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    FAQ/Walkthrough by TSC

    Version: 1.63 | Updated: 08/13/04 | Search Guide | Bookmark Guide

                            RAYMAN 3: HOODLUM HAVOC
    By TSC
    E-mail: ts_chapman@yahoo.com
    Version 1.63
    This game was produced by Ubi Soft for the Sony PlayStation 2(tm)
    Legal Stuff
    No Plagiarizing:
    This walkthrough is intended for private and personal use ONLY. This 
    walkthrough, in whole or in part, can only be reproduced or distributed 
    with the permission of (me) the author. (TSC). This walkthrough has 
    been designed to aid you in the game [Rayman 3: Hoodlum Havoc] and not 
    to be used for profitable purposes. Anyone who wants my walkthrough on 
    his/her website will have to write and ask (me) unless I offer to let 
    them use it. Violation of this agreement is prohibited and punishable 
    by law.
    "Rayman 3: Hoodlum Havoc" Copyright ((c)) 2003 Ubi Soft Entertainment. 
    "Rayman 3: Hoodlum Havoc" "Ubi Soft" and the Ubi Soft logo are 
    trademarks of the Ubi Soft Entertainment Company.
    "PlayStation 2(tm)" is a registered trademark of Sony.
    "Rayman 3: Hoodlum Havoc Walkthrough" Copyright ((c)) 2003 Thomas 
    All copyrights and trademarks of things in this walkthrough that have 
    not been specifically mentioned in this section are acknowledged.
    All Rights Reserved (r) 
    Table of Contents
    + Introduction
    + E-mail Guidelines
    + The Story
    + Game Basics
       + Controls
       + Rayman's Moves
       + Game Structure
       + Characters
       + Collectable Items
       + The Powerups
       + Scoring Points
       + Fighting the Hoodlum Army
       + Hoodlum List A-Z
    + FAQ
    + Walkthrough
       + The Fairy Council
       + Clearleaf Forest
       + The Bog of Murk
       + The Land of the Livid Dead
       + The Desert of the Knaaren
       + The Longest Shortcut
       + The Summit Beyond the Clouds
       + Hoodlum Headquarters
       + The Tower of the Leptys
    + Bonuses & Extras
    + Version History
    + Credits 
    Hello, and welcome to my newest walkthrough. This is a funny game that 
    I really like, newest in a great series. (If you haven't played the 
    previous two Rayman adventures, you should, although the first is a 
    little "old school").
    Oh, and if you want to see my other work, they are all available at - 
    in my humble opinion - one of the best gaming sites on the Internet, 
    + CTR: Crash Team Racing for PlayStation
    + Dr. Brain - I.Q. Adventure for PC
    + Wario Land 4 for Game Boy Advance
    + The Curse of Monkey Island for PC
    E-mail Guidelines
    Just the usual token stuff.
    1. Check the ENTIRE walkthrough before sending a question. Chances are 
    the answer is in there somewhere.
    2. Be sure to put 'Rayman Question' or something similar as the 
    subject. I don't want to mistake your message for spam.
    3. The only mail I will respond to is pointing out an error in the FAQ, 
    sending in a question, or telling me an alternate strategy or secret.
    4. If I am sent threats, spam, insincere stuff, spam, bogus stuff, 
    spam, insults, or spam, it will be deleted and all further messages 
    from that author will be blocked.
    5. I need to be able to understand your message. If I get a note like 
    "hey dud yur faq totaly rocks and fyi yu missd somethin..." I will ignore 
    The Story
    Once upon a time, there was peace and harmony in the world of Rayman. 
    But this was unbalanced when an innocent Red Lum, a health-bringing 
    spirit, named Andre saw something so terrible that it turned him black 
    with evil. So evil, in fact, that he decided to take over the world. He 
    found that he had the power to transform Red Lums into Dark Lums like 
    himself, and called himself Andre, the Dark Lum Lord. He also invented 
    something called Laser Washing Detergent which, when poured on ordinary 
    clothes, turned them into tough fighting outfits. When a Dark Lum was 
    wearing one of these, he became a Hoodlum. Soon Andre had a whole 
    Hoodlum Army, but it wasn't enough to rule the world. So, he decided to 
    go to the Heart of the World where there were enough lums to create a 
    gigantic army! He combined himself with lots of Dark Lums to form a 
    huge Hoodlum, and smashed his way into the jungle. Rayman and his 
    friend Globox were sleeping near a big mushroom, when Globox, a light 
    sleeper, was awoken by the noise. He tried to pull Rayman's hands to 
    wake him, but the armless hero's hands came right off! So Globox just 
    ran off with them. Murfy, Rayman's frog friend, woke Rayman up and 
    carried him off by the ears...
    Game Basics
    If you are already pretty far into the game, you obviously won't need 
    this part, but if you're only a beginner, it might be helpful. Even if 
    you are advanced, the enemies section might come in handy.
    Menu Controls:
    L1/R1: Scroll through menu screens. These are Game, Bonuses, and one 
           for each level you have been to.
    Left Analog Stick: Select a choice within a screen
    Square Button: Jump to Game screen. Here you can load, save, quit, or 
                   modify options.
    Circle Button: Jump to Bonuses screen. Here you can review cinematics
                   from the game, play bonus games, watch bonus movies, and
                   find out your Lums Race code once you beat the game.
    X Button: Validate selection.
    Triangle Button: Cancel selection/return to previous screen.
    Game Controls:
    Left Analog Stick: Move Rayman around.
    Right Analog Stick: Control camera.
    X Button: Jump
    Square Button: Shoot/Use Powerup
    Triangle Button: Enter Look Mode
    Circle Button: View Health/Use Grimace 
    Start Button: Access Menu
    Select Button: Enter Photograph Mode
    L1 or L2 Button: Roll
    R1 or R2 Button: Hold down to lock on.
    Look Mode:
    Hold Triangle to enter Look Mode. 
    L1 Button: Zoom Out
    L2 Button: Lean Left
    R1 Button: Zoom In
    R2 Button: Lean Right
    Left Analog Stick: Look Around
    Release Triangle Button: Exit Look Mode
    Photograph Mode:
    A neat feature in Hoodlum Havoc is Photo Mode. Press Select to freeze 
    everything. Use the same controls as Look Mode to look around, and take 
    a picture with R3. You can save pictures you take. Also, if you lock on 
    to an enemy then enter Photo Mode, you can press Circle to see their 
    name and info.
    Rayman's Moves
    Rayman has lots of moves that are slightly more complicated. For 
    fighting moves, see the "Fighting the Hoodlum Army" section.
    HELICOPTER - X in mid-air
    Use this move to get more air time while jumping. You can use it to go 
    further on jumps and stay in the air longer. You can also slow down 
    jumps with it to make precision landings.
    ROLL - L1 or L2 
    This move allows you to better dodge enemy fire.
    CLIMB - X
    To climb, just jump on to a surface covered with vines or mesh, or a 
    ladder. Then use the analog stick to move up, down & around. Use X to 
    jump off again.
    To climb up a narrow gap between two walls, jump then press X to hang 
    on. Then jump to a higher spot and hang on there. Repeat to reach the 
    SWIM - Analog Stick in water.
    This is pretty self explanatory. However, when you reach deep enough 
    water, Rayman automatically dives. 
    UNDERWATER SOMERSAULT - X or Square underwater.
    Press X or Square to somersault underwater. This move comes in 
    surprisingly handy sometimes.
    There are also some vehicles which Rayman can use.
    FUNKYBOARD - Found in groovy tunnels between levels. It moves forward 
    automatically. Press X to jump, and the analog stick to move while 
    SHOE - This is a little weird, but sometimes you must drive a shoe. Use 
    the analog stick to move around and Square or X for a turbo boost.
    SNOWBOARD - Steer the snowboard with the analog stick, and jump with X.
    JETBIKE - In the last level, Globox brings a jetbike. When in the 
    driver's seat, accelerate with X or Square and steer with the analog 
    stick. When at the gun turret, move the gun with the analog stick and 
    fire with Square.
    Game Structure
    This is very simple. To beat the game, you must get through nine 
    environments, or Worlds, that you go through in linear order. Within 
    the world are between three and six Stages, also linear. To beat the 
    game 100%, beat the last boss, free all the Teensies from their cages, 
    and get a Smile Stamp on every stage. To get a smile, you must get 
    enough points by collecting Gems, beating enemies, etc. Points also 
    unlock bonus movies and mini-games.
    -- Good Guys -- 
    RAYMAN - This odd hero has saved the World twice before, and he's ready 
    to do it again. He has a different personality than the last two games, 
    making him seem tougher. His most distinguishing features? Long rabbit-
    like ears that spin and hands and feet that float in mid-air!
    GLOBOX - Rayman's toad sidekick is definitely not the brightest bulb in 
    the chandelier, but he is good-natured and loyal. He has bad enough 
    luck to swallow the game's main villain, which will force him to drink 
    plum juice, which he is allergic to. He also manages to fall into traps 
    MURFY - In Rayman 2, Murfy the flying frog was Rayman's cheerful, 
    energetic advice bringer, never seen without a smile. But during the 
    game he was approached by a movie director who offered him a part in a 
    love story. But then they changed their minds. Furious at having to 
    play second fiddle to Rayman again, he becomes rude and sarcastic. Not 
    at all pleasant, but at least he helps you.
    TEENSIES - The Teensies are the short, blue, big-nosed (and they have 
    the nerve to call Rayman "big nose") denizens of Rayman's world. They 
    have forgotten who is their King, and there are so many claimants to 
    the throne that it is hard to go anywhere without seeing a crowned 
    Teensie. They also have magical powers and will help you if you free 
    them from the cages where they are trapped. There are also Ghost 
    Teensies and Snow Teensies, who are the same but with different 
    DR. OTTO - When Globox swallowed the Dark Lum Lord, Rayman will take 
    him to see this medical specialist. He has a German accent and a long 
    white coat, and is very skilled at playing the electric arm.
    DR. ROMEO - This is the stomach specialist who Otto recommends you to. 
    He is a hippie who wears a headband and sunglasses, and can play 
    Globox's belly like a drum kit.
    THE UNNAMED JAPANESE DOCTOR - When Romeo finds out that Andre is lodged 
    in Globox's brain, he sends the toad to a Japanese hollow cavity 
    specialist. Dr. Japanese (as I will call him in the walkthrough) floats 
    in the air uses his needle to eliminate "negative energy". The one 
    thing I can't imagine is why he, or anyone for that matter, would want 
    to live in the Desert of the Knaaren.
    THE LEPTYS - Spooky mystical creatures who live in a tower far away. 
    They have lots of power, but they will only give it to whoever has a 
    certain Scepter. 
    -- Bad Guys --
    ANDRE - Andre is the leader of the Dark Lums. He wants to rule the 
    world by gaining energy and multiplying infinitely to create a vast 
    army. Likes - plum juice. Hates - being eaten.
    THE DARK LUMS - Completely brainless, the Dark Lums obey Andre's every 
    command. They were once Red Lums, but now fight for their Lord as 
    THE HOODLUMS - When Dark Lums put on their special fighting clothes 
    (and by this I mean clothes that fight) they become Hoodlums, who carry 
    rifles and will stop at nothing to kill Rayman and rip open Globox to 
    get Andre out.
    RAZOFF - A hunter who lives in a huge mansion in the swamp. His species 
    is in doubt, but he looks like a reptile of some sort. He always wears 
    red, and thinks he is much better at hunting than he really is. He is 
    so vain that he fills his house with trophies and statues of himself.
    BEGONIAX - A stereotypical "fairy tale" witch, only she wears a 
    cauldron on her head and carries a magic fork instead of a broomstick. 
    Go figure. She has a major thing for Razoff.
    THE KNAARENS - Very, very bad. Stay out of their way. These guys are 
    extremely violent and totally invincible. They like to fight, torture 
    intruders in their tunnels, then fight some more. 
    REFLUX - Strongest of the Knaarens, he has magic powers and really, 
    really, REALLY hates Rayman ever since Rayman beat him in the Knaaren 
    KING GUMSI - He is a little wimp compared to all the other Knaarens, 
    and yet still rules them. He likes watching the bloodsport, but never 
    participates. I wonder why.
    Collectable Items
    CAGES - Break them and free the Teensies inside. They will reward you 
    with gems or powerups. Also, for every six cages, your maximum health 
    gets raised.
    GEMS - The main way to score points. They come in three varieties - 
    Crystals are yellow and worth 10 points, Rubies are red and worth 30 
    points, and Emeralds are green and worth a whopping 1500 POINTS!!!
    These are so rare and valuable that I will specifically list the 
    locations of them in the walkthrough.
    RED LUMS - Pick them up to refuel your health gauge a little.
    LASER WASHING DETERGENT - Comes in five colors. Every color yields a 
    different powerup. These are explained in detail later.
