************************* RAYMAN 2: REVOLUTION FAQ/Walkthrough ************************* By TSC E-mail: ts_chapman@yahoo.com Version 1.01 This game was produced by Ubi Soft for the Sony PlayStation 2(tm) ----------------------------------------------------------------------- *********** Legal Stuff *********** No Plagiarizing: This walkthrough is intended for private and personal use ONLY. This walkthrough, in whole or in part, can only be reproduced or distributed with the permission of (me) the author. (TSC). This walkthrough has been designed to aid you in the game [Rayman 2: Revolution] and not to be used for profitable purposes. Anyone who wants my walkthrough on his/her website will have to write and ask (me) unless I offer to let them use it. Violation of this agreement is prohibited and punishable by law. Copyrights/Trademarks: "Rayman 2: Revolution" Copyright ((c)) Ubi Soft Entertainment. "Rayman 2: Revolution" "Ubi Soft" and the Ubi Soft logo are trademarks of the Ubi Soft Entertainment Company. "PlayStation 2(tm)" is a registered trademark of Sony. "Rayman 2: Revolution Walkthrough" Copyright ((c)) 2003-2004 Thomas Chapman. All copyrights and trademarks of things in this walkthrough that have not been specifically mentioned in this section are acknowledged. All Rights Reserved (r) ----------------------------------------------------------------------- ***************** Table of Contents ***************** + Introduction + E-mail Guidelines + The Story + Game Basics + Controls + Rayman's Moves + Game Structure + Characters + Important Items + The Powerups + Ly's Challenges + The Pirates & Other Foes + FAQ + Walkthrough + Prologue and Training + Freeing Ly + Obtaining the First Mask + Obtaining the Second Mask + Obtaining the Third Mask + Obtaining the Final Mask + Defeating Razorbeard + Bonuses & Extras + Version History + Credits ************ Introduction ************ Hello, TSC here once again, writing another guide for a rather good but mostly overlooked game. This game is quite fun, and although many do not, I enjoy this series. I've already done a guide for the sequel, Rayman 3. My other seven guides are all available for your viewing pleasure at GameFAQs.com, and some can also be found in other places. They are: + CTR: Crash Team Racing (PSX) + Dr. Brain: IQ Adventure (PC) + Wario Land II (Game Boy Color) + Wario Land 4 (Game Boy Advance) + Monkey Island 2: LeChuck's Revenge (PC) + The Curse of Monkey Island (PC) + Rayman 3: HoodLum Havoc (PS2) ***************** E-mail Guidelines ***************** Just the usual token stuff. Sorry if I'm being a little strict here, but with so much spam around these days, I gotta be careful. 1. Check the ENTIRE walkthrough before sending a question. Chances are the answer is in there somewhere. 2. Be sure to put 'Rayman Question' or something similar as the subject. I don't want to mistake your message for spam. 3. The only mail I will respond to is pointing out an error in the FAQ, sending in a question, or telling me an alternate strategy or secret. If I am sent threats, spam, insincere stuff, spam, bogus stuff, spam, insults, or spam, it will be deleted and all further messages from that author will be blocked. 4. I need to be able to understand your message. If I get a note like "hey dud yur faq totaly rocks and fyi yu misd somthin..." I will ignore it. ********* The Story ********* A gigantic invasion force of Robot Pirates, lead by the evil, vicious Admiral Razorbeard, has conquered Rayman's world, transforming it from a peaceful paradise into a dark, evil land filled with dread, gloom, despair, and zombie chickens. But never fear! Rayman, the hero who saved the planet from Mr. Dark, will triumph again... However, the Pirates aren't having any of that. Using their mega-hyper- death ray (or something like that) they blow up the energy-giving heart of the world, smashing it into a thousand pieces and scattering it all over the planet. This causes Rayman, as well as the other fairies and magical beings, to lose all their powers, and as a result Rayman is immediately captured and thrown into a maximum security cell on the Pirates' colossal prison ship... *********** Game Basics *********** I am fully aware that this game comes with a manual, but it has several mistakes in it and in some places does not provide much info. Also, I have included a handy Enemies section and a guide to Ly's challenges in this part of the guide. -------- Controls -------- Menu Controls ------------- Left Analog Stick - Navigate Menu X Button - Select /\ Button - Cancel/Go Back In-Game Controls ---------------- X Button - Jump, rise while swimming, use Rain Dance (once obtained in game), throw directly up O Button - Fire /\ Button - Display Status [] Button - Fire, throw Start Button - Open Pause Menu Select Button - Display Mission (in hub world only) Left Analog Stick - Move L2 Button - Target an enemy, dive while swimming, or stabilize path while flying. R2 Button - Activate/Deactivate Lumz Radar (once obtained in game) Camera Controls --------------- L1 Button - Pan camera to the left R1 Button - Pan camera to the right R3 Button - Bring camera to Rayman's eye level L2 Button - Center camera behind Rayman L1 & R1 Button - First Person View (hold down) Left Analog Stick - Look Around (while in First Person View) -------------- Rayman's Moves -------------- Rayman has many moves that he starts the game with, and he will gain more as the game progresses. Moves that are bought at the Magic Well are found in the Powerups section. Moving Around - Left Analog Stick ----------------------------------- This really should not require any explanation. The harder you push the left analog stick, the faster Rayman will move. Jumping - X Button ------------------- Your standard move for getting from lower areas to higher ones - just press the X Button. Helicoptering - X + X Button ----------------------------- The helicopter is activated by pressing X in the middle of a jump. Rayman's ears will spin and he will float slowly to the ground. This move is used to cross larger gaps while jumping, and it is also used for precision landings. However, it is only for long jumps - you cannot gain height with it. Swimming - L2 Button to dive ----------------------------- Rayman can paddle around in deep water simply by using the analog stick. However, if you press L2, he will dive. Use L2 to go lower, X to go higher, and the analog stick to move around. Remember, though, that Ryaman has a limited air supply - you will need to use underwater Bubble Streams to refuel your oxygen meter. Hanging On ----------- If Rayman jumps but falls just short of a wall, he can hang on if he's close enough. Press X to pull yourself up while hanging from a wall. Climbing -------- Walls covered in vines or webs, or ceilings with netting, can be climbed on. Press X to jump onto the wall or ceiling, the left analog stick to move around, and X again to jump down. Climbing Between Walls - X + X Button --------------------------------------- While in a narrow gap between two walls, press X to jump and X again to hang on to the sides. Keep repeating this move in order to reach the top. Punching/Shooting - [] or O Button ------------------------------------ At the beginning of the game, Rayman can only punch. However, at the end of the training stage, he'll receive the power to shoot globes of energy. These can be used to damage enemies, smash Cages, activate switches, and more. This power will be upgraded later in the game, first by Ly (Ly Shot) and then again by Globox (Globox Shot). Swinging - [] or O Button -------------------------- When Ly upgrades your shot power, you'll gain the ability to swing on the flying, glowing rings known as Purple Lums. You can do this simply by shooting them. Press X to release the Lum. Rain Dance - X Button ---------------------- When you receive the Rain Dance mask, you'll obtain this power. To rain dance, press X while near a floating raincloud. Rayman will pull out the mask, causing the cloud to release a rainstorm. This power can grow plants into platforms and short-circuit laser gates, allowing access to new areas. Picking Up ----------- To pick up a dropped object, simply walk into it. Throwing - [] Button --------------------- If you're carrying something, press the [] button to throw it. Throwing Upward - X Button --------------------------- Press the X Button while carrying something to throw it