reach a stack of bottles, opt out and go to the 
right: it's more dangerous to sneak between the two waving tentacles, but 
you'll get a [SKULL COIN] as a bonus reward.

Once at the bottom of the current, break off into the passage. Continue 
following the path past the pair of Stonefish and you will come to yet a door.

In a nice change of scenery, Rayman enters an underwater ruins brimming with 
color. Stay near the ocean floor and destroy the first column you come to, 
which reveals a secret entrance.

 ~~ HIDDEN ROOM ~~
 Painfully easy, but really fun and unique. Rayman appears at the top of an
 incredibly tall shaft. Dive between the thorns and ground pound through the
 first set of bottles. Rayman continues to fall an insane amount until he
 lands on top of a Psychlops and the [HIDDEN CAGE]. Talk about overkill...

Head back into the undersea ruins and move to the right. Swim through the 
seaweed to uncover a Heart and a Lum King. Once you take the Lum King, swim 
through the duel Electric Jellyfish ring and catch as many singing Lums as you
can.

Slay the Pufferfish and proceed to an area with long Darktoon Branches. These 
long, thorny branches are wrapped around pillars and sway back and forth. Move 
between the first pair and snatch the [SKULL COIN] waiting in the open maw of 
the Darktoon on the floor. You can find another Lum King and some Lums between 
the second and third Darktoon Branches.

Proceed to the right past the remaining Darktoon Branches and spin through a 
school of Red Fish. There are quite a few Lums in this area, ripe for the 
pickin'. The last [SKULL COIN] in this level is between two pillars, so in 
order to reach it you must spin through the base. The exit isn't too far away.
Lastly, for the Cage Challenge, simulate a bowling game by knocking the 
Pufferfish into the stack of Red Fish. Strike! Open the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Bad Bubbles and Beyond
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 100 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 175 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 200 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This Electoon bridge level is shorter than the others, but the swimming 
portions can make it harder than normal. You must dive in and out of the water
while collecting Lums, and the switch between land and sea can be a bit messy,
control-wise. Still, there are plenty of Lums and Lum Kings, so you certainly 
have opportunities. At the end of the level is a Robot Crab: wait for it to 
raise its legs up before running underneath and attacking its underbelly, then
attack the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Fire When Wetty
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

One may deduce that this world would leave out a Moskito level since it mainly
focuses on underwater travel. But fear not, for Moskito can swim! Even though 
you're going to be under the surface for the majority, your mosquito buddy has
no trouble swimming.

Red Fish and Electric Jellyfish are the most common enemies in this level. 
They often travel in a row, and they either swim in a straight line or may 
wiggle back and forth like a wave. Like always, defeat every last individual 
in a group for a Lum bonus. Also look for seaweed for extra Lums.

In the first underwater portion, you'll find Sea Anenomes and Robot Crabs. 
Since the Sea Anenome's tentacles cover the majority of the path, you will 
have to attack them to get them to hide. As for the Robot Crabs, remember that
you can only target the pink button on their stomach. There are some areas in 
the underwater cave where you'll have to bank shots off of the walls in order 
to hit a specific target, so play around with ricochets.

When you escape to the skies, a Pink Eel will chase after you. This guy is 
similar to the Electric Eel boss, but he is invincible and all you can do is 
avoid him entirely. Try your best to ignore the threat and target the Yellow 
Birds flying in the sky.

Once you head back under the surface, you are joined by a second Pink Eel. 
They typically stay at the perimeters, forcing you to swim between them. For 
the remainder of the course, try to stay parallel with the two Pink Eels; 
sometimes they'll break the trend and swim around in circles, so when this 
happens try to be on either the inside or outside.

When you start to move faster and faster and the Pink Eels get closer and 
closer to each other, break free and stay in front of their heads as a narrow 
crevice opens up, allowing you to escape from harm. From here, it is smooth 
sailing to freedom: crack open the [HIDDEN CAGE] and head to the next world.


==============================================================================
 MYSTICAL PIQUE                                                         [0305]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Moseying the Mountain
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:25         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:06     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Don't move! There is a hidden door at the level entrance, so immediately turn 
around and walk up the hill to discover it. Howabout that?

 ~~ HIDDEN ROOM ~~
 Lividstones are riding on top of swaying Darktoon Branches. Begin by knocking
 the first two off, then hitch a ride over to the third guy. Drop down a level
 and kill off the final five. If at any point you fall to the bottom of the
 room, you can use the bouncy blue flowers to get back up to where you need to
 be. The [HIDDEN CAGE] is yours once all the Lividstones are dealt with.

Alright, NOW the level truly begins. Branches appear as you try and move to 
the right, and they are safe to cross since they are green and devoid of 
thorns. Grab the Lum King and the other Lums as you move across another 
branch. Run through the bush to uncover more Lums and a Heart, then ride the
zipline to a big pit.

Hop on the green island, then over to the vine. There is a [SKULL COIN] 
directly below you, flanked by two Darktoon Branches. Wait until they move out
of the way, then drop down to the coin and bounce back up to the vine. Swing 
across the rest of the way and enter the next area.

As soon as you head through the door, a Darktoon escapes with the Mountain 
Nymph in hand (well, in jaw). During the sequence, the Darktoon will run on 
walls and even on ceilings, giving you a major hint as to your upcoming new 
ability. Chase 'em down and jump over to the first Swingman. Swing over to the
branches that emerge from the mountainside and wall jump to the first blue 
flower.

Make sure to ground pound the bouncy flower, propelling you high enough to 
grab the [SKULL COIN] before it becomes blocked off. This coin is pretty hard 
to get, so if you're having too much trouble you can revisit the level once 
you've beaten it: that way you can wall run up to the coin with ease. On that
note, in order to achieve the Speed Trophy you'll have to wall run these 
sections as well.

Continue up the mountain using the vines, islands, and bouncy blue flowers. 
When you reach the wind tunnel, jump in and pick up the Lum King. As you 
ascend up the side of the mountain, more Darktoon Branches hinder your 
progress. There's another [SKULL COIN] here to collect, but it's in a tight 
squeeze: switch on and off with flying to maintain the proper altitude.

At the top of the mountain, drop off the ledge and run after the Darktoon. 
When it starts running on the ceiling, use the blue flower to reach it and 
pull off a midair kick to free the Mountain Nymph. With that, Rayman is given
the ability to run on walls and ceilings!

Personally, this technique has a bit of a learning curve, so practice here in 
the training area. In order to run on walls, you must be sprinting (hold down 
the Right Trigger). Run up the slope on the left to reach the chain hanging 
from the ceiling. This should open the gate in front of you.

The next part can be a little hard as well. Run up the side of the gate and 
the wall, then jump when you reach the corner of the wall and the ceiling: 
Rayman should jump farther than usual, grabbing the chain and opening up the
gates.

Follow the four Fakir Wizards to the top of the mountain. They are friendly, 
but if you attack them they will retaliate (they don't actually damage you, 
but it is pretty funny nontheless). As the group runs up the side of the 
mountain, they reach a sealed door and five stone pads. Once the countdown 
begins, imitate the Fakirs by moving the Left Analog Stick up and down. Once 
the ritual is complete, the temple door opens.

Inside the temple, hop across the dishes the Fakirs are hoisting up and crush 
the Bulb-o-Lums. Wallrun up the wall, then wall jump and continue wallrunning 
on the ceiling and over the spike trap. Do the same once more; watch out for 
the Darktoon Branches and grab the [SKULL COIN] in midair instead of dropping 
down onto the zipline.

Darktoons invade the temple and attack the Fakirs as well as you. Jump across 
the Fakirs ahead and use their wicked beards as swings, and ultimately you'll 
come to another door.

There is a curvy wall up ahead that you can run on, so first smash the ice in
your way and start sprinting up the side of the slope. Spin through the ice 
cubes on the ceiling, or else you'll come to a halt and fall off the ceiling 
and to your death.

Next, run to the right and jump on the Fakir's long beard. Swing back and 
forth to gain momentum, then leap to the right and hover to the platform above
where you just were. From here, you can wallrun over to a hidden door.

 ~~ HIDDEN ROOM ~~
 There are two half-pipes in this chamber, with large wheels occupying each
 one. Make sure the first one is out of your way before you wallrun up the
 half-pipe. Dislodge the second wheel and have it squash the Lividstones
 standing at the bottom of the second half-pipe. Once again, wait for the
 wheel to roll back behind you before wallrunning up to the [HIDDEN CAGE].

Jump back on the Fakir's facial hair and leap to the right. Wallrun over the 
spike pit and defeat the army of Darktoons walking around. Hop on the ledge 
and look up to the left to see a [SKULL COIN] slightly concealed by the 
scenery.

Continue to the right until you reach a wheel. Notice the arrow markings on 
the side of the wheel: run in place on top of it to raise the wall high enough
for you to dash under. Take out the enemies and wait for the wall to fall back
to the ground, then run up said wall to find the last [SKULL COIN]. Exit to 
the final Cage Challenge.

To access the [HIDDEN CAGE], first take down the two Psychlopes. Then run up 
the wall and onto the wheel, which causes a vine to shift next to you. Grab 
onto the vine and swing over to the two Lividstones, which should unlock the 
cage for you.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mystical Munkeys
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 3:00         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:35     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Get ready to put your wallrunning abilities to the test. Turn around from the 
starting position and run up the wall, smashing open the Bulb-o-Lums for 
some... well, what else? Go over the hole and open the Heart flask, then ride 
the zipline and run up the next wall. Help out the Fakir with the Darktoon 
nibbling away at his skull, then drop below the second zipline and punch apart
the Bulb-o-Lums. Run back up the wall and ride the aforementioned zipline, 
then grab onto the Fakir beard. Jump over the swinging mace.

Ride the other ziplines to a ledge. Turn around and jump over to the [SKULL 
COIN] residing over a hole and wall jump back onto the ledge. Wallrun again 
and make your way up to the doorway. Before going through, use the Fakir as a 
stepping stone and wallrun up the left wall to find a [SKULL COIN] in a high 
alcove.

You exit the temple and out onto the harsh climate of the mountain peak. Fall 
down onto the zipline and ride over to the slanted pipe, then sprint along the
wall, knock the ice cube outta the way, and jump onto Swingman. Wall jump to 
the platform above.

A Stone Man at the top of a ledge lobs explosive barrels down at you, not 
unlike the classic Donkey Kong scenario. Dodge the barrels or punch them out 
of the way, then bubblize the Stone Man. There is a Lum King sleeping above a 
stack of three ziplines, and you can find a [SKULL COIN] between the ziplines 
on the far left. In order to reach it, press down as soon as you grab hold of 
the zipline, or else you'll slide past it.

Once you reach the bottom, attack the two Darktoon and turn back to the left. 
Get a running start and float across the gorge to a small alcove with a secret
entrance.

 ~~ HIDDEN ROOM ~~
 There are nine total Lividstones, split onto islands in sets of three. There
 is also a giant rock structure looming overhead, supported by stacks of ice
 cubes. Break the left stack and take out the six Lividstones on the edges:
 the three in the middle wear spiked hats, so you'll have to smash the ice
 cubes on the right and use the rock to crush them. The [HIDDEN CAGE] is on
 top of the large rock ledge, so jump up and punch it open.

Proceed to the right, where you'll find more slopes and wallrunning delights. 
When you go through the door into the temple again, run along the left wall 
and open the Bulb-o-Lums for a Heart and Lums.

When you reach the spot with the Swingman and mace, drop right off the edge of
the platform and glide into the alcove underneath. Pick up the [SKULL COIN] 
and then grab onto Swingman. Swing off to the right and run up the zig-zag 
wall, then right onto a zipline. When you land, take the [SKULL COIN] resting
between the Darktoons and run through the door.

Back outside, run along the pipes while flaming barrels roll down towards you.
Now it's really reminiscent of Donkey Kong. Kill the Stone Man once you reach 
him and wall run over to the next platform. Run up the next ramp and jump up 
to the Lum King; collect the singing Lums as you move along the ziplines, then
head into the next area.

Run along the temple walls and jump to rocket across the room to another 
slope. Go along the ceiling, then do some more wallrunning and ziplining... 
it's all pretty standard stuff at this point. However, turn around and jump 
back across the mace when you reach the exit. Hop over the Darktoon Branch and
slide down the slope to the door at the bottom.

 ~~ HIDDEN ROOM ~~
 Jump on the wheel and use your remarkable speed to spin it, causing an island
 with a Stone Man on it to move over to you. Kill it and ride the island back
 across the lava to a slope. Needless to say, run up this slope here and spin
 attack the two Stone Men perched on the ceiling; continue running over to the
 [HIDDEN CAGE].

Exit the temple once more to find a prehistoric elevator. To get it running,
repeatedly punch one of the two gears on the platform. It needs a constant 
beating, or else it'll fall back down the shaft. Some Darktoons and Darktoon 
Branches get in your way, but it's a pretty easy trip to the top.

The second elevator in the following room is a bit more tricky, especially if 
you want to get the pesky [SKULL COIN] trapped in the corner. Ride the 
elevator up to the coin (use the ramp on the left to get around the Darktoon 
Branches).

Pass the Skull Coin, then stop moving as the elevator begins to drop down the 
shaft. Here's the kicker: you must jump, grab the coin, immediately wall jump 
onto the elevator and start attacking the gears before it falls through the 
Darktoon Branch and you get skewered. It sounds hard on paper and it's harder 
actually doing it, but hey, at least the checkpoint is right at the entrance 
to the room! You know, just tryin' to make light of a lame situation.

Proceed through the door at the top of the elevator shaft to reach the end of 
the level. There are three Stone Men all attached to various walls, so wallrun
and knock them off. Easy stuff. Open the [HIDDEN CAGE] and go. Right on.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Way of the Electoons
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 100 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 175 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 200 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Bwahhh, an Electoon bridge level this early?! Something is amok. Aside from 
the level placement, it's the same as always: collect as many Lums as you can 
while crossing the "bridge". It's pretty windy up on top of the mountain, and 
an incredibly strong wind current pushes you off to the right.

The wind current is so strong to the point that you can barely move against 
the current, so there is basically not chance of backtracking. Lums are 
scattered in various patterns and you'll have to make small jumps or big leaps 
in order to reach them. It's even difficult at times to keep your footing, so
there's a rare chance of death in a level like this. I had to retry the level
far too many times in order to get 200 Lums. At the end of the wind tunnel, 
attack the Stone Man and unlock the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Golly G. Golem
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:10         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:46     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

While we're on the trend of oddities, there is no Moskito level in this world,
replaced with one of the game's standard full levels. There is a Heart flask 
right where you start, giving you a nice boost from the get go. Wallrun up the
slope and jump over to the rope, then swing towards the two Stone Men. Defeat 
them both, then leap up to the rope hanging from the ceiling. Swing over to 
the ramp and run along the ceiling towards the [SKULL COIN].

In the next area, go to the right. A [SKULL COIN] is on top of a stone column,
but the column is also blocking the path and must be destroyed. Step on the 
red bulb to send the pillar crumbling into the hole, but make sure to jump and
grab the coin before it goes down with the rubble. Run up the ramp and grab 
onto the rope, then use it to reach the secret door on the right.

 ~~ HIDDEN ROOM ~~
 There are four Psychlopes flying back and forth below your current location.
 Time their flight patterns and ground pound when they are all lined up to not
 only open the [HIDDEN CAGE], but to also unlock the "Crush Combo!"
 achievement.

There are Darktoon Branches residing near the next set of slopes, and they 
throb in and out, blocking the ramp. Wait for them to get out of your way 
before going each ramp, but be quick, since there is a Lum King and a trail of
Lums that need to be rescued.

Now inside a temple, wallrun and sprint across the ceiling, then drop down 
onto the first Fakir you see and open the Bulb-o-Lums. Grab the Lum King and
step on the red bulb to create a new ramp for you. Run across and up the 
ceiling (there's also a Heart flask, but if you want it you should probably 
collect most of the Lums first). To get the [SKULL COIN] ahead, jump and begin
floating so that you brush against the top of the coin; that way you can 
safely float down the spiky ramp. Exit through the door.

Up ahead, grab yet another Lum King and gather up the surrounding Lums (make 
sure to first activate the Lum King before picking up the others). Debris 
rains down from above into the large chasm, but it falls slow enough that you
can actually use it to cross the hole. It's a random assortment of objects,
ranging from pipes to wooden platforms to platforms with ropes.

If you stay here and study the pattern long enough, you can sort of memorize 
where and when each type of object will appear. Wait for a platform with a 
rope to fall down on the right side of the hole; grab onto the rope and swing
over to the [SKULL COIN] against the wall, then wall jump right on back and 
continue your ascent. There is another [SKULL COIN] higher up and on the 
opposite side of the shaft. Once you get both coins, make your way to the 
snowy ledge and head through the door.

Bubblize the three Darktoons roaming around. When you reach the first hole, 
you should notice a rope hanging underneath the ledge on the other side. Fall 
into the hole and glide over to the rope; enter the secret door found here.

 ~~ HIDDEN ROOM ~~
 Now this is REALLY reminiscent of Donkey Kong! Rayman must climb up a set of
 sloped platforms as explosive barrels roll down towards you. Use the slopes
 and the Fakir platforms to reach the top, then take down D.S.M. (see what I
 did there?) and free the Electoons from the [HIDDEN CAGE].

Back in the level, run up the ramp above you and collect the Lum King and all
the other Lums here. Watch out for the Darktoon Branches in this area. Proceed
to the next room.

You end up in another large hole as junk falls from the heavens. The shaft is 
a bit taller and wider, and the collectible here is harder to get to. One 
[SKULL COIN] travels with one of the pipes on the right side of the hole, and
it's stuck between two Darktoon hazards.

The pipe appears pretty early on when you enter the room, and it's just above
a platform/rope combo. Now don't worry if you miss the coin and it falls into 
the abyss: wait for the pipe and coin to respawn from above (I guess there's 
some portal system in effect or something, or maybe there's just an endless 
amount of Skull Coins...).

The best way to get the coin is to hop on the rope and swing to the small pipe
against the wall. Since the pipe and coin are soon to follow, wallrun, then 
jump onto the coin between the two Darktoons, then hop back to the mountain 
wall and wall jump to the top of the pipe (or the next piece of junk that 
follows). Once you have the Skull Coin, reach the top of the gorge and leave.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Golem
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Boss? In a level like this? Well howbout that! Run down the slope to come 
face-to-face with the Golem. This behemoth is more or less a giant version of 
the Stone Men you have been facing throughout this world, and it takes a lot 
more to defeat it.

You are standing on the shoulders of the Golem, who happens to be covered with 
Darktoon Branches. There are a total of three pink bulbs on its body, but they 
only appear one at a time. The first is on its right shoulder (left side of 
the screen). Wait for it to lunge up, then hop onto the ramp and run along the 
ceiling to get over the Darktoon Branch. Drop down next to the boss's ear and
punch the pink bulb. This also releases three Hearts into the room.

The next bulb appears in the same location, but on the Golem's left shoulder. 
Again, wait until you can access the ramp, then run along the ceiling and jump
over its head. Punch out the second bulb as a third appears right on the top 
of the boss's head. Run along the ramp on the right side of the room and 
ground pound the final bulb to eliminate the Golem.

The Golem doesn't really attack you, and the main threat are the Darktoon 
Branches that grow every time you damage the boss. Aside from that, there is a
chance of death if you stand too close to the Big Golem's mouth, so I'd avoid 
being in the vicinity of its head entirely when you have the chance.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Success! Ride the islands to the top of the chamber and exit to find the last 
[HIDDEN CAGE] of the level.


 o---------------o
 | Author's Note |
 o---------------o

 The next world that appears is Moody Clouds, but as you'll soon come to
 notice, you cannot actually access it yet. As soon as Rayman enters the first
 level, he will be promptly kicked out by the Nymphs. Four new sub-worlds open
 up, and you can tackle them in any order. The guide will cover them in
 "proper" chronological order, starting with Jibberish Jungle and so on.