    CROWN - Collect enough magic crowns to open a door.
    JUICE BARREL - Get Globox to a barrel so he can drink plum juice and 
    quell Andre's tantrums. 
    MATUVU - A lizard who likes to hide. If you find him, center the Look 
    Mode camera on him, and earn 250 points.
    TRIBELLE - A sleeping butterfly who gives off a red glow. Walk up to it 
    very slowly - if you are too fast it will wake up and vanish. Walk up 
    to it without waking it up to receive 250 points.
    PLUM - Found growing on trees. Knock it down and throw it on a stake. 
    You can then use it as a platform.
    The Powerups
    Throughout the game, you will find powerups, either out in the open, 
    dropped by an enemy, or given by a Teensie for freeing it. You can 
    recognize a powerup by the rings coming out of the top and the bottom. 
    Powerups only last a limited time, and you can tell when they will run 
    out by the meter next to your life bar. Two things worth saying:
    + If an enemy has a $ over its head, it's carrying a powerup.
    + While you have a powerup, ANY points earned for any reason count 
    VORTEX - Found in green cans of Laser Washing Detergent, this allows 
    you to shoot a tornado that will shrink enemies and lower corkscrew 
    HEAVY METAL FIST - Found in red cans, it gives you a much stronger 
    attack. You can even smash Hoodlum Barricades by charging it.
    LOCKJAW - Found in blue cans, this shoots what looks like a bear trap 
    on a chain from your fist. It clamps on to enemies and hurts them. 
    While it is clamped on them, you can tap Square repeatedly and quickly 
    to send electric charges through it. It can also be used to swing from 
    Flying Rings.
    SHOCK ROCKET - Found in orange cans. To use this rocket, press Square 
    to arm it. You can aim it while it's armed with the analog stick. Then 
    press Square again to fire it. You can guide it in the air with the 
    Analog Stick. It can be used to smash faraway targets and it will 
    either destroy an enemy in one hit or not destroy it at all.
    THROTTLE COPTER - Found in yellow cans. This power lets you temporarily 
    use your helicopter to fly. However, it runs out very fast.
    SHOE SHRINK - This powerup looks like a small shoe. When you use it, 
    you will shrink, and fall into one of your shoes. (See "Rayman's Moves" 
    to find out how to drive it.) The other shoe will drive off. Keep 
    ramming it, and eventually you will grow, put your shoes back on, and 
    the rogue shoe will yield an item. Also, some Gems can be accessed only 
    while you're a shoe.
    GRIMACE - The only permanent power, you receive Grimace after beating 
    Reflux for the first time. Press Circle to turn Dark Lums into Red Lums 
    Scoring Points
    Throughout the game, you will find ways to score points. Points will 
    unlock extras (movies or mini-games) when you find a certain number, 
    and also, collecting enough points in a level earns you a Smile Stamp. 
    There is also a thing called "Combo Mode". When you collect even one 
    point, Combo Mode begins. Keep collecting more and more points to rack 
    up huge Combos. Beware, when the collecting stops for even a couple of 
    seconds, Combo Mode ends.
    So, these are the ways to score, listed in order of least to most 
    Pick up a Crystal = 10 Points
    Pick up a Crown = 10 Points
    Pick up a Ruby = 30 Points
    Defeat a Hoodlum = 100 Points
    Defeat a Hoodlum in a Special Way (i.e. squash it with Mecha-Legs) = 
    130 Points
    Spot a Matuvu = 250 Points
    Approach a Tribelle = 250 Points
    Defeat a Boss = 1500 Points
    Pick up an Emerald = 1500 Points
    There are also ways to lose points. I don't know them all, but here are 
    a few:
    Get Damaged = -1 Point
    Crash Into a Wall while driving a Shoe = -1 Point
    Fall Off the Track on a Funkyboard = -1 Point
    Fighting the Hoodlum Army
    In the game, there will be almost nowhere you are safe from Hoodlums. 
    So naturally you need to know ways to dispose of these pests. Well, 
    here they are...
    NORMAL SHOT - Square Button
    Press Square to shoot an enemy. This is Rayman's standard attack.
    CHARGED SHOT - Hold down Square Button
    Hold down Square for long enough to charge a shot that's three times as 
    powerful. Release Square to fire.
    LOCK ON - R1
    Knowing how to lock on is vitally important. When a red circle appears 
    on an enemy, hold R1 to lock on. While locked on, you can move around, 
    sidestep, jump, helicopter, roll, attack, or fire lateral shots, while 
    always facing the enemy. To disengage Lock On, release R1
    SIDESTEP - Analog Stick while locked on
    While locked on, you can move normally but always face the enemy. This 
    is sidestepping and is very handy for avoiding hostile projectiles.
    LATERAL SHOT - Square while sidestepping
    To fire a shot that travels in a curve, press Square while 
    sidestepping. The shot will curve in whatever direction you're moving 
    when you fire. This is the best way to shoot around enemies with 
    Hoodlum List A-Z
    Know your foes! Mostly, these are the actual enemy names from the game.
    ENEMY JETBIKE - They will attack when you are manning the laser cannon 
    in the jetbike stage (Stage 9-3). Shoot them twice with the laser.
    GRIM KEEPER - Grim Keeper has a shield that blocks all but lateral 
    shots, and even these sometimes do not work - you must confuse him into 
    letting you shoot around his shield. He attacks by releasing a walking 
    exploding thing from under his cloak.
    HECKLER - This is actually a boss. See either The Land of the Livid 
    Dead, Hoodlum Headquarters or The Tower of the Leptys to find out how 
    to kill him.
    HERMIT CRAB - Throws starfish at you. Not much of a threat though. 
    Killing him with a charged fist nets you a 30 point bonus.
    HOODBOOM - He lobs grenades from a distance. Just get up close and kill 
    HOODMONGER OFFICER - The toughest of the Hoodmonger line, he fires 
    three shots at the same time - one that travels straight ahead, one 
    that goes left, and one that goes right. Kill him like the other 
    HOODMONGER PRIVATE FIRST CLASS - The most common enemy. He shoots 
    easily dodged energy balls. To kill him, you must use lateral shots, 
    because he spins his rifle to knock away your fire if you shoot 
    straight ahead. You can also use charged shots or Heavy Metal Fist - 
    these go right through his shield.
    HOODMONGER SOLDIER - He fires energy arrows at you, which are not too 
    hard to sidestep away from. Kill him like the Private First Class.
    HOODOO - Hoodoo cannot attack directly, but he creates shields around 
    other Hoodlums. If you get too close, he disappears. Shoot at whatever 
    he's protecting to make him appear, then attack him. Repeat the process 
    until he is gone.
    HOODSTORMER - A very annoying flying Hoodlum who shoots energy balls 
    from above. It is very hard to hurt him unless you lock on. Lateral 
    shots are best, but not necessary.
    KNAAREN - Completely invincible. Don't even try to kill them. They 
    smash you with magic if you invade their personal space. 
    LAVOMATRIX - This is also a boss, who never travels alone. See either 
    The Desert of the Knaaren or The Summit Beyond the Clouds to find out 
    how to kill him.
    MUDDIBOG - He pops out of the ground to hurl rocks at you. One shot is 
    all it takes. According to the game's info screen, it's not mud he's 
    covered in. Ewww...
    PIRAHNA - These leap out of the water in an arc. It's best to just 
    avoid them, but you can also shoot them in mid-air.
    ROBO-FISH - On the stage where you are sailing in a ship, these will 
    attack constantly. You must destroy them by using your ship's cannons.
    SLAPDASH - The game's weakest enemy. He shoots easy-to-avoid shots, 
    cannot block you, and will die with one hit from anything.
    SPIKER - Hangs out in a group. Touching it is very painful, so 
    continually hit the group with charged shots to get them out of your 
    SPINNEROO - This enemy will spin around quickly if you get too close. 
    What you must do is keep shooting him (this pushes him backward) until 
    you knock him into something deadly, like fire or slime. A Charged 
    Heavy Metal Fist will also beat him.
    STUMBLEBOOM - A Hoodboom on stilts. Use Vortex to knock him down, then 
    kill him like a Hoodboom.
    ZOMBIE CHICKEN - Making a reappearance from Rayman 2, the Zombie 
    Chicken enemy flies out of walls at you in a group. Hit it once to 
    destroy. But, beware, if a wall is "haunted" another group will come 
    from it soon.
    FAQ: Frequently Asked Questions
    Q. Can I use your guide, or part of it, on my website?
    A. Feel free to. Be sure to write and ask me first though, and if you 
    want to borrow part of it, say the Hoodlum List, to use in a guide of 
    your own, fine. 
    Q. Why can't I score any big combos on Combo Mode?
    A. You must quickly perform point-giving actions. If you aren't fast 
    enough, Combo Mode goes away.
    Q. I can't find <insert cage number here> on <insert world name here>! 
    Where is it?
    A. Check the cage guide.
    Q. I found an <emerald, treasure trove of gems, secret area, etc.> that 
    you didn't mention!
    A. Good! Send in what and where it is. I'll be happy to include it.
    Q. I got the Heavy Metal Fist but I still can't break barricades! Why 
    A. You need to charge it first.
    Q. In the Desert of the Knaaren, one of the rock-dispensing vending 
    machines is covered over, and I can't get the rock out! What should I 
    A. At least ten people (whose names elude me, or I'd thank them for 
    bringing the problem to my attention) have notified me of this glitch. 
    It seems that the solution is just to reset the console and reload the 
    game at the last point you saved.
    Q. How do I make the platforms with hand-shaped marks on them move?
    A. Hold R2 to lock on to the hand-shaped mark, then shoot it, quickly 
    sidestep to the other side of the platform without letting go of R2, 
    and shoot it again. Repeat until the platform has completed its 
    And now, ladies and gentleman, the moment you've all been waiting for... 
    put your hands together for the amazing...
    Just a note here - I do not know what the Smile Stamp requirements are 
    on all the levels. I'd appreciate it if you would send them in - my e-
    mail is at the top.
    World 1
    The Fairy Council
    Cages - Stage 1-1 - 0
            Stage 1-2 - 0
            Stage 1-3 - 0
            Stage 1-4 - 0
            Stage 1-5 - 0
            Stage 1-6 - 0
            Total - 0
    Smile Stamp Requirement - 21,000 Points
    Enemies - Hermit Crab, Hoodmonger Private First Class, Spikers, 
    Stage 1-1
    The Flight of the Murfy
    You will be hanging by your ears from Murfy - steer him with the analog 
    stick. You will continuously circle one area until you get all the Red 
    Lums. Then you will enter a new area. Complete it and you'll be dropped 
    into a pit.
    Stage 1-2
    Hand and Seek
    When you arrive, Murfy will tell you about the story and scoring 
    points, both of which you probably already know about. In this area, 
    there are plenty of red lums and crystals for the taking. Smash the 
    gnomes for more crystals. Once you get tired of it or get everything, 
    go through the hollow log. Jump up the mushrooms and continue. When you 
    get out in the open again, your first ruby is to the left. Go right and 
    down the hill to get some crystals in the water and rubies from the 
    mushrooms. Go back up and cross the bridge. Bounce over the mushrooms, 
    and go up the cliff. Go up another bridge, and cross over to where the 
    bouncy blankets are. You will see a cliff to the right of the blanket 
    bridge. Ignore it for now and go to the end of the blanket bridge where 
    some crystals are. Now go back, and jump to the cliff you saw before. 
    There are crystals on the mushrooms. Go into the cave. On the other 
    side is the Fairy Council. 
    When you come out, go left for a stash of crystals. Now go over to the 
    barrel of plum juice. It runs off. Hmmm... Better follow it. Step on the 
    switch as you go, raising the wall. When the barrel gets there, it is 
    stuck. Destroy it with several kicks to find Globox, who returns your 
    hands. If the wall lowers before you destroy the barrel, it will run 
    off again and the cycle starts over. Once Globox is free, go to the 
    large building. Collect the crystals around the dolmen. Over by the 
    wall, the game's first enemy, a Hermit Crab, shows up. Beat it, then go 
    to where Globox and Murfy are. Shoot the switch. Now Andre shows up 
    with a couple of Hoodlums. Globox smashes through the door, and Andre 
    follows behind. Follow him.
    Stage 1-3
    The Fairy Council
    When you get in, grab the crystals around the room. Now jump on the 
    platform. Every time you shoot the switch it gets a little higher. Keep 
    shooting it until you're at the top. Get the gems on the ledge running 
    around the ceiling, look at the Matuvu above the doorway, then enter 
    In this room, run on the spiral ramp, destroying all the PigPots as you 
    go. When they are all gone, a door opens at the top of the room. Go 
    through. Drop down and get all the crystals, then go back up and get on 
    the platform. Use your lateral shot on alternating sides of the 
    platform to reach the top. Once you are there, head for the bridge - 
    but Andre raises it! Kill his clothes using lateral shots to shoot 
    around the bridge. Then it will lower and the Dark Lum Lord flies off. 