directly up into the air. Stand still and you can catch it again. Strafing - L2 Button --------------------- To target an enemy, hold L2 while standing in front of it. If you hold the button you can move around while always facing the enemy. Flying - X + X Button ---------------------- Press the X button in the middle of a jump to fly while in the Sanctuary of Lava. Hold X and you'll have total freedom in the air. Hold L2 to stabilize the flight path, and release X to stop flying. After the end of the Sanctuary of Lava, you will only be able to use this power above lava, rather than absolutely anywhere. Keg Flying ----------- Walk into a flame while holding a Keg to initiate Keg Flying. Use the analog stick to move up, down, left, and right, and use X to let go of the Keg once your destination has been reached. Shell Riding ------------- Once you tame a shell, simply jump on and ride it with the analog stick. You can also press [] to accelerate, but beware, the shell moves FAST. Certain shells can jump with the X Button. Flying shells are the same, except you also move the analog stick up and down to control the pitch, and stabilize flight with L2. Using the Lumz Radar - R2 Button --------------------------------- After completing Tomb of the Ancients, you will receive the Lumz Radar. Press R2 to activate or deactivate it, and if there are Lums in the area, it will point to the nearest one with an electrical charge. If there are no Lums in the area, it will be stationary and have no electrical charge. Warship Flying --------------- At one point in the game you must pilot a pirate warship. Simply use the left analog stick to move it around, and [] to fire the built-in cannon. -------------- Game Structure -------------- Basically, the game consists of a series of objectives that play out across three hubs and a large number of worlds. You can access new worlds by following the signs in the hubs. Every time you finish a world a portal to it will appear in the Stone Circle for that hub world. Every level has a certain number of Yellow Lums. Collecting them is really its own reward but you can take them to the Magic Well, another landmark in every hub, and buy new powers and mini-games with them. Lastly, there are Familiar Spirits, found in Cages around the worlds. For every 10 you find you unlock a new minigame at Ly's House, and if you complete these games your health is permanently extended. ---------- Characters ---------- The Heroes ---------- RAYMAN - He has saved the planet once before, and he's returned to fight the rusty menace of the robot pirates. Rayman mysteriously has no arms or legs, and his extremities just float around in the general area of his body. He also has amazing ears, which allow him to fly. He is a typical hero, who goes out of his way to save damsels in distress and will drop everything to go after the evil villain. GLOBOX - This dimwitted but good-natured toad-like thing is Rayman's constant companion, but seems to be continuously captured and used as bait. He has a wife and several hundred children, in addition to his own little superpower - he can create small rainstorms above the heads of his enemies. UGLETTE - A very concerned mother, and wife of Globox, she is found usually at her house worrying about either her husband or children. BABIES - Globox's sons (blue-green) and daughters (pink) are found all over the place. They warn you about threats, take you places, help you out, and sometimes even activate switches for you. POLOKUS - The creator of Rayman's world, he has the power to destroy all the pirates, but vanished long, long ago. He can only be restored by reuniting the four magical Masks. LY - A fairy who assists Rayman by helping him out in tight spots with her magical Silver Lums. Unfortunately, she has been captured and is being held prisoner in the bowels of a crashed warship. Rayman must save her as one of the game's earliest missions. TEENSIES - Characterized by their tiny size, blue color, and massive noses, the Teensies are a wise people (but they do not seem that way, since they are continuously arguing over who the King is, and often walk into traps and get locked up). They own the Stone Circles, magical gateways to other realms. CLARK - Clark the Giant is basically comprised of two body elements - a colossal chin and massive, muscular arms. Pirates flee before him, but like every giant, he has an Achilles's heel - an easily upset stomach. MURFY - Murfy is a tiny, flying, sparkling, incessantly cheerful frog. He has so many hints to share, and communicates them with Rayman via his Stones of Thought. SSSSAM - The ferryman who helps travelers waterski across his home, the boggy Marshes of Awakening. CARMEN - A magnificent and dignified whale who fills the marine caves and trenches with air bubbles to help lost swimmers. BZZIT - Definitely related in some way to Moskito from the first game, Bzzit's wings are as powerful as a motorboat engine and he is the only one who can take you to the Lost Island. Of course, like everyone else who can assist you, he is being held prisoner by the pirates. The Villains ------------ ADMIRAL RAZORBEARD - Yes, he certainly does look like a moron, but don't say that to his mechanized face - he has a giant prison ship, a fleet of warships, a massive army of pirates, and a planet-destroying weapon at his command. When some people get in a bad mood, they count to ten slowly or take a deep breath. Razorbeard calms down by reducing innocent worlds to rubble. He is very fierce, and frequently kills his own lackeys if they fail him. THE SNIVELING LACKEY - Not his real name, but this is how his personality comes across, as he is constantly begging for Razorbeard's forgiveness every time he screws up and allows Rayman to free a major prisoner or obtain a Mask. He tries to destroy you several times, only to fail every time. THE GUARDIAN OF THE CAVE OF BAD DREAMS - An extraordinarily ugly and bad-tempered creature. He guards the cave where the creatures generated accidentally by Polokus are locked away, in addition to a stash of gold. He tends to eat for lunch anyone who strays into his caverns. THE MASK GUARDIANS - Three ill-tempered brothers who guard the Masks of Polokus. They have giant, muscular, stone, pointed bodies, massive fists, no legs, and they float in the air. They also have glowing, pyramidal heads, which are their weaknesses. They tend not to trust you and always assume you are a thief. Their mistrust manifests itself as giant thunderclouds, waves of fire, or huge blocks of ice being hurled at you. THE GENERAL - A purveyor of evil cybernetics who shows up with a sales pitch for the Pirates near the end of the game. Lacking all facial features other than a large mouth, he sells Razorbeard the gigantic Grolgoth robot. ---------------- Important Items ---------------- MASK OF POLOKUS - Four mysterious masks found hidden in sanctuaries around the world, they are guarded by fire, ice, lava, traps, pits, shadows, enemies, and countless dangers. Bringing all four to Polokus will enable him to return to the world and destroy the pirates. SILVER LUM - Given to you by Ly, they will grant you new, great powers. YELLOW LUM - Pieces of energy which were scattered around when the Heart of the World exploded. Collecting them will bring you more powers if you place them in the Magic Well. FAMILIAR SPIRIT - Small blue ghosts locked in Cages. Freeing 10 will buy you access to a mini-game where you can win more energy. RED LUM - These red globes of energy restore your health. GREEN LUM - Act as checkpoints. Walk through one and if you die, you will be returned to where you last picked one up. PURPLE LUM - Flying rings which you can use to swing across to new areas, when you gain the power to do so. MAGIC SPHERE - When you see a glowing pyramid, chances are a Magic Sphere is close by. Place spheres on pedestals of the same color to open secret doors. MAGIC PYRAMID - Glowing pyramids, either yellow or blue. Throw a Magic Sphere of the corresponding color onto a Magic Pyramid to activate it. Activate all the Magic Pyramids in an area to open a magical door. GOLDEN FIST - These items, common in the first Rayman game, are now extremely rare. Collect one and your hands turn gold, and three gold fist icons appear under your health bar. Every time you get hit, you lose an icon, and when all three icons are gone, the power goes as well. The Golden Fist is three times as