==============================================================================
 TICKLISH TEMPLES                                                       [0306]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Outta My Way
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:20         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 0:51     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

The habitat is very similar to Jibberish Jungle, needless to say. Run through 
the bush to find some Lums, then take down the trio of Lividstones. Fly over 
to the blue bouncy flower and ground pound it to reach a horizontal vine near
the top of the screen. Once you have a firm grip, hoist yourself into the 
alcove and open the door.

 ~~ HIDDEN ROOM ~~
 A hole in the wall deploys missiles periodically, which slowly fly to the
 left. They can be used to kill enemies and also serve as makeshift platforms.
 They remind me of Bullet Bills in that regard. Swim through the pool and
 destroy the two red bulbs to send two Lividstones into the line of fire.
 Defeat the third one, then hitch a ride on the missiles to the last two
 enemies and the [HIDDEN CAGE] in the corner.

Drop down and wall jump to the next ledge. Grab the Heart from inside the 
bushy plant and slide under the Spiked Eye. Punch the green bulb to send the 
Lividstones into the pond, then wallrun up the slope to the right for a [SKULL
COIN]. Hop in the water yourself, collect all the Lums, and head to the next 
area.

Dive into the water in order to avoid the Hunter's red homing missiles. Shake
down the bush to find a bubble containing a blue fish. With these guys tagging
along, attack underwater or on land to throw a fish forward. These fish can 
instantly kill any opponent, and you have a good five or six of them to throw.
Neat!

You have a good opportunity at the "Back At You!" achievement in this room. 
Swim underwater and wall jump behind the Hunter. As he fires his homing
missiles at you, they eventually double back around you. As they spin in a 
circle and fly right towards you, jump over the Hunter and he'll get hit with 
his own missile, giving you the achievement.

Crush through the wooden floorboard and bubblize the three Lividstones. In 
order to reach the [SKULL COIN] near the ceiling, wait for the bubblized 
enemies to float in the air a bit before using them as stepping stones. Jump 
into the next pool of water and grab all the Lums (activate the hidden Lum 
King first!), including the Bulb-o-Lums. Now hop across the moving missile 
staircase to the exit.

Use the green islands to get across the chasm, but keep the green bulb in tact 
so you can make your way up to the [SKULL COIN] in the corner. Watch out for 
the Hunters and their pesky missiles as you go across the platforms to the 
other side. If you ground pound the wooden panel on the floor, you'll be able 
to access the second hidden room.

 ~~ HIDDEN ROOM ~~
 Run and glide over the [HIDDEN CAGE] and the Spiked Eyes. Drop down in the
 opening and chain-bubblize the Lividstones right into the blue bulb, solving
 all your troubles. Now you can open up the cage and reunite with the
 Electoons.

Run to the right and jump onto the bouncy blue flower; make sure to ground 
pound to gain enough height to reach the [SKULL COIN], then wall jump right 
back to where you were. Jump along the spiked blue platforms (and pick up the
Heart below if you feel inclined to do so) and over to the doorway.

You'll have to be quick in this next area if you want to collect the heaping 
helping of Lums. Most of the ground collapses as soon as you run across, so 
keep on moving and ignore all the enemies. If you are fast enough, you should 
get most of the Lums as well as the [SKULL COIN] before the Cage Challenge. As
for the Cage Challenge, take down the Lividstone and wallrun up the ramp to 
the Hunter. Knock him out and the [HIDDEN CAGE] is all yours.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Up and Down
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:50         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:27     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

The theme of this level is green bulbs and floating plant islands, so get used 
to it. Jump up the first set and punch the bulb on the ceiling to continue 
across the chasm. After getting across, smash the wooden gate and ground pound
the bouncy blue flower to reach an island with a Heart flask. Walk across the 
moving platforms and grab the [SKULL COIN] as you fall down onto the main 
path. There are a lot of Lums hiding in bushes and on the island, so comb the
area a bit.

Break down the wooden gate into the cavern and perform a super bounce to reach
and alcove containing another [SKULL COIN]. Now enter the door.

Punch the green bulb and use the bouncy flowers ahead. Hop on the bouncy 
flower above the doorway to launch towards a wall, then wall jump over the 
Spiked Eyes and secure the [SKULL COIN]. Proceed.

There is another opening in the ceiling and a bouncy flower, so perform a 
ground pound bounce and scale the wall to uncover a hidden door.

 ~~ HIDDEN ROOM ~~
 There are four Lividstones each standing in a makeshift wooden building. You
 can use the bouncy flowers to soar above the building, then simultaneously
 crush all four (also unlocking the "Crush Combo!" Achievement if you haven't
 already). The [HIDDEN CAGE] is free to be opened.

Return to the bottom of the cave, wake up the sleeping Lum King, and follow 
the line of Lums up a wall. The ceiling shifts up and down in this next area, 
which occasionally seals you in. Hit the green bulbs on the ceiling and wait 
for the wall to open up so you can sneak through. Try to stay on the platforms
at all times, or else you'll fall into occupied waters.

After you pass the shifting ceilings, hit another green bulb to summon a 
moving green island. There is a second island just to your right, but a 
low-hanging Darktoon present means that you must crouch underneath. From 
there, you can wall jump to freedom. But before you do so, ride the first 
moving platform underneath the waterfall in the background and start wall 
jumping to find a [SKULL COIN] at the top of the screen.

Wall jump up the wall and slide down the hill towards the exit door; first 
open up the two Bulb-o-Lums. In the next room, open up the Heart flask and 
take down the Lividstones. At the bouncy blue flower, perform a super bounce
and then wall jump your way to the [SKULL COIN] (nearly identical to earlier 
in the level).

Continue to the right, attack a few more enemies, then hop onto the blue 
mushroom to launch off into the background. There is a small course here that
allows you to stock up on some easy Lums, so pick up the Lum King and run the 
course. Sit on the mushroom at the end and go through the door.

More green bulb goodness. Hit the first one and ride over to the bouncy 
flowers; they will shoot you up to a Swingman. Swing to the left and use your
wall jumping skills to reach another hidden door.

 ~~ HIDDEN ROOM ~~
 This Cage Challenge features Moskito, so hop on! It's just a standard Moskito
 level at this point (albeit much shorter), so fly through until you reach a
 Hunter and two Lividstones. Take out the Hunter first to eliminate the homing
 missiles from the equation, then shoot the other two and fly down to the
 [HIDDEN CAGE].

Carefully fall back down onto Swingman and jump to the right; start gliding 
and punch the green bulb in midair so you have something to land on. Use the 
next Swingman to reach the last room. To get to the [HIDDEN CAGE], all you 
must do is kill two measly Lividstones: do this the old-fashioned way or with
the assistance of the green bulbs.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Hunter Gatherer
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Despite the name, you will not find a single Hunter in this level. Now this is
a Moskito level despite only the midpoint of the world, and it is a tough one 
at that. I found the Medallion challenge, well, challenging! Punch the green 
bulb and jump up to the Spiked Eyes, then knock them away by attacking the 
blue bulb... a preview of what's to come.

Hop on Moskito and take off. The first section is standard Moskito protocol at 
the beginning of these levels: a few lines of enemies you can inhale for easy 
Lums. In this case, multiple rows of Flies. Don't leave a single bug standing.
You will enter a cave filled mainly with Spiked Eyes and some other obstacles.
Most of them are not attached to a blue bulb, so you can only avoid them. 
There are also a lot of bushes, so make sure to fly through them, for they 
usually contain Lum bunches and also Lum Kings.

After, Rayman and Moskito enter a briar patch in the background. As a result, 
you cannot touch the floor or the ceiling. Brambles will emerge from the 
perimeters and slowly impede your progress, but make sure to fly around them.
There are also Flies here to kill as well. It is pretty dangerous inside, but
you can find Hearts along the way.

After exiting the part with the moving brambles, you'll come to a pool with an
island in the center. Even though the bottom road is more dangerous with the 
geysers and the moving bramble, hit the Bulb-o-Lums here to release a crapload
of Lums, including a Lum King. The two heroes exit the briar patch soon after.

You enter another Spiked Eye cave, but there are a lot more geysers here than 
before. The geysers will push you into the Spiked Eyes, so make sure to move 
through them quickly. When you reach barriers, shoot the red bulbs to demolish
the walls and create a tunnel to move through. After the second red bulb, exit
the cave and proceed to the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Climb Out
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:40         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:12     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

I actually found this to be a really fun level. Don't know why. It does 
feature a heavy amount of platforming since it's a vertical-based level, and 
throughout most of it there are different routes you can take depending on 
personal preference. At the start, walk to the right until the ground falls 
apart beneath you. Grab the Lum King and glide through the Lum trail to the 
bottom.

In the next area, friendly Green Caterpillars will act as platforms and help 
Rayman out. Walk up the steps and grab onto the first Swingman, which should 
trigger the appearance of two platforms. Swing to the right and go inside the 
alcove to find a door.

 ~~ HIDDEN ROOM ~~
 The [HIDDEN CAGE] is found in the middle of a U-shaped rock. Wall jump to the
 top of it, avoiding the Spiked Eyes lining the perimeter, then smash the two
 Lividstones and crush the cage.

Like I said, many of the rooms here contain two paths to take. Usually one is 
the safer route, but the more perilous one usually contains Skull Coins. In 
the case of this room, they both contain coins, so climb up the vertical path, 
backtrack, and take the other route.

Let's start with the rightmost path. Grab onto the second Swingman and jump 
between the Spiked Eyes to grab the [SKULL COIN], and then wall jump to the 
top. Fall down the other side and ride the descending green platforms. After 
getting the [SKULL COIN] in the corner, head back up to where the two branches
meet and continue up.

Get the Lum King and collect the Lums crawling along the island, then swing to
the top and defeat the three Darktoons on your way to the door. Jump on the 
bouncy flower to the second intersection. Like before, there are platforms 
moving from the top of the room to the bottom, in a zig-zag formation. 

Activate the Lum King and get all the singing Lums as you make your way to the 
top, then fall back to the bottom. Now head through the right side of the room 
between the Spiked Eyes, then ground pound the bouncy flower to reach the top 
of the intersection, with a [SKULL COIN] joining you. Bounce the rest of the 
way to the exit.

The next room mainly contains rotating rocks. You can use the flat edges as 
surfaces to wall jump off of, but the rotating aspect can give you problems. 
Ride up to the first one and jump off to the green island.

Take the left path first. Use the rotating rocks to wall jump to the top of 
the fork; as you notice, some sides of the rock are home to spiky Darktoons, 
so obviously you cannot use those surfaces to wall jump. Once you make it 
safely to the top, wait to find a flat surface and jump on top of the rotating
rock, then wall jump off the left wall to find a [SKULL COIN] in the upper 
left corner.

Now for the right path. This one also contains a Skull Coin, so you gotta go
both ways. This one is similar to the other route, but you must jump from rock 
to rock. There are more Darktoons inhabiting these rocks, so be careful. Along
the way you should nab the [SKULL COIN], so make sure not to get damaged and 
drop it.

Up ahead, the walls move in and out, so don't get stuck between or you can get
crushed. Jump on the green platforms and wait for the walls to expand before 
using them as wall jump surfaces. Continue wall jumping to the top and run 
through the door on the left.

Unlike their friendly cousins, the Purple Caterpillars here and mean and will
retreat back into the wall when you stand on them, so don't dawdle around and 
immediately hop off to the next one. The right path is empty, so take the left 
road. From the second caterpillar, jump up to the start of the path and wall 
jump to the top. With the [SKULL COIN] in hand, squeeze through the crack and 
spill out into the top of the opposite road. Swing to the ledge above you.

Pick up the Lum King and wall jump to the top of the rotating rock. Grab the 
Lums, then dive into the water and shake the bush to uncover a Lum bundle. 
Jump on the second spinning rock and use the geyser to get up to the exit. Do 
not go through the door just yet; instead leap over to the upper right-hand
corner to uncover a secret passage with a door inside.

 ~~ HIDDEN ROOM ~~
 You must ride Moskito through a ravine to get to the [HIDDEN CAGE] at the
 other end. You become trapped in a rock slide almost immediately and are
 forced to dodge boulders as they rain from the skies. At the end, shoot the
 two enemies and open up the cage.

In the next room, you must make haste and not waste any time: the walls (which
are covered with spiked Darktoons) start moving in towards the center of the 
shaft, so you must escape before it gets too narrow and you collide with the 
spikes. Simply put your wall jumping and bouncing skills to the test; it 
really isn't so bad. Slide down the river and through the door.

There are four Lividstones congregated near the [HIDDEN CAGE]. If you need the
Lums, bubblize them and pop 'em; otherwise punch the red bulb to drop a huge 
boulder on top of them. Punch open the cage and free the Electoons to wrap up
the level.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Still Flowing
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:20         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:00     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This level is unique in that it gives you the choice early on to complete the 
level as miniturized or regular-sized. If you're going for a speed run, I 
suggest shrinking, but otherwise it's totally up to you - you can complete the
level either way.

Jump to the first platform and pick up the Lum King, then slide down the walls 
and hop across the flat blue flowers while getting as many Lums as you can. 
Jump onto the first bouncy flower you see to shoot up into a [SKULL COIN], 
then float past the Spiked Eyes. Bounce across the next one, knock out the two
Lividstones, then smash the Bulb-o-Lums and run.

Grab another Lum King in the next room and float down to the Lividstone 
standing on the wooden panel. Kill him, then wallrun up the tree and jump 
through the row of Lums. Now pay attention to the funnel below the wooden
floorboards: run through to shrink and walk forward.

Punch the green bulb to make a bouncy flower appear. Bounce up to the tree on 
the left and wallrun up the side of the trunk, then jump (follow the Lums) 
towards the [SKULL COIN]. Float down onto the blue flower platform to reveal a
Lum King. Jump through the hole in the tree and activate the Lum King, then 
pick up all the other Lums.

From the doorway, run through the small crack to the left again, and you 
should end up reaching a [SKULL COIN] at a dead end. That's the only reason 
you have to shrink down for this level; if you want to continue the rest of 
the level in this size, that's fine (a few portions are easier when shrunken),
but if you want to return to normal size you must backtrack to the funnel and 
grow again. Regardless of your decision, exit the area to the right.

Drop down onto the water slide while collecting the Lum rings. Ground pound 
the bouncy blue flower to shoot back to the top of the water slide, then 
carefully hover through the Spiked Eye passage. Stay between the edges and 
float down to the [SKULL COIN]: if you miss it, a Spiked Eye covers it up and 
you will be outta luck, so get it on the first try or you will have to 
die/restart. This part is especially easy when you are smaller, since it is a
fairly tight squeeze. Enter the hidden room underneath the sloped water slide.

 ~~ HIDDEN ROOM ~~
 Half-pipe mania! There are several half-pipes you can use in order to
 navigate the room. Wallrun up to one of the two Lividstone platforms and
 defeat them (remember that it takes a bit of extra oomph if you are
 miniature); once all three are kaput, wallrun up to the [HIDDEN CAGE].

Now you can continue to the next area. Wallrun your way around the Spiked Eyes
and smash through the floorboards. Deal with the Lividstones and hop across 
the flower platforms to reach the door.

Punch the Bulb-o-Lums ahead to release a group of bubbled Lums; make sure to 
punch it only once for now. There is an assembly line of platforms and bouncy 
flowers moving along the river, so use one of the bouncy flowers to reach the
Lums you just released. Go back to the Bulb-o-Lums and repeat the whole 
process again. I do not recommend crushing the Bulb-o-Lums, because releasing
both at a time likely means one will disappear in time, so do them each 
individually.

Next, dive in the raging river. The current pulls you towards a huge Spiked 
Eye, so continuously sprint when you can. There is a [SKULL COIN] flanked by 
two smaller Spiked Eyes, and a Spiked Fish tries to prevent you from going in 
above. If you are tiny, you can easily get between the Spiked Eyes and grab 
the coin, but it is not so easy if you are your normal big self.

On the far right side of the river is a hole that you can swim down into to 
locate a secret doorway.

 ~~ HIDDEN ROOM ~~
 There is only one Lividstone that you must kill, but he's pretty high up and
 you must enlist in the help of some explosive bulbs in order to get up to
 him. Or if you're tiny you can use an aerial attack to whisk right up there.
 Smash the red bulb above your foe to gain access to the [HIDDEN CAGE], then
 crush it to smithereens.

Back up at the assembly line, use one of the bouncy blue flowers to hurdle
over the Spiked Eye at the edge of the river, then head on through the door.

To get to the final [HIDDEN CAGE], run down the slope (there's a funnel at the 
end so you'll grow if miniturized) and wallrun right up to the unsuspecting 
Lividstones. However, if you were big to begin with, the slope will be off 
limits. Instead, swing on the vine into the side of the tree and fly over to
the Lividstones.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Poor Little Daisy
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 50 Lums    | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 100 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 150 Lums     |                        |
o-------------------------o-------------------------o------------------------o

It's time for a boss level! From now on, the final level of the remaining 
worlds will feature a shortened level capped off with a menacing boss. As a 
result, there are fewer Skull Coins and the Lum rewards have been 
significantly lowered.

As Rayman enters a cave, walk to the left to find Daisy underneath you, 
unleashing frightening roars. Punch the flask to release a blue platform 
creature (looks like Swingman... maybe a relative? Wingman!). As Daisy breaks
the floor and starts slowly chasing after you, climb up the tall room. Almost
immediately is the first [SKULL COIN], so swing over to it. Make sure to grab 
the Lum King on the opposite side and get up to the rock island; open the 
Heart flask and the other one containing another Wingman.

Get up on the first of the green islands as Daisy crashes through the rock 
island below. Alternate between green islands and rock ledges, but note that 
the latter are unstable and will fall apart if Daisy gets too close.

The next [SKULL COIN] is on the left, but you cannot get up to it from your 
current location due to the spiked Darktoons. Jump onto the bouncy flower on 
the right, then glide down to the coin and bounce up to the second rock 
island. As always, collect the Lum King and all the surrounding Lums. Free 
another Wingman and continue.

When you reach the top, smash through the green columns and enter the small 
nook to get away from Daisy. Now that you don't have a maniacal mutant plant 
on your tail, take your time collecting the Lums in the vicinity and enter the
next room. Swing and wallrun around the Darktoon Branches and glide over to a 
safe branch... just as it retracts into the wall and leaves you hanging. Jerk!

Rayman falls down into a mysterious room, and both he and Daisy somehow end up
in a sealed chamber together. Wha...?


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Daisy
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Daisy is a pretty big target and there isn't much space to move about, so you
will have to resort to running on the walls and ceiling in order to get away 
from him. Even though you are given Hearts throughout the battle, they don't 
really contribute towards your survival since getting hit by Daisy 
automatically results in your death.

When he charges you, wallrun up and across the ceiling as he whacks his head.
Run back around to his wounded noggin and attack the pink bump to damage him 
and release a Heart. As he moves towards you again, wallrun to safety and stay
on the other side of the room as the boss transfers up to the ceiling. 

The boss begins headbutting the ground repeatedly, so move underneath him when
necessary. Eventually he gets a headache and falls, and another welt appears 
on his butt. Run up the ceiling and ground pound it.

For his third attack phase, Daisy begins jumping across the room. He doesn't 
have a particularly impressive vertical leap, so sprint underneath him during
the small opening. After a few jumps, the boss lashes out at you with his 
tongue. After a successful dodge, run up his tongue and punch the pink bulb in
his mouth to send the boss packing.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Rayman automatically receives a [HIDDEN CAGE] and its contents as Daisy 
reverts back into his normal, cheerful self. The first King of the Land has
been rescued, so it is onto the next world.


==============================================================================
 GRUMBLING GROTTOS                                                      [0307]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Savage Swarms
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:10         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:47     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This unique level features swarms of Locusts that terrorize Rayman during his
stay. You encountered these pests once prior, and remember that you cannot 
kill them; you can only immobilize them by using bronze lights.

Pick up the Heart at the level entrance and run underneath the swarm of 
Locusts. Punch the first bronze light to create a force field of light, 
sealing out the Locusts. Purple hieryglyph lights can also be used to protect
yourself. Activate the lights and hop along the brown platforms. There are 
some Lums to collect as you reach the wooden ledge.

Next, hover through the hieroglyph lights down to the floor. The bronze 
cyclops light is different in the fact that the light travels with you once 
you punch the bronze structure. The light will slowly shrink and disappear, so
make sure that you aren't in enemy territory when it completely shrivels away.