    Grab your first powerup - Vortex! Use it to shoot all the mushrooms in 
    the next room, then jump up them. A Slapdash is on the top one - take 
    him out. Then run into the passage.
    Stage 1-4
    The Way to a World's Heart...
    Go down the ramp on the left and defeat the Hoodlum behind the Globox 
    painting. He gives you a green can, so go up the ramp and shoot all the 
    mushrooms to go up further. Swing over the vines. Once you reach the 
    other side, you can helicopter left for a crystals and a passage that 
    leads to some crystals and rubies hanging from the ceiling. Go back to 
    the other side of the vines again. Slowly approach the Tribelle, then 
    climb the ladder behind it.
    Now, use the bouncy mushrooms to cross the ice. On the other side is a 
    ruby and some crystals. Climb up again and go to the big room. Shoot 
    the Slapdash. Now, look around. Notice that there are several holes 
    around the walls. These can be reached by vines and bouncing mushrooms. 
    The fourth one you look in always contains Andre, who flees through the 
    door. A fairy shows up and opens it for you. Use the green can left by 
    the Slapdash to reach it, then go through it. Rock climb up and head up 
    the stairs. Do it fast, because they fall apart, making it harder to 
    reach the top. At the top, go through the tunnel. At the end is one 
    Hermit Crab - well, two, but one is crushed by a rock. Jump on that 
    rock, then up again for gems. There are also gems to the left of the 
    other Hermit Crab. Get the green can in the middle, then rock climb up 
    the platform on the left of the room. Vortex the mushroom, and jump to 
    the top. Swing over the vines, then go into the tunnel. Now pay 
    attention, everyone, this is very important to the plot...pay 
    attention...Globox will accidentally swallow the Dark Lum Lord.
    Stage 1-5
    The Great Heart of the World
    Go through the strange door to the Heart of the World. The Teensies 
    think Andre is dead, but sadly they are wrong. One of the kings tells 
    Rayman to take Globox to the doctor in Clearleaf Forest. Don't jump 
    into the portal just yet. Look at all the pillars. One will have a 
    small ledge protruding from it. Jump on then jump to the ledge near the 
    ceiling. Go left to find a secret sliding area with gems and an 
    EMERALD. At the bottom, you will be warped to the Heart again. Now jump 
    in the portal.
    Stage 1-6
    Groovy, Man!
    You will be in a disco tunnel on your Funkyboard (see "Rayman's Moves 
    for how to use it). I can't really say much except - if you are going 
    for gems, watch carefully; if you aren't stick to the center; there's 
    an EMERALD at the top of the last big jump; and beware, every fall 
    costs you 1 point. 
    World 2
    Clearleaf Forest
    Cages - Stage 2-1 - 2
            Stage 2-2 - 3
            Stage 2-3 - 4
            Stage 2-4 - 1
            Stage 2-5 - 0
            Total - 10
    Smile Stamp Requirement - 45,000 Points
    Enemies - Hoodmonger Private First Class, Pirahna, Hoodmonger Soldier, 
    Hoodboom, Slapdash
    NOTE: From this point on, I won't list gems that are in obvious places 
    because - well - they're obvious. I will only list hard to find gems, 
    out of the way gems, and all emeralds.
    Stage 2-1
    Into the Woods
    Head toward the big building and kill the two Hoodmonger Privates 
    guarding it. There are several PigPots around to smash. When you're 
    done, enter the door on the far right. Shoot the switch to activate the 
    moving platform, hop on, then jump to the grating. When you see the 
    next switch, shoot it to deactivate the laser gate. On the other side 
    of the gate is a safe floor; drop off the grate. Take note of the 
    closed door to your left, then shoot CAGE 1. The Teensie inside will 
    give you a green can. Get it, and the door will open. Jump through it 
    and run along the ledge to the beginning of the room. The gate at the 
    other side of the ledge will open, and you'll be back in front of the 
    building. Enter the central door. Shoot the mushroom down to size, and 
    jump up to a new room. In here, go left, then out on to the bridge. A 
    Barricade will cut off your progress. Two Hoodmonger Privates will show 
    up and cut off your retreat. Kill them both for your first Red Can. To 
    test it out, go past Globox to the Barricade near the beginning of the 
    room, smash it, and break all the PigPots for combo fun! Then go back 
    to the other end of the room through the now open gate, ignoring the 
    bridge. Smash CAGE 2 at the end for a bunch of gems. Then get the red 
    can again, go out on the bridge, charge your fist, and break the 
    barricade. Go through and drop into the tree trunk.
    Now, head for the waterwheel! Kill all the Hoodlums guarding it. Then 
    ascend the crates. Globox will come, drink the plum juice, and pull you 
    both into the waterfall. 
    To swim, tap X or Square as fast as you can. Use the analog stick to 
    move side to side. Pirahnas will leap out of the water - move to the 
    side to get out of their way. If they hit you, or if you stop swimming 
    for even a second, you'll slide down. It isn't too hard to reach the 
    Stage 2-2
    Got Detergent?
    Run down the path and drop over the cliff, collecting the red lums on 
    the crates if necessary. Now head over the bridge and drop further to 
    the valley floor. To your left are a corkscrew mushroom and an area 
    with a few crystals; to your right is a Barricade. Beat all the 
    Hoodlums in the valley for a green can. Hit the mushroom, and jump up, 
    run around, and bounce over to a spot with two more Hoodmongers. Beat 
    both for a red can. You can now smash the three Barricades in the area. 
    The one at the bottom of the valley that you saw before has two PigPots 
    behind it, the one you come to after jumping up from the mushroom has 
    CAGE 3 (the Teensie gives you an EMERALD), and the one next to the red 
    can has a passage to the next area. Collect all the spoils then head 
    through the tunnel to the next area.
    You will come out in a river valley. Under the waterfall on the right 
    are two crystals, partially obscured by the spray. Jump over the cliff 
    on the left for some gems, red lums and a PigPot at the bottom. Now 
    climb the ladder near the waterfall. From the ledge at the top you can 
    helicopter to CAGE 4, who leaves a blue can. Run up the small bridge 
    and shoot the ring to swing over. Jump to the rock ledge. Go up the 
    next bridge and bounce to the waiting Hoodmonger. If you want, you can 
    kill him the old fashioned way, or you can try using the Lockjaw to 
    give him electric shocks. He leaves another blue can. Use the can to 
    swing across the rings and cliffs to the end of the canyon. If you fall 
    at any time, go back to find a ladder that lets to climb to the first 
    blue can. At the end of the canyon, go up the ramp and jump to the 
    tunnel to meet a Hoodlum. He runs back to his camp. Kill all three 
    Hoodmongers there, then go right to the small gate with a hole in it. 
    Shoot through the hole and the Hoodlum on the other side raises the 
    gate, admitting you to the picnic area. Beat all the Hoodlums, then 
    jump onto a table and break open CAGE 5. You receive a red can. Three 
    more Hoodmonger Privates appear in the main camp. Use the Heavy Fist to 
    beat them, and get the PigPots to the left of the Barricade. Now go 
    refill your red can power, and break the barricade. 
    In the next area is a plum tree. Shoot the plum to knock it down, then 
    walk into it to pick it up. Press Square to throw it onto the stake. 
    Then jump on it and run into the corridor.
    Stage 2-3
    Simply Shock-ing!
    Run into the main room and kill the Hoodmonger Soldier for an Orange 
    Can. Grab the Shock Rocket and look around. In the room are three 
    grates, each with a hole in the middle. In addition, according to 
    block717, there is a hole in the ceiling with a switch at the end that 
    opens a gem cache in the floor. Shoot through each hole and navigate 
    each corridor, avoiding the Hoodlum and Andre portraits. At the end of 
    each is a portrait of either Rayman or Globox. Blow that up to raise 
    one of the three gates obstructing the path. Raise all the gates, and 
    kill the Soldier who enters the corridor. Run past him, and kill the 
    Hoodmonger for a Red Can. Smash all the PigPots as fast as you can, 
    then gather the gems for a big combo! Load up your Heavy Metal Fist 
    power again and enter the tunnel that leads outside. You'll be 
    introduced to Mr. Hoodboom. Run around the left wall to quickly find 
    and smash a small Barricade before time runs out. There is a PigPot 
    behind it. Now kill every Hoodlum in front of the fort. The last one 
    leaves a green can. Shoot the nearby mushroom and use the blue can 
    above it to swing into the fort.
    Beat both Hoodmongers inside. Hoodboom now starts lobbing bombs. Look 
    around until you find a Slapdash on the ground. Beat him and take his 
    orange can. Now shoot Hoodboom with the Shock Rocket to kill him. Look 
    around for a ladder. Climb that, then climb the one next to it to find 
    a lever. Shoot it to open the gate and admit Globox, who drinks the 
    plum juice in the fort. He will leap to a high ledge and belch a purple 
    bubble. Find the Shock Rocket again and blow open CAGE 6, which is 
    above where Globox is. If you want, you can collect all the gems around 
    the fort. When you're done, bounce on the bubble Globox belched to 
    reach him. Go into the passage behind him to find a room with several 
    Hoodlums and a giant stack of crates. Climb the crates, noting the 
    location of the Barricade as you go up. From the top of the stack you 
    can access several awnings around the room, each of which has two 
    crystals and a ruby. At the top, there is a hall that leads to a room 
    with a net on the ceiling. Swing over to a platform with a lever. 
    Hitting the lever opens a trapdoor below. Drop through to find CAGE 7. 
    You will receive a red can for breaking the cage. Take it and go 
    through the door back into the crate room. Climb the stack again and 
    smash the barricade you saw before. CAGE 8 is behind it. You get 
    another red can for opening this one. Take it and go back to the net 
    room. Break the Barricade next to the trapdoor for CAGE 9 and a third 
    can. Take this and go to the small stack of crates at the back of the 
    room. Climb it, smash the Barricade, then go through the hallway.
    Stage 2-4
    Mecha-Legs' Pit
    Welcome back to the outdoors. Beat the Soldier and break CAGE 10 for a 
    bunch of crystals. Drop into any of the three pits then head through 
    the tunnel to come out in the first boss arena! 
    You are in a large area with five hexagons arranged in a circle. Each 
    has a button on it. At the center is another hexagon, with three lights 
    on it. One of the buttons in the outer ring will be lit. Step on it to 
    activate a light in the middle. Step on two more lighted buttons to 
    light the other lights in the center. Once all three lights are lit, an 
    orange can appears. You must do all this while being pursued by a 
    Hoodlum and his gigantic legs. If he steps on you, not only will you be 
    damaged but also crushed - press X repeatedly to escape that state. 
    Also, when the orange can appears you must get to it quickly - if 
    Mecha-Legs gets there first, he will crush it out of existence and you 
    must activate the light all over again. Get the Shock Rocket and shoot 
    it at the Hoodlum (NOT the legs - they are invincible). Repeat this 
    twice to take the boss out of commission. Be wary that sometimes on the 
    third life he will summon Slapdashes to cover the lighted buttons, but 
    this shouldn't be a problem.
    Once Mecha-Legs is defeated, Rayman will take control of the legs. 
    Hoodmonger Soldiers will pour into the arena. You must crush them by 
    pressing X to stomp on them. Every time you kill one, the yellow health 
    bar goes down a little. Deplete it and the Hoodlums will stop coming. 
    Rayman will now jump off the legs again.
    Go through the gate the Hoodlums came through, then the small door. 
    Cross the meadow and enter the next doorway.
    Stage 2-5
    The Doctor's Office
    As soon as you enter, turn around and follow the corridor to a hole in 
    the wall (this secret contributed by David Gandon). Jump into the hole 
    and fall down into the pit for several gems, including an EMERALD. 
    Enter the warp portal. Jump down and defeat all the Hoodmonger 
    Privates. Once you do it, the portal will open. Follow Globox through 
    the portal. After a scene in which Dr. Otto fails to flush out Andre, 
    you are on the Funkyboard again. This stage is harder, with falling and 
    moving rails. As before, there is an EMERALD hovering over the final 
    big jump. But you never reach the end - Rayman will come to a spot with 
    no rails! You fall off the track and into...
    World 3
    The Bog of Murk
    Cages - Stage 3-1 - 2
            Stage 3-2 - 2
            Stage 3-3 - 1
            Stage 3-4 - 2
            Stage 3-5 - 1
            Stage 3-6 - 1
            Total - 9 
    Smile Stamp Requirement - 26,000 Points
    Enemies - Hoodmonger Private First Class, Stumbleboom, Spinneroo, 
    Slapdash, Muddibog
    Stage 3-1
    Begoniax Marsh
    After an awkward scene with Rayman and Begoniax, grab the ruby in the 
    outhouse and jump off the end of the bridge onto the mudhill. Open CAGE 
    1, who leaves a yellow can - the Throttle Copter! Fly over to the tree 
    which is farther from Begoniax's house. Get the crystals around it, 
    then helicopter to the bridge. Get the crystals around the other tree, 
    then use the mud hills and mushrooms to go round to the side of the 
    house. You will see a bridge with another outhouse at the end. Jump on 
    the roof of the outhouse then jump to the roof of Begoniax's house. 