powerful as the Globox Shot, with the ability to kill all types of Pirate in one hit (except Red ones, which take two). With an Accumulation power, you can use the Golden Fist to shoot a massive fireball. In short, a power worth having. SWITCH - Hitting one will cause a change in the environment. A bridge will extend, a door will open, a laser gate will deactivate, etc. BUTTON - Like switches, but the changes they cause are temporary and their effects will be undone after a short time. THE RAIN DANCE MASK - Allows you to use the Rain Dance power. See the "Rayman's Moves" section for more info. You receive it from Globox's family when you save them in the Pirate Mines. MAGIC PORTAL - Allowing you to enter and exit worlds, they will take you to or from the Stone Circle. PORTAL STONE - If you free a Teensie at the end of a level, he'll do a Portal Dance and open a Magic Portal on this stone. The Teensie is often far from the stone and must be let out of its Cage. You cannot leave a level without getting a Teensie to activate the stone. STONE OF THOUGHT - Get near one to contact Murfy telepathically and receive some important advice. BARRICADE - They look like strange Band-Aids. The pirates use them to hold trapdoors shut, bar doors, patch leaks in pipes, and fix various other construction flaws. Destory the wooden ones with a shot from your fist, and throw a keg at or crash a shell into the metal ones. LASER GATE - The Pirates have scattered these gates around the world to block your path. There are two ways to turn one off: either deactivate it (with a switch or button) or short-circuit it (have Globox rain on it or, if you have the Rain Dance Mask and there is a cloud above the gate, rain on it yourself). PLUM - Mysterious fruit that can be used as a platform. If you stand on one and fire one way, they'll move the opposite way. They are extremely resistant to heat, and can even be used as vehicles to cross lava. KEG - Dispensed by trapdoors with skull icons on them. Throw them at metal barricades, enemies, and so on. If you walk into a flame while holding one you can take off and fly. BUBBLE STREAM - While underwater, enter one of these streams to have your air meter refilled. You can do this as many times as you need. AIR BUBBLE - Released by Carmen the Whale. Pick one up to refill your air meter in the caverns of Whale Bay. SHELL PORTAL - Three lasers arranged in a triangle. The portal is activated by a switch, and will create a Shell as soon as it is turned on. When that shell blows up, it will create another one, and this will continue indefinitely. SHELL - If you see a shell, it will begin to chase you. Run in circles until you tire it out, or until it hits you and explodes. If you tire it out, it becomes tame. You can then jump on, and ride it across deadly thorns, up slopes that are too steep for Rayman, or even upside down. Some models can even fly. ------------ The Powerups ------------ Every hub contains a magical well. If you go to it, you will see a crack in the ground and a series of icons to scroll through. Each one costs a certain number of Yellow Lums. Sometimes new icons will appear after you buy old ones. You may also notice a "?" mark labeled "Fun." When you buy everything it will transform into three new icons for mini-games. Rate of Fire ------------- Available: Always Price: 150 Lums Description: This power enables you to fire shots twice as fast at enemies. Accumulation I --------------- Available: Always Price: 70 Lums Description: You can now hold down [] or O to charge up a more powerful shot, then release to fire. Accumulation II ---------------- Available: After purchasing Accumulation I Price: 130 Lums Description: Allows your charged shot to be even more powerful - it will now create a blast of energy when it hits a wall or target, killing all enemies in range, not just the target. Run With Load -------------- Available: Always Price: 50 Lums Description: Lets you move at your normal speed while carrying a Keg or Magic Sphere instead of being slowed to a snail's pace. Rebound I ---------- Available: Always Price: 90 Lums Description: Your shots will bounce off any walls they hit, increasing the chance that they'll hit their intended target. Rebound II ---------- Available: After purchasing Rebound I. Price: 110 Lums Description: As well as bouncing off walls, your shots will bounce off enemies, which has a devasting impact if you're fighting a large group. Glob Disk ---------- Available: After purchasing Rate of Fire, Run with Load, Accumulation II, and Rebound II. Price: 200 Lums Description: A highly interesting minigame in which you must collect Lums and bring them back to your base in order to score. There are powerups that will enable you to move through walls, speed up, raise walls behind you - you name it! There are also exploding barrels, a small patrolling monster and other harmful things to balance the powerups. Missile Dogfight ----------------- Available: After purchasing Glob Disk. Price: 150 Lums Description: Two players are needed for this minigame. Really, it's nothing more than flying up and down on a flying shell and shooting the other person. Baby Soccer ------------ Available: After purchasing everything. You need to have found all 1000 Lums to buy this minigame. Price: 50 Lums Description: You control a team of Globox's babies for a game of soccer. Fairly fun, but Glob Disk is a better way to spend your time in my opinion. --------------- Ly's Challenges --------------- In every hub there is one place where Ly can be found. Talk to her and she will show you all the portals you have opened - one for every 10 familiar spirits you've freed. Enter a portal and complete the game within to receive a permament extension on your health. You can only extend it once for every challenge, although you can return and replay challenges for fun. Roller Coaster Challenge ------------------------- Cost: 10 Familiar Spirits Difficulty: ** You will find yourself in a roller coaster seat zooming along a track. There are red Lums around the track, and you must use the analog stick to swing the seat around and collect them all. The seat moves very fast and you are blocked by obstacles at every turn. Hit one obstacle and you're finished. Jump Challenge -------------- Cost: 20 Familiar Spirits Difficulty: * By far the easiest challenge of all. You are on a metal structure covered with Red Lums - 20 in all. You must pick them all up before the time runs out. If you know the course, it's simply a matter of jumping around and getting them all. Waterski Challenge ------------------- Cost: 30 Familiar Spirits Difficulty: * If you had serious trouble on the Marshes of Awakening, you'll have a rough time collecting all the Lums as Sssam speeds you through the swamp once again. Otherwise, this is one of the easier challenges. Racing Challenge I ------------------- Cost: 40 Familiar Spirits Difficulty: *** You're on a course and must reach the end AND collect a certain number of Lums before the clock runs down. The course is pretty easy, and your time gets replenished every time you enter a glowing light fountain. Ly serves only as a guide, and you don't need to beat her. Grab Challenge -------------- Cost: 50 Familiar Spirits Difficulty: ** Another fairly easy challenge, but one which can be tricky. The concept is simple - swing up the vertical coLumn of purple Lums AND collect all the red Lums BEFORE time runs out. You must be extremely adept at shooting, swinging to the maximum height, jumping, quickly turning in mid-air, and shooting again. If you miss a Lum or fall you may as well restart since the time is always tick-tick-ticking. Racing Challenge II -------------------- Cost: 60 Familiar Spirits Difficulty: ** Another race against Ly. This one is not really any harder, except for a few difficult points, like the lilypad area, that make staying within the time limit tricky. Trampoline Challenge --------------------- Cost: 70 Familiar Spirits Difficulty: * This one is really no problem - it's just a bunch of spider webs with red Lums floating around. Bounce around on the webs and grab every one. Ray-Type Challenge ------------------ Cost: 80 Familiar Spirits Difficulty: *** The difficulty would only be two stars if the course were not so long. You will be flying through space on a shell. Press [] or O to fire, and destroy the various enemies that come your way. There is also the occasional Guardian