Punch the cyclops light and run to the left, pummeling the Bulb-o-Lums, then 
double back and run up the ramp Run through the pile of feathers and then wall
jump outside.

Hit the cyclops light underneath you (to the left of the door), then drop 
under the platform and float over to the [SKULL COIN]. Make sure to wall jump 
and float back to safety before your force field disappears. There is another 
[SKULL COIN] in this same area, just above the door. Use one of the two brown 
islands to reach the high ledge and the coin.

Jump onto one of the floating platforms to make a Lum King appear, then float
over to the wooden floorboard and ground pound through it. Grab the singing 
red Lums as you bounce up and down on the drum until they're all yours. When 
you reach the drum slanted towards the right, perform a super bounce up to the
wall. Wall jump back and forth and enter the door at the top.

 ~~ HIDDEN ROOM ~~
 Inside a temple, use the moving hieroglyph lights to avoid hitting the
 Locusts. Stay inside the light barrier until you make it to the [HIDDEN CAGE]
 and the three Red Birds at the end. Smash the birds and free the Electoons
 inside the cage.

Drop back down to the ground and walk to the right. Use the large drum to 
reach the other side of the wall, then bounce over the pile of Spiked Birds.
Take the high road here: hit the cyclops light and then run through the Locust
swarm to the right; float across the pit towards another [SKULL COIN] and fall
to the ground below.

Replenish your light source ahead and wall jump to the wooden gate. Tear it 
down and run to the right; you can stop to activate the bronze lights if you 
wish, but you should already have sufficient protection. Jump across the 
floating islands to the purple hieroglyph lights, and then glide down to exit
the indoor area.

You should have noticed a [SKULL COIN] to the left, surrounded by Locusts. 
Your light shield is likely gone by now, so that's not an option. There is a 
bronze light to your left that's just almost out of your reach: if you perform
an aerial kick, you should be able to activate it without touching the 
Locusts. Now while the light is on and full, quickly jump over to the coin and
back. If you are too slow, the light will shrink and you'll get hurt, dropping
your prize.

In the next area, punch the cyclops light and rustle through the feathers to 
uncover a Lum King and other Lums. Grab them all while you're shielded and 
also pick up the Heart inside the flask.

There is another ruin entrance ahead, with a switch at the entrance. Press it 
as the hieroglyph lights begin moving around the nearby square stones. Since 
there aren't many other light sources, you must follow these moving lights to
stay out of harm's reach.

Activate the cyclops light on the second square stone and fall to the ground.
To your left is a [SKULL COIN] behind a moving wall. Jump over the wall as it
lowers and pick up the coin, then lean against the wall and wall jump back 
over. Punch the same cyclops light for good measure and sprint to the right. 
When you reach a stack of two squares, wait for the lights to move in place as
you scale them both. Lastly, glide through the safe path ahead to reach the 
sandy floor and escape the ruins.

Outside, bounce on the drum to grab onto an offscreen Swingman. Jump to the 
left and leap up to the ledge, then proceed through the secret door.

 ~~ HIDDEN ROOM ~~
 Hop on Moskito and fly through the Locust-filled ruins. Just like you would
 normally, target the bronze lights to create a safe haven for yourself. The
 end can be a little tricky: three Red Birds fly in a circle, each encased in
 a circle of light. Shoot them all, then take their place in one of the
 circles. Shoot the tilted drum in the corner to break the wooden panels on
 the floor, then loop back around and enter the hole to reach the [HIDDEN
 CAGE]. Phew!

Enter the next room. Use the drum to nab the Heart and the Lums, then enter
the Locust field. The only light sources are cyclops lights, requiring you to
run through the perilous chamber while using the pit stops to refuel your
light source. Once you exit, go through the door. In the final room, use the
drums and the moving islands to defeat the four Red Birds and open up the
[HIDDEN CAGE] at the top.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Tricky Winds
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:35         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:10     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Don't go too far, since there is a [SKULL COIN] right at your starting 
position. It is above you, so use the Swingman to reach the ledge above the
entrance. Once that's taken care of, swing into the green dijiridoo to get 
spit out elsewhere (right on top of a Bagpipe Bird, as a matter of fact). 
These dijiridoo cannons, along with wind currents, is the central theme of 
this level.

Move over the wind currents and collect both the Heart and the Lums, then open
the Bulb-o-Lums behind the drum. Ignore the dijiridoo here. Super bounce on 
the drum to reach the column above it and activate the Lum King. Fly through 
the Lums to reach a pile of drums on the far end, then bounce over the 
dijiridoo cannon to the exit. Some of them aren't very helpful, such as the 
one between the drums that leads to nowhere.

Land on the switch to activate a wind current and ride over to the Darktoon 
Branch. Use the wind currents to move to the other side of it, where the 
[SKULL COIN] is floating. Pick it up before entering the dijiridoo on the 
ceiling. A row of cannons will repeatedly carry you to the top of the room, 
where Rayman grabs onto a Swingman. Swing to the left and pull yourself up to
the hidden door.

 ~~ HIDDEN ROOM ~~
 There is a little dijiridoo cannon course here that will transport you
 through the entire area with ease (also killing the four Red Birds along the
 way). Smash through the wooden floorboard to the first bird, then ride the
 cannons to the [HIDDEN CAGE]. Easy stuff.

Get back on Swingman and swing OVER the green dijiridoo, otherwise you'll get 
spit out at the bottom of the cannon stack. Move through the door.

You enter a wind tunnel, so you are given the ability to float through the air
and continuously fly by holding down A. It's a pretty narrow opening, and the 
spiked Darktoons clinging on the walls only makes things worse. Along the way,
open up the Bulb-o-Lums for some goodies.

Break the wooden barrier at the top and either swing to the upper ledge or use 
the cannons. Walk to the left to notice a patch of colorful bushes below you; 
continue to the left to fall down into a hole: the bushes disappear and reveal 
a [SKULL COIN]. Continue travelling upwards through the wind tunnel; in the 
next room with the string, fly above it to locate another [SKULL COIN] 
ensnared by a Darktoon Branch.

The next area ahead is also a wind tunnel course. You won't be able to land on
the ground here, since the majority is actually a water slide that will whisk 
you back to the entrance, so stay in the air at all times. There are more 
hazards here such as Spiked Birds and Darktoon Branches, but also Lums and a 
[SKULL COIN] for the taking. At the end of the room, glide between the two 
Darktoon Branches and enter the hole in the ceiling to find a secret entrance.

 ~~ HIDDEN ROOM ~~
 This Cage Challenge is featured inside a wind tunnel. The floor and ceiling
 are completely coated with spiny Darktoons and they move up and down in a
 wave pattern. Carefully glide through the narrow space to end up at the
 [HIDDEN CAGE]. Kill the three Red Birds and open it.

Fall down, punch the Bulb-o-Lums, then go to the next area. This area is 
similar to the last, so float on through the dangerous wind tunnel. Hit the 
switch at the end to deactivate the air currents and go through the door.

You end up in a vertical wind tunnel this time. At the bottom of the area is 
another [SKULL COIN] floating between a Spiked Bird and a water slide. Make 
sure to glide underneath the bird, but stay out of the water as well. Start 
your way up, opening the Heart flask near the start of your journey.

The first half contains Spiked Birds, and then when you burst through the 
ceiling you end up in an area infested with Darktoon Branches. Stay in the 
center as you ascend to the top, though at one point there is a Bulb-o-Lums on 
the right side if you need to increase your Lum total. At the end, slay the
flying Red Birds to gain access to the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Don't Shoot the DJ
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Jump over the holes and hitch a ride on Moskito. At the start of the level, 
you'll mostly find small Yellow Birds. Many of them move in a straight line, 
but when you get to the string field a few move in an arc and off the screen, 
so you must make sure to hit them as soon as they appear or else you miss out 
on the Lums. Watch out for the Orange Birds, who spit out fireballs and can be
tough to kill.

Purple Centipedes start appearing soon after; these nasty monsters are 
indestructible, but you can ricochet shots off their body to hit Bulb-o-Lums 
or enemies that are normally hard to reach. The Purple Centipedes may zig-zag 
back and forth across the screen and generally can be skittish, so stay far 
away from them. Sometimes they will fly in a circle and encase enemies or 
Heart flasks as well; wait for an opening to either shoot at the targets or 
fly in the middle.

When you get to the temple, follow the hieroglyph lights and activate the 
bronze lights so you don't get overwhelmed by the Locusts. Expect a wide 
assortment of birds ahead: Yellow Birds, Orange Birds, Helmet Birds, and also
Bagpipe Birds. In addition, Red Centipedes show up. The main difference with 
these fellas is that you can actually break apart their segments and kill 
them, so destroy them completely for a Lum bonus.

Most of the Red Centipedes are long, fast, and are difficult to completely 
destroy. Once you follow their flight patterns, stay parallel with them and 
repeatedly tap A to pick away at them. Sometimes if they stay lined up 
horizontally, you can shoot an inhaled enemy to annihilate them in one shot!

Things get pretty chaotic ahead with Purple and Red Centipedes, especially the
area where Purple Centipedes come from all angles and try to divebomb you. 
When you enter the second temple, a Red Centipede follows after you; shoot the
bronze light and let the creature pass you, then start pecking away at its 
hard exoskeleton. The exit and [HIDDEN CAGE] is just up ahead from here.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 High Voltage
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:45         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:20     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This level requires impeccable timing and precision: most of the level 
contains strings, dangerous red waves, and other electrical structures. Pick 
up the Heart for good measures nearby, then get the Lum King and hover through
the ring of Lums. The little red ball down on the ground pulsates and can 
damage you when it fully expands. Wait until the ball lightning shrinks, then
run past it.

Wait for the string above you to become flat, then use it to wall jump to the 
ledge with the Red Birds. Attack them, then turn your focus back to the 
string. When it's safe, use it once more as a wall jumping platform to end up
on a platform above the string. Take the [SKULL COIN] here and drop back down
to the main road.

The large drum below you provides a very bouncy surface, but watch out for the
patrolling Spiked Birds and the ball lightning. Bounce towards the Bulb-o-Lums
on the ceiling and smash it to oblivion, then claim its contents for yourself.
Also bounce up to the [SKULL COIN]; only bounce through the row of ball 
lightning when they are inactive, then grab the coin and float around them.

Smash the wooden barrier and wall jump to the top of the pillar, again being 
wary of the ball lightnings in the way. At the top, bounce along the moving 
path of drums and grab all the bubbled Lums via super bounces. Step on the 
brown island for a Heart and drop down.

There's a series of moving brown islands flanked by two vertical strings. On 
the left, a wave travels upward, and on the right the wave moves downward. Put 
that on hold for now and run past it to the right, entering the door.

 ~~ HIDDEN ROOM ~~
 Rayman enters a large structure in the middle of the desert. His appearance
 causes it to begin sinking into the sand. As a result, this is a timed Cage
 Challenge where you must climb to the [HIDDEN CAGE] at the top and defeat the
 enemies throughout before you succumb to the quicksand. Use the dijiridoo
 cannons and bubblize the Bagpipe Birds; you don't have time to destroy them
 completely, so make it your priority to get to the top safely.

Move back to the brown platforms and use either string to reach the platforms 
at the top. In the next room, jump on the rightmost island and face the [SKULL
COIN] on your right. Wait for the ball lightning to shrink, then jump through
and pick up the coin; wall jump back around to the ground.

Hop along the drums and bounce up to the string walls. Red waves travel 
parallel to each other; start wall jumping just as the waves pass and before
another come from behind you, and you should reach the top if you hurry up. 
Pick up the Lum King and dive down into the Lum circle.

Smash the wooden barrier apart. There are two Bagpipe Birds in front of you, 
and a stack of ledges way above them. Do not kill these two enemies! Use the 
airflow from their bagpipes to float up to these ledges, then climb to the top
and grab the [SKULL COIN] up here. Once you have the coin in hand, feel free 
to deal with the two birds.

There are a couple staves below with toucans and Helmet Birds each taking a 
load off. You can dispose of the Helmet Birds by hitting the switch on the far
right wall, then use the toucans as platforms. Cross the three moving drums 
until you are on the rightmost one. You should notice a line of Lums moving 
down along the wall - if you follow these and jump off of the drum, you land
on an offscreen ledge. Enter the door.

 ~~ HIDDEN ROOM ~~
 There are four sleeping Red Birds stationed near or on slanted drums. The
 drums are spaced far apart, so use super bounces to get from one to the
 other. Transportation is a bit of a problem due to the angle of the drums,
 especially getting to the far right drum. Try using regular bounces and
 gliding over to the rightmost drum. Once the enemies are taken care of,
 ground pound the rightmost drum to catapult over to the [HIDDEN CAGE].

Back outside, wall jump back onto the moving drum and super bounce to the 
string platform above you, but make sure that the string is flat before doing
so. Hop up to the next string and to the stable platform. Punch the
Bulb-o-Lums to release a [SKULL COIN] into the air. Chase after it as you 
avoid the waves on the next three platforms and snatch it out of the air 
before it disappears. Proceed through the doorway.

You must cross a series of long strings to reach the exit to the right. Red 
waves slowly travel towards you from the right, but by now you should know how
to dodge these things. Make your way across until you end up on a column with 
a pile of feathers. Rummage through them to find a Heart.

Bounce across the drums and hit the Bulb-o-Lums on the wall to release some 
Lums as well as a Lum bunch, while immediately floats off to the right. Bounce
up to the Lum King on the first platform and pick it up. There are a series of
strings here: some feature waves that move back and forth, and others become 
plucked and wig out entirely.

If you want that Lum bunch, quickly make your way across the more stable 
platforms and pick it up while they're still red. If you have a Heart, feel 
free to be a bit more reckless (you are right next to the exit). Make sure to
pick up the last [SKULL COIN] before or after picking up the Lum bunch: it is 
in the middle of the area, surrounded by three ball lightning.

The last final Cage Challenge is a bit of a hike. Three ball lightning are 
presented in front of you, and they activate from left to right. As the 
leftmost one becomes deactivated, perform a running jump across the gap and 
you should come out unscathed. Wall jump to the second level; another trio 
also activate from left to right. As soon as the rightmost one becomes stable,
leap over the center one and float across to the left. Now you can climb up 
and smash the Red Birds before opening the [HIDDEN CAGE] back on the right.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Snake Eyes
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 3:00         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:38     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Similar to the level in the Desert of Dijiridoos, this course requires you to
ride across long Flute Snakes to the end. It's a slow level and one that 
offers a challenging Speed Trophy.

Jump on the first Flute Snake as it rises through the clouds. At the first 
drum, ground pound and super bounce to a toucan above you. Grab the [SKULL 
COIN] next to it and float back down onto the snake. Pick up the Heart flying 
back and forth and cross the drums until the Flute Snake catches back up with 
you (use super jumps on the drums to get the hard-to-reach Lums).

As the Flute Snake disappears offscreen, wall jump to the wooden ledge. Don't
leave just yet: jump up to the ledge above the door and enter this doorway 
instead.

 ~~ HIDDEN ROOM ~~
 There are around five Red Birds floating steady in the air. Two Flute Snakes
 fly in a circle around the birds, with the [HIDDEN CAGE] dead in the center.
 Jump on top of the first snake to get into the inner ring, wallrun up the
 side to reach the Red Birds above the cage, then drop beneath the second
 Flute Snake to get to the final bird and the cage.

Feel free to enter the next room. As the Flute Snake flies under you, drop on 
and super bounce on the drum to collect another [SKULL COIN]... just watch out
for the red wave on the string you're now standing on. Fly over to the 
Bulb-o-Lums and ground pound it to release some Lums, then collect them as the
snake catches up.

Disembark on the clouds and pick up a Heart as two Flute Snakes ride in. Hitch 
a ride on one as they weave back and forth like a double helix. Jump over the 
Spiked Birds and harmful strings while collecting Lums and killing enemies. As 
you pass over a wooden pillar, wait for the Flute Snakes to leave and drop 
down onto it. Grab the Swingman and swing to the right, but float down below 
the intended ledge for a [SKULL COIN]. Jump back up to Swingman and swing over
to the exit.

For the beginning of the third Flute Snake course, two appear. Hop on the one
below you and trail towards its tail; wait for the snake above you to fly 
parallel to the wall... and the Lum King. When it does, jump through the Lum 
King and use the vertical snake to wall jump back and forth. Grab all the 
singing Lums and step off on the ledge.

Smash the Bulb-o-Lums and use the Flute Snake up here to wall jump up to the 
toucans. Hop across the toucans and the green bouncy birds. Continue 
uncovering Lums from inside the Bulb-o-Lums and the feathers and proceed to 
the second half of the course.

Jump on the new Flute Snake and stay on the toucans, waiting until the Flute 
Snake emerges from underneath the red string. Resume your travels on the 
creature's back and hop off at the door.

At the start of the fourth course, you will have to be quick on your feet in 
order to collect all the Skull Coins. Proceed over to the drum and wait for 
the waves to part before doing a super bounce through the strings. Pick up the
[SKULL COIN] and drop back down onto the Flute Snake.

Smash through the two wooden barriers and jump across the drums; on the last 
one, bounce across the row of Helmet Birds and hit the switch on the wall to 
do away with them. Before ground pounding the wooden floorboard, enter the 
crevice to the left for a [SKULL COIN], then quickly smash through the floor 
before the Flute Snake gets away.

Nope, you're not out of the woods just yet! Right after the Skull Coin is a 
third one, floating above a red string. Punch the switch on the ceiling to 
smooth out the string, then wall jump up to the [SKULL COIN] and quickly fall
back down onto the snake. This three-coin sequence may take a few retries, but
after a couple rounds you should get a feel of the surroundings and ace it.

Two more Flute Snakes fly down, creating a route for you to wall jump. 
Continue riding the snake and dodge the hazards until a second appears, once 
again creating a trail for you to follow. Wall jump and wallrun and walk 
around and move about using the two snakes for assistance.

Wall jump up the two columns and open the Bulb-o-Lums to free a Lum King. Grab
him and the others, then follow the course. Once you reach the end, stay on 
the Flute Snake as it disappears into nothingness. As it moves off the screen,
you land onto a ledge above the exit, with this one containing a hidden door.

 ~~ HIDDEN ROOM ~~
 Jump on Moskito and take to the skies. Purple Centipedes and Red Centipedes
 are your main threat, but the only one that you have to kill is the Red
 Centipede at the end of the path. As it flies back and forth, shoot the thing
 until it falls apart and the [HIDDEN CAGE] unlocks.

Since there is no way to get back up to the exit now that the Flute Snake is 
gone, the game automatically places you there. Yay! To get to the final 
[HIDDEN CAGE], jump on the Flute Snake and knock out the two Red Birds perched
on the ledge. Drop down to the cage in the middle and break it apart.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 To Bubblize a Mocking Bird
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 50 Lums    | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 100 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 150 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Unlike the last boss fight you fought, there's no fooling around here: the 
battle begins right away!


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Mocking Bird
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

To wake up the Mocking Bird from his slumber and initiate this duel, jump and 
grab onto his tail. Stay to the left as the bird swoops in like a maniac; duck 
under his beak and give an airborne kick to the pink wart in transition. The 
first [SKULL COIN] pops out and flies to the ceiling. Quickly run to the right
as the wind tunnel turns on and fly up to the coin before it disappears off to
the right.

The Mocking Bird destroys the ground, keeping you in the air at all times. 
Stay near the ceiling and dodge his divebomb attack, then kill the Orange 
Birds that fly after you. Stay to the left or right as the boss reappears. 
This time he headbutts the ceiling and his crown gets stuck, revealing another
bulb. Ground pound it to make another [SKULL COIN] appear; this one floats to
the left, so grab it.

If you are having trouble with the Medallion for this level, repeat this part
of the fight over and over again (two times should suffice): if you don't hit
the Mocking Bird on his head, he'll fly across the screen along with more 
Orange Birds. Free Lums!

When the Mocking Bird destroys the ceiling, fly to the right as a group of 
Spiked Birds appear and station themselves in the sky with you. The boss 
plants himself in the center of the screen and spins around, inhaling anything
in his path.