    CAGE 2 is nearby - shoot it for three rubies. Now go back around to the 
    front of the house and go inside.
    The arena for this is a narrow walkway around a huge cauldron. Begoniax 
    uses her fork to lob potion at you. If it hits you, you become a frog. 
    When you are a frog, run from Begoniax who will try to smash you with 
    her huge fork. What you must do is when a red circle appears around on 
    the potion, jump up and shoot the potion itself (NOT the cauldron) to 
    turn Begoniax into a frog. Chase her and hit her with any attacks you 
    like to drain her health. Later in the battle, she charges at you - 
    jump over her as she goes by. Just keep turning Begoniax into a frog 
    and whacking her to score a victory.
    Once Begoniax is beaten, she will flee into the downstairs room. Follow 
    her and pick up the numerous crystals and rubies. Once you are 
    satisfied with your gem count, jump into the magic mirror in front of 
    Stage 3-2
    Pirahna Swamp
    Cross the mud hills to the bridge. At the end of the bridge is a 
    Spinneroo - keep shooting him until he falls in the swamp and dies. Now 
    jump over to the main island and defeat the card-playing Hoodmongers. 
    They leave a green can behind. Get the gems around the island, then get 
    the green can. Shoot the Stumbleboom patrolling around the island, and 
    he will sink into the swamp and leave a Flying Ring which goes to the 
    end of the bridge where the Spinneroo was. Now shoot the mushrooms 
    which are on the opposite side of the island from the card table. Jump 
    up them and kill the two Slapdashes who appear in the small building. 
    Open CAGE 3 for a blue can. Get Lockjaw and go back to where the 
    Spinneroo was. Swing over to the other side and jump into the hollow 
    log for several crystals and CAGE 4. For opening the cage you get a 
    Yellow Can which you can use to fly back out of the hollow log. Now go 
    through the doorway to end this very short stage.
    Stage 3-3
    Boggy Cove
    Cross the mushrooms to the small bridge and kill the Hoodmonger at the 
    end of it. Defeat the Muddibog to get a blue can then use the mushroom 
    to cross to the next island. Beat the Muddibogs for a ruby. If you 
    still have Lockjaw power, jump up the tall mushrooms and swing into the 
    building. If not, go back to the blue can. Once inside, walk left a 
    little and turn around to find a Hoodmonger Private and CAGE 5. Open 
    the cage for a ruby, then continue deeper into the building by shooting 
    the spiky tentacles to make them retract. Kill the two Muddibogs as you 
    go. Once outside, cross the bridge to the left and kill the Hoodmonger. 
    There are red lums on the raised boat and PigPots underneath it. Go up 
    the next bridge, dodging Pirahnas, and kill the Hoodmonger for a green 
    can. Take it and go back to the exit of the building. Shoot the three 
    corkscrew mushrooms and cross to the walkway, where the Hoodlum runs 
    off. Kill the other Hoodlum sleeping in the boat for a green can. Cross 
    over to the island near where the Stumbleboom is, and kill him and both 
    Hoodmongers. Now jump on the boat. Another boat with two more 
    Hoodmongers comes. Beat them both for a Blue Can. First, though, 
    helicopter over to the far-off boat behind the big ship. It will take 
    to and back from an island with several crystals and an EMERALD. Once 
    you're back, get the blue can and swing over to the big ship. Destroy 
    yet another Hoodmonger, and drop into the hollow stump at the end of 
    the ship. 
    Stage 3-4
    Hoodlum Swamp Fort
    Drop to ground level to get some lums and crystals on the mushrooms. 
    Then jump back up and cross the plants, killing Hoodlums along the way. 
    At the end, cross the bridge and go through the tunnel, noting the 
    raised mushroom to the right. At the end, kill the Spinneroo for a 
    Flying Ring and the Hoodmonger for a green can. Take the can and use it 
    to lower the mushroom in the tunnel. Jump up to a new area, and kill 
    the Hoodlums - they will try to hide behind the tree. Break CAGE 6 for 
    a blue can. Take it and go back to the area with the Spineroo and 
    Hoodmonger. At the entrance, jump and break CAGE 7 for an Emerald, and 
    continue to the Flying Ring. Swing over to the fort exit, killing two 
    Slapdashes who are cutting off the exit. Once outside, jump to the 
    island on the left and beat all the Muddibogs for a green can. Use it 
    to get rid of the Stumblebooms and then jump up to the big doors and 
    beat the Hoodmongers. The doors now will open...
    Stage 3-5
    Razoff's Mansion
    Move forward into the entrance hall to be confronted by the great (and 
    in my opinion, a little insane) hunter Razoff...
    To beat Razoff, you must chase him through the rooms of his house. To 
    damage him, simply shoot him as you chase him. Sometimes he will come 
    to a large room, shut the doors, and counterattack you. He has two ways 
    of doing this; he shoots arrows from his arrow gun and drops mines. You 
    can still attack him when he does this. Sometimes you will come to a 
    room and suddenly see yourself through the scope of a sniper rifle. 
    When he snipes you, the only way to avoid it is to hide behind the 
    furniture. CAGE 8 is in the largest room, behind the hanging clock. 
    Just shoot him until his life bar is depleted. He will then run off to 
    the basement. 
    Go to the entrance hall and go through the door Razoff went through.
    Stage 3-6
    Razoff's Dungeon
    Walk forward to begin the next battle.
    The arena for this one is a stone grid with lots of pits between the 
    walkways. Razoff swings back and forth, trying to hurt you. Don't worry 
    about the pits - if you fall in, a tentacle lifts you out. Shoot Razoff 
    with charged shots (normal ones hardly do any damage). Occasionally the 
    tentacle lifts out a red can. Use this to do even more damage. CAGE 9 
    is off on the far right - shoot through the bars to get it.
    Once Razoff is defeated, watch the amusing cinematic. Rayman and Globox 
    jump in the magic mirror to go to the next world.
    World 4
    The Land of the Livid Dead
    Cages - Stage 4-1 - 4
            Stage 4-2 - 2
            Stage 4-3 - 3
            Stage 4-4 - 0
            Stage 4-5 - 0
            Total - 9
    Smile Stamp Requirement - 60,000 (?) (Thanks, David Gandon)
    Enemies - Spikers, Slapdash, Hoodmonger Soldier, Hoodstormer, 
    Hoodmonger Private First Class, Grim Keeper, Hoodoo, Hoodboom
    Stage 4-1
    Cemetery Meadow
    Raise your hand if you thought this would be a "haunted" type 
    environment? Yes? Me too. The first area is littered with gems all over 
    the place. What's even better is, they're laid out in lines so you can 
    rack up big combos. Jump on the balancing rock at the start, and from 
    there jump to the dolmen. Free the Ghost Teensie in CAGE 1 then drop to 
    where he is. He will create a green can for you. Run into the tunnel 
    near Globox, destroying the groups of Spikers as you go. Once you get 
    out, lower the whitish mushroom. Get the gems in the pool and on the 
    grass, then jump on the dolmen via the mushroom. Grab the orange can. 
    CAGE 2 is near the waterfall and CAGE 3 is in a small hole in the rock 
    to the right of the waterfall. Both should be destroyed with the Shock 
    Rocket. The ghost from Cage 2 leaves a yellow can near the waterfall. 
    Use it to fly up behind the fall for some crystals and a plum. Take the 
    plum to the nearby stake, killing the Slapdashes that appear. Jump on 
    it, then up to the cliff. Head down past the fence and into the 
    corridor, killing enemies in your way.
    Once you reach the end, Globox will drink the plum juice and belch 
    another bouncy bubble. Use the bubble to get up to a secret hole in the 
    wall, which leads to a crypt filled with crystals and one EMERALD. Go 
    back and use the bubble to bounce to the ledge and go back outside. In 
    this area you must kill several Hoodlums including your first 
    Hoodstormer. Oh joy. Beat them all for a green can which you should use 
    to shrink the nearby mushroom. Jump up to the cliff, beat the two 
    Hoodmongers, and smash CAGE 4. He leaves a Shoe Shrink powerup. Battle 
    your shoe and you will receive a red can for winning. Take it, then go 
    back to where Cage 4 was. Break the Barricade and go through. 
    Stage 4-2
    Hoodlum Harbor
    First order of business - kill lots and lots of Hoodlums, which will 
    net you a blue can. Go over to the chain of balloons, swing up, and 
    bounce across them to solid ground. Then jump over and open CAGE 5 for 
    a green can. Use it to lower the nearby mushroom, which you can use to 
    reach the cliff.
    Dispose of both Hoodmongers, then enter the cave. There is a Matuvu on 
    the wall and a Tribelle in the corner in here. Plus there are many gems 
    which can be obtained by bouncing on the balloons. Once you're done, go 
    down the stairs and fight a Grim Keeper. When he's gone, Globox will 
    run in and drink plum juice, belching two bubbles to get you up to the 
    platform. Go right and collect a crystal in a alcove in the wall. The 
    alcove leads to a passage. Follow it to a room with many crystals and 
    an EMERALD (thanks to David Gandon). Now return to the ledge you 
    bounced off the bubble to reach. Open CAGE 6 for a red can. Run out of 
    the room and smash the Barricade with it.
    Prepare for a Hoodlum battle. First, you must defeat two Hoodmonger 
    Privates, one of which is protected by a Hoodoo. Then a Hoodboom starts 
    flying around and two Hoodmonger Soldiers drop down. Kill them and a 
    third parachutes in. Defeat the third to get a Shock Rocket which you 
    can use to destroy the Hoodboom in the flying ship.
    When that's all taken care of, a Hoodmonger shows up in the corner. 
    Waste him and he'll leave a yellow can behind. Fly up to the cliff, 
    where there are some gems and an arch. Go through the arch.
    Stage 4-3
    The Two Towers
    When you come in, you'll see a scene where a Hoodmonger shuts the gate 
    of the fort and jumps down. Destroy him, and he'll leave a red can. Use 
    it to destroy the barricade near the entrance. Run through the passage 
    to the tower. A Hoodstormer shows up on the bridge - eliminate it. Get 
    the gems in front of the tower, then go in. Hit the switch to make the 
    pillars rise. Jump up until you reach CAGE 7, who leaves a blue can on 
    the bottom semitransparent stair. Beware- the pillars sink when you 
    step on them. Grab the can, go up the stairs, swing over and get 
    another can. Continue up the stairs like this until you reach the top 
    and CAGE 8. Cage 8 gives you a green can, but you have to helicopter 
    down to the very bottom. Get the can, then jump down into the canyon. 
    Lower the mushrooms over the water and get a plum from the tree at the 
    end of the canyon (the right side when facing the tower). Throw it to 
    the first mushroom, get it, throw it to the second, get it, then throw 
    it to the other side. Take it to the stake at the other end of the 
    canyon, and jump on it for CAGE 9. The ghost creates a portal in the 
    door of the tower. When you go in, it takes you to a different tower.
    In the lobby, defeat all the Hoodlums for a red can. Use it to break 
    the Barricade at the top of the ramp. Go up the next corridor to find a 
    Hoodmonger protected by a Hoodoo. Defeat them for a orange can. Shoot 
    the Shock Rocket into the hole between the two barred doors to hit a 
    switch that opens both. Go up into yet another room with yet another 
    Hoodmonger. This one leaves a yellow can that lets you fly up to a blue 
    can. Swing up the rings to a ledge. Run up the ledge, avoid the 
    grenades that are bouncing down. At the top, you must beat a Hoodboom 
    and Hoodoo pairing. They leave a red can. Smash the barrier with it, 
    and watch a scene where the Teensies destroy the fort guards. When you 
    regain control, take the Shoe Shrink powerup. Follow your shoe to the 
    bottom of the tower. Fight it there and when it's beaten, go through 
    the portal and return to the fort at the start of the stage. When you 
    get there, a big menace comes through the gate...
    Heckler has two attacks - one where he rapidly shoots orbs from the 
    cannon on his shoulder, and an unavoidable one where he grabs you and 
    throws you on the ground (this is only when you get too close). To beat 
    him, take the red can, charge it, and shoot at him to knock his armor 
    up in the air. While its in the air, hit his exposed body as many times 
    as you can before it falls back on. Rinse and repeat.
    When he's gone, find the orange can he left behind. Shoot the Shock 
    Rocket at the lever to open the Fort Gate. Go through the tunnel behind 
    Stage 4-4
    Mega-Squid's Depths
    Head forward on to the beach and jump in the water. Swim toward the 
    tunnel and you automatically dive. Swim through the passage and 
    eventually you'll come to a large arena. Let the second battle in five 
    minutes commence!