Bros. mini-boss. You have three lives, and the objective to finish this difficult game is to beat 50,000 points. ------------------------- The Pirates & Other Foes ------------------------- Throughout the game, you will encounter many enemies, from robots to bats to dead chickens to piranhas. Each enemy will have a description and difficulty out of ***. Pirates are different from other enemies, since when you are fighting them a health bar will appear at the bottom of the screen. Health data and color (for pirates only) is also included. There are three kinds of shot - Rayman Shot, Ly Shot (obtained in the Fairy Glade) and Globox Shot (obtained in The Canopy), each three times more powerful than the one before. I have listed how many hits it takes to kill each pirate with each shot. Keep in mind that the attack I give for pirates is not the only one they can use - it's just the one they're characterized by. Also remember that all types of pirate have a fairly damaging short-range attack - they will all swipe you with their hooks if you get too close. Some individual Pirates use this as their only mode of attack. Robo-Pirate Standard Model --------------------------- Difficulty: * Color: Green Health: Rayman Shot - 2 Ly/Globox Shot - 1 These are the most common pirates, found all over the place. They are weak, and attack with a small sphere of energy which often misses and does not do much damage if it hits. You can often find them sleeping on the job, which gives you a free hit. Robo-Pirate Advanced Model --------------------------- Difficulty: * Color: Purple Health: Rayman Shot - 6 Ly Shot - 2 Globox Shot - 1 A slightly more difficult to defeat enemy. They are very rare in The Fairy Glade, where they first appear, but become much more common later on. They fire a large laser towards you. Robo-Pirate Elite Model ------------------------ Difficulty: ** Color: Yellow Health: Rayman Shot - N/A Ly Shot - 6 Globox Shot - 2 This is a far more powerful model, and tends to be quite rare. It has two attacks. At close range, it will burn you with a powerful flamethrower, and at long range, it will hurl barrels that explode on impact and create small, long-lasting fires on the ground. Robo-Pirate Doom Model ----------------------- Difficulty: *** Color: Red Health: Rayman Shot - N/A Ly Shot - N/A Globox Shot - 6 The deadliest pirate of all will take six shots no matter how powerful your shot is (with the exception of Golden Fist). It shoots large missiles which deal serious damage and have limited tracking capabilities. It can fire them directly ahead or as sidewinders. If you are in a room with several pirates, eliminate any of these first at all costs, because their missiles follow you around and hinder you. You can destroy the missiles by shooting them, though. Minisaurus ---------- Difficulty: N/A Description: Strange animals which look more like chickens than dinosaurs. Found roaming around the open section of the Minisaurus Plains, they can hurt you by stomping on you, but this occurs very infrequently. There is one large group in the game that always stays in the same area. Shooting them will cause them to become transparent and fall down for a moment. They are otherwise invulnerable. Piranha ------- Difficulty: ** Description: Small, angry fish with massive teeth. Piranhas are easy to avoid. They are usually jumping in a set arc in gaps between platforms in watery levels. All that is required is to jump past after they fall in the water at the end of their arc. They receive the two-star rating not because they are hard to avoid but because they are very fast and difficult to DEFEAT. Shadow Creature --------------- Difficulty: * Description: Snakelike creatures made of darkness. Extremely easy enemies - one shot will destroy them, and they are fairly slow. Shadow Sphere -------------- Difficulty: * Description: Small puffs of darkness. Just like Shadow Creatures, only shorter. Zombie Chicken -------------- Difficulty: * Description: Ghostly chickens, wearing tattered robes, that can fly. Hit them once to destroy them. They usually come through walls or out of lakes of slime, and like to travel in groups. Robo-Gorilla ------------ Difficulty: ** Description: A large, bulky robot with a blue-and-white striped shirt. This robot is highly annoying, and will charge at you and try to trample you if you come near it. Shooting it will just anger it more. To stop it for good, lead it out to a bottomless pit, slime pool, etc., then jump out over it [the pit] and helicopter. The incredibly stupid Robo-Gorilla will charge after you, and fall in to its doom. This is the only way to kill them. Shell ----- Difficulty: * Description: A legged, yellow missile marked with a skull. Until you tame it (see the Shells entry under Collectable Items to find out how) this tinderbox is muleheaded, irritating and deadly. If it is too fast for you, it can damage you by plowing into you and exploding itself. Thorny Vine ------------ Difficulty: * Description: Spiky brown vines that protrude from cracks and holes in walls, floors, and ceilings. These large vines usually appear to block your path when you are using a mode of transport other than walking (flying, shell riding, riding a moving platform, etc.). They can be made to retract by a single shot but stick out again fairly soon. Lake Monster ------------- Difficulty: N/A Description: A massive, hideous creature which surfaces periodically in the Marshes of Awakening. You usually see it as just two eye stalks above the water, but this beast occasionally pops up to block the way. It does not actively attack, just makes the path narrower. Needless to say, it is invincible. Gunboat ------- Difficulty: N/A Description: A pirate manning a stationary boat with an energy cannon mounted on the side. A one-of-a-kind enemy found in the Marshes of Awakening, it shoots streams of orbs similar to those of the Green Pirate at you, but you are home free once you're past it since it cannot move. It also cannot be killed. Grabbing Arm ------------- Difficulty: * Description: Thin, skeletal hands which extend from holes in the walls. These hands will try to grab you and yank you into their caves, where presumably they eat you. Simply shoot them and they will retract for a while out of pain. Fire Ghoul ----------- Difficulty: ** Description: Small, round, ugly creatures with no legs, thin, sticklike arms, and gaping mouths with jagged teeth. Recognize these? Yes, the dreaded Guardian is simply an oversized Fire Ghoul in a hat. They shoot clouds of flame at you from their mouths which can easily be sidestepped. When hit, they collapse in a heap of body parts, then pull themselves up out of the ground elsewhere. They always do this when hit, but they don't NEED to be hit to teleport this way. To defeat a fire ghoul, shoot it three times. Mega-Tarantula --------------- Difficulty: *** Description: Extremely large spiders. Need I say more? These irritating arachnids are twice the size of Rayman and attack by grabbing at him with their front legs. The Mega-Tarantula is so strong that it actually has a health bar, a small portion of which is drained every time it is hit. It takes approximately 10 shots to exterminate this spider. 