During this phase, try to stay in the souththeast corner and he should begin
the attack above you. You are automatically in the clear! Now follow him 
around in a circle until it ceases. When the boss stops, his tail gets 
untucked as it dangles in the air. Grab and pull it to cause the boss great
pain. Lastly, fly up to his open mouth and ground pound the pink lump on his 
tongue to win the battle. If you miss out on grabbing the Mocking Bird's tail,
he will repeat his vacuum attack.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Rayman receives the [HIDDEN CAGE] after the fight and the Mocking Bird is 
restored to his normal, peaceful self. Two down, two to go.


==============================================================================
 LUSCIOUS LAKES                                                         [0308]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Dragon Soup
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:25         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:00     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Back into the kitchen. Swing across the strings of red peppers and knock out 
the pair of Chef Dragons. Stand on the pot lid and wait for the stream to 
raise you up to the top level. Grab the Lums on the ledge to the left, then 
proceed in the opposite direction.

Leap across the boiling stew, using the jumping beans for help. These beans 
will jump in and out of the steaming-hot food, so only stand on them for a 
brief time. Take out the Chef Dragon and hop across the cheese souffle; open 
the Bulb-o-Lums above the Chef Dragon here and off him as well. Go across the
jumping beans and kill another enemy, then grab onto the peppers above it and
swing onto the pipe the peppers are hanging from. Enter the door.

 ~~ HIDDEN ROOM ~~
 This is a very challenging Moskito course, reminiscent of old 2D side-
 scrollers. Fireballs come spewing from every direction, in intricate
 patterns, and there is very little room for error. It's some Ikaruga-type
 crap goin' on here (okay maybe that's a slight exaggeration). Once you reach
 the end of the field, shoot the four Psychlopes and the [HIDDEN CAGE].

There is a happy little sausage bouncing across hot coals, and he has nothing 
against Rayman. Use him just as you would a bouncy flower or drum; perform a 
super bounce to reach the Bulb-o-Lums hanging from the ceiling to receive some 
blue helpers.

In the next room, jump across the row of jumping beans and grab another Heart.
A Chef Dragon is standing on a boiling tube as the flames face out towards 
you. Float over the fire and land on the monster's head, then jump up towards
the peppers and swing to the next ledge.

Attacking the Bulb-o-Lums causes a bubbled [SKULL COIN] to emerge and float 
off to the right, so you'll have to give chase. Grab onto the peppers above 
the sausage, but swing to the left so you land on a ledge above you. There is
another [SKULL COIN] here. If you are too worried about the bubbled coin 
disappearing, then grab that one first and backtrack to this location, but 
fast hands can collect both in one go.

Go through the door to the next room and immediately wall jump to the high 
ledge to access a secret entrance.

 ~~ HIDDEN ROOM ~~
 Gigantic meat tenderizers swing from their hooks, some colliding with each
 other. Use the sides of the tenderizers to wall jump to the top of the room,
 where the [HIDDEN CAGE] awaits. There are a few Dragon Chefs along the way,
 including one standing next to the cage.

Shrink down through the funnel and activate the Lum King as you make your way 
across the dangling meat tenderizers. There is a [SKULL COIN] lodged between 
two of them, but you should not get crushed by them since you are so tiny. 
Continue through the door at the end.

Salt shaker time! Or are they pepper grinders? Welp. Run underneath the 
spinning pepper grinder and use the moving one to transport you to a platform. 
Grab the Lums in the air, then do some nifty aerial moves to get on the ledge 
above the peppers. Avoid the crushing pepper grinder and jump up to the [SKULL 
COIN], then move to the next set of pepper grinders.

Like the first one, they spin around, but lock in place for a few seconds. 
When horizontal, move over to the second grinder. To get the [SKULL COIN] 
floating down below it, wait until the grinder is vertical and jump down to 
the coin; wall jump to gain some air and hop back as it returns to its 
horizontal position.

Run through the bush to uncover some Lums and ride across the moving spoons; 
watch out for the Chef Dragon and go to the far end, where the spoons are 
being shot out of the wall. Hop along the knife platforms to the exit.

More meat tenderizers here. They're usually in pairs, and when they swing 
together they smash into each other. Since you have to travel downward, make 
sure not to get caught between a pair or else you're done for. Grab the Lum 
King at the top and make sure to get as many Lums as you can. There are also 
three Bulb-o-Lums on the far right side of the area if you're interested, but 
they're kinda out of the way.

Back to pepper grinders in this area. When standing on one, wait for it to 
shake and jump in the air as it turns vertical, and if you stay floating in 
the air you can get to the top. From here, travel across the two and you 
should be able to reach the [SKULL COIN] at this height.

Fall down to the table and sprint across the cutting boards as a row of pepper
grinders try to crush you. On the other end, jump through the two vertical 
laser sights as knives launch towards the ceiling. After successfully dodging 
them, grab onto the strings at the end of each one to get up to the door.

Pick up the Heart and glide across the first pot of stew to the green knife 
platforms. Jump across the rocket spoons to get to the opposite end of the 
room, avoiding the occasional stream of fire that rains from the skies. 
Continue climbing up the tall room until you reach a big, anthropomorphic Red
Pepper sitting inside a pot. Kill it with a ground pound and leave.

There are two Chef Dragons residing on the staircase. You don't even have to 
lift a finger to deal with them; drop off the ledge to trigger two laser 
sights, skewering the pair. Open up the [HIDDEN CAGE] and be on your way.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 You're on Fire!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

This Moskito couse can be challenging, due to the many turns and changes in 
elevation. If you're not paying attention, you may get trapped behind a 
barrier and crushed by the scrolling screen. In addition, there are other 
normal hazards that you must watch out for, such as fireballs and flame 
streams (likely where the level name comes from) and laser sights. The red 
lasers blend in perfectly with the backdrop, so they can be hard to spot.

While still in the kitchen, you'll be going up against Mini Dragons and Chef 
Dragons. The Mini Dragons are easy enough to kill, but some of the Chef 
Dragons are in precarious positions and require banking shots off of walls and 
ricochets in order to destroy them. As for the laser traps, you can use some 
of these to help slay enemies as well.

There are also a lot of fire streams in the first half of this level, and they
often give you very little time and space to work with. Remember that the 
flames only appear after the puff of black smoke, so get your butt outta dodge
when you see that warning sign. As with any level (especially Moskito levels),
practice makes perfect and you are likely going to have to go through a couple
retries before nailing it.

When you exit the kitchen out into the icy realm, things get significantly 
easier. There are a lot less enemies and not many obstacles to deal with aside
from some ice cubes (some are covered in spikes and cannot be destroyed) and 
tin cans. The Waiter Dragons bounce and bop around on the limes, so interrupt
their fun with a few shots to the face.

Eventually, you see a morbidly obese dragon in the background as he scarfs 
down a huge glacier and eventually coughs it back up. This so happens to be 
the King of the Land, and his little regurgitation mess becomes your problem: 
shards of ice fall from above and can land on top of you, so watch out for any
falling debris and avoid getting crushed. There are a lot of Bulb-o-Lums in 
this area, so rack up your Lum total before reaching the [HIDDEN CAGE] at the 
end of the course.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Fickle Fruit
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:00         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:34     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Out of the frying pan(s) and into the... cold? Yeah, you're back outside in 
the arctic after spending your previous time in the fiery kitchen. To start 
things off, grab the Heart from inside the purple fern and run along the ice 
slides. Up ahead, there is a various assortment of ice cubes and two Waiter 
Dragons. Like always, pinpoint the ice cubes with Lums inside and smash them 
open.

Go through the funnel to shrink down, then hop across the frozen flower 
platforms. Grab the Lums and the Heart, then continue up the three islands to
the ramp. Wallrun up the side to the secret doorway.

 ~~ HIDDEN ROOM ~~
 This can be an annoying Cage Challenge because there are no stable platforms
 at all; just ice cubes. In that case, watch where you attack or you may
 destroy the only thing keeping you out of the giant pit below. Maneuver
 through the ice cube field and defeat the three Waiter Dragons (to be safe,
 use punches rather than spins or ground pounds), then proceed to the [HIDDEN
 CAGE] at the end and free your Electoon buddies.

Back at the flower platforms, drop down towards the bouncing Spiked Orange and 
sneak to the right. Another Spiked Orange rolls after you, so wall jump to the 
moving platform. This also releases a Lum King, so be sure to grab him and 
collect the Lums down the ice slide. At the end, run through the door.

Bounce on the lime and climb up to the green ice blocks, then wallrun up the 
slop above it to find a [SKULL COIN] at the top of the half-pipe. Smash the 
ice blocks encasing the Spiked Orange so it bounces out of the way and into 
the hole. These painful produce items are the main theme of the level and are 
constantly found this way (trapped inside ice cubes). Try to destroy the ice 
blocks so the Spiked Oranges are out of your way. Grab the low [SKULL COIN] 
and hop up to the ledge.

Collect the Lum King high above the Waiter Dragon and grab as many Lums that 
pop out of the two limes nearby. Bounce around on them for a lil' while and go
to the right. Break the Bulb-o-Lums on the wall to release a bubbled [SKULL 
COIN] and collect it inside the small enclosure... but beware of the bouncing
Spiked Oranges. Like usual, smash through the ice blocks, target the Lums, and
head to the other side of the ice field. Grab the Lums near the straw and the
ones inside the fern, then go through the funnel and the door.

Run through the fern and pick up the Heart and Lums, then leap through the 
Funnel Bug. As mini you grabs onto a dangling straw, wall jump to the top of 
this location and head inside the door.

 ~~ HIDDEN ROOM ~~
 There is a green gelatin rectangle that moves back and forth in front of you.
 Use this to bounce up to the ice ceiling and smash through. Target the two
 Waiter Dragons skating above the ice and then open up the [HIDDEN CAGE] on
 the left.

Down below, barrel through the ice cubes and take as many Lums as possible as 
you avoid the two Spiked Oranges (and the cans that may fall on your head). Go 
through the Funnel Bug and slide down the ramp.

As you bounce horizontally across the two limes, jump as you hit the left one 
to jump up the next step. As you slide and bounce the lime on this level, jump 
once more and repeat the process as you super-slide up the ledges and to the 
door. A [SKULL COIN] appears after you hit the first lime and will disappear 
if you waste too much time in this area. Enter the door at the top.

Pick up the Lum King and ground pound the ice floor, then shrink again. At the 
next ice cube field, keep the ice cubes in tact and get up to the ramp at the 
top of the blocks. Run along the ceiling and pick up the [SKULL COIN], then 
get to work.

As for the far side, only smash the two vertical ice cubes sealing the Heart 
in. Jump on top of the other ones and let the Spiked Orange bounce out of the 
way, then jump and pick up the [SKULL COIN] in the small nook above you. Now 
it's time to exit.

There is a gigantic Spiked Orange at the end of the road, next to the [HIDDEN 
CAGE]. Since you cannot defeat these things on your own, you must chip away at
the ice cubes to send it on its way, just like you've been doing all 
throughout the level. Once it has fallen off the cliff and pronounced dead, 
you can open the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 My Heartburn's for You
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 50 Lums    | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 100 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 150 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Gosh, I really love some of the level's names in Rayman Origins. Clever,
witty, punny, the whole nine yards!

The first part of this level is a huge pain: Flame Monsters chase after Rayman
as he makes his way down a slippery ice slide. You can collect a few Lums
along the way as well as a [SKULL COIN] at about halfway through (when you
reach the green lime on the ground, jump OVER it and you will come to the
coin). It takes a bit of trial and error like most sections of this game, but
eventually you run right inside the giant dragon seen in one of the earlier
levels.

Now that you are inside the gullet of the Top Chef Dragon, it is up to you to 
cure his nasty case of heartburn. Go through the first door, then wallrun up 
the slope and pull on the uvula to open up a canal. Run through and take out 
the Dragon Germ, then proceed to the next area.

Grab the Heart and shrink down. Take out another couple Dragon Germs and use
the bubbles to grab the Lum spiral above. Wallrun along the ramp until you get
to a fire pit. Avoid the flame stream and swing across the straw, knocking out
the foes and exit the chamber. Lastly, grab the Lum King and descend down the 
chute as you avoid the flames on the side and pick up the other Lums. In the 
next room, the "boss fight" begins.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Top Chef Dragon
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

You are not actually fighting the Top Chef Dragon per se, but rather battling
a case of heartburn. Wallrun to the ceiling and smash the pink bulb to get 
things started. As flames enter the stomach from the ceiling, run in the 
opposite direction and up the wall; always look for the black smoke as a 
telltale sign to where the flames will end up.

When the flames subside and another pink bulb appears, run over to it and 
attack to release some more Hearts and reaggrivate the host. This time, flames
emerge down both sides of the stomach, but you will be safe if you stand on 
the center island. As flame wheels begin to loop and spin above you, watch for
the black smoke and either duck or hover so you don't get singed.

The stomach acid level rises and the central island disappears, leaving you 
with a bunch of bubbles to stand on. Again, flames rumble down the stomach 
lining, so you don't have much space to maneuver. Hop from bubble to bubble 
and generally stay near the left side of the chamber, because that is where 
the third and final lump appears. This one disappears very quickly, so it is 
good that you have a head start so you don't have to repeat this process.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

After a third hit, the heartburn starts moving through the Top Chef Dragon's 
entire body. Time to get outta dodge! Go through the door and begin 
wallrunning through the narrow passages as the flames rear up behind you. 
There are Lums to collect along the way, so have no fear if you do not have
the allotted amount.

As you begin wallrunning upwards, jump back and forth to avoid the spikes. 
There is a [SKULL COIN] on the right side that you will need to grab and 
immediately jump back, so it is pretty easy to miss. Keep on moving and Rayman
escapes, collecting the level's [HIDDEN CAGE]. The king returns to his normal,
healthy (and miniature) self.


==============================================================================
 ANGSTY ABYSS                                                           [0309]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Why So Crabby?
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:30         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:06     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Back to the water world, so this is more or less an all-underwater level. Hey,
at least it's easy. Dive into the water and collect the Lums and Heart from 
the first pile of seaweed. Jump out into the tunnel and go over the spikes, 
then back into the water you go. Before grabbing the Lum King, pick up the 
[SKULL COIN] in the small passage. Now swim against the current, go 'round the
bend, and flow with the current.

In the next room, swim through the spike tunnel and open the Heart flask, then
swim through the two currents. At the water current that's moving downward, 
follow the flow to a hole in the ground; pick up the [SKULL COIN] and head 
back down the trail.

Knock out the Red Fish and enter a current moving to the right. Spin attack 
the Pufferfish and grab the Lums between the Electric Jellyfish, then off 
through the doorway.

Spin through the seaweed, then take the Heart and Lum King. Swim through the 
singing Lums as the Electric Jellyfish pass back and forth. After, look up at 
the ceiling above the same jellyfish to uncover a hidden entrance.

 ~~ HIDDEN ROOM ~~
 Underwater Moskito level! You know the drill. As you swim through on the back
 of the mosquito, weave through falling rocks and lines of Pufferfish. At the
 end, shoot the four Pufferfish and crack open the [HIDDEN CAGE].

Return to the Electric Jellyfish and proceed to the right. Eliminate the 
Pufferfish from the next room and snag the Heart before swimming on through. 

This time, you are fighting the current, so your movements will be greatly 
slowed. Also, the Spiked Fish aren't as strong as you and succumb to the 
current; when they come tumbling along with the current, you will have to 
avoid colliding with them. Their movements are pretty randomized so there's no
telling where they are going to move.

Take a detour on the southern branch to locate a [SKULL COIN], then enter the
current again. Continue dodging more Spiked Fish until you make it to the 
door.

As you fight against another current ahead, a Robot Crab breaks through the 
wall behind you and actively chases Rayman. Go past the current and head 
downward until the crab is underneath you. Now that its weak point is exposed,
you can destroy it.

Continue until you reach some dry land. Hop on the rock islands and defeat the
Lividstones, but occasionally pop into the water for Lums. There is also a 
[SKULL COIN] down here, in the water below a wooden panel. Stay in the water 
and ride the geyser to another pool, then exit.

Shoot past the first Man o' War. When you reach the second one, follow the 
left wall down to the sea floor and you should be able to enter a fissure that
takes you to a secret room.

 ~~ HIDDEN ROOM ~~
 Long, lanky Sea Claws slowly move towards Rayman's position. They resemble
 some of the Darktoon enemies seen in earlier levels, but you can destroy them
 by targeting the green base attached to the walls. The [HIDDEN CAGE] is yours
 once you take out all of them.

Swim to the right and kill another Robot Crab, then grab the [SKULL COIN] 
underneath it and swim down the shaft. For whatever reason, the Spiked Fish 
start wiggin' out here and begin bouncing off the walls. Whatever. Take the 
[SKULL COIN] in the corner and pick up the blue fish helper friend monster 
things in the seaweed just below.

Move north and wait for the wall to crumble so you can enter the current. Take
out the two Robot Crabs by getting underneath them when they walk up and 
down... the current just makes that task a bit harder than usual. Demolish the
school of Pufferfish ahead, then exit through the door at the top. For the 
final Cage Challenge, simply kill all the Red Fish and the pair of Robot 
Crabs, and then open up the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Scuba Shootout
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

For this Moskito level, you are going to be deep underwater with a lot of 
aquatic foes on your heels. The Medallion for this level is kinda hard to 
obtain compared to other Moskito courses, mainly because much of the level is 
down in the dark abyss and it is very easy to miss Lums.

Hitch a ride on Moskito and enter the water. Pick up the Heart at the start of
your descent and head on down. Start by sifting through seaweed for Lums and 
attacking Electric Jellyfish. Much of the area throughout the course is coated 
in sharp spikes, so staying near the perimeters is not a very good idea. There
are also a few Pufferfish in this level, and keep note that you cannot inhale
these enemies.

As you continue down into the deep, Pink Eels will swim around and try to 
block you out. Falling rocks will also contribute to your misfortune, so watch
where you are moving.

When you reach the abyss, the screen will go dark and you will be in danger of
getting mauled by Darktoon Hands. The main way to protect yourself is to 
surround yourself with Sea Fireflies, but even they go dim after a while - try
to find groups of them as you continue on. There are also stationary Glowfish 
throughout that you can use for hiding.

In addition to avoiding Darktoon Hands and trying to stay alive, you also have
to be on the lookout for Lums. It is really hard to find them floating around,
especially trying to search for seaweed. There definitely are some patches of 
seaweed down in this area, so try to continuously move around an area to see 
if you're missing out on anything. Aside from that, there are also Electric 
Jellyfish and Red Fish that you'll be needing to kill.

Once you emerge from the abyss, it's back to dodging falling rocks. Make sure 
to brush through the seaweed as the boulders tumble past you for some sweet 
Lum bonuses. When you make it back to the surface, fly over to the rocks and 
enter the next room without Moskito to locate the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Beware of Mini-Murray
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:50         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:25     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

You will understand just who "Mini-Murray" is as soon as you start the level. 
A school of tiny eels swim after you from the left, so for the first couple 
rooms you have no choice but to book it. There is no room for backtracking, so
leave any missed Lums behind.

For the first area, swim through the narrow tunnel and stay away from all 
walls or else you'll get pricked. There is a [SKULL COIN] in this room, so 
you'll want to make sure to grab it on your first go; there's no doubling back
here. Continue to the next room, where the school of Mini-Murrays are still in
hot pursuit.

Pick up the Heart and swim downward through the tumbling rocks. Pay attention
to the left side of the screen, where you can see a [SKULL COIN] on the far 
left. Wait for the rocks to fall, then squeeze through the crevice to get to 
the coin. Follow this path to the bottom and exit.

Things are a bit calmer here now that the Mini-Murrays are out of the 
equation. Swim around the room and explore a bit, sifting through seaweed and
collecting loose Lums, as well as killing the Pufferfish and Sea Claws in the 
vicinity. Swim above the Stonefish ahead and watch out for the Swordfish 
getting ready to ambush you. You can enter one of the holes the Swordfish came
out of to find yourself a hidden room.