    Mega-Squid's attacks are:
    + He drops a homing missile at you from the ceiling.
    + He opens his mouth, and a cannon inside fires energy balls. To avoid 
    them, get in the gaps between them.
    + He closes his mouth and fires a giant laser. Somersault over it to 
    avoid being hurt.
    When his mouth is open, wait until a homing missile is coming at you. 
    Swim toward Mega-Squid so the missile goes that way too. Then 
    somersault over it so the missile hits the cannon in the mouth, Mega-
    Squid's weak spot. Just do this until he becomes scrap metal.
    Once you're done, swim through the doorway at the opposite end of the 
    arena. Swim up to the surface, and jump across the wooden platforms. 
    Enter the passage.
    Stage 4-5
    The Doctor's Office II
    Grab the orange can and shoot the Shock Rocket through the hole. The 
    aim is to destroy all the Hoodlums as this will open the door and give 
    you access to the portal. There are also two holes in the ceiling with 
    buttons in them. Shoot both buttons to open a lucrative secret area 
    with four rubies and two emeralds!(You can even DOUBLE your score by 
    getting it with shock rocket power still on you.) When all the Hoodlums 
    are dead, enter the portal. Dr. Romeo cannot flush out Andre either, 
    and since Andre is in Globox's brain, Romeo sends you to an empty 
    cavity specialist in the Desert of the Knaaren. Good luck!
    Sadly, this is the last Funkyboard stage in the game, with more widely 
    spread rails and falling platforms. Reach the end in one piece and 
    you'll be in... 
    World 5
    The Desert of the Knaaren
    Cages - Stage 5-1 - 2
            Stage 5-2 - 2
            Stage 5-3 - 5
            Stage 5-4 - 1
            Stage 5-5 - 2
            Stage 5-6 - 0
            Total - 12
    Smile Stamp Requirement - 45,000 
    Enemies - Knaaren, Zombie Chicken, Slapdash, Hoodmonger Private First 
    Class, Hoodoo, Hoodmonger Officer, Stumbleboom, Hoodstormer, Spinneroo 
    Stage 5-1
    Slime Canyon
    Head forward and jump across the bones, collecting gems on the way, and 
    making sure not to touch the ground (it's so hot, it's deadly). On the 
    ribcage, you'll fight some Slapdashes. Once you reach the skull, jump 
    in. Globox will swallow plum juice and float away. Reach the end of the 
    canyon by jumping over the solid platforms and the wooden ones which 
    rise and sink. At the end, you'll find a Throttle Copter. Use it to fly 
    to another one further back in the direcion you just came but higher, 
    and use that and use it to fly to a higher one than that. With the 
    third, fly almost straight up to get the fourth, then fly over the 
    bridge for the fifth. From here, helicopter to two platforms, one above 
    the other, connected by bones. Helicopter to the bottom one, collect 
    the crystals, and go up to the top one. Get the blue can and swing as 
    far left as you can go on the rings. Then swing right again, but to the 
    ring on a higher level than you were on before. Jump down and enter the 
    doorway. Use the Shock Rocket to open CAGE 1, then go down to the 
    doorway where the Teensies are, under the furthest ring to the left. 
    The Teensies will tell you about the Knaarens, then leave you with a 
    red can. Take it, then climb down the bones to the left, break the 
    Barricade, but don't go through yet. First, kill the Hoodlum so Globox 
    will follow you, then go through. The floor will crumble beneath you. 
    Globox will be grabbed and carried off by a Knaaren, so collect the 
    gems around the room and leave by the doorway in the upper left of the 
    room. Run forward and drop into the pit. The Knaaren will ring the gong 
    to let the others know you are coming. 
    Run forward, then drop onto the island down below in the slime to avoid 
    the Knaaren. Climb up the ladder near the ramp, then go up the ramp and 
    open CAGE 2 for a blue can. Drop back to the island in the slime again, 
    but this time take the orange can there. Shoot the Shock Rocket at the 
    gong, then quickly climb the ladder near the ramp, take the blue can, 
    run up the ramp, swing over, and run into the alcove. When the Knaaren 
    goes past, run and drop into the pit.
    In this room, take the rock from the vending machine. You now must 
    cross the room and put it on the button. Sounds simple, huh? Not 
    really. Zombie chickens come in through the walls. When a group comes, 
    put the rock down with X and shoot them. Then pick it up and carry it a 
    little further before the next group comes. Once the button is pushed 
    down, the gate opens. Go through and get the gems, then shoot the Shock 
    Rocket at the gong. Drop into the hallway, run forward, and jump into 
    the alcove in the wall so the Knaaren can't get you. Now jump into the 
    next room. (You can also continue along to the end, past the alcove, to 
    an area with gems and an EMERALD - thanks to Bart Thompson and 
    block717, who both pointed this out to me.) You have to carry the rock 
    to the button again, but you have more distance to cover this time. 
    When the rock is on the button, a door opens at the end of the room. Go 
    through it.
    Stage 5-2
    The Great Hall
    Move toward a Knaaren to get it to start pursuing you. Run up to the 
    button with the footprint picture on it (it's near the huge statue), 
    and get the Knaaren to step on it. This activates the moving platforms 
    above. Go to the entrance, run up the nearby ramp, and jump to the 
    first one as it comes toward you. Jump to the stationary platform, then 
    jump to the moving one on the left. It will take you to CAGE 3 - open 
    it for a green can. Get the green can and run over to the mushroom in 
    the opposite corner, which gives you access to a gem cache that 
    includes an EMERALD. Now go to the moving platforms again, but this 
    time when you get to the stationary platform jump to the moving 
    platform on the right. From there jump to another one on the right, and 
    from there jump to a blue can. Use it to swing up to another stationery 
    platform above the blue can. Cross three platforms to the left for 
    another blue can, which lets you swing to a platform to the right of 
    the giant eagle statue. From there jump to the statue itself and CAGE 
    4, which gives you a yellow can. Use it to fly up to a passage. Run 
    into the passage.
    Stage 5-3
    The Knaaren Tower
    DON'T go left - although that arch may look like the way, it leads to a 
    place with five unpassable Knaarens. Instead, go right, and rock climb 
    up between the narrow walls. Go left at the top and use the platforms 
    and bone-covered walls to pass over the heads of the Knaarens. Once you 
    reach the last platform, helicopter down to the ledge next to the slime 
    lake. Go through the room, and you'll come out on a ledge. Go left and 
    drop down to the ledge running around the gong. Jump to the small hole 
    with the orange can opposite the gong and hit the gong with the Shock 
    Rocket. Then helicopter down to the ground, and run over to the 
    Throttle Copter. Fly up to the first ledge you come to. Grab the blue 
    can before the Knaaren comes back, then use the bone ladder to reach 
    the highest ledge. Go left, swing over, and run around the circle. Then 
    go over the bridge and through the cave. In the next room, ignore the 
    tower for now and helicopter to the T-shaped walkway and go forward for 
    CAGE 5. Now follow the walkway to a ladder leading back up to a tower. 
    Drop to the Throttle Copter and use it to fly up to the roof of the 
    tower for CAGE 6 and an EMERALD. Drop to the walkway again, and this 
    time follow it all the way to another open cave and another tower with 
    a corkscrew path leading up it. Go to the orange can, then hit CAGE 7 
    with the Shock Rocket, followed by the gong to dodge the first pair of 
    Knaarens and go up further. To dodge the second Knaaren pair, go around 
    the small pillar, and they'll follow you around. Do this for the third 
    pair also. For the fourth pair, do the same thing you did with the 
    first - hit CAGE 8, then the gong. At the top, rock climb up, and hit 
    CAGE 9 once you're at the top. Now follow the bridge to the next stage.
    Stage 5-4
    Reflux's Arena
    Go in any direction you like - you'll end up surrounded by Knaarens! 
    The only way to escape is to jump into what looks like a bottomless 
    pit. You'll slide into another room. Collect the crystals and look at 
    the Matuvu on the ceiling. Then jump on to the grave, and to the ledge 
    above it. You will find another carry-the-rock-to-the-button section, 
    but this one is a grid of rickety walks where you must figure out which 
    is safe. I can't really explain this - you must figure it out by trial 
    and error. Once you reach the button, a door nearby opens. Go through 
    it. Once you reach a dead end, drop to the left, then turn around and 
    go that way. You'll come to an area with pillars that rise and sink in 
    the slime. When the path makes a U-turn, helicopter left instead of 
    going to the next pillar and climb the bone ladder, then drop down to a 
    secret area with lots of gems and an EMERALD. Then go through the door, 
    jump to the ledge, then to the bone ladder above the door. Climb up and 
    follow the passage for another EMERALD. You'll be back on the bridge 
    over the corridor to the slime area. Return to the slime area and go to 
    the end this time for CAGE 10, then helicopter to the hallway with the 
    red lums. Follow the hall to a room with a cracked floor and jump onto 
    the ledge. Several Knaarens will arrive and the floor will break. Jump 
    into the pit. So long, suckers...!
    ...or not. Reflux, the strongest Knaaren, will now corner you and 
    challenge you to a battle. It's an offer you literally can't refuse.
    You fight Reflux in a small arena surrounded by lava with a net hanging 
    off the side. On the net are red lums and red cans. Reflux has six, 
    count 'em, SIX attacks...
    1) He will surround himself with a shield, enabling him to kill you on 
    2) He will send energy bars that stretch from the center of the arena 
    to the edge, and whirl them around.
    3) He will make energy rings and waves.
    4) He will make flaming boulders fall. These create permanent flames.
    5) He will make flames appear on the net if you stay on it too long.
    6) He will make orbs that move along the ground at you.
    He performs these at random. Only on #6 is he unshielded. This is your 
    chance - lock on to his staff and attack it. Heavy Metal Fist kills him 
    faster. It will take a while to bring him down - always.
    For winning this battle, you receive the Grimace power, which lets you 
    turn Dark Lums into Red Lums by pressing Circle. You'll be in a room 
    with lots of crystals around the walls, perfectly lined up for a combo. 
    Beat two Hoodmongers to receive a green can. Use that to lower the 
    mushroom and jump into the hallway.
    Stage 5-5
    Sand and Fire
    You'll be back outside. Jump across the bones, collecting gems. On the 
    way, you'll have to beat a Hoodoo guarding a Hoodmonger Officer. Once 
    you reach solid ground, it's time to fight another boss.
    This is really a pair of bosses, but they share one health bar. When 
    half of it is gone, one of them dies. To hurt them, simply shoot at 
    them. They have two attacks - they will shoot flames at you, and (while 
    there are two of them) they shoot bubbles at you which will lift you 
    up. If one lifts you up, he'll smash you into the other. To avoid being 
    picked up, shoot them if you get lifted to make them drop you.
    When they are dead, Globox will drink the plum juice and belch two 
    bubbles. Use them to bounce up to CAGE 11. It will give you a red can - 
    smash the nearby barricade with it. Go into the cave, run past the 
    enemies, and smash CAGE 12 for a green can. Kill all four Stumblebooms 
    with it. 
    Mikael Johansson sends me this helpful tip:
    "In Desert of the Knaaren, part 7, when you're in the large area with 
    the four Stumblebooms, you should NOT break Cage 12! Absolutely not! To 
    get access to another EMERALD, you should instead do this:
    Place yourself right under a Stumbleboom, and wait for a bunch of 
    grenades to come. When they hit you, run away quickly, they will 
    explode and the Stumbleboom will fall down. Do this with all of them, 
    kill them and NOW break Cage 12. Because when the Stumblebooms are 
    gone, the Teensie will not give you a green can, but an EMERALD!"
    Now, four Hoodstormers will arrive. Defeat them all for a blue can. Use 
    that to swing over the crates. On the other side of the crates is a 
    Spinneroo protected by a Hoodoo. Beat the Hoodoo, then kill the 
    Spinneroo by pushing him into the flames. Go past the flames to find a 
    gem-filled passage and EMERALD (thanks to Daniel Normington). Cross the 
    bridge and enter the door.
    Stage 5-6
    The Doctor's Office III
    To get to the doctor here, you have to step on the buttons to make 
    pillars slam down. Your aim is to crush the Hoodlums on the other side. 
    When they are dead, hop over and into the portal. You can also drop 
    into the gap and turn around for an area with several gems and an 
    EMERALD. (Thanks go out to Geoff Hankinson.) In a cutscene, Dr. 