14 Electric Barrel ---------------- Difficulty: *** Description: A pirate hiding in a barrel with robotic legs and an electric cannon. These enemies just keep getting harder and harder. Often found in areas where you don't have much room to maneuver, these barrels are mobile, but luckily they don't take advantage of this very much. Their main (and only) weapon is the cannon mounted on top of them. If the Barrel's pilot can see you, the cannon can shoot a homing, and highly painful, electric stream at you. The only solution is to lock on the Barrel, hide somewhere, quickly jump out and hit it several times, then run before it can counterattack. It takes an unbelievable 14 HITS with the Globox Shot to kill this Electric Barrel, and all you get is three measly Red Lums (not to mention safe passage). Thankfully, these are fairly rare. Bat --- Difficulty: * Description: A small, quick bat. These bats are often found in clusters, swooping down to damage and waylay you. The only thing to do is avoid them, though this takes dexterity, or you can pick them off one by one. Mini-Tarantula --------------- Difficulty: * Description: A tiny black spider. These small spiders will run around, nipping at your feet (literally). Their speed and closeness to the ground makes them difficult to hit. Coward Ghoul ------------ Difficulty: ** Description: A gutless Fire Ghoul which cannot breathe fire. Found only once in the game, in the Sanctuary of Stone and Fire, this Ghoul is flameless and cannot hurt you. Instead, it hides from you by going behind a tree and keeping the tree between you and it no matter what. (The area you fight it in consists of many small trees around a large central tree - the Ghoul hides behind one of the small ones.) What you must do is run around the central tree until it comes out of its hideout, then quickly shoot it before it retreats again. It takes five hits to destroy the Coward Ghoul. Dead Pirate ------------ Description: An ancient, rusted, slow Pirate. Difficulty: * These robots should have been consigned to the junkyard a long time ago, but even though they are dead (as dead as a robot can be, at any rate) they are still walking around. Their only attack is to breathe a cloud of toxic gas at you, but they can do this from quite a long way a way. If you shoot one five times, it will collapse in a heap of parts, but will regenerate itself quickly. The only way to kill one for good is to hit one with an Accumulated shot. Red Shell --------- Description: A red version of the Walking Shell. Difficulty: * A more advanced and more intelligent (but still very stupid) version of the Yellow Shell which is dropped by the Warships. It is inexhaustible and cannot be tamed, meaning that you must jump over it and let it pass you by or shoot it. Like its cousin, highly volatile. Generator Guardian ------------------- Description: A Pirate found lurking near the Generators that power the Robo-Pirate Factory Gate. Difficulty: N/A The moment you begin to attack a Generator, its Guardian will appear. It uses the same weapon as the Green Pirate, but it fires faster and with much more accuracy. Shoot it and it will vanish for about three or four seconds, giving you plenty of time to damage the Generator some more. The only way to defeat it for good is to destroy the Generator that it guards. Robo-Chicken ------------ Description: This huge robotic hen guards a Pirate stronghold in The Iron Mountain. Difficulty: N/A Although this monstrosity could easily squash you like a bug, it doesn't try until you're on a Shell, when it can be easily outrun by simply accelerating. However, there is an advantage to its presence - when it stomps, it shakes the ground, causing crates to bounce and menhirs to move. ******************************** FAQ: Frequently Asked Questions ******************************** Q - Can I put my guide on your website? A - Yes, you can, but be sure to write and obtain permission first - otherwise, it's copyright infringement, even if you do give me credit. Q - I see a Lum, but I can't get to it! What on Earth?? A - Throughout the game, you'll gain more powers and more abilities. Return to a level later and you'll be able to get the missing Lums. Every time Rayman gets a new power, I will have a section on the levels you can now return to and get new Lums and Cages. Q - I can't get on the shell! A - You need to run away from it until it slows down and stops. You can then jump on. ----------------------------------------------------------------------- If you looked at the preceding Game Basics, thank you VERY MUCH for making the time I took to write it worthwhile. But now, if you have been scrolling down continuously, it's time to stop for the... $$$$$$$$$$$ WALKTHROUGH $$$$$$$$$$$ In the walkthrough, Lums will be represented with a number in square brackets [] and Cages with a number in parentheses (). !?!?!?!?!?!?!?!?!?!?!? PART ONE PROLOGUE AND TRAINING !?!?!?!?!?!?!?!?!?!?!? ---------------- The Prison Ship ---------------- Level Description: Not much of a level, actually - just one small cell and a brief slide ride. # of Yellow Lums: 0 # of Familiar Spirits: 0 Enemies: None Revisit: No Special Items: Silver Lum (Punching Power) Technically, this is not a level. Simply turn around and smash the grating. (Personally, I find it odd that the pirates not only did not check to make sure Globox had no Lums on him, but also placed an easily accessed and poorly blocked escape route in their most dangerous prisoner's cell.) Slide into the short pipe, obtaining a few Red Lums along the way. When you reach the end, a cinematic leads you into the next level. ------------------- The Woods of Light ------------------- Level Description: A nice, calming forest, with a bright cave, a babbling brook, and easy-to-find collectables. Don't get used to it. # of Yellow Lums: 5 # of Familiar Spirits: 1 Enemies: None Revisit: No Special Items: Silver Lum (Rayman Shot Power) Rayman and Globox have been separated! Watch a cinematic, and when you regain control you'll receive a briefing of sorts from Murfy the flying frog. Follow the river and you'll come to a cave containing a Cage (1). Punch it open and Murfy will explain Familiar Spirits. The grate will retract, allowing you to drop down the waterfall. Jump out on the riverbank to collect the game's first Lum [1]. Continue up the bank for another [2] and jump over the river and continue on further for yet another [3]. Jump down and go to the end of the river for a Lum in the waterfall [4] and then return to the top of the cliff. Helicopter over for a converstation with Globox's kids. They are desperate for their daddy back, and amid their blubbering will tell you which direction the Pirates took Ly. Continue on through the passage to reach the cave and receive instructions on climbing from Murfy. On your way up the narrow gap you'll obtain the final Lum [5]. When you reach the top, smash open the Cage. Watch a scene in which the Teensies argue over who the King is, and eventually get around to telling you that Globox and Ly are both being held prisoner. If you obtain all 5 Lums, the Teensies will use their power to open a portal to the Minisaurus Plains. !?!?!?!?!?! PART TWO FREEING LY !?!?!?!?!?! ***************************************** Mission 1: Find the King of the Teensies ***************************************** --------------------- ~~HUB WORLD~~ The Minisaurus Plains --------------------- Level Description: The first hub consists of a bright plain, a rocky beach, a dark forest, and a marshland area. # of Yellow Lums: 30 # of Familiar Spirits: 0 Enemies: Green Pirate, Purple Pirate, Minisaurus Revisit: Yes Special Items: None Rayman will automatically head down to meet Murfy and a baby. Go back up before doing any training, and collect three Lums [1-3] around the source of the river. Dive in the river and follow the baby, then jump out and head up the path. You will find a scarecrow, and you must strafe around it while shooting it several times. When you complete this training exercise, a gate will open, admitting you to the first hub area. You must go find the King at the Stone Circle, but first, let's collect some Lums. Talk to a baby to learn about the Minisaurus, which really aren't much of a threat. Then follow the sign toward The Pier, and when you get to the rocky ledge, follow it down. You'll obtain some Lums [4-5]. Then go back up to where the baby is and head for the other end of the river. At the end of the river you can dive to a secret cave containing two more Lums [6-7]. Now cross over the bridge that the baby is beside. There is a Lum on it [8], then head left once you reach the other side for two more [9-10]. Go into the forest and you will then arrive at a crossroads. You can continue forward, or go right. Choose the right fork, and when the path splits again, go right again. Don't go to the Magic Well, as you can't purchase anything yet, but there are two Lums between the roots of one tree and three others in a corner [11-15]. Now go up to the Stone Circle, which is reached by taking the main path at the second fork. Talk to the Teensie King there and he will tell you that Ly is being held in the Fairy Glade. Before you go there, though, follow the main path from the FIRST fork, and you'll get three Lums [16-18] and come to a door in the rock. Go through to the East Plain. At the beginning head left along the path, picking up a Lum [19]. You'll come to Ly's House, and hear for the third frikkin' time that Ly is trapped. Try to go out on the Plain itself and you'll see that it is swarming with an unlimited supply of pirates for the moment. There's