 ~~ HIDDEN ROOM ~~
 It is a bit of a maze here in this Cage Challenge, so it is up to you to swim
 through the labyrinth and attack the Pufferfish and Red Fish. A monkey wrench
 is thrown in: a Pink Eel enters after you and begins swimming around. It is
 oddly reminiscent to Pacman now that I think about it. Kill the enemies while
 avoiding the big guy, then swim to the [HIDDEN CAGE] in the center.

Exit and continue to the right. In the next room, swim to the right for some
more Lums and a Heart. Activate the Lum King and swim through the row of 
Electric Jellyfish; make sure to pick up the [SKULL COIN] above the top row 
before you head out.

More Sea Claws up ahead, so prepare yourself. Once the coast is clear, search 
the seabed until you find a small crack you can fit through. Enter the 
doorway.

 ~~ HIDDEN ROOM ~~
 Swim through the funnel as you enter a square room with a bunch of Spiked
 Fish bouncing around like pinballs. Avoid them and knock out the pyramid of
 Red Fish to gain access to the [HIDDEN CAGE]. Not too hard.

Swim above the Stonefish for another [SKULL COIN] before leaving. Rocks slowly 
fall from the ceiling and eventually gather at the ground, sealing off some 
Lums. While there are a lot of Lums to collect here between the seaweed and 
the others in plain sight, swim to the bottom of the room and grab the ones 
before they get sealed off, then comb the rest of the room for goodies.

As you move on, Pink Eels will begin chasing after you. This becomes 
problematic, since you are likely taking your time trying to move away the 
seaweed for Lums and pulverizing enemies. Try your best to loop around the 
Pink Eel so that it doesn't get a chance to bite at you. Make sure to swim 
through the Sea Anenomes in the top right corner for another [SKULL COIN]. 
Feel free to leave afterwards.

One last Pink Eel swims after Rayman in the last room. Try to get all the 
Pufferfish in one quick sequence so you don't have to double back and make 
things complicated for yourself. There are about six Pufferfish that you need 
to deal with and unlock the [HIDDEN CAGE].


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Murray of the Deep
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 50 Lums    | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 100 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 150 Lums     |                        |
o-------------------------o-------------------------o------------------------o

To begin the level, dive off the dock and into the ocean. Grab the Lum King in
the corner and go to town with the swimming Lums. Swim to the right for a lot 
more Lums (along with some Electric Jellyfish). Take the Heart as well and 
you'll soon run into the first [SKULL COIN], which is surrounded by some 
Electric Jellyfish. Slip between 'em for the coin and move on.

When the music dies down, you know there's trouble. Suddenly, two Colossal 
Eels burst onto the scene and chase after you. Sprint and spin away from the 
two until you jump out of the water. Dash to the right, jumping along the 
rocks as you go - try to take the high road, since that leads to another 
[SKULL COIN]. Eventually, you escape into a murky part of the ocean... that's 
when the real threat rears its ugly head.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Murray
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Murray is a gigantic sea monster unlike anything you have seen up to this
point. He has a huge mouth capable of swallowing you with ease and can also 
spit out Man o' Wars like nothing. Murray usually swims around in a circle as
he spits out one or two at a time, but those lackeys are what you really need 
to watch out for.

As you dodge the Man o' Wars, pink bulbs appear on Murray's tail. When you see
an opening, swim over and spin attack it to cause him a great deal of pain. 
The boss retreats for a second, then return to the arena. The process repeats
itself once more. The strategy to surviving is to keep moving and not to spam
the spin attack too much, since it can be a bit uncontrollable at times and 
you may accidentally spin into an enemy or the boss himself. Stick to fast
swimming and you should be fine.

Just like most boss battles, the pink bulbs don't stay active for a long time
and may disappear into the boss's body. Try to take a shot as soon as you get
a chance; always keep an eye out on Murray's tail even when trying to dodge 
the Man o' Wars. After hitting him twice, Murray appears in one of the holes 
on the left or right side of the screen and charges at you, mouth agape. 
However, there is a third pink bulb inside his mouth. You know what to do.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Rayman receives a [HIDDEN CAGE] for his efforts, and the final King of the 
Land has been saved. Now back to Moody Clouds!


==============================================================================
 MOODY CLOUDS                                                           [0310]
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Riding the Storm
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

The Nymphs open up a portal to Moody Clouds, so jump inside. This is the final 
world, so the difficulty continues to amp up in the following levels. You 
begin the world in a Moskito level; ignore the Magician's warnings and run to
the right, dodging the lightning bolts.

Ride Moskito through the thunderstorm and prepare yourself for a tough bout. 
This is without a doubt the hardest Moskito level up to this point: there are
loads upon loads of enemies, most of which being incredibly dangerous, other 
hazards such as lightning bolts and other electrical devices, and not a 
particularly large amount of Lums to collect. You're in for a tough challenge.

You will first be fighting Flies and Flying Bombs. The Flies are fast, so you 
should probably take them out first. As for the Flying Bombs, they release a 
ring of fireballs after being destroyed, which only adds another set of 
hazards to avoid. It may be easier to inhale them instead of blowing them up
to avoid dealing with the fireballs.

Things get hectic right away, and there is no way to maximize your Lum count 
unless you memorize the enemy placements (which means multiple replays). For
this first part of the course, it is not recommended to eliminate every last
enemy on sight: doing so is near-impossible and will only drive you bonkers 
(not to mention leading to many deaths). The rows of Flies seem to be worth 
more than individual Flying Bombs, so focus on them instead.

After Fly shooting and lightning dodging, you come to a checkpoint (if you 
have around 140 Lums or more by now, you are on the right track). Now you 
begin to encounter bulky Red Flies, who are harder to take down and also spit
out fireballs. There are a lot more storm clouds and lightning bolts to worry 
about, in addition to the Red Flies. You cannot inhale the Red Flies, so 
repeatedly tap A to fire away.

Pass through a stack of storm clouds to enter a factory. Defeat the Fly Turret
on the ceiling, then start shooting at the metal wheel behind it to raise a 
gate. Shoot the bubble behind said gate to release a Lum King and several Lum
bunches. Activate the Lum King and grab the others as you continue to shoot 
more Flies. Just past them are two electrical beacons that hinder your 
progress: shoot the blue coils at their base to destroy them.

Take out more Fly Turrets ahead by banking your shots off the diagonal walls.
When you see the small, blue lightbulbs, you can destroy them to disable the 
electrical barriers (but you can only destroy the blue ones; the other ones 
you must avoid).

There is another Lum King near a trio of Red Flies, so destroy them and then 
pick up the Lum King for a bonus; fire away at the Fly Turrets past them and 
the other Flies flying around.

The last section of the Moskito course is one of the worst if you haven't 
broken 350 Lums yet. A barrage of red homing missiles fly out of every which 
way possible, leaving you fighting (or running) for your life. If you have 
reached the Lum limit, you can simply avoid them until the end of the course,
but otherwise you'll have to simultaneously target the rows of Flies that 
appear on the top and bottom of the room.

Once you finally make it to the end in one piece, land and smash through the 
[HIDDEN CAGE] for your Electoon reward. Phew! The best strategy for obtaining
the Lum bonus is to keep replaying the level and practice - you eventually 
learn where and when the enemies appear in each  part of the level and that 
way you can use that to your advantage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 On Top of Old Smokey
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 1:30         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 1:15     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Expect more chaos similar to the previous level (mainly stormclouds and 
vicious thunderbolts). Pick up the Heart on the flying platform and jump to 
the next one. Defeat the row of Flies (no Lum bonuses here!) and wait for the 
thunderbolts to cease before jumping across the vertical pipe.

Leap across the flying platforms and then glide over to a long lightbulb. Lums
are trapped inside, so it's likely this world's representation of a 
Bulb-o-Lums. Do not destroy the Bulb-o-Lums and instead use it to get up to 
the ledge above. From here, grab the [SKULL COIN], then free the Lums and the
ones ahead as well. Wait for the lightning bolt to pass, then wall jump 
underneath the cloud to get to the doorway.

The raging storm creates a wind current here, allowing you to fly through the 
storm itself. Grab the Heart below you and then pass between the clouds, 
avoiding the lightning bolts that move between them - the clouds light up when
lightning is about to strike. Try to take the road less travelled (the lower 
route) because it contains a [SKULL COIN]. Exit the room at the far side.

Open the Heart flask and travel to the second flying platform, which releases 
a Lum bunch down below you. Float down to the platform and pick it up before 
it floats through the buzzsaws. There is also a Mech on the ceiling that fires
electricity at you. Mechs are unique in that you cannot bubbilize them, so 
either punch it off the platform or into the sawblades.

Climb back to the flying platform and punch another Bulb-o-Lums, then take to
the upper path. Defeat another Mech and grab the Lums before gliding past the
electrical beacons and through the door.

Break open the Bulb-o-Lums and wall jump through the electrical beacons, then
pick up the Heart and bubbled Lums at the top. Take down the Mech and hop onto
one of two flying platforms.

These platforms float around in a circle, with a pair of electrical beacons 
below, so you should try to stay above them. The [SKULL COIN] here is kinda 
hard to get without avoiding the electricity: once a platform is at around 
12:00, hop on as it moves counter-clockwise. As the other moves back upward, 
gloat over to the coin and land just out of reach of the electricity. Next, 
slide onto the chain and through the Lum King, then immediately jump to the 
chain above so you can collect all the Lums.

You enter another wind tunnel, as you must fly to the top of the giant shaft 
populated with Mech Fish (identical to Red Fish). There are numerous 
Bulb-o-Lums here that contain some Lums, but mainly give you those blue fish
bullet things so you can kill the enemies from a distance.

It's important to bubbilize and kill every single Mech Fish if you are aiming 
for the Medallion, since there is a heaping helping of monsters in this room. 
There is also a [SKULL COIN] on the left side, between two pairs of buzzsaws. 
Go in from above to get the coin. At the top of the room, head to the left and
enter the hidden door.

 ~~ HIDDEN ROOM ~~
 There is a platform moving back and forth that has a vent at the top with an
 air current; use this air current to reach the flying platform above. Glide
 over and knock the Mechs off of the walls/ceiling... it is a whole lot easier
 if you still have some blue bullet helpers left over. Once they're scrapped,
 float over to the [HIDDEN CAGE] on the left.

Exit back into the wind tunnel and take the right exit this time. In the next
room, open the Heart flask and land on the platform next to the spinning saw.
To get past the swinging buzzsaw, wait for it to swing to the left so you can 
jump over it, but also watch out for the electrical beacons on the floor. 
During your jump, fly through the wires on the ceiling to release some Lums.

Wallrun up the thick electrical cords and onto the ceiling as you spin through
the two Mechs and the Bulb-o-Lums. Get past the first buzzsaw and collect the
Lums, then run underneath the two buzzsaws swinging past the [SKULL COIN]. In
order to get this coin, wait for the saws to swing to the left, then do a 
running jump and you should just grab it.

On the black metal platform, knock the two Mechs off the cliff to the right,
then turn back around. If you jump to the left of this platform and smash 
apart the Bulb-o-Lums, the Lums lead you down to a secret doorway.

 ~~ HIDDEN ROOM ~~
 This is a fast Cage Challenge, forcing you to sprint down a long hallway
 filled with shifting platforms and spiny Darktoons. To help motivate you, a
 swarm of Locusts start chasing you. Jump through the dangerous parts of the
 tunnel until you reach the [HIDDEN CAGE] at the end.

Now you are free to exit to the next room. Jump past the buzzsaws for another 
Heart, then float through the electrical beacons to reach a thick electrical 
cord. Buzzsaws move along the adjacent wall, so your task is to wallrun up the
cord, jump across to the wall (jump towards a spot between the buzzsaws, 
obviously), then jump to the [SKULL COIN] high in the air. Takes a bit of 
trial and error, but there is a checkpoint right at this exact area.

Jump over to the wheel and dispose of the Flies. Hop on the wheel and notice 
the direction of the arrows carved into the side. While on the wheel, walk/run
to the left to move the wheel to the right. Carefully move yourself underneath
the stormclouds, pausing between each one to get past the lightning bolts. 
It's suicide to try and sprint through them all in one go. Go through the door
at the other end.

Hop onto the moving platform and take down the Flies, then wallrun up the 
metal piping; jump back and forth to get past the swinging buzzsaws. There is
a Heart near the end of the pipework, as well as the exit door.

For the Cage Challenge, hop on the giant wheel and spin it to elevate a 
second, smaller wheel. Jump on this one and spin it to spin the nearby 
buzzsaws right into a group of Mechs. Now quickly hop across to the [HIDDEN 
CAGE] before the buzzsaws move back into place.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mecha No Mistake!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 6      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 3         | Electoon #1: 150 Lums   | Electoon: 2:35         |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: 2:10     |
| Speed Run: 1            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

Hah. Puns. As you can expect, there are a lot of Mechs in this level as well 
as other types of machinery. Grab the Heart directly above you and run under 
the first crusher. Punch the Mech under a crusher to take care of him, then 
run through the wires and take the Lums. Go underneath the second crusher to a
set of horizontal crushers.

On the top set of crushers, run behind the right one to reach the wires. 
Rustle through them to release a [SKULL COIN] that you can easily grab. Make 
your way down the chute, stopping at each crusher and ducking so you don't get
squashed. At the bottom, exit the room.

Here, you must wallrun up a set of crushers. Wait until the crushers are 
firmly pressed against the wall before you start up the side. Jump back and 
forth to avoid the buzzsaws at the top, then make sure to ground pound to stop 
yourself before running into the wires. We'll get to that in a second... but 
first leap to the left and go inside the doorway.

 ~~ HIDDEN ROOM ~~
 Crawl on top of the large gear and smash the red bulb to set it loose; the
 gear moves along the slots and crushes the Mechs standing inside them. Walk
 along the top of the gear as it moves through the room and make sure you
 don't fall off or get crushed between anything. Once it stops, jump off and
 smash apart the [HIDDEN CAGE].

Return to the bundle of wires. The Skull Coin inside will quickly float 
offscreen if you dawdle around, so you must uncover it and immediately pick it
up in transition. Wait until the crushers to your right are opened, then run 
through the wires, jump between the crushers, and grab the [SKULL COIN] in one
quick sequence. Also pick up the Heart here and jump all the way across. Open
the Bulb-o-Lums for a Lum bunch and wallrun up the ramp to the door.

Buzzsaws move along the floor and ceiling, so be careful here. Pick up the 
Heart inside the flask, then travel down the ledges to the bottom of the room.
Wallrun up the slope to reach a large gear. However, in order to get a nearby 
[SKULL COIN], wallrun up the same slope and then jump to the opposite wall and
continue up to the ceiling. Here you'll find the coin.

Back down at the moving gear, move along each peg and don't get whisked into 
the lava. There are a couple Bulb-o-Lums containing Lums that you should open 
up and snag before exiting the area. One other thing that you should do before
leaving: there is a hidden doorway to the left of the gear, so stand on it and
wait until you slide down to the entrance.

 ~~ HIDDEN ROOM ~~
 There are large spinning wheels on the bottom of the room that make up the
 only walkable platforms here. Run and jump along the wheels and also knock
 down the Mechs hanging from the ceiling. Proceed from wheel to wheel and
 avoid the buzzsaws until you get to the [HIDDEN CAGE].

Okay, now you can finally cross the gear and leave. In here, platforms will 
emerge from slots in the background to aid you. That's pretty much it. Run 
through the room from platform to platform - they all emerge just before you 
land on it, so you can make a smooth transition to the opposite end of the 
room without stopping at all.

Several giant gears rotate above a lava pit. You must cross each gear, one at 
a time, to make it to the doorway. Like before, there are many Bulb-o-Lums on 
each gear, so don't hurry through the room. Most of the gears have an opening 
that allows you to go in the center ring. There is a [SKULL COIN] inside the 
first gear along with two Mechs, so make it a priority. At the other side, 
jump onto the Bulb-o-Lums to reach the other [SKULL COIN], then destroy it and
leave.

You are back in another room with retractable platforms. It's more or less the
same as before, but a few more hazards and a [SKULL COIN] trapped inside a 
Bulb-o-Lums near where you start. There's even a retractable spiral that you 
can wallrun up.

For the last Cage Challenge, enter the square chamber. There are stationary 
buzzsaws strewn around, as well as Mechs. The only way to destroy the Mechs 
are to knock them into the buzzsaws. Sometimes this task is impossible due to
out-of-reach saws or walls, which is why the chamber will rotate from time to 
time. Once all four are dealt with, climb to the [HIDDEN CAGE] in the middle.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 The Reveal
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Jump over the white wire and enter the main chambers to bump into the Magician
of all people. He immediately tosses off his hat and sends Rayman packing, all
with an evil smile. That was out of the blue!

Rayman drops deep down into the factory, where Mech Daisy bulldozes through a 
wall. Start by running away from Mech Daisy until you reach a dead end. This 
boss fight is identical to the one against regular Daisy, but a bit shorter 
since there are fewer weak points to exploit.

After demolishing Mech Daisy, Rayman moves on to the next challenge: Mech 
Mocking Bird. Again, this is an abridged version of the first Mocking Bird 
boss fight, so you should know how to handle yourself. Once the second boss is
destroyed, float onto the flying platform and exit to the left. Punch the 
switch to flatten out the white wire back at the entrance and make your way
back into the Magician's quarters.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Get Away!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

You automatically transition into this level from the previous one. As 
expected, you are forced into a chase sequence after getting distracted by a 
rad dancing sequence. Seriously, what was that all about? This is reminiscent
to the Treasure Challenges you've been tackling during your progress, although
it is more challenging than many of them. It is up to you to chase down the 
Magician as the factory collapses from under you.

The entire course contains multiple falling platforms that you must hurry 
across. There are a few ramps and walls that you must run up, in addition to
some other basic elements that you have already become accustomed to. The 
hardest part is probably where you have to continuously wallrun up the side of
several pipes in order to reach a red explosive bulb (and the part after is 
pretty tricky as well). It will probably take a few retries, but that's 
nothing new.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Shoot for the Stars
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

o-------------------------o-------------------------o------------------------o
| Total Electoons: 3      | Level Bonuses           | Speed Run              |
|-------------------------+-------------------------+------------------------|
| Hidden Cages: 1         | Electoon #1: 150 Lums   | Electoon: -            |
| Lum Rewards: 2          | Electoon #2: 300 Lums   | Speed Trophy: -        |
| Speed Run: 0            | Medallion: 350 Lums     |                        |
o-------------------------o-------------------------o------------------------o

You automatically transition into this level from the previous one. The 
Magician escapes to his oh-so-familiar airship, but you can catch up to him
with Moskito. This Moskito course is easier than the last one, in my opinion,
but it's still no walk in the park. You'll mainly be dealing with Flying 
Bombs, Flies, and Fly Turrets in the course, so use your well-honed skills to
stay safe and stockpile Lums.

When you disappear into the background, the next section of the Moskito course
begins. First, fly away from the red homing missiles as the airship comes into
view. You can begin damaging the airship by targeting basically any part of 
it, as the flying machine will slowly fall apart with each successful hit.

As the airship heads back into the distance, continue along the Moskito course
until it appears again. It's probably easiest to first target the back wing,
then the cockpit, then finally the balloon on the top. When a Hunter emerges
on the deck, make him your top priority - you already have enough red homing 
missiles on your tail! There are also Heart flasks through the level, so you 
should be able to stay in tip-top shape.

You are not required to destroy the airship by yourself (I don't even think 
you can), because the Magician will do that on his own as he inadvertantly 
crashes into the world's core and takes himself out. You receive your final 
[HIDDEN CAGE] after surviving the Magician's assault.

Well, that's about it. You beat the game! You can go back and collect all the
Medallions and Speed Trophies if you're behind, as well as access the hidden
world by retrieving all ten Skull Teeth.


==============================================================================
 LAND OF THE LIVID DEAD                                                 [0311]
==============================================================================

You unlock this world by collecting all ten Skull Teeth found in the Treasure
Challenges. By entering the Snoring Tree and confronting the toothless Grim 
Reaper, you will gain entrance.

Get ready for THE HARDEST level in the game. No doubt about it. It's a 
landslide. This is maniac difficult. But there is immense satisfaction in 
finally finishing the level. Just a quick note: there are no Electoons or even
Lums in this level, so you do not have to have the burden of Lum rewards or 
Hidden Cages on your mind. It is all about surving 'til the end.