    Japanese gets Andre out of Globox, but he escapes, allies with Reflux, 
    and steals the scepter from Gumsi. You have to follow them via a 
    World 6
    The Longest Shortcut
    Cages - Stage 6-1 - 0
            Stage 6-2 - 0
            Stage 6-3 - 0
            Total - 0 
    Smile Stamp Requirement - 25,000
    Enemies - None :)
    Stage 6-1
    Collect the Crowns
    In this stage, you must obtain all the crowns to open the door. The 
    first CROWN is behind you at the start. Now head forward into the level 
    proper. Jump in the magic portal, then grab the Shoe Shrink. While you 
    fight your shoe, it's worth pointing out that at the opposite end of 
    the room from the powerup is a low arch that only a shoe can access, 
    leading to an area with several rubies. When you beat your shoe, you 
    get a blue can. Also in this room, can you find a reflection of a 
    window in the floor that does not appear on the real wall? Jump through 
    the wall at the point where the window is reflected to find a secret 
    room with two EMERALDS. (Thanks to Bart Thompson.) Now, step on the 
    switch (this opens the doorways in the wall, but they close again after 
    a while), then start swinging upward. You will come to some doorways in 
    the wall. You can't enter the first so go in the second for several 
    crowns. Slide down the ramp. You'll slide out of the first and back to 
    the start. Step on the switch again, refuel your can power, then swing 
    up to the third door for some more crowns. Climb the ladder, then swing 
    across to the last three crowns and the portal back to Globox. Step on 
    the crown button to open the door. Now step on the switch (there's a 
    Tribelle near it) to create a stairway down to the next stage.
    Stage 6-2
    More Crown Collecting
    Head forward and to the left, into a room with up-and-down moving 
    platforms. Hit the switch and jump to the platforms. You only need to 
    jump on two to access the first crown room. Now step on the switch 
    again. This time, you need to go up a little further to access another 
    room with more crowns. In this room, you may notice a stone which is 
    darker than all the others - give it the ol' charged one-two to access 
    a room four crystals and an EMERALD (thank you once again, Bart 
    Thompson.) Step on the gate switch again. The third time, you must go 
    up all the way. The warp portal is at the top - it takes to a room 
    where the platform is invisible. Use the reflection on the floor to 
    guide you, get all the crowns, and go to the next portal. This room has 
    several invisible platforms reflected on the wall - cross them, too. In 
    the next room, the door to the portal is invisible as well as the 
    platforms. Get the crowns, then use the reflection to reach the door. 
    The portal here takes you back to Globox, where the last crown is on 
    the button. Go up the stairs to the next area.
    Stage 6-3
    Enough With the Crowns, Already!!
    Go forward and to the left. Step on the switch, and jump across all the 
    platforms to reach the end. After obtaining the crowns, go right and 
    bounce on the bouncy platform above the ramp. David Gandon has alerted 
    me to a secret here. While bouncing on this platform, shoot the small 
    stained glass circle to open a secret door in the wall. After shooting 
    it, jump down to the ground. In the next area, jump on the switch, then 
    jump to the platform. Continuously shoot the hand switch, then when the 
    platform gets high enough, jump to the next one. Repeat until you reach 
    the top. (On the way, you can enter the secret door in the wall that 
    you opened earlier for gems and an EMERALD around a statue of Ly.) Get 
    the crowns, then slide down. In the next area, jump to the ladder to 
    the right of the bridge for some crowns. There are two ways to go here. 
    Jump to the right of the bridge for an area with moving platforms. Jump 
    to the left to bounce over to a series of platforms at intervals. You 
    must step on the switch then jump to the top and helicopter to the door 
    before it closes. Once you have all the crowns in both areas, go 
    forward on the bridge. Step on the switch. To get to the other side you 
    must use the lateral shot platform (like the one in Stage 1-3). On the 
    other side are the last crowns in the level. Go back to the bridge area 
    and jump off the right side. You are now very close to the start - just 
    go forward, climb the ladder, go forward, and turn left to find Globox. 
    The last crown, as usual, is on the button. Go through the final door 
    and down the passage to find the Doctors. They tell you to use the ship 
    to follow Andre and Reflux.
    World 7 
    Summit Beyond the Clouds
    Cages - Stage 7-1 - 0
            Stage 7-2 - 2
            Stage 7-3 - 1
            Total - 3
    Smile Stamp Requirement - 25,000
    Enemies - Robo-Fish, Spinneroo, Hoodmonger Private First Class, 
    Hoodmonger Officer, Hoodboom, Stumbleboom, Hoodoo, Slapdash
    Stage 7-1
    Bon Voyage!
    You are in a boat sailing to the Summit. Naturally, Andre wants to stop 
    you, so he sends robo-fish to sink the ship. If you don't know nautical 
    terms, these are the parts of the ship that I'll refer to - 
    Stern - The part you need the Throttle Copter to reach.
    Bow - The part opposite the stern.
    Port - The left side when facing the bow.
    Starboard - The right side when facing the bow.
    Near Globox are a yellow can and a blue can. The yellow can is to reach 
    the stern, and I'm not sure what the blue one is for. There are 
    crystals on the bow, stern, and the rigging on starboard side. For some 
    extra points, go up to the stern then helicopter down on the port side 
    for three gems, one of which is an EMERALD (thanks to Geoff Hankinson 
    for this secret). There are cannons on the port side, starboard side, 
    bow, and stern. Shoot them to fire. You can look at the map to see when 
    the Robo-Fish are coming - on the map, the top is the stern, and the 
    bottom is the bow. Yellow dots represent the fish. All you must do to 
    complete this section is survive the journey.
    Stage 7-2
    Snow Hoodlum Havoc
    Head forward, and hit the Spinneroo to push him back until he is past 
    the red can. Take the can and shoot Spinneroo with a charged Heavy 
    Metal Fist to kill him. Then make your way to the cliff, dodging 
    rolling snowballs (you can smash the small ones with a Heavy Metal 
    Fist, and the big ones with a charged Heavy Metal Fist - thanks to 
    Daniel Normington for that info), and climb it via the crates. Now you 
    must push a Spinneroo into the fire WHILE dodging snowballs. When you 
    succeed, you will get a yellow can. Throttle Copter up the next cliff, 
    then jump to where CAGE 1 is. When you smash it, the snowballs will 
    stop, and you'll get a blue can. Swing up to the balloon and bounce to 
    the snow-covered ledge where a Hoodmonger Private is waiting. Kill him 
    then bounce across the balloons to the wooden circle. 
    There are lots of red lums around here, which will regenerate if you 
    get too low on health. This will help, as you must fight two Hoodmonger 
    Officers at the same time. When they are dead, guess who shows up to 
    bug you again... 
    This is really a pair of bosses, but they share one health bar. When 
    half of it is gone, one of them dies. To hurt them, simply shoot at 
    them. They have two attacks - they will shoot flames at you, and (while 
    there are two of them) they shoot bubbles at you which will lift you 
    up. If one lifts you up, he'll smash you into the other. To avoid being 
    picked up, shoot them if you get lifted to make them drop you.
    When they are dead, they leave behind a yellow can. Use it to fly up to 
    the wooden platforms. Cross them to the balloons, and use the balloons 
    to bounce up to the next cliff. (Here you can access the third emerald 
    area shown to me by Geoff Hankinson. From the second balloon, bounce to 
    the small ledge on the left instead of the next balloon. Go through the 
    trees and follow the path for gems, an EMERALD and a HUGE combo. Return 
    to the balloons and bounce to the top.) Here there are two snowman, one 
    of which is apparently sticking up the other. It takes three charged 
    shots to destroy the one holding the gun, and two to destroy the one 
    raising his hands. Both drop a large amount of crystals. Go through the 
    In the next room, swing on the net, get the red can, and smash the 
    Barricade with it. Go through and break the PigPot for a orange can. 
    Use Shock Rocket on the Hoodboom, then destroy the snowman (use the 
    Shock Rocket for extra points) and get his crystals. Now use the crate 
    to bounce on the balloons to the top level of the now vacated fort. 
    Jump on the roof and bounce on the balloons for a blue can. Swing over 
    to the next cliff. The red can here is not necessary, but beat the 
    enemy with it if you want. Go up the snow-covered ledges to the small 
    building, climb the ladder, and bounce up the balloons, taking the 
    green can as you go. At the top, kill all the enemies including the 
    Stumbleboom, who you needed the green can for. Now jump and helicopter 
    into the canyon.
    Go right and kill the Hoodmonger Officer. Take his red can and destroy 
    the Barricade with it. Go through the hallway - be sure you have plenty 
    of health. In this next room, you must fight two Hoodmonger Privates, 
    followed by a Hoodboom. Take the Hoodboom's yellow can to fly up to the 
    next bridge. Here, destroy another Hoodboom, followed by a Hoodmonger 
    Private and a Hoodmonger Officer. Take the Officer's can to fly up to 
    the next level. Here, beat an Officer and several Privates for another 
    yellow can. Fly up to the top for CAGE 2. Now take the blue can and 
    return to the canyon you were in before. Jump to the balloons via the 
    crates, bounce up, and swing over the door.
    Stage 7-3
    Snowboard Insanity
    Immediately in front of you is a Slapdash who is guarded by a Hoodoo. 
    Kill both of them. CAGE 3 is nearby, also guarded by a Hoodoo. Once you 
    get it, enter the small building. Rayman will jump on his snowboard.
    The object of this game is to reach the bottom of the giant hill before 
    Globox, who has somehow become an ice cube. I can't really say much, 
    except - watch out for the fences which will slow you down and the 
    vents which will spin you around so you're sliding down backward. (If 
    this happens, go in another vent to be spun the right way around 
    again.) There are lots of gems on the track, and some Spinneroos which 
    can be killed simply by ramming them. If you lose, you'll be taken back 
    to the top in a ski lift, and if you win, you and Globox both fall into 
    the Hoodlum Headquarters...
    World 8
    Hoodlum Headquarters
    Cages - Stage 8-1 - 3 
            Stage 8-2 - 2
            Stage 8-3 - 2
            Stage 8-4 - 0
            Stage 8-5 - 0
            Total - 7
    Smile Stamp Requirement - 43,000 Points
    Enemies - Grim Keeper, Hoodmonger Private First Class, Spinneroo, 
    Hoodoo, Hoodmonger Officer, Hoodboom, Stumbleboom, Hoodmonger Soldier, 
    Hoodstormer, Slapdash
    Stage 8-1
    Into the Abyss
    Follow Globox and jump down to the floor. Head over to the left where 
    you will find crates you can jump on and crystals. Go as far as you can 
    on the stack of crates then jump to the ledge above the crates. Take 
    the orange can, shoot the Rocket through the hole in front of you, and 
    navigate the corridor to open CAGE 1. Also, if you shoot it the other 
    way, CAGE 2 is near the huge gear. Go down and meet the Teensie you 
    freed from Cage 1, who will give you a red can. Smash the Barricade 
    with it and hit the button to lower the bridge. 
    On the other side, kill the Grim Keeper and the Hoodmonger Private. 
    There are two rubies behind the stack of crates to the right. Go left 
    and take the EMERALD that the Teensie of Cage 2 left. Then jump the the 
    crate in the lava near the big gear (there is a Matuvu on the machine 
    turning the gear), then to the ledge. Near the ledge on a crate are 
    some rubies. Drop into the hole near the ledge for a room with lots of 
    gems and a warp portal that takes you back to the main area. Now go to 
    the door where Globox is standing on one of the buttons. Step on the 
    other one to open the door.
    Go through the corridor, killing the Hoodmonger Private who blocks your 
    way. At the end, you'll see the path onward is blocked by a Spinneroo 
    protected by a Hoodoo who's too high to reach. Instead of going that 
    way, go to the smaller passage on the left. The floor will break and 
    drop you into the warehouse. You'll immediately be assaulted by a 
    Hoodmonger Officer. Once you dispose of him, you'll get a green can. 
    There is a mushroom on the side of the room opposite the side with the 
    wire grating. The mushroom gives you access to an area with a Tribelle 
    and three rubies. Now go back to the suspended crates. Start climbing 
    up them, beating all the Hoodlums who stand in your way. At the top, 
    jump to the stacks of crates next to the wire wall. On the far right 
    stack is CAGE 3. When you have it, go left and jump to the ramp. You 
    must carry the rock to the button, avoiding the bouncing grenades. 
    Luckily for you, darker patches of floor show you where the grenades 
    land, so stay off them. At the top, put the rock on the button to open 
    a gate which gives you access to another ramp. Now carry another rock 
    up the ramp, but for this one it is harder to see the dark spots - you 
    must use your judgement. At the top, put the rock on the second switch. 
    Run up the third ramp and kill the Hoodboom for a red can. Smash the 
    Barricade and run through the hallway. Hit the button. This will 
    readmit you to the room with the Spinneroo and the Hoodoo, and it will 
    lower the Hoodoo's platform. Now that you can kill the Hoodoo, do so, 
    then push the Spinneroo into the lava. Go through the hallway that was 
    behind him. Globox will fall into Andre's trap.
    Jump on the net, and swing over. When you reach the other side, jump to 
    the top of the net. Bounce across it. Swing over on the next net, then 
    jump to the top of it. Take the green can, kill the Stumbleboom, and 
    use his red can to smash the Barricade.