nothing else to see here, so return to the previous area. Follow the path, and once you've crossed the bridge, go left and you'll come to a sign for the Fairy Glade. Follow it through a tunnel with Lums [20-21] to the Glade itself. ************************************** Mission 2: Free Ly in the Fairy Glade ************************************** --------------- The Fairy Glade --------------- Level Description: A collage of several environments, with an actual glade (like the previous level) an underground pirate fortress, and a strange canyon. # of Yellow Lums: 80 # of Familiar Spirits: 10 Enemies: Piranha, Green Pirate, Shadow Creature, Shadow Sphere, Purple Pirate, Red Pirate Revisit: Yes Special Items: Silver Lum (Ly Shot Power) Cross over the wooden bridge [1] then jump in the water and swim to the tunnel (it's northeast of the end of the bridge). There will be several air bubble jets along the way to help you reach a secret underwater cave containing Lums and a Cage [2-4] (1). Then return to the start of the level and jump onto the central island. Use the mushroom to bounce to the vines on the underside of the log [5]. Swing across the vines into a cave. Follow it around [6] then jump across the lilypads, avoiding numerous piranhas [7]. Stand on the Stone of Thought and shoot the Cage (2) then continue up the platforms, evading more fish, to meet your first pirate in an enclosed tunnel. It is sleeping, so you get a free hit - then, jump over the energy spheres and shoot it once more. Claim the Lums in the tunnel [8-9] and you'll emerge on top of the log you swung under earlier, with a Lum to the right [10]. Hit the switch to open the gate down below. Continue partway along the top of the log for another Lum [11] and all the way along for the third Cage (3). Then go through the gate and slide down the - well, slide - to come to Sludge Lake. You'll meet another pirate asleep on the job. Take care of it then climb the rope ladder, run through the sludge machine, and jump onto the rising and falling platforms on top. Now jump into the hole in the wall. Head forward and take out another pirate, who is, for a change, awake. Get the Lums by the Shadow Creature-spawning grate [12-14] and head counter-clockwise around the tree [15] and climb all the way to the top using the vine [16-18]. Go into the tunnel and slide down the slippery river [19-20]. Outdoors again, grab the vine and climb across the wall [21] then follow the path and jump into the hole. Run forward and watch a cinematic, then stand on the trapdoor with a metal barricade. Wait for the pirate for fire, then move aside and the flaming cannonball will break open the trapdoor. Drop in and cross the crates and stones in the slime, then climb onto the web. There are two hatches at the top which will alternately drop barrels. Stay on the side where the barrel is NOT falling (obviously) then once it falls past you, move to the side it just fell on. Be warned, occasionally two barrels in a row will drop from one hatch. At the top, hit the switch around the corner [22-23] and go through the deactivated laser gate. Toto, I don't think we're in the glade anymore. Follow the path left [24] then get the two Lums to the left of the stairs [25-26]. At the top of the stairs is a patrolling green pirate - as the Stone of Thought suggests, use the Strafe move and kill it. Then go through the short hallway [27] to face another pirate. Waste it and take the Keg from the dispenser, then throw it at the metal barricade on the pipe in the room, which lowers a ladder for some reason. Then take another barrel and head back out to where you met the first of the two pirates. Blast open the metal-barricaded door to access a prison chamber containing various goodies [28-30] (4). Return to the ladder room and climb the ladder. Helicopter out above the net [31] then drop down onto it and bounce around, avoiding the security laser, until you hit the switch. Bounce up to the newly opened door in the wall and go out into the corridor [32]. Defeat the pirate and claim the two Lums [33-34] in the corridor behind it. Go down the stairs [35] to face the Purple Pirate you saw upon entering this area. He's guarding a switch and will go to any lengths to stop you hitting it. He fires large laser blasts surrounded by rings. Get the two Lums around the table [36-37] then go in to face him. Strafe around his blasts and shoot him six times to get rid of him. Then hit the switch, grab the Lum [38] and jump down, entering the large and now open laser door. In the corridor, jump the first laser, run under the second, and jump the third. Kill a pirate hiding in a doorway, then run into a large, circular room. Run out onto the bridge and jump down to find Ly imprisoned inside a force field cocoon. But if she's been here for days, she can wait a little longer - time for some collecting! Smash the Cage (5) and get the various Lums in cells, in addition to one on the bridge opposite Ly [39-44]. Climb the ladder to find more Lums in cells on the second level [45-47] and climb the ladder for two more [48-49]. Then go back down to the bottom and follow the greenish corridor opposite Ly to come to a large room. Grab a Keg at the entrance and proceed across the long pipe to come to the Machine that Ly was talking about. It has three metal barricades on it - hurl your Keg at one then go back for another. As you carry this one to the Machine, Hover-Bombs will come out of it. When one gets close, throw the Keg up in the air with X, shoot the bomb, then catch the Keg and continue. Using this process, avoid the bombs and destroy the other two Barricades, shutting off the Machine. You will return to Ly and she will tell you that you must gather the Four Masks to reawaken Polokus, the Spirit of the World, who can destroy the Pirates. She will give you a Silver Lum, increasing your shot power. She will then vanish, releasing a Purple Lum. Go back to the useless Machine, and at the end of the pipe, cross the plank to the left and climb the ladder to the circular walkway. Helicopter to another walkway to find another Cage (6) and return to the prison room. Climb to the top level and shoot the Lum to swing across. Go through the corridor, climb up between the pipes [50-52] and exit the Pirate Fortress. Outside, helicopter off the pipe [53-54] and land on another pipe [55]. Helicopter down further, grabbing another Lum off a pipe [56] and land on another horizontal pipe, killing the Purple Pirate (notice they will now go down in two hits) and cracking open the Cage (7). Helicopter down to the wooden bridge at the bottom of the area, making sure not to land in the polluted water. Run through the tunnel and Murfy will make a reappearance, explaining that helicoptering in the air currents will allow you to fly. Use the air currents to reach the top of the canyon. Every air current has at least one Lum; some may have two. Some air currents do not necessarily NEED to be used to reach the top, but have Lums in them - so when you reach the top of a current, use the L1 and R1 Buttons to pan the camera around and examine your options. Pirates will sometimes parachute down - make destroying them your top priority, since if they reach the ground they fire annoying energy spheres all over the place. Finally, in some air currents the Lum is at the very bottom, but you enter closer to the middle. In that case, press X to briefly stop helicoptering and fall. When you touch the Lum, press X again. When you reach the top, you should have obtained eight Lums [57- 64] if not, drop down and try again. At the top, use the two Purple Lums to swing across to solid ground again [65]. Then, turn around. You should see the two Lums you just swung across plus a third. Swing across all three and you will come to a hidden cave (8) [66-69]. Then swing back over to where you found the 65th Lum. Jump to the wooden platform then turn around and smash open the Cage to free a Portal Teensie. He explains that there is a Portal Teensie at the exit of every world who will return you to a Stone Circle. He and Rayman both do the stupid-looking Portal Dance, then you should jump into the swirling door. Level Totals - 1st Visit ------------------------ Yellow Lums - 69/80 Familiar Spirits - 8/10 Return With - Ly Shot Power (Purple Lum Swing Ability), Rain Dance ----------------------------------------------------------------------- ***************** Levels to Revisit ***************** New Power - Ly Shot/Purple Lum Swing Ability Sections like this will appear throughout the guide. Every time you get a new ability this section will detail which new Lums and Cages you can get. You can revisit the level at any time in the game. THE FAIRY GLADE - LUMS 70-73 ----------------------------- In the first section, go to the area just beyond the gate with the teapot spewing sludge. You may notice that new pirates have appeared in this area, as well as the small island at the start. Go up the ropes, through the teapot, and out onto the metal walkway. From here you can grab a Purple Lum hovering over the center of the lake. Swing from it and get all the Lums hovering around it [70-72] then helicopter down to a small ledge. Get on the barrel and ride it under the bridge [73] then jump back onto the bridge, return to the start, and jump into the entrance portal. Level Totals - 2nd Visit ------------------------ Yellow Lums - 73/80 Familiar Spirits - 8/10 Return With - Rain Dance ----------------------------------------------------------------------- !?!?!?!?!?!?!?!?!?!?!?!?! PART THREE OBTAINING THE FIRST MASK !?!?!?!?!?!?!?!?!?!?!?!?! *********************************** Mission 3: Free Bzzit in the Bayou *********************************** ---------------------- The Minisaurus Plains ---------------------- If you like, you can pay a visit to the Magic Well. If you followed the guide, you should have 93 Lums, and if you already went back to the Fairy Glade and got the newly available Lums, you should have 97. This will allow you to purchase Rebound I, Accumulation I, or Run with Load. I recommend you purchase one of the two former because not only are they very useful but purchasing either of them will unlock a new potential power, Rebound II or Accumulation II (depending on which you bought). Now leave the forest and go back out onto the plains. Go into the area where the Minisaurus roam and look for a gap in the rock wall - there will be an arrow sign next to it. Go through it and follow the path to come to the Marshlands. Swing over onto the large bridge for two Lums [22-23] but DON'T follow the bridge. Instead, swing over onto the large tree [24] and enter the trunk. --------- The Bayou --------- Level Description: A slimy, boggy swamp filled with rickety bridges, bomb-hurling warships and evil piranhas. # of Yellow Lums: 50 # of Familiar Spirits: 6 Enemies: Purple Pirate, Zombie Chicken, Green Pirate, Yellow Pirate, Robo-Gorilla Revisit: Yes Special Items: None In a cinematic which takes place on the Prison Ship (it seems they have taken on 3,730 slaves since you escaped) we learn that Admiral Razorbeard is not pleased with his lackey's job. His task has so far been to destroy Rayman, but he has failed miserably. The Admiral commands him to send in the warships then swallows a Yellow Lum. The Game Total of 1000 will now drop by one. Jump on the barrel and ride it toward the ledge, shooting any Hover- Bombs that come your way. When you are almost to the ledge, jump to get a Lum [1]. Once you reach the ledge, jump over to the log for a Cage (1) then ride the second barrel to the cave [2-3] and climb the rope ladder. Get the Lums on the bridge and hit the switch [4-5] to lower another section of bridge and make it possible to cross to the next rope ladder [6-9]. Climb that, destroy the Purple Pirate and crack open the Cage he was guarding (2) to release a Purple Lum. Swing over to the barrel and ride it down the stream, moving to the appropriate side to collect various Lums [10-13] and shoot any Zombie Chickens that arise from the slime. At the end of the ride, jump to the log. Turn and you'll see a Cage hanging from underneath. If you position yourself right you can shoot it from where you are (3) and if you can't do that you'll just have to helicopter down, hit it on your way, and return to this area when you die. Helicopter down to the rickety bridge [14-17] and continue to the solid ledge [18]. Hang off the side for another Lum [19] and continue back onto the bridge. At the point where it turns, swing from a Purple Lum [20] (there is another Lum [21] hovering higher up and to the side) to a hollowed-out tree (4) then return to the bridge and continue to the end [22-25]. Once you've reached safe ground, turn the camera around to see another Cage hanging under the bridge (5). Then enter the hollow tree. Helicopter over to the log and run up to the end [26] and shoot the piranha, then helicopter to the small ledge [27] and jump to the large ledge [28]. Run up the sloped ground [29] and helicopter over the slime. Defeat another purple pirate, jump across more slime, and you will find Bzzit. He'll tell you of the pirates' impending arrival, and sure enough, two green pirates appear. As you fight them, don't forget to get the Lum on the mushrooms [30]. Take care of the green pirates, followed by a pair of purple pirates. Then, it's time to meet your first yellow pirate. If you get to close, he'll fry you up with his flamethrower, and if you stand far away, he launches cannonballs which explode and create temporary small fires on the ground. Hit him six times and you'll free Bzzit. He flies off and tells you to meet him at the Pier. Run across the wire bridge and jump to the wooden one. You'll come to a hatch that drops exploding barrels. The barrels have a wide blast radius, so stand well back. Once one falls, run past [31] and wait for a second barrel to fall. Run past that and jump to another bridge, this one with rolling barrels. These can easily be jumped. There is a Lum at the beginning, one at the end, and one hovering in the middle, which can be reached by bouncing off a barrel [32-34]. Jump over some slime lakes to come to a ramp with barrels rolling down it. Quickly jump to the very end to get the Lum, then jump off to the other side as fast as you can [35]. You'll soon come to THREE barrel ramps in a row, with a Lum at the end of each one - do not linger at all on any of the ramps [36-38] except for the middle one. On this one, jump up over the end, helicopter, wait for a barrel to roll underneath you, then drop onto it to bounce to a hovering Lum [39]. When you reach safe territory again, run around to the side of the rock to the left of the bridge [40] to find a switch. Shoot it to extend the bridge. Run out to the end of the bridge and swing over [41] to a hollowed-out tree. Trick the Robo-Gorilla into falling into the bottomless pit, then run past the point where it was. Hit the button and the laser gate will temporarily be deactivated. You don't have time to wait for the penduLums, so run a zigzagging course around them. Once you get through the gate run ahead of the barrels until you get out of the tunnel, then move out of their way. Run around the tree trunk that forms the left- hand wall of the END of the barrel tunnel, then jump onto the small tree branch. Shoot the final Cage (6) then helicopter off the end of the branch to reach a distant Lum [42]. Now go to the large, curved pipe. Bounce on the left-hand trampoline [43] then hit the Cage to free a Portal Teensie. Bounce to the top of the pipe [44-45] and enter the portal. Level Totals - 1st Visit ------------------------ Yellow Lums - 45/50 Cages - 6/6 Return With - Rain Dance ************************************************************** Mission 4: Obtain the Mask of Water and Ice at the Sanctuary ************************************************************** ---------------------- The Minisaurus Plains ---------------------- Leave the forest and cross over the bridge. Go straight ahead and when you reach a stone ledge head down it to the Pier area. Go out on the wooden dock and jump into the boat. ------------------------------- The Sanctuary of Water and Ice ------------------------------- Level Descripton: A mysterious island with a gateway to a strange, arcane sanctuary. # of Yellow Lums: 50 # of Familiar Spirits: 2 Enemies: Purple Pirate, Yellow Pirate, Green Pirate, Axel (Boss) Revisit: Yes Special Items: First Mask of Polokus Jump out of the boat and smash the Cage (1) then go onto the beach and fight two purple pirates. When they're gone, beat a green pirate, then climb up to the top of the cliff [1-4] where there is a tunnel. If you stand in the right position, just to the left of the tunnel mouth, you will be able to hit the yellow pirate without him hitting back! Defeat the purple pirate behind him then turn around