Let's break it down. Spin through the first Granny and jump over the Evil 
Tulips. Bounce off the next Granny between the two Darktoon Branches, then air
kick the Granny standing at the edge of the cliff. Proceed across a couple 
platforms to reach a pair of green Grannies. Make sure to spin attack them off
the cliff, since you'll need to use their bubbilized form to get across.

Hop across the coffins to avoid the deadly purple water, then jump over the 
Evil Tulips and roll down the hill, avoiding danger until you reach the slope.
Wallrun up the side and jump between the Darktoon Branches to reach the next 
door. Checkpoint time here.

Jump right into the purple pool as a Skeleton Snake swoops under and saves 
you. Unlike the Flute Snakes, this guy is a speedster and gives you no time to
think. Immediately jump over the Darktoon Branch as your ride submerges and 
dash along the islands. Don't let up as you hop from platform to platform, 
then fly through the branches to land on the Skeleton Snake again.

Do a quick jump as it dips under just to psych you out, then leap on top of 
the coffin and spin through the Granny. It's more of this for a little while 
until you finally disembark. Still keep running, since Locusts are nipping at
your heels since the start of the checkpoint.

Eventually you reach a wallrunning section, where the next checkpoint is 
activated. Wallrun up the curved bones and jump from one to the other, then 
start running vertically up the coffins and bones. Dodge falling buzzsaws and
spiny Darktoons until you reach the top.

At the top, a coffin platform flips upside down and then back over as you hop
across the others. There are spiny Darktoons on the bottom of the spinning 
coffin, so you only want to use it as a platform when it is right side up. On
top of that nuisance, a Darktoon Branch chases after you, so stopping for a 
breather is never really an option for this level. Go through the door once 
you reach stable ground.

Checkpoint here. Hop over to the next ledge and get past the Evil Tulips. 
Scale the Darktoon Branches and bounce on top of the bouncy eyes (super bounce
on the second one), then spin attack the green Granny (they have spiky hats 
that prevent head stomps) and super bounce onto the long root. Run across to 
reach a set of coffins. Run underneath and jump across the coffins before they 
slam into you.

Spin into the next green Granny and jump over to the vertical coffin. Wall 
jump up the two coffins as they slowly move upward, so keep pace with them. 
When you reach the next group of Grannies, spin attack them off the cliff and 
use them as stepping stones to reach the doorway.

New area, new checkpoint. You'll be dealing with lava streams left and right 
here, so start by going across the islands and slipping past the lava. Slide 
down the hill and jump at the bottom.

Begin floating down the chasm, avoiding the spewing magma on both sides of 
you. Further below you'll encounter fireballs, just to shake things up I 
guess. After that, the game combines flame streams and fireballs to make your 
life miserable.

You reach a checkpoint once you land on the platforms at the bottom of the 
pit. From here you must run along the unstable ledges and islands as more 
flame streams shoot up from every angle. Sometimes a lava stream starts up 
behind you and you must run in order to stay in front of it. Again, the main
theme of this level is speed; you must keep moving and never slow down. 
Luckily, this is the final room, so when you leave you spill right into the
boss chamber. Boss?? What, you thought we were done already?


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Big Mama
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Oh, this boss certainly is big. So big that you actually stand on top of her,
similar to the Golem battle. You spend most of the boss fight on Big Mama's 
skinny arms. There are a number of things you should watch out for; the two 
big ones being her bracelets that slide up and down her arm and her pointy 
elbows. Her hands are also spiny and covered in sharp jewelry, so only stand
on her forearms.

The boss fight begins in a pretty simple manner, with Big Mama moving her arms
back and forth in an attempt to shake you off. Jump from arm to arm and hop 
over the bracelets when they slide up and down. Watch how she contorts her 
arms to see when you should leap to the next one.

The first pink bulb appears not long after the fight starts. When you are 
standing on the boss's right arm (left side of the screen), she tilts it 
vertically, forcing you onto her other arm below. The pink bulb appears and 
almost immediately shrinks away, giving you virtually no time to attack it. 
The sequence repeats itself until you destroy it.

Once you pop the first pink bulb, you end up on Big Mama's face. Start 
pummeling her many eyes until you knock every last one off her face. Yeah, 
seriously. The boss may be blind, but she isn't down for the count just yet.

The next sequence is a bit tougher, and once again the pink bulb appears at 
the end for just one second. If you miss out you must repeat the sequence 
again. First, Big Mama starts jabbing at you with her elbow, then tilts her 
arms so that you can wall jump back and forth until they're horizontal. Stay 
on her left arm and maneuver around her bracelet.

When Big Mama dips her arm in lava, begin floating until you can safely land 
on it again. After she submerges her arm twice, her bracelet moves back and 
forth. Once it slides down her arm twice, jump towards her right arm as it 
moves into reach; the bulb appears right away, giving you enough time to hit 
it. It's all about memorizing her attack patterns so you can anticipate the 
pink bulbs. When you shoot back up to her face, a giant pink bulb appears in 
place of her eyes. Pop it to come out victorious.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Big Mama shrivels up and turns into a... Zombie Nymph? Beats me. Anyway, that 
is the end of the secret world!


______________________________________________________________________________
==============================================================================

[4] BOSSES                                                              [0400]

==============================================================================

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 BOSS: Vacuum Bird
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

The Vacuum Bird only follows one attack pattern and is very easy to defeat if 
you be careful around him. The obese bird only has one attack, and funnily 
enough, it's the same attack as you: he can inhale with great force and suck 
in the Flying Bombs that float around the area. However, it is much bigger 
than Rayman and Moskito and has the ability to suck you in for an instant 
death, so avoid the vacuum when you see it coming.

All you have to do in this battle is suck in one bomb at a time and spit it 
out at the boss (suck in with X or B, then press A to fire). You're both going
to be goin' after the bombs, so make sure to beat it to the punch. It should 
only take about ten hits to deflate the Vacuum Bird.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Electric Eel
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

This is no traditional eel: the Electric Eel is in fact strapped with light 
bulbs and has large pincers at the end of its head. Despite having these light
bulbs surging with electricity, it can swim through the water without a 
problem. Target the light bulbs on either side of its long body to receive 
extra Lums.

Your main target is the Electric Eel's pink tail. As is thrashes about, shoot 
at the tail to knock off a segment of its body. The boss will become faster, 
but the strategy stays the same. Repeat ad nauseum. Funnily enough, the boss 
doesn't really make an attempt to directly attack you, so you should be fine 
as long as you steer clear of the beast.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Golem
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Boss? In a level like this? Well howbout that! Run down the slope to come 
face-to-face with the Golem. This behemoth is more or less a giant version of
the Stone Men you have been facing throughout this world, and it takes a lot 
more to defeat it.

You are standing on the shoulders of the Golem, who happens to be covered with 
Darktoon Branches. There are a total of three pink bulbs on its body, but they
only appear one at a time. The first is on its right shoulder (left side of 
the screen). Wait for it to lunge up, then hop onto the ramp and run along the
ceiling to get over the Darktoon Branch. Drop down next to the boss's ear and 
punch the pink bulb. This also releases three Hearts into the room.

The next bulb appears in the same location, but on the Golem's left shoulder.
Again, wait until you can access the ramp, then run along the ceiling and jump
over its head. Punch out the second bulb as a third appears right on the top 
of the boss's head. Run along the ramp on the right side of the room and 
ground pound the final bulb to eliminate the Golem.

The Golem doesn't really attack you, and the main threat are the Darktoon 
Branches that grow every time you damage the boss. Aside from that, there is a
chance of death if you stand too close to the Big Golem's mouth, so I'd avoid 
being in the vicinity of its head entirely when you have the chance.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Daisy
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Daisy is a pretty big target and there isn't much space to move about, so you 
will have to resort to running on the walls and ceiling in order to get away 
from him. Even though you are given Hearts throughout the battle, they don't 
really contribute towards your survival since getting hit by Daisy 
automatically results in your death.

When he charges you, wallrun up and across the ceiling as he whacks his head.
Run back around to his wounded noggin and attack the pink bump to damage him 
and release a Heart. As he moves towards you again, wallrun to safety and stay
on the other side of the room as the boss transfers up to the ceiling. 

The boss begins headbutting the ground repeatedly, so move underneath him when
necessary. Eventually he gets a headache and falls, and another welt appears
on his butt. Run up the ceiling and ground pound it.

For his third attack phase, Daisy begins jumping across the room. He doesn't 
have a particularly impressive vertical leap, so sprint underneath him during
the small opening. After a few jumps, the boss lashes out at you with his 
tongue. After a successful dodge, run up his tongue and punch the pink bulb in
his mouth to send the boss packing.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Mocking Bird
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

To wake up the Mocking Bird from his slumber and initiate this duel, jump and 
grab onto his tail. Stay to the left as the bird swoops in like a maniac; duck
under his beak and give an airborne kick to the pink wart in transition. The 
first [SKULL COIN] pops out and flies to the ceiling. Quickly run to the right
as the wind tunnel turns on and fly up to the coin before it disappears off to
the right.

The Mocking Bird destroys the ground, keeping you in the air at all times. 
Stay near the ceiling and dodge his divebomb attack, then kill the Orange 
Birds that fly after you. Stay to the left or right as the boss reappears. 
This time he headbutts the ceiling and his crown gets stuck, revealing another
bulb. Ground pound it to make another [SKULL COIN] appear; this one floats to
the left, so grab it.

If you are having trouble with the Medallion for this level, repeat this part
of the fight over and over again (two times should suffice): if you don't hit
the Mocking Bird on his head, he'll fly across the screen along with more 
Orange Birds. Free Lums!

When the Mocking Bird destroys the ceiling, fly to the right as a group of 
Spiked Birds appear and station themselves in the sky with you. The boss 
plants himself in the center of the screen and spins around, inhaling anything
in his path.

During this phase, try to stay in the souththeast corner and he should begin
the attack above you. You are automatically in the clear! Now follow him 
around in a circle until it ceases. When the boss stops, his tail gets 
untucked as it dangles in the air. Grab and pull it to cause the boss great 
pain. Lastly, fly up to his open mouth and ground pound the pink lump on his
tongue to win the battle. If you miss out on grabbing the Mocking Bird's tail,
he will repeat his vacuum attack.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Top Chef Dragon
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

You are not actually fighting the Top Chef Dragon per se, but rather battling
a case of heartburn. Wallrun to the ceiling and smash the pink bulb to get 
things started. As flames enter the stomach from the ceiling, run in the 
opposite direction and up the wall; always look for the black smoke as a 
telltale sign to where the flames will end up.

When the flames subside and another pink bulb appears, run over to it and 
attack to release some more Hearts and reaggrivate the host. This time, flames
emerge down both sides of the stomach, but you will be safe if you stand on 
the center island. As flame wheels begin to loop and spin above you, watch for
the black smoke and either duck or hover so you don't get singed.

The stomach acid level rises and the central island disappears, leaving you 
with a bunch of bubbles to stand on. Again, flames rumble down the stomach 
lining, so you don't have much space to maneuver. Hop from bubble to bubble 
and generally stay near the left side of the chamber, because that is where 
the third and final lump appears. This one disappears very quickly, so it is 
good that you have a head start so you don't have to repeat this process.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Murray
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Murray is a gigantic sea monster unlike anything you have seen up to this
point. He has a huge mouth capable of swallowing you with ease and can also 
spit out Man o' Wars like nothing. Murray usually swims around in a circle as 
he spits out one or two at a time, but those lackeys are what you really need 
to watch out for.

As you dodge the Man o' Wars, pink bulbs appear on Murray's tail. When you see
an opening, swim over and spin attack it to cause him a great deal of pain. 
The boss retreats for a second, then return to the arena. The process repeats
itself once more. The strategy to surviving is to keep moving and not to spam
the spin attack too much, since it can be a bit uncontrollable at times and 
you may accidentally spin into an enemy or the boss himself. Stick to fast 
swimming and you should be fine.

Just like most boss battles, the pink bulbs don't stay active for a long time
and may disappear into the boss's body. Try to take a shot as soon as you get
a chance; always keep an eye out on Murray's tail even when trying to dodge 
the Man o' Wars. After hitting him twice, Murray appears in one of the holes
on the left or right side of the screen and charges at you, mouth agape. 
However, there is a third pink bulb inside his mouth. You know what to do.


~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 BOSS: Big Mama
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Oh, this boss certainly is big. So big that you actually stand on top of her,
similar to the Golem battle. You spend most of the boss fight on Big Mama's 
skinny arms. There are a number of things you should watch out for; the two 
big ones being her bracelets that slide up and down her arm and her pointy 
elbows. Her hands are also spiny and covered in sharp jewelry, so only stand
on her forearms.

The boss fight begins in a pretty simple manner, with Big Mama moving her arms 
back and forth in an attempt to shake you off. Jump from arm to arm and hop 
over the bracelets when they slide up and down. Watch how she contorts her 
arms to see when you should leap to the next one.

The first pink bulb appears not long after the fight starts. When you are 
standing on the boss's right arm (left side of the screen), she tilts it 
vertically, forcing you onto her other arm below. The pink bulb appears and 
almost immediately shrinks away, giving you virtually no time to attack it. 
The sequence repeats itself until you destroy it.

Once you pop the first pink bulb, you end up on Big Mama's face. Start 
pummeling her many eyes until you knock every last one off her face. Yeah, 
seriously. The boss may be blind, but she isn't down for the count just yet.

The next sequence is a bit tougher, and once again the pink bulb appears at 
the end for just one second. If you miss out you must repeat the sequence 
again. First, Big Mama starts jabbing at you with her elbow, then tilts her 
arms so that you can wall jump back and forth until they're horizontal. Stay 
on her left arm and maneuver around her bracelet.

When Big Mama dips her arm in lava, begin floating until you can safely land 
on it again. After she submerges her arm twice, her bracelet moves back and 
forth. Once it slides down her arm twice, jump towards her right arm as it 
moves into reach; the bulb appears right away, giving you enough time to hit 
it. It's all about memorizing her attack patterns so you can anticipate the 
pink bulbs. When you shoot back up to her face, a giant pink bulb appears in 
place of her eyes. Pop it to come out victorious.


______________________________________________________________________________
==============================================================================

[5] TREASURE CHALLENGES                                                 [0500]

==============================================================================

There is a Treasure Challenge in the ten main worlds, and each one rewards you
with a Skull Tooth (all ten are needed to unlock the secret world). In order 
to access each of the Treasure Challenges, you must have a certain number of 
Electoons. In these levels, you must chase a treasure chest through a level 
while avoiding all the perils and hazards the level has to offer. It's about 
speed, but also safety.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Can't Catch Me!
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Jibberish Jungle
 Unlock: 25 Electoons

Naturally, this is the easiest of the ten Treasure Challenges, but can still 
be difficult for some players. In these levels, there are no enemies to kill 
or Lums to search for, so you can direct all your attention to chasing down 
the pesky treasure chest.

You'll have to navigate through a dim cave as you chase down the chest. There 
are a lot of wall jumping segments and plenty of tremor spots where the ground
may raise above you or the ceiling might lower. There are a few Darktoons on 
the ground and some Spiked Eyes, but your main foe is the crumbling ceilings.

Sprint at all times and perfect your jumping motion: Rayman tends to "float" a
bit if you hold down the jump button too long, so try light taps so you don't 
overshoot your landings or spend too much time gliding in the air while the 
ceiling is about to crush you.

Once you reach the end, punch the cornered chest to earn the Skull Tooth.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Cacophonic Chase
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Desert of Dijiridoos
 Unlock: 45 Electoons

This chase scene is much more difficult than the last. There are a few new 
elements introduced here: there are things such as bouncy drums, seen in the 
world's levels, as well as air currents that allow you to stay in the air much
longer. In addition, it will downpour in parts of the level and that has a 
negative affect on your jumping ability. Just like before, you have to deal 
with wooden barriers, enemies (Spiked Birds instead of Spiked Eyes) and 
falling platforms.

The areas with the air currents can be the trickiest since your jumps are
highly altered. Once you get the hang of things, it'll be easier. I noticed 
that gliding can negatively impact your chances of success since it greatly 
slows you down, so try not to hold down A when you jump or else you'll begin
to fly and slow down significantly. Like always, practice makes perfect!


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Sink or Swim
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Gourmand Land
 Unlock: 70 Electoons

Like most of the world, the entire level is covered in ice, which provides for 
annoying slips and also super fast ramps for acceleration. I found that since 
it's hard to catch your footing when you start from stop, perform a running 
spin (sprint and then press X) to quickly start moving again so you don't fall
behind. This is extra important, since many of the platforms sink into the 
fruit punch and you don't want to get stuck in it with the Piranhas chasing 
after you. 

A few parts in the cave sections are tricky that involve collapsed portions of
the ceiling. Particularly, the first piece covered with Spiked Fish that falls
down on to the ground. If you are moving too fast, the ceiling will fall on 
top of you. Wait for the it to land on the ground before sliding down the 
ramp, and that way you can jump over it instead.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Pirate's Treasure
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Sea of Serendipity
 Unlock: 90 Electoons

This Treasure Challenge is similar to the portion of Port 'O Panic, where you 
must chase after the Ocean Nymph while being blasted by an airship. Well 
there's another airship here, so get ready to duck and jump over fireballs and
bombs. And there's the treasure chest, of course.

Unlike others, you aren't physically chasing after the chest. It mans the 
airship and you basically have to run away from it and its manpower. Talk 
about role reversal. Watch out for wooden platforms and don't spend too much
time on them, since they're likely cannon bait. After a while, you enter an 
underwater portion of the chase, and you must pursue the chest in a submerged 
cave, and then you exit out onto dry land. It's quite a hike.

 o---------------o
 | Author's Note |
 o---------------o
 
 There is a pretty well-known glitch that occurs at the very end of this 
 Treasure Challenge. As you wall jump up a burning mast, it falls over and you
 can use it as a platform to resume your chase. But as the mast falls over,
 the screen will come and bump you from the left, effectively whisking you 
 offscreen for a cheap death.
 
 As far as I know, there is no surefire way to remedy this, but I do have a
 few pointers to help try and prevent it. First, in the water portion, do not
 continuously spin; just sprint. If you spin, you are likely going "too fast"
 for the level which can potentially throw the animations and sequences out of
 whack.
 
 That seems to be the most common solution, but there is one final tip to try
 when you reach the mast segment. This personally worked for me and for a lot
 of others apparently, but drop to the ground as soon as the mast falls down.
 If you float and hang in the air too long, the screen will cut you off, but
 by immediately falling, it causes the camera to shift in place.

I feel that the difficulty REALLY hits a new high in this challenge. Took me a
good 100 or so tries to beat this godforsaken challenge (thanks in part to the
glitch, though), but the only advice I can give you on a level like this is to
practice, practice, practice!


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Tricky Treasure Temple
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Mystical Pique
 Unlock: 100 Electoons

I am not a fan of the wallrun mechanics in this game, so it was a pleasant 
surprise to find out that there was almost no wallruns (and certainly no 
slopes or ramps). In fact, I found this to be one of the easier Treasure 
Challenges, especially after last world's disaster.

Most of the level takes place in a darkened temple filled with spikes and 
strange monuments. Most of it involves jumping over spikes and some wall 
jumping, then one long wallrun sequence up a 90-degree angle. There's a bit of
water rapids after that, which is annoying since you have to come to a 
complete stop (try ground pounding here). That's really the only obnoxious 
part, and after that it's back to jumping over spikes.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Playing in the Shade
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Ticklish Temples
 Unlock: 140 Electoons

There is a bit of a jump in Electoon requirements between the two worlds, but 
you should be in the clear if you've been following the guide so far and have 
been getting every Electoon.

Overall, not very difficult, to my surprise. The level is blanketed in shadows
so you can only see silhouettes of Rayman, the treasure, and the objects in 
the course. That can make things a tad frustrating for some. Jumping is key in
this challenge, since there are many narrow columns that you must leap across 
and small, quick jumps are required: remember to just tap the A button for a 
short hop rather than hold it down.