    Stage 8-2
    A Little Target Practice
    Kill all the enemies in the room (A Hoodboom, a Hoodmonger Soldier, a 
    Hoodmonger Officer and a Hoodmonger Private followed by two 
    Hoodstormers. The Officer will leave a red can) and get the gems 
    scattered around. Then move over to the grate. It will open and the 
    boss will come out.
    Heckler has two attacks - one where he rapidly shoots orbs from the 
    cannon on his shoulder, and an unavoidable one where he grabs you and 
    throws you on the ground (this is only when you get too close). To beat 
    him, take the red can, charge it, and shoot at him to knock his armor 
    up in the air. While it's in the air, hit his exposed body as many 
    times as you can before it falls back on. Rinse and repeat.
    When he is dead, go through the corridor he came in by.
    You'll now be in a big room with a small building in it. Get the Shock 
    Rocket and look to the left. You'll see CAGE 4, which is in a larger 
    cage. To open cage 4, shoot the Shock Rocket through the bottom of the 
    larger cage. You get an EMERALD for this. Also in the corner at the 
    back of the room is a Tribelle. To progress, you need to shoot the 
    Shock Rocket through the small window right beside the can. Navigate 
    around the fort and shoot the lever. This has no effect, but it will 
    summon the Hoodlum who always resets the lever. Shoot the Hoodlum with 
    the Shock Rocket to stop him resetting the lever, then hit the lever 
    again to lower the elevator. Use the crates on the elevator to get on 
    the roof. You now are confronted by two Hoodmongers - a Soldier and an 
    Officer. Both of them are protected by Hoodoos. Kill them both (this is 
    harder than it sounds) and take the red can. Smash the Barricade with 
    it and go through. 
    You will come out in the Hoodlum Firing Range. Kill the Hoodmonger 
    Officer, then cross the bridge. The dark spots on the ground will tell 
    you where the shots go by. On the other side is CAGE 5. Open it for a 
    green can. Return to the other side of the bridge and shoot the 
    mushroom to gain access to a gem cache that includes an EMERALD. Now 
    you must cross the bridge again, but this time, take a rock. Wait by 
    each dark spot as you come to it until after a shot has gone by - then 
    walk to the next one. At the end, put the rock on the button. Enter the 
    firing room and kill all the trainee Hoodlums. You will now be locked 
    in until you know how to shoot. Go to the larger window in the center. 
    A health bar will appear and targets will go by. Every Rayman or Globox 
    you shoot depletes the bar a little, but every Hoodlum you shoot adds 
    to it. Deplete the bar completely, and the gates will open. Go through 
    the exit.
    Stage 8-3
    The Lava Foundry
    Hop across the rising and sinking crates to the ladder. Climb the 
    ladder and defeat the Hoodboom. Jump on one of the moving metal 
    platforms to let it carry you left. Jump on top of the tube for some 
    gems. After that, you must go the other way on the platforms, jumping 
    constantly from platform to platform to avoid being taken left. Not 
    only are you moving against the platforms, there are red hot rollers to 
    avoid as well. Once you finally reach the other side, climb the ladder. 
    The furnace doors will open. Jump across them, killing the Hoodlums who 
    leap out of the furnaces. Hit the lever next to the control panel on 
    the other side. The platforms way above you will now start moving. 
    There is also a Matuvu under the nearby pipe.
    Now jump to the conveyor belt. Move against it to the left, avoiding 
    the smoke, which hurts you. Jump from here to the platforms moving 
    down. Jump up them and jump to the ledge around the huge boiler. Run 
    left for CAGE 6. Return to the downward moving platforms and this time 
    go even higher to a second conveyor belt. But don't stop there! 
    Continue up all the way and you'll see a hole in the side of the boiler 
    (thanks to Daniel Normington for this secret). Helicopter to the hole 
    and follow the passage to find tons of crystals, rubies, and statues of 
    all the robo-pirates from Rayman 2, including Admiral Razorbeard! 
    Return to the conveyor belt you passed up earlier. At the other end of 
    the belt, run along the walkway to the platforms that revolve around 
    the big machines. Go against their direction, as usual. You will see a 
    walkway on your left - ignore it for now.  Go to the very last 
    revolving platform and jump to CAGE 7. Now go back to that other 
    walkway. Move forward to fight another boss.
    Avoid Heckler's shots and shoot at him to make Hoodoo appear. Then 
    shoot Hoodoo, who will vanish after he is damaged. Repeat three more 
    times, and Hoodoo will die and leave a red can. Now it's just you vs. 
    Heckler has two attacks - one where he rapidly shoots orbs from the 
    cannon on his shoulder, and an unavoidable one where he grabs you and 
    throws you on the ground (this is only when you get too close). To beat 
    him, take the red can, charge it, and shoot at him to knock his armor 
    up in the air. While it's in the air, hit his exposed body as many 
    times as you can before it falls back on. Rinse and repeat.
    Once Heckler is dead, go through the door he came in by.
    Stage 8-4
    The Heart of the Headquarters
    Jump down for several PigPots containing gems, lums, even an EMERALD. 
    Climb the ladder again and jump to the platform. As always, you must 
    jump in the opposite direction to them - away from the screen, in other 
    words. Keep going until you reach a doorway on the left. Jump to it and 
    run through the corridor.
    To defeat the Horrible Machine, avoid the fireballs it constantly fires 
    at you and move to the front of the platform. A circle will appear 
    around the red and white target. Charge your shot, jump, and fire at 
    it. The meter will go up. If you go too long without hitting the target 
    again, the machine will go down again. Repeat until the meter reaches 
    the top. Sirens will sound and the machine will be damaged. It will now 
    summon two Hoodlums of a random type - defeat them. Repeat this until 
    eventually the machine is destroyed.
    Stage 8-5
    The Headquarters will now begin to fill with lava. You must simply 
    climb to the top of the Headquarters while staying above the deadly 
    lava. All your skills will be put to the test - rock climbing, grate 
    climbing, balloon bouncing, jumping, and even Hoodlum killing (some 
    Slapdashes will appear to block you). Make it to the top alive to 
    complete this stage.
    World 9
    The Tower of the Leptys
    Cages - Stage 9-1 - 4
            Stage 9-2 - 6
            Stage 9-3 - 0
            Stage 9-4 - 0
            Stage 9-5 - 0
            Total - 10
    Smile Stamp Requirement - 45,000
    Enemies - Hoodmonger Private First Class, Hoodmonger Officer, 
    Hoodstormer, Hoodmonger Soldier, Hoodoo, Slapdash, Enemy Jetbike
    Stage 9-1
    The Hall of the Hoodlums
    Every game needs at least one nightmarishly hard world, and for Rayman 
    3, this is it. Climb the ladder, then head through the green corridor 
    and climb another ladder. In the large room, go behind the pillars for 
    several gems, and up the broken stairway for several more. After that, 
    go down and fight all the Hoodlums. Once you win, you get a red can - 
    smash the Barricade with it. Jump on the grate over the lava. When you 
    reach the end, jump to the one on the other wall, then jump into the 
    corridor. The next room has tons of crates floating in the lava, and a 
    crystal on each one. If you do it right, you can get a massive combo in 
    here, as well as CAGE 1. When you are done, run down the ramp in the 
    right - hand corner. Follow the corridor to what I call the Hall of the 
    Hoodlums. As soon as you get there, go to the crates to the right of 
    the entrance. Here there are two PigPots with five red lums between 
    them. Smash them even if you have full health - they can come in very 
    handy later if you get low, because they regenerate.
    First off, there are two Hoodstormers and a Heckler in the room. Don't 
    worry about the Heckler just yet. Beat the Hoodstormers, then two more, 
    then a Hoodmonger Officer to receive a red can. You can now fight - 
    I am sure by now you know how to beat a Heckler. Be sure to take 
    advantage of those five red lums during the battle. After you defeat 
    him, (he leaves a second red can to help fight what's coming) THREE 
    Hecklers come in at the same time! Defeat them one by one to finish off 
    the squadron.
    Once every member of the squadron is reduced to a pile of rust, a 
    Hoodmonger Soldier guarded by a Hoodoo appears. This might not seem 
    unusual, but the Hoodoo is guarded by a second Hoodoo! When this odd 
    combination of Hoodlums is gone, they leave a Shoe Shrink powerup. 
    Defeat your shoe for a yellow can. After this, lots of Slapdashes will 
    pop up, one at a time. Meet their unbelievably easy challenge for an 
    orange can. Shoot the Shock Rocket through the hole in the bottom of 
    the large cage CAGE 2 is in. 
    Now use Throttle Copter to get up to the net near the yellow can. Grab 
    the blue can there and swing to a door above the entrance. Run through 
    a corridor where two Slapdashes appear (pffft - last level and there 
    are still Slapdashes) to reach more rings over the crate & lava room. 
    Swing over to another corridor with CAGE 3. Run through and slide down 
    the ramp to be back in the first large room. Kill a Hoodstormer there 
    for a Throttle Copter. You can fly to the doorway near the broken 
    stairs for some gems, but you are meant to go to the wooden platform 
    beside the doorway with the ramp. Swing over the net, avoiding the 
    smoke that comes from the wall, and jump down to another previously 
    unaccessable door. Go through the hallway and get the blue can on the 
    first rising and sinking pillar. Go to the topmost pillar then swing 
    over to the net. Jump to another net, then to three platforms. Jump to 
    the odd rising and falling platform from the one on the far left. From 
    there jump to a wall-mounted net, from there to a ceiling mounted net, 
    and swing over.
    Go through another corridor, and go right when the path splits. Break 
    open CAGE 4 for a red can. Use it to smash the nearby Barricade, then 
    head forward and jump to the crate, then to the shelf. Run along it to 
    the net and swing to the end of the corridor.
    Stage 9-2
    The Towers of Power
    No peace for the wicked. Time for another boss.
    This is really a pair of bosses, but they share one health bar. When 
    half of it is gone, one of them dies. To hurt them, simply shoot at 
    them. They have two attacks - they will shoot flames at you, and (while 
    there are two of them) they shoot bubbles at you which will lift you 
    up. If one lifts you up, he'll smash you into the other. To avoid being 
    picked up, shoot them if you get lifted to make them drop you.
    When the last Lavomatrixes in the game (finally) are dead, get all the 
    gems on the floor (there's quite a few) taking note of the two 
    Barricades and the balloon chain which goes up much higher but which 
    you can't reach yet. Go to the tower with the spiral staircase and go 
    as high as you can on the staircase, taking the blue can on the way. 
    Beat the Hoodlums at the top, then swing on the rings to the wooden 
    platform with the yellow can. Fly up to the second wooden platform, and 
    jump over to the stone ledge. Beware - if you go to those wooden 
    platforms again, they'll be gone, and you'll have to use the balloons 
    that were under them. Jump from the stone platform to the walkway which 
    revolves around the other tower. Let it revolve until you see a 
    platform with an orange can and a button, then helicopter down there. 
    Grab the orange can, then run and stand on the button. Fire the Shock 
    Rocket at CAGE 5 in the spiral tower. You cannot get it unless you're 
    on the button, because the button opens the impenetrable door in front 
    of the cage. Cage 5's teensie gives you a red can that you can smash 
    the Barricades with that you saw earlier. Behind one are several 
    PigPots, and behind the other is a lever that rotates a Knaaren statue 
    to reveal an EMERALD. 
    Now go back to the revolving walkway. This time let it take you to a 
    section of spiral stair you could not reach before. At the top is CAGE 
    6. The Snow Teensie inside it gives you a blue can. Use it to swing and 
    bounce on the balloons to an even higher section of spiral stair. Jump 
    to a higher series of revolving platforms, which takes you to a yellow 
    can. Fly up to the top of the revolving walkway tower, ignore the 
    enemies, take the blue can, swing over to the platform, and helicopter 
    to a new area. 
    Climb the ladder and helicopter to another ladder. Grab the horizontal 
    ladder and swing over to where the Hoodmonger Officer is. When he's 
    down, rock climb up to the blue can and swing over to a wood platform. 
    The lava in the room will now begin to rise. Oh joy. Helicopter to 
    another platform and climb a series of ladders to a yellow can. Fly to 
    the rock climbing walls and climb up. Use the  blue can to swing to the 
    ladder and climb to a yellow can. At the top of the room are tons of 
    yellow cans. Use them to reach the top. Follow the hall to a large room 
    with a Hoodstormer and platforms moving - you guessed it - the wrong 
    way. Reach the other side, avoiding enemy fire and pausing to bounce on 
    two ruby-laden balloons along the way, to find a ring. Hope you bounced 
    on the second balloon, it has a blue can over it. Swing up for CAGE 7, 
    who gives you a red can. The only point of the red can is to score 
    combos, you can use it to quickly break all the PigPots litered around.
    Now get the blue can and bounce across the balloons, avoiding the 
    Hoodmonger Private's fire. At the end, swing to a pit. Drop in for CAGE 
    8. Now head forward. You will be in a high, narrow room with tons of 
    balloons going up and several Hoodmonger Privates on the balloons. As 
    if that wasn't tough enough (and it wasn't) the room will start filling 
    with lava. Gee, what a surprise. Bounce up the balloons, breaking CAGE 
    9 on the way. CAGE 10 is in the corridor at the very top. 
    Congratulations, you just got the last cage in the game! Go through the 
    Stage 9-3
    Jetbike Madness
    Globox will now show up on the jetbike. Accelerate with Square or X and 
    steer with the analog stick. Follow the tunnels until you reach the 
    Gear Room. Now, Enemy Jetbikes will attack. Rayman will man the laser 
    cannon. Shoot them all down before they get you, and continue following 
    the tunnels until you reach another room with large pillars. The Enemy 
    Jetbikes will attack again, in bigger groups this time. Beat them all 
    then fly through the tunnels. You'll come to a large purple tunnel with 
    spikes. Wait right next to the spikes. After one goes by, accelerate 
    past that spot and don't stop until you reach the next row of spikes. 
    At the end of the purple tunnel, you just need to fly a little farther 
    to reach the end.
    Stage 9-4
    Reflux's Tower
    Time for the final fight(s). Look at the Matuvu near the spiral stairs 
    then go up them. Collect all the red lums in the corridor then go up 
    another flight of stairs. According to the ever-helpful Bart Thompson, 
    a chamber between the statues leads to a room with gems galore 
    including four, count 'em, FOUR EMERALDS. Bart Thompson says that this 
    room does not always appear, and perhaps you need to already have a 
    large number of points in the Tower to get in. Climb another flight of 
    stairs. The next corridor has several PigPots. Head for the third 
    flight of stairs, and Rayman automatically heads up onto the roof.
    This is, without question, the hardest fight in the game when you 
    consider that it's really three fights rolled into one. If you die on 
    any phase, you'll have to start over at Phase I, so watch out.
    Phase I
    Reflux will stay in the center of the arena and create a shield around 
    himself. Scattered around the arena are several blue cans, red cans, 
    and red lums. Reflux will summon bolts of lightning from above. Avoid 
    the dots on the ground, because lightning will hit them after a couple 
    of seconds. Run in a curving path because the dots always appear right 
    in front of you. Grab a blue can. Now Reflux will start using the same 
    orbs-that-move-along-the-ground attack he used in the Desert of the 
    Knaaren. Lock on to him and shoot his shield with Lockjaw. Send 
    electrical pulses through it into the shield, which will slowly 
    disappear. Once it is totally gone, he'll start using lightning again. 
    Get a red can, lock on, and pummel him until he regenerates his shield. 
    Later on into the battle, he'll start attacking twice as fast. When his 
    health meter is depleted, it's on to Phase II.
    TIP: If you just finished hurting him with Heavy Metal Fist and decide 
    to get some red lums before getting the blue can and trying to hurt him 
    again, you may end up with less health than you started with rather 
    than more because of how hard the lightning is to dodge. The best thing 
    to do is take a blue can, even if you don't intend to hurt him yet. As 
    long as you have blue can power, he'll use the much easier to avoid orb 
    attack. Then, when you're done getting lums, you can just move in and 
    Phase II
    Reflux will now grow himself to gigantic size. You will be confined to 
    the outer edge of the arena, which has raised sections and lowered 
    sections. At one side of the arena is a floating red can with rings 
    either side, and on the other side is a blue can on the ground.
    What you have to do is make it to the blue can while avoiding his 
    attacks. There are lots of red lums in the low sections so take 
    advantage of them if you need too. Then, get back to the other side. 
    Swing up to the red can. Reflux will get tired and leave his hand on 
    the ground as he recovers. You must jump on to his hand, run up his 
    arm, and continuously shoot the crystal ball on his back until he 
    throws you to the outer edge again. His attacks are -
    + He swipes at you with his giant claw. When you see him rear back to 
    do this, get to one of the lowered sections and it'll go right over 
    your head
    + He smashes his fist into the ground. If you are on the ground when he 
    does this, you'll be flung into the air. He always follows it up with a 
    claw swipe, so helicopter if you don't want to fall right into its 
    path. To avoid being flung into the air at all, jump and helicopter 
    when you see him get ready to slam the ground - if you aren't touching 
    the ground, it can't affect you.
    + When you have the blue can and are getting close to the red one, he 
    shoots mines onto the ground. Just jump over them.
    Phase III
    The arena is now a series of blocks floating at different levels in the 
    air. The only red lums are at the very bottom so if you need to heal 
    you'll have to drop all the way down. There are yellow cans everywhere. 
    You can also drop off the arena to a secret ledge with a yellow can and 
    an EMERALD, thanks to Dafne and Ruth Freese. Reflux's only attack is a 
    sonic scream where he shoots rings from his mouth. To avoid it, just 
    move out from in front of his face when you hear him inhale very 
    loudly. Your objective is to use the Throttle Copters to reach the very 
    highest block, which has a Shock Rocket. Once you reach a higher level, 
    the platforms below will vanish (the cans will remain). If you fall 
    past where they were, they'll reappear. When you fire the Shock Rocket, 
    it'll home in on Reflux's crystal ball. He will now sprout wings and 
    fly up into the air.
    Globox will show up with his jetbike again, because he wants to find 
    Andre (geez, that lum really did grow on him). You will follow Reflux 
    into the sky.
    Stage 9-5
    The Final Boss
    You're in a very weird setting now - don't let it distract you. Try to 
    concentrate on the grotesque, twisted, freakish demon that was once 
    Reflux (not that he was that good-looking in his original state).
    In this battle, Phases I and II will alternate until Reflux is dead.
    Phase I
    You will be manning the laser cannon of the jetbike again. Reflux will 
    toss red energy clouds at you - just shoot them to destroy them before 
    they hit you. Reflux will be protecting his crystal ball with a shield 
    - keep shooting it to overload and destroy. He'll then create another. 
    When you blow it up, he'll come screaming at you with a claw attack. 
    Shoot his unprotected crystal ball to knock him back before he can hit 
    you AND damage him. Every time you miss him you'll be punished by being 
    hit by his claw swipe.
    Phase II
    Reflux will be down to almost zero health. He will summon lots of 
    Hoodlums, who start walking toward him. You are armed with grenades of 
    sorts - every one you shoot creates a wave that incinerates every 
    Hoodlum in the vicinity. Every time one touches Reflux, he regains a 
    little more health. Just make sure as few Hoodlums reach him as 
    possible. Also avoid the energy clouds orbiting him. 
    Phase I and Phase II continue to alternate - damaging him on Phase I, 
    making sure he regains as little as possible on Phase II. The more 
    times you reach Phase II, the fewer Hoodlums he can summon, and the 
    maximum he can regain is less. It may take a while, but he will go 
    Once Reflux is dead (or, should I say, shattered) you'll be on the 
    ground, face to face with Andre. Just press Circle and Grimace him to 
    turn him into a red lum again (a little anticlimactic, if you ask me). 
    Great! You just beat the game!
    Bonuses and Extras
    You have undoubtedly noticed that every time you beat a stage it says 
    "<insert number here> points until next bonus." Every time you finish a 
    stage, the number of points you earned gets subtracted from the total 
    until next bonus. When it reaches zero, it will say "New bonus 
    unlocked!" Every time it says that, you'll get a new arcade game and a 
    Bonus Games
    -- 2D MADNESS -- 
    Sometimes Rayman remembers being a kid, when everything was in 2D.
    A pretty fun parody of the original Rayman, only with Hoodlums and 
    crystals. One hit from a Hoodlum or plunge into the water and you're 
    -- RACKET JUMP -- 
    The Hoodlums get bored on Sundays. So they dream up stupid games.
    This game is similar to tennis, only much more simple - you're just 
    whacking the ball back and forth. You can put spin on it though.
    -- CRUSH -- 
    Begoniax cast a spell on Razoff's cave. Ever since, the toads have been 
    multiplying. Try to stop the invasion by squashing toads with the ball 
    and chain.
    The game's description says it all. Just make sure Globox isn't 
    watching. :)
    -- RAZOFF CIRCUS -- 
    Razoff didn't become a crack shot overnight. He was in training for 
    ages. The main thing is to only shoot at the right targets.
    Not very fun, mainly because it's already such a cliche. You want 
    target practice? Go to Hoodlum Headquarters.
    -- SENTINEL -- 
    A pioneer Hoodlum is having a few problems with the local inhabitants. 
    To drive them back, he throws explosive cocktails at them.
    I don't know about you, but I hate the kind of "enemies on all sides 
    what are you going to do" game. It is satisfying to finally get a 
    chance to hurt those Knaarens, or at least Knaaren look-alikes, though.
    The missile is in love with its target, but it can't find it anymore. 
    Can you help?
    If you liked using the Shock Rocket, you'll love this. It's really no 
    more than a very, very long Shock Rocket stage full of obstacles.
    -- BALLOONS -- 
    The Hoodlums love traveling by balloon. It's exotic, it's sporty and it 
    weeds out the clumsier soldiers.
    Another game that takes a small concept from the main game to the next 
    level. It involves not only balloon bouncing but lockjaw swinging and 
    throttle coptering as well. The only downside is, there's a time limit.
    Driving without a driver's license is possible, but it's not always a 
    good idea.
    This one is for those of you who loved the jetbike. Sadly, there's no 
    shooting, only steering. It's still quite good fun though.
    -- COMMANDO -- 
    Razoff doesn't like intruders - he loves them! There's nothing quite 
    like taking potshots at moving targets! Just make sure you don't get 
    A very simple game - follow the path, and kill the Hoodmonger Privates 
    and the occasional Hoodboom on the way. You can shoot, and also throw 
    bombs but watch out - one hit, and Razoff's history.
    The Bonus Movies
    For every bonus game you unlock you will also receive one of these. 
    They are very funny. I will not spoil them for you, but I will tell you 
    it is 9 excerpts from a 547 video and DVD series of instructional 
    videos called "Wanna Kick Rayman?" in which a Hoodlum teaches all sorts 
    of exotic methods of killing you. All of them are quite hilarious.
    Version History
    Version 1.63 - Completed August 12, 2004
    Added a new question to the FAQ, explain how to use the strafing 
    platforms, and changed my E-mail address to ts_chapman@yahoo.com.
    Version 1.6 - Completed April 11, 2004
    Two new Emerald locations from Mikael Johansson and Ruth Freese. In 
    addition, an answer to the "blocked vending machine" glitch that many 
    people seem to be having.
    Version 1.5 - Completed December 13, 2003
    My biggest update since the creation of this guide. Thanks to the 
    contributions of Bart Thompson, Block717, and Dafne, I was able to add 
    SIX new Emeralds, FOUR smile stamp requirements, and confirm two other 
    Version 1.2 - Completed August 23, 2003
    Added two smile stamp requirements - one sent by David Gandon, and one 
    of my own discovery. Also added one helpful bit of info and FIVE secret 
    gem locations, all thanks to David Gandon and Daniel Normington.
    Version 1.1 - Completed July 27, 2003
    Added three Emerald locations (thanks, Geoff) corrected the Fairy 
    Council smile stamp requirement, and added information on the ninth 
    mini-game, Commando.
    Version 1.0 - Completed June 6, 2003
    First draft of the walkthrough. I foresee updating it many times, at 
    the very least adding Smile Stamp requirements once I found them out.
    TSC - Me of course. Who did you think wrote this?
    (Check out my Contribution Page at 
    Ubi Soft - For producing the game.
    CJayC - For setting up as cool a website as GameFAQs.com BY HIMSELF, 
    and posting my other guides.
    Grenade Guzzler and Miss Lufia - For their cool Rayman 3 Walkthroughs.
    Bart Thompson - So far, he wins the award for most helpful missed info 
    contributor I have ever seen. He sent not one or two emerald locations, 
    but FOUR new emerald locations, FOUR smile stamp requirements, AND he 
    confirmed two emeralds I was unsure of. He shall always be honored 
    within this guide.
    Block717 - For his contribution of two new Emeralds I had missed.
    Dafne - For sending me an EMERALD on Stage 9-4.
    Ruth Freese- See above.
    Geoff Hankinson - For sending me info on several Emeralds.
    David Gandon - For sending me a Smile Stamp requirement and three 
    Daniel Normington - For sending me two secrets and one helpful piece of 
    Mikael Johansson - For his contribution of a tip which simultaneously 
    allows easy destruction of some Desert stumblebooms AND gives you an 
    You - For reading this guide and living to tell the tale.
    "Globox, will you stop eating your boogers? I feel like I'm sitting in 
    a Quiche Lorraine!"

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