and look out at the beach. Drop down from the ledge in front of the tunnel to the ledge just below it, then helicopter out over the beach [5-6]. Return through the tunnel and dive into the pool. Swim through the underwater tunnel [7-9] and jump out of the water into a secret cave [10-12] (2). Then return to the main cave, jump out on the ledge and climb the rope ladder [13-14]. Drop down, go up the stairs and helicopter out over the water [15]. Drop in the water and you'll respawn by the stairs again. Go up, get the Lum in the doorway [16] then defeat the green pirate snoozing on the stairs. Walk out onto the rocky beach to find the temple door. There are two glowing pyramids either side of the door - don't worry about those for now. Instead, use the L2 Strafe move and defeat the two purple pirates and the yellow pirate guarding the door. Now go up the stairs to the right [17], past the barricaded door, to find a keg dispenser. Take a Keg and blow up the door you just passed. Go inside to learn about Magic Spheres, then pick up the Yellow Sphere, take it outside, and throw it on the yellow pyramid. Then take another keg and blow up the barricaded door on the other side of the temple door. Go in and get the Blue Sphere, then take it outside and throw it on the blue pyramid. The Sanctuary of Water and Ice will now open. Go through the stone corridor to come to the first room in this level that looks like it belongs in a temple. Run up the ramp and get ten Lums [18-27] then enter the dark door. You will now have to slide through the Sanctuary itself. The slide is very self-explanatory, the jumps are mainly easy, and the Lums [28-44] are pretty hard to miss. When you reach the end, it's time for...ba da dummm...the first boss! ----------------------------------------------------------------------- ********************************************************** Boss 1: Axel, Guardian of the Sanctuary of Water and Ice ********************************************************** Description: The first Guardian Brother is dark blue and has power over ice. Health: 1 Difficulty: * Attacks: Ice Shard This giant, floating menace may look tough, but he's a pushover. At the start, the game shows you not-so-subtly how to kill him. First, the arena. Your starting platform is at the top of a ramp which leads down into a small pool. From this pool, another extremely slippery ramp leads up. Touch this ramp at any point and you'll fall into the pool and be forced to return to the starting platform. Now, the battle. Axel hovers just beyond the first Purple Lum. Swing over to him, and he'll move to just beyond the second Lum. Continue doing this until he's under the giant icicle. For this whole battle, he'll be firing ice shards. If one hits you you will not only take damage but also fall onto the ramp and slide into the pool. This will cause Axel to go back to where he started, forcing you in effect to begin the battle again. Once Axel is under the icicle, shoot it once and it will fall on his head and destroy him instantly. You'll fall back to the start and he'll release a Purple Lum. ----------------------------------------------------------------------- Swing across the Lums again, and this time use the one Axel left behind as well. Helicopter to the end of the river, then run up the ramp for a Lum [45]. Now run through the waterfall and the long corridor. Rayman will find a mysterious pedestal, and he will discover that he has the power to open it. It will release the First Mask, and when Rayman touches it he is warped to the Dream World where Polokus is. Polokus, not satisfied, will tell Rayman to get the other three masks, and sends him back to the Stone Circle. Level Totals - 1st Visit ------------------------ Yellow Lums - 45/50 Familiar Spirits - 2/2 Return With - Globox Shot Power !?!?!?!?!?!?!?!?!?!?!?!?!? PART FOUR OBTAINING THE SECOND MASK !?!?!?!?!?!?!?!?!?!?!?!?!? ***************************************** Mission 5: Meet Clark at the East Plain ***************************************** ---------------------- The Minisaurus Plains ---------------------- Look at the first walkthrough section for The Minisaurus Plains in order to find out where the East Plain is. Return there and now, instead of pirates, you'll find frolicking babies. Clark will tell you to follow him, but first, there are Lums to be collected. There are two around the left-hand wall of the area [25-26] two to the left of the ridge Clark runs up [27-28] and two which can be obtained by hitting a button and opening a gate in the pirate building [29-30]. That's all the Lums in the level! When that's done, follow Clark up the ridge. When you get to the bridge, Clark will smash through the gate. Go through the Clark-shaped hole to enter the next Hub. ******************************************* Mission 6: Find Clark in the Menhir Hills ******************************************* --------------- ~HUB LEVEL~ Globox's House --------------- Level Description: This region has many mountains and its own underground cave system. Your friend Globox, his wife, and their babies live and play soccer here. # of Yellow Lums: 30 # of Familiar Spirits: 0 Enemies: Red Pirate, Robot Pirate Battalion Revisit: Yes Special Items: None Clark has gone off to the Menhir Hills without you, but before you join him, you should explore the newly unlocked territory. There is a lot more to this hub than you can see the first time through, but get what you can for now. Cross the first bridge and you'll find a rock, which is where Ly is located. Cross the second bridge and the grassy ledge. The third bridge leads nowhere for now, so go down to the left and find the Stone Circle. Right now only one portal is here: the one leading back to the Minisaurus Plains. Cross to the other side of the field where the Stone Circle is. The left-hand path leads to the Magic Well, and the right-hand path leads to Globox's House. Visit the House and you'll find a bouncing baby, three crying babies, and Uglette, who begs you to find Globox. Jump on the wooden elevator and select "Use Elevator" to go down into the caverns. The right-hand path leads nowhere until you get the power to fly over lava, so take the left path [1-4] until you come to an arrow sign labeled "Sanctuary of Stone and Fire". Follow it and cross over the bridge [5-8]. You will now come to a stone tunnel. At the other end, a large tentacle blocks your way to the Sanctuary, so head back to the Sanctuary arrow sign and take the left fork. Follow the trail of Lums, grabbing one in the air [9-12] then go down the ramp to the beach [13- 14]. Avoid the spotlight, which will sound the alarm and wake up the sLumbering Red Pirates if you step into it. You won't be able to enter the door they are guarding until later on in the game. Obtain three more Lums on the beach [15-17] then head back to the elevator. Return via the Stone Circle and the bridges to where you entered this level from the Minisaurus Plains, and follow the stone path into the wooden pirate structure. ----------------- The Menhir Hills ----------------- Level Descripton: A mountainous area populated by dozens of menhirs and the Walking Shell population. Also home to a pirate training school. # of Yellow Lums: 50 # of Familiar Spirits: 8 Enemies: Walking Shell, Green Pirate, Purple Pirate, Thorny Vine Revisit: Yes Special Items: Password to the Cave of Bad Dreams The everpresent Murfy will descend upon you as soon as you enter this level, warning of the dangers of the Walking Shell. But Murfy worries too much, since the shell is separated from you by a field of thorns, right? Wrong. It seems that shells can cross over thorns, and this one makes a beeline for you. Although you will need it later, allow this shell to plow into a menhir - you have some collecting to do in this area, and the missiles regenerate indefinitely. The tree to the right of where you started has a Lum behind it, and there is another one behind a nearby menhir [1-2]. There is also a switch behind the menhir. Hit it to open a trapdoor on the other side of the area. Jump into an underground tunnel to find the first Cage (1) and several Lums [3-7]. Climb on the cobwebs back to the surface. When the new shell charges at you, run away for a while to tame it, then leap on and ride your bucking bronco across the thorns. Once you're across, point the shell toward the door with the metal barricade, and hop off. The shell will hit the door