As an added pressure, the cave is collapsing around you, meaning that you 
cannot fall behind or you will be six feet under.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Tuned-Up Treasure
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Grumbling Grottos
 Unlock: 150 Electoons

The entire level shifts up and down as you pursue the obnoxious treasure 
chest. Platforms will move upwards from the ground and lock in place, making 
jumping difficult because your target point is constantly moving. At the 
beginning, the platforms raise towards the ceiling, so hop off each one before
they meet and you are sandwiched between them.

The first half of the level mainly contains moving ledges and columns. There 
are also a couple staves where you have to use the toucans for assistance. 
After the second row of toucans, you end up at a wallrunning section. As you 
run up the side of the wall, it detaches from the rest of the course and 
begins plummeting into the pit. Continue running as the wall continues 
falling; jump back and forth at the Spiked Bird sections. Despite not gaining 
any ground, you'll reach the top of the wall and run along a horizontal part.

At this point, it seems like the end of the level... but the treasure chest 
still gets away and the ground rises towards the ceiling. Tricked! Quickly run
into the cannon and fly through the Funnel Bug. While shrunk, run and hurdle 
over the Spiked Birds until you return to normal size and corner the chest.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Ice-Fishing Folly
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Luscious Lakes
 Unlock: 165 Electoons

Like in the last ice world you completed, you can expect slippery slopes and 
tough traction in this Treasure Challenge. The entire course is coated in ice,
so it can be difficult to maintain your footing. The first part isn't 
terrible, with random Spiked Oranges and raining debris as you try to run 
through the small openings before things get out of hand.

Eventually, you'll shrink down and enter a swimming portion. Like in the last 
water-themed Treasure Challenge, try not to spin too much underwater, only 
when you need to destroy the ice pillars blocking the way. You will soon exit 
and end up in another ice slide section with Piranhas following your every 
move. Overall it's not too hard, but due to the sliding you may have to adjust 
your jumps along the way.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Risky Ruin
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Angsty Abyss
 Unlock: 180 Electoons

Well, this is certainly one of the more challenging Treasure Challenges; from 
the first few jumps alone you can notice an immediate spike in difficulty. 
This course requires precise timing in your jumps and also great speed. The 
low ceiling, coupled with the spikes means that you cannot hold down A when 
jumping - only slight taps will do for the most part.

After a few tricky jumps, it's off to the ziplines, and make sure to drop down
from each one before you slam right into a spiked wall. After more platforming
and ziplining, it's into the water. The first part isn't too bad: there are a 
few collapsing portions of the ceiling, but it is mainly breaking through 
stacks of bottles.

Things get a tad more interesting when you descend further. You end up in the 
abyss, surrounded by Sea Fireflies. The Darktoon Hands shouldn't bother you at
all when you're illuminated and will flee, so you can swim through them. It's 
the Electric Jellyfish and Sea Anenomes that you really need to watch out for. 

Follow the movements of the treasure chest to know where the Sea Anenomes are 
going to spring up. After smashing through a few bottle walls and narrowly 
avoiding shifting plates (feel free to spin in this underwater section), 
you'll corner the chest. That was a pretty long one!


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Tricky Temple Too
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 World: Moody Clouds
 Unlock: 200 Electoons

This Treasure Challenge is probably around the same level of difficulty as the
last, if not a bit harder. You will be running through some very narrow 
canals, with arrowheads often on both the floor and ceiling, so you have to 
perform very quick jumps to get past them efficiently. Even the first few 
seconds pose to be a challenge; the first bouncy flower requires you to ground
pound onto it or else you'll overshoot and run right past it.

There are a few wallrunning sections as well, with arrowheads sticking out of
the sides to force you into numerous jumps. After sliding through a river in 
the narrow tunnel, you must use Swingman to swing across to safety, but only 
tap A so you avoid the Darktoon Branch growing on the ceiling.

There is another Swingman near the end of the course that allows you to swing 
over to a bouncy flower. You must perform a super bounce in order to get over 
the arrowhead-covered column, so make sure to ground pound onto the flower or 
else you will come up short. After that, perform one last zig-zagging wallrun 
and the treasure will be yours.

Other than practice, the best advice I can give is to perform very quick, very
low jumps. There are some portions of the course where you do not even have to
jump at all, such as the small air current and the spot where you have to run
down a flight of stairs.

If you completed all other Treasure Challenges, you should have all ten Skull
Teeth. This means that you can enter the secret bonus world.


______________________________________________________________________________
==============================================================================

[6] HIDDEN CAGES                                                        [0600]

==============================================================================

Hidden Cages are scattered throughout every level in Rayman Origins and 
contain imprisoned Electoons. They are the primary way of collecting Electoons
in the game, as well as purchasing Electoons for Lums and completing level 
speed runs.

In order to gain access to a Hidden Cage, you must complete the appropriate 
Cage Challenge. This usually means that you must defeat all enemies onscreen 
in order to lower the protective force field around the cage and free your 
friends.

This section will list the location of all the Hidden Cages in each of the 
game's levels.


==============================================================================
 JIBBERISH JUNGLE
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 It's a Jungle Out There... (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o
 
 The one and only Hidden Cage in this level is at the very end, so it is
 impossible to miss since you must open it to complete the level. The enemies
 present include three Psychlopes, one Lividstone, and a pesky Hunter that
 fires missiles at you from a distance.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Geyser Blowout (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found somewhat near the beginning of the level, where there are two Swingmen
 you can use to get across a pool of water. Once you use the second one to
 land on the ground, walk to the edge and drop down to the left. There is a
 small tunnel here leading to a hidden room. In the Cage Challenge, there are
 four Lividstones each standing on a green island. You can use the green bulbs
 to knock them off their perch if you wish.


 o-------------o
 | Hidden Cage |
 o-------------o

 When you reach the end of the cave with the shifting floors, there is a door
 on a high ledge that you can reach using a vine. Instead, stay on the ground,
 kill the Psyclops, then walk past him to find a hidden door. Inside, wall
 jump up to the platform and hit the green bulb: the three Lividstones will
 then fall to their death, giving you access to the cage.


 o-------------o
 | Hidden Cage |
 o-------------o
 
 At the end of the level, the Hidden Cage is being protected by four flying
 Psyclopes. Either attack them from below using jump attacks or ride the
 geyser on the right up to their level.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Punching Plateaus (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Located in the cave with the Darktoons and the bouncy flowers. Once you grab
 the Lum King and escape the cave up to the exit, turn back around. Drop down
 from the exit and crush the wooden floor panel below you to activate a green
 bulb. This makes another bouncy flower appear that takes you to an alcove
 opposite the exit. Go through the hidden door and defeat the four Lividstones
 to reach the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o
 
 In the temple-looking area with the large blue flower platforms, drop all the
 way down to the ground and crawl through the small nook to the left. You'll
 end up finding a hidden door just below the entrance to the area. Inside,
 ride the water rapids and defeat the two Lividstones along the way; the cage
 is waiting for you at the end of the ride.


 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is located at the end of the level. Nothing fancy about this
 Cage Challenge: there are a total of five Lividstones that you need to defeat
 in order to free the Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Go With The Flow (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the third water rapids and also the location of the second
 Skull Coin. Walk underneath the coin to the right and drop down into the
 hole. Let go of the vine to find yourself in a small cave with a hidden door.
 All you have to do here is punch the green bulb to send the Lividstones into
 the water rapids. Once they slide down to their death, follow after them and
 make sure to duck underneath the Spiked Eyes to reach the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 When you enter the tall cave with all the Swingmen in it, jump up to the
 first one. Instead of swinging towards the bouncy flower on the left, jump to
 the right instead to locate a hidden door. For the Cage Challenge, use the
 water rapids and the geysers to reach the Lividstones perched high above you
 and knock 'em all off. Jump across the islands to the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Once at the very end of the level, you must kill two Lividstones in order to
 access the Hidden Cage. Overall incredibly easy, but watch out for the blue
 Darktoon platform that has spikes covering its underside.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Swinging Caves (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the room after the first and second Skull Coins, swing across the Swingman
 and take out the three Lividstones. Jump to the ledge on the right, then
 spin around and hop across to the high platform behind you. Inside the hidden
 room is an Angry Birds-style setup where you must use the huge bouncy flower
 to launch yourself through the wooden support beams and kill the Lividstones.


 o-------------o
 | Hidden Cage |
 o-------------o

 Near the end of the level, at the bottom of the water slide and the location
 of the final Skull Coin. Use Swingman to reach the green platform above the
 Skull Coin, then jump onto the ledge above the Swingman. Walk through the
 hidden door. For the Cage Challenge, you must kill a Hunter and a trio of
 Lividstones to free the Electoons.


 o-------------o
 | Hidden Cage |
 o-------------o
 
 The end-of-level Cage Challenge is simple enough. Use the small green islands
 and the vines in order to reach all six Lividstones. Once they're all dead,
 the cage will be yours.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Over the Rainbow (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 There's only one Hidden Cage to find in this incredibly short level, and it
 is at the end of your journey. Once you make your way across the giant
 Electoon bridge, kill the Lividstone guarding the cage and break it open to
 free the little dudes.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Hi-Ho Moskito! (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is found at the end of the level. There's nothing special for
 you to do to unlock it, so you're free to open it once you defeat the Vacuum
 Bird boss.


==============================================================================
 DESERT OF DIJIRIDOOS
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Crazy Bouncing (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found in the area with three Red Birds bouncing on a drum (not long after
 finding the third Skull Coin). After killing the birds, ground pound the drum
 to reach a high ledge where you'll find the door. Inside, bounce around while
 killing the ten or so Red Birds to unlock the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 In the room right after learing how to fly. Bounce up to the Swingman in the
 sky, then jump and glide to the left to reach the door. For this Cage
 Challenge, there are sixteen total Red Birds in a square formation. Chain-
 bubblize the three rows for an easy victory.


 o-------------o
 | Hidden Cage |
 o-------------o

 This Hidden Cage is at the end of the level, and it's really easy to unlock.
 The three Red Birds guarding it are all asleep on the ground, so they should
 give you no hassle.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Best Original Score (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After collecting the first Skull Coin, proceed to the wall jump spot and wall
 jump to the ledge on your right. From here, turn back around and continue
 wall jumping to the top of the shaft, where you'll locate the hidden door. In
 this Cage Challenge, you start at the top of a tall pit. You must jump down
 and hit each Red Bird on the way down to open the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 In the same spot where you first encounter two yellow Helmet Birds. Like
 before, wall jump up to the ledge where they are resting, then turn around
 and continue up the shaft to find the door. Inside, use a Power Attack on the
 row of Helmet Birds, then take out one final enemy to reach the cage.


 o-------------o
 | Hidden Cage |
 o-------------o
 
 Like all final Hidden Cages, this one is at the very end of the level. There
 are six Red Birds resting on the staves, so head over to their location and
 jump on each of their heads. Afterwards, smash open the Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Wind or Lose (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found inside the first wind chamber. There is a hole in the ceiling right
 past the strange, rotating wind barrel. Float up through the hole and drop
 down next to the door. Inside the room, fly across the Spiked Birds and hit
 both switches to destroy the Lividstones, then open the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 The second Hidden Cage is found in another secret room. It can be located in
 the same area containing the fourth Skull Coin (the spot with the air streams
 that turn on and off). Float to the very top of the rightmost current and fly
 over to the Swingman, then swing to the door. Inside, you must navigate
 through a wind chamber while avoiding flying Spiked Birds; defeat the Red
 Bird inside and safely glide across to the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 The last Hidden Cage is at the level exit, inside another wind chamber. There
 are numerous Spiked Birds inside, including some lining the ground and the
 ceiling. Carefully fly through the room, bubblizing the four Red Birds
 inside.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Skyward Sonata (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 You can find this Hidden Cage after the first Flute Snake course. Once you
 disembark and walk towards the door, wall jump to the platform above it and
 head through. For the Cage Challenge, jump across the moving drums and use
 the Red Birds as stepping stones.
 

 o-------------o
 | Hidden Cage |
 o-------------o

 After the second Flute Snake course, use the bouncy drum to reach a high
 ledge. Go through the hidden doorway. In order to gain access to the cage,
 you must defeat six Red Birds. Use the resident Flute Snakes as platforms and
 walls so you can reach your destinations.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, there are four Red Birds flying about. Use the pair
 of moving drums to get to their level and bubblize them, then bounce up to
 the Hidden Cage and demolish it.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 No Turning Back (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is located at the end of the Electoon bridge. Once you make
 your way across, bubblize the Bagpipe Bird standing in your way and open it.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Shooting Me Softly (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The cage is found at the end of the course, after you disembark from Moskito.
 Once you pass through the glacier, land and go through the watermelon door to
 locate it. You don't have to worry about a boss this time, either. 


==============================================================================
 GOURMAND LAND
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Polar Pursuit (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the room immediately after where you gain the ability to change size is a
 cracked ceiling. While shrunk, wall jump through the crack to find a door.
 Inside, bounce on the limes to reach the five Psychlopes and take each one
 out to unlock the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Near the end of the last area, before the Psychlops guarding the Heart flask
 and final doorway. There is a hole in the ground before the row of ice
 columns, and if you fall down the hole you can discover a crack in the floor
 that leads to a hidden room. Run through the area and defeat the Psychlopes
 as you jump across the lemon wedges, and you will reach the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is at the end of the level. Squeeze through the crack and
 destroy the four Psychlopes flying above the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Dashing Thru the Snow (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The first Hidden Cage is located inside the cave with the single Red Dragon.
 Jump on his overstuffed belly and subsequently ride the bubble through the
 cave. After avoiding the first few stalagmites, jump up and down to gain
 enough height so you reach the ceiling. Inside the Hidden Room, ride through
 the Moskito track and slay the three Psychlopes to unlock the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 This Hidden Cage is found right before the end of the level. Ground pound
 through the large stack of ice cubes and go down the ice slide, then grab
 hold of Swingman. Swing to the left and enter the door. Inside, jump across
 the three Psychlopes in your tiny form and then enter the funnel to grow
 large again. Hop back across their heads to defeat them and open the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 In the room immediately after the second Hidden Cage, and the end of the
 level. Smash through the ice cubes in the way and take down the three Waiter
 Dragons skating around.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Piping Hot! (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 When you enter the first set of pipeworks, make your way to a large open pit.
 If you wall jump above, you'll reach a Skull Coin, but if you fall down below
 you will come to a door. Go inside, then ride across the moving pistons and
 knock off the Chef Dragons to their death. Complete the journey to discover
 the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Close by to the third Skull Coin. Stomp on the boiling tube and then onto the
 boiling pot's lid. Jump across the top set of popcorn platforms to the hidden
 door. As you traverse through the Cage Challenge, dodge the forks that come
 shooting at you every time you trigger a red laser. You can use these to your
 advantage by skewering the Chef Dragons walking around.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, enter the Funnel Bug to shrink in size and launch
 over the Hidden Cage. Crush the first Chef Dragon, then jump on the left
 ledge. Ground pound the ledge to cause the pipes to sink, killing the
 remaining enemies. From here, leap up to the cage and free the Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mending the Rift (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is found at the very end of the Electoon bridge. It is being
 guarded by a pesky Chef Dragon, so bubblize him and claim your reward.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Aim for the Eel! (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After defeating the Electric Eel boss at the end of the level, fly towards
 the pier and go past the Moskito sign. The Hidden Cage is at the end of the
 dock and yours for the taking.


==============================================================================
 SEA OF SERENDIPITY
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Port 'O Panic (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found right at the start of the level. Walk over to the seesaw and use it to
 get up to the left ledge. Free the first Wizard, then hop up the stairs to
 the hidden doorway. Inside, swing down the ropes and smash the trio of
 Psychlopes. At the end of the ride is the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 After gaining the ability to dive, swim through the school of fish and into
 the underwater cave. Right at the entrance of the cave is a small crack in
 the floor, concealed by a patch of purple seaweed. Dive down to eventually
 reach a door. To open the Hidden Cage, swim through the dense school of fish
 and target the Red Fish.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, like always. Kill the first Lividstone, then dive
 down and swim to the other side of the pool. Take out a second, then ground
 pound the seesaw. This catapults a live bomb onto the remaining Lividstones,
 unlocking the Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Swimming with Stars (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found during Rayman's first visit to the abyss (the first area containing
 Sea Fireflies and Darktoon Hands). When you reach the group of Sea Anenomes,
 there should be a fork in the road. Instead of going southeast to the exit,
 head northeast instead. For the Cage Challenge, spin through the tiles and
 avoid any crates or TNT boxes and defeat the four Pufferfish.


 o-------------o
 | Hidden Cage |
 o-------------o

 The hidden door is found just before the level exit. When you pass by the
 final Anglerfish, there should be a Lum King and a group of four Lums. Swim
 through the foursome and head to a small dead end on the right. Enter the
 crack in the floor to find it. To unlock the Hidden Cage inside, defeat the
 school of Pufferfish while avoiding the Man o' War that chases you.


 o-------------o
 | Hidden Cage |
 o-------------o

 Found after exiting the area with the previous Hidden Cage. The final cage is
 really easy to unlock and open: only four Red Fish stand in your way, so it's
 not a big deal.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Freaking Flipper (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The first of the Hidden Cages can be located after finding the level's second
 Skull Coin. There are two Stonefish stationed at the top of a chasm. Swim
 over the first one, then also pass over the one on the right to discover a
 doorway behind it. Inside, you must eliminate all the enemies inside the
 passage before the school of Piranhas catch up to you.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the entrance to the undersea ruins, destroy the first column you see to
 uncover a small hole in the ground. Swim through and enter the doorway. This
 Cage Challenge is fun and easy. Jump into the large pit and ground pound
 through the first stack of bottles. Rayman will continuously crush bottle
 after bottle until he finally lands right on top of an unsuspecting
 Psychlops and the cage itself.


 o-------------o
 | Hidden Cage |
 o-------------o
 
 This is at the end of the level after making your way through the underwater
 ruins. The fish enemies are lined up just like a bowling ball and the pins.
 Spin into the Pufferfish, which in turn should chain-bubblize the Red Fish
 behind it.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Bad Bubbles and Beyond (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The Hidden Cage is shielded by a menacing Robot Crab. In order to attack this
 monster, you must target the pink button on its stomach. Run underneath when
 its legs are raised, then execute a jump kick. Open up the cage afterwards.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Fire When Wetty (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Once you escape from the two Pink Eels and the other underwater perils, hop
 on dry land and run through the field to find the cage.


==============================================================================
 MYSTICAL PIQUE
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Moseying the Mountain (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 As soon as the level loads up for you, turn around and walk up the slope to
 find the secret entrance. There are several Lividstones standing on top of
 Darktoon Branches. Glide over to the platforms they're standing on and take
 them out individually. There are a ton of bouncy blue flowers to use if you
 accidentally miss one and fall to the floor. The cage is on the lower level.


 o-------------o
 | Hidden Cage |
 o-------------o

 Located inside the Fakir temple. There should be a single Fakir levitating
 over a large hole. Grab onto his beard, then swing to the left and glide over
 to the ledge above where you were previously standing. Wallrun across the
 ceiling to the door. To open the cage, run across the first half-pipe and
 then use the wheel to crush the Lividstones standing on the track.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, attack the two Psychlopes and go across the spike
 pit. Wallrun up the side of the wall and onto a wheel. Spinning the wheel
 causes a vine to move next to you, so wall jump onto it; the vine takes you
 across the room, where you can slay the last two Lividstones and free the
 Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mystical Munkeys (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Right after collecting the third Skull Coin, drop to the ground and face the
 hole to your left. Run and glide across to reach the door tucked away inside
 an alcove. You can easily obliterate your intended targets by smashing the
 two ice columns supporting the giant rock ledge; the cage is found on top of
 the ledge as well.


 o-------------o
 | Hidden Cage |
 o-------------o

 Inside the third temple, just before exiting to the elevator rooms. Facing
 the exit, turn around and leap over the swinging mace, then float over the
 Darktoon Branch and slide down the slope into the hidden room. For the Cage
 Challenge, use the wheel to steer an island towards you, kill the Stone Man,
 then ride it over to a ramp. You can wallrun across the ceiling to reach the
 other two enemies and the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Found at the end of the level. Really simple stuff: three Stone Men are
 resting along the walls and the ceiling above the Hidden Cage. Avoid their
 barrels and wallrun up to the first two, take them down, then jump over to
 the cage. Punch the third Stone Man above the cage, allowing you to open it.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Way of the Electoons (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Jump, sprint, and fly through the vicious wind tunnel on this Electoon
 bridge. Once you make it across alive, run up the slope and knock the Stone
 Man off its perch, then free the Electoons.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Golly G. Golem (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After picking up the second Skull Coin, wallrun up the wall and grab onto the
 rope. Swing to the right and enter the door. Inside, stand on top of the ice
 cubes and look at the four Psychlopes below. Wait for them to line up before
 performing a ground pound to take all four out in one shot. Open the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 The cage is located in the area right after the first junk pit. Walk to the
 right until you see a small hole with a rope underneath. Fly down to the rope
 and use it to enter the hidden entrance. To get to the Hidden Cage, go
 through the Donkey Kong-esque arena and kill the Stone Man at the top.


 o-------------o
 | Hidden Cage |
 o-------------o

 The last Hidden Cage is found at the mountain summit. Once you have taken
 care of the Golem boss, climb to the top of the room and exit out onto the
 summit.


==============================================================================
 TICKLISH TEMPLES
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Outta My Way (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Near the start of the level, ground pound the bouncy blue flower to grab onto
 an elevated vine. Pull yourself up to the doorway and go through. For the
 Cage Challenge, swim underwater and attack the pair of explosive bulbs to
 create two geysers. This ends up killing the Lividstones since they are in
 the trail of the missiles, and you can use the same missile stream to reach
 the cage and the others.


 o-------------o
 | Hidden Cage |
 o-------------o

 Fly across the pit after receiving the third Skull Coin and ground pound the
 wooden floorboards. Inside the hidden room, crush the floorboards here and
 glide across the Spiked Eyes. A simple ground pound should chain-bubblize the
 Lividstones and activate the blue bulb. After that, the cage is yours for the
 taking.


 o-------------o
 | Hidden Cage |
 o-------------o

 After running through the earthquake course, slay the Lividstone and dodge
 the Hunter missiles as you run up the slopes to his position. Attack him and
 open up the Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Up And Down (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After finding the third Skull Coin, take the door into a cavern. Ground pound
 the bouncy flower to reach the high wall and then start wall jumping up to
 the door. For the Cage Challenge, use the bouncy flowers to reach the top of
 the Lividstone house and ground pound your way through, demolition-style. The
 Hidden Cage is right next to the building (or what's now left of it).


 o-------------o
 | Hidden Cage |
 o-------------o

 In the area before the level exit, with the two Swingman. Bounce up to the
 first Swingman and jump to the left; wall jump to find the door tucked away
 in an alcove. Ride Moskito through the course and kill the Lividstones and
 Hunter, then destroy the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level (the room following where you found the last Hidden
 Cage). Only two Lividstones stand in your way, so you can either use the
 green bulbs to send them into the water or kill them yourself.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Hunter Gatherer (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found at the end of the Moskito course. Once you exit the final cavern, you
 are a free man. There's nothing standing in your way, so land and run over to
 the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Climb Out (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the second room of the level with the Green Caterpillars. Grab hold of the
 first Swingman, then swing and leap to the hidden alcove on your right. For
 the Cage Challenge, climb to the top of the U-shaped rock and pummel the two
 Lividstones.


 o-------------o
 | Hidden Cage |
 o-------------o

 Located at the top of the room containing the sixth coin. When facing the
 exit, jump towards the upper right-hand corner of the screen to end up inside
 a passage with a door at the end. You must play through a Moskito course in
 order to get to the Hidden Cage: watch out for falling rocks!


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, of course. This Cage Challenge is a cinch: four
 Lividstones are stupidly standing beneath an unstable boulder, so dislodge it
 from the ceiling and squash them all. Hop over the carnage and destroy the
 Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Still Flowing (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the water slide room, following the area with the funnel. Slide down the
 sloped river. The hidden room is in an alcove right underneath the water
 slide. Inside, use the half-pipes to wallrun up to your targets, and 
 ultimately the cage as well.


 o-------------o
 | Hidden Cage |
 o-------------o

 Found in the wild river right before the level exit. Swim to the far right
 side of the river and enter the hole at the bottom. Inside the Cage Challenge
 room, jump up to the red bulb and smash it to have a column land in the
 water. Next, jump over to the Lividstone and knock him out. Hit the second
 explosive bulb to uncover the cage and hop over to it.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, you have two options depending on what size you
 are. If you are tiny, run down the narrow slope and wallrun up to the group
 of Lividstones. If you're regular-sized, use the vine to swing over to the
 tree and fly over to the Lividstones instead.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Poor Little Daisy (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Technically there are no Hidden Cages to find and destroy, but you receive an
 Electoon for beating Daisy and rescuing the King of the Land.


==============================================================================
 GRUMBLING GROTTOS
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Savage Swarms (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found in the next room after collecting the first two Skull Coins. Ground
 pound the slanted drum to reach the high wall, then do a little wall jump
 sequence to get up to the hidden doorway. As for the cage, follow the moving
 hieroglyph lights to the end of the tunnel and kill the three Red Birds.


 o-------------o
 | Hidden Cage |
 o-------------o

 Once you escape the temple containing the fifth Skull Coin, bounce on the
 drum and grab hold of Swingman. Swing to the left and wall jump over to a
 ledge with the doorway. This is a Moskito Cage Challenge, so ride through the
 temple and shoot all the bronze lights to make it to the cage safe and sound.
 Shoot the three red birds, then ricochet your shots off the drum to open up
 the chamber with the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Needless to say, this Hidden Cage is located the end of the level. There are
 four Red Birds and a Heart flask; pick up the Heart for insurance, then use
 the two drums on the ground to reach the birds. From here, climb up to the
 Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Tricky Winds (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 There is a stack of dijiridoo cannons in the first half of the level. As you
 ride through them to the top, use Swingman to leap to the wall on your left
 and wall jump to the door. Now all you have to do is destroy the first Red
 Bird and enter the cannon to eventually be transported to the cage.
 

 o-------------o
 | Hidden Cage |
 o-------------o

 In the wind tunnel containing the fifth Skull Coin. As you pass the two
 Darktoon Branches, enter the hole in the ceiling and float over to the hidden
 door. Inside, carefully move between the shifting ceiling and floor to get to
 the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, there are four Red Birds flying in a circle above
 the cage. Since this is a wind tunnel, you can easily fly up to them and give
 'em a good punch in the face.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Don't Shoot the DJ (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 By the time you escape the Purple and Red Centipedes and exit the second
 Locust temple, you should be in the clear. Disembark and run through the door
 to the Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 High Voltage (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Found near the spot with the multiple brown islands flanked by two strings
 (in the earlier portion of the level). Instead of trying to climb to the top,
 stay on the ground and continue to the right to end up inside the door.
 Rayman ends up inside a strange building that immediately begins sinking into
 the sand. Use the dijiridoo cannons to climb the structure and bubblize the
 Bagpipe Birds. Just be quick, or else you will be submerged as well!


 o-------------o
 | Hidden Cage |
 o-------------o

 Immediately following the area with the staves, toucans, and Helmet Birds.
 Jump along the moving drums until you are standing on the far right drum.
 Float alongside the rightmost wall to land on a ledge below the screen - if
 you follow the Lum trail you should be fine. Inside the Cage Challenge,
 bounce across the drums and stomp the Red Bird on each one. Super bounce on
 the slanted drum to the right to launch over to the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Once you reach the end of the level, you must climb a large room to get to
 the Hidden Cage. There are ball lightning hovering over a pit that you must
 cross, so wait for them to become stabilized before you attempt to cross.
 Wall jump to the second level and do the same, then climb up to the third
 floor, where you can kill the Red Birds and open the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Snake Eyes (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the first Flute Snake course is the hidden door, just above the
 actual exit door. Inside, jump onto the first Flute Snake and wallrun as it
 flies around in a circle. Run around like a hamster in a wheel and kill off
 all the Red Birds, then drop down to the cage in the center.
 

 o-------------o
 | Hidden Cage |
 o-------------o

 Located at the end of the fourth and final Flute Snake course. This hidden
 room is found below the exit; you can either jump and float down to it or
 stay on the Flute Snake as he takes you there. In the Cage Challenge, ride
 Moskito to the end of the trail and shoot the Red Centipede flying around to
 unlock the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 For the last Cage Challenge at the end of the level, hop on the spinning
 Flute Snake to reach the two ledges above the cage. From here, destroy the
 Red Birds and fall down onto the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 To Bubblize a Mocking Bird (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Technically there are no Hidden Cages to find and destroy, but you receive an
 Electoon for defeating the Mocking Bird and restoring him to his normal self.


==============================================================================
 LUSCIOUS LAKES
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Dragon Soup (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the first area of the level. Pass by the cheese souffle and hop across a
 couple jumping beans. Defeat a Chef Dragon and grab onto the peppers, then
 leap and wall jump to the pipe where they are hanging from. Inside, navigate
 through the difficult Moskito course as you dodge waves upon waves of
 fireballs. Shoot the four sleeping Psychlopes at the end and open the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 After collecting the bubbled Skull Coin, proceed through the rest of the room
 and open the door. In this next room, immediately jump to the pipe and enter
 the secret room (you can actually hear the Electoons in the previous room,
 which makes things a bit confusing). Inside, destroy all the Chef Dragons as
 you climb the swinging meat tenderizers. The cage is at the very top.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, drop off of the ledge to trigger a pair of laser
 sights: two forks shoot out of the wall and puncture the two Chef Dragons
 standing on the staircase. Climb the stairs and punch open the Hidden Cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 You're on Fire! (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After escaping the kitchen and the giant dragon's spit-up, and completing the
 Moskito course, the Hidden Cage will be yours at the end of an ice path.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Fickle Fruit (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Near the beginning of the level, through the first funnel. Jump along the
 flower islands and move up to the ramp, then wallrun to the secret door.
 Inside the Cage Challenge, carefully move across the ice cube platforms and
 make sure not to break them when dealing with the three Waiter Dragons
 standing between you and the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 In the room after collecting the third Skull Coin, jump through the Funnel
 Bug and you'll grab onto a straw. Wall jump above the straw to the door. 
 Bounce along the moving gelatin rectangle to smash through the ice ceiling,
 then pound the two Waiter Dragons above and open up the Hidden Cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 At the end of the level, there is a massive Spiked Orange bouncing around the
 Hidden Cage. Since you cannot harm these things, whittle away at the
 surrounding ice cubes so the Spiked Orange bounces right off the edge of the
 cliff. Once this happens, you will be able to open the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 My Heartburn's for You (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Technically there are no Hidden Cages to find and destroy, but you receive an
 Electoon for curing the Top Chef Dragon of his painful heartburn.


==============================================================================
 ANGSTY ABYSS
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Why So Crabby? (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the area with the Lum King and the line of Electric Jellyfish, there is a
 hole in the ceiling above the aforementioned jellyfish: when you go through
 you are led to a hidden doorway. Inside, ride through the Moskito course and
 dodge the falling rocks. The cage is protected by just four Pufferfish.


 o-------------o
 | Hidden Cage |
 o-------------o

 The cage is found in the area where you first encounter Man o' Wars in the
 level. Pass by the second one and go south to end up near a narrow crack.
 Squeeze through to enter the hidden room. In order to get the Hidden Cage,
 you must defeat a pack of sneaky Sea Claws.


 o-------------o
 | Hidden Cage |
 o-------------o

 Located in the final room of the level, swim through the water portion and
 take out all the Red Fish. There are two Robot Crabs on land above you, and
 you are given a perfect opportunity to attack their weak points from below.
 The cage is between the two crabs.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Scuba Shootout (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After exploring the abyss, getting past the Darktoon Hands, and avoiding the
 falling boulders, return to the surface and land on the rocks. The Hidden
 Cage is in the next room.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Beware of Mini-Murray (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After getting past the Swordfish ambush spot, search the holes that they came
 out of: there is a hole in the ceiling that one of them was lurking inside,
 and if you investigate you'll end up in a hidden room. Inside, swim around
 the maze killing enemies until you can unlock the cage - just watch out for
 the Pink Eel chasing after you!


 o-------------o
 | Hidden Cage |
 o-------------o

 In the room following the Swordfish hiding spot, kill all the Sea Claws and
 search the sea floor for a tiny crack you can slip into. Do so, then proceed
 through the doorway. Inside, avoid the Spiked Fish bouncing around like
 pinballs and chain-bubbilize the pyramid of Red Fish for an easy win.


 o-------------o
 | Hidden Cage |
 o-------------o

 For the final Hidden Cage, a Pink Eel chases you throughout the level exit.
 Try to get the first batch quickly and without doubling back, or you might
 run into the Pink Eel. Swim to the right side of the pool to dispose of the
 last Pufferfish, then jump onto the island to access the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Murray of the Deep (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 Technically there are no Hidden Cages to find and destroy, but you receive an
 Electoon for taking knocking Murray down a peg and rescuing the King.


==============================================================================
 MOODY CLOUDS
==============================================================================

=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Riding the Storm (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 After weathering the storm and escaping from the barrage of homing missiles
 at the factory entrance, the Hidden Cage is yours for the taking.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 On Top of Old Smokey (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The entrance to the Cage Challenge is found at the top of the wind chamber.
 Navigate past the Mech Fish and the door should be on your left. Inside, ride
 the moving air vent to the platform in the middle, then use the same air
 current to reach the Mechs on the walls and ceiling. After knocking them into
 the buzzsaws or off the cliff, you can open the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 Immediately after collecting the fifth Skull Coin, run off the left side of
 the platform and leap over the buzzsaw to find the doorway. Inside, you must
 run through a long tunnel and past the moving, Darktoon-infested platforms to
 get to the cage. To boot, Locusts will be chasing after you the entire time.


 o-------------o
 | Hidden Cage |
 o-------------o

 For the final Hidden Cage, jump on the wheel and spin it to gain access to a
 second wheel. Spin this one as well to move a set of buzzsaws out of your
 way, which also kills a set of Mechs for you. Now before the saws move back
 into place, leap through the window to the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Mecha No Mistake! (3 Hidden Cages)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 In the second room, after wallrunning up the crushers. Before going off to
 the right, turn around and leap to the secret entrance on the left. Inside
 the Cage Challenge, dislodge the gear and watch it crush the opposition.
 The cage is yours, just like that.


 o-------------o
 | Hidden Cage |
 o-------------o

 Located in the room with the third Skull Coin. Use the rotating gear to get
 down to the doorway... you can actually see the door when standing on the
 ledge above it, so it's a hard one to miss. To unlock the cage, run along the
 spinning wheels and knock the Mechs off of the ceiling. Continue sprinting
 across the wheels to get to the cage.


 o-------------o
 | Hidden Cage |
 o-------------o

 The last Hidden Cage is located inside a square room that rotates 90-degrees
 periodically. This proves useful, since you must knock Mechs into stationary
 buzzsaws, and doing so can be tricky if the saws are not accessible. Once all
 four are destroyed, you can open the cage.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 Shoot for the Stars (1 Hidden Cage)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

 o-------------o
 | Hidden Cage |
 o-------------o

 The game's final Hidden Cage is automatically given to Rayman once you defeat
 the Magician and his airship at the end of the chaotic Moskito course.


______________________________________________________________________________
==============================================================================

[7] ACHIEVEMENTS                                                        [7000]

==============================================================================

Here are all the Achievements found in the game, in alphabetical order.


o--------------o
| B Side! (15) |
o--------------o

Played an Unlocked Character in any map


o-------------------o
| Back At You! (15) |
o-------------------o

You Bubblized a Hunter with his own live missile!


o-----------------------o
| Beautiful Beats! (15) |
o-----------------------o

Holly Luya, the Music Nymph is free!


o----------------------o
| Betilla's Back! (15) |
o----------------------o

Head Nymph Betilla is free!


o------------------o
| Blue Baron! (35) |
o------------------o

Beat the Giant Eel within 60 seconds in "Aim for the Eel"


o---------------------------o
| Boing! Boing! Boing! (15) |
o---------------------------o

Bounce-Bubblized 11 enemies without landing in "Polar Pursuit!"


o-------------------o
| Crush Combo! (15) |
o-------------------o

Simultaneously crushed 4 enemies


o---------------o
| Crusher! (15) |
o---------------o

Crushed 50 enemies


o---------------------------------o
| Dr. Lividstone, I Presume? (80) |
o---------------------------------o

You found ALL Hidden Cages


o----------------------o
| Electoon Friend (15) |
o----------------------o

Completed 10 Medallions


o--------------------o
| Electoon Hero (35) |
o--------------------o

Completed 25 Medallions


o----------------------o
| Electoon Legend (80) |
o----------------------o

Completed ALL Medallions


o---------------o
| Explorer (35) |
o---------------o

You found 25 Hidden Cages


o----------------------o
| Feed the Fairy! (15) |
o----------------------o

Edith Up, the Gourmet Fairy is free!


o-------------------o
| Fisher King! (20) |
o-------------------o

Swam a Marathon!


o-----------------o
| Full Mouth (35) |
o-----------------o

Earned 5 Skull Teeth


o-------------------o
| Hover Happy! (20) |
o-------------------o

One hour of flight time!


o------------------o
| Hyperspeed! (35) |
o------------------o

Sprinted for an entire level!


o----------------o
| I'm Back! (15) |
o----------------o

Replayed any completed map


o---------------------o
| Kung Fu Combo! (15) |
o---------------------o

Perform a swipe-to-air kick combo!


o----------------o
| Merm-Aid! (15) |
o----------------o

Annetta Fish, the Ocean Nymph is free!


o-----------------o
| Milk Tooth (15) |
o-----------------o

Earned 1 Skull Tooth


o-------------o
| Nitro! (80) |
o-------------o

Earned ALL Speed Trophies!


o----------------o
| No Panic! (15) |
o----------------o

Saved ALL Darktooned Wizards in "Port 'O Panic"


o-------------------------------o
| Nothing Lasts Forever... (80) |
o-------------------------------o

Ding, Dong, the Livid Boss is dead!


o-------------------o
| Nymphs Rock! (15) |
o-------------------o

Helena Handbasket, the Mountain Nymph is free!


o----------------o
| Painless! (15) |
o----------------o

Completed a level without taking a hit!


o----------------------o
| Pop! Pop! BOOM! (15) |
o----------------------o

Popped 50 enemy bubbles


o------------o
| Scout (15) |
o------------o

You found 10 Hidden Cages


o--------------o
| Speedy! (15) |
o--------------o

Earned 5 Speed Trophies!


o----------------o
| Sprinter! (20) |
o----------------o

Sprinted a marathon!


o----------------o
| Survivor! (15) |
o----------------o

Survived a Piranha Pond without a scratch!


o---------------------o
| The Bubblizer! (15) |
o---------------------o

Chain-Bubblized 4 enemies


o---------------o
| The Jaw! (80) |
o---------------o

Earned ALL Skull Teeth


o-------------o
| Turbo! (35) |
o-------------o

Earned 15 Speed Trophies!


o--------------------o
| Vacuum Snack! (15) |
o--------------------o

Inhaled 50 things on Moskito-back


______________________________________________________________________________
==============================================================================

[8] THANKS/CREDITS                                                      [0800]

==============================================================================

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.
 
 Rayman Origins Website: For some of the official character and enemy names.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
 LEGAL
------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2012-2013. 

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 * GameFAQs     - http://www.gamefaqs.com
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 * IGN          - http://faqs.ign.com
 * Super Cheats - http://www.supercheats.com
 * Neoseeker    - http://www.neoseeker.com
 * HonestGamers - http://www.honestgamers.com

The latest update of this document can always be found on GameFAQs.

Other sites may use this document, but only with my permission. If you see
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If you have any questions, comments, or anything that you would like to add to
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 http://www.gamefaqs.com/features/recognition/52173.html


"I got what you want, baby don't move when they move along. Get tight, get it
tough, everyone's fighting for the one they want"
- Kimbra
______________________________________________________________________________
                                                               END OF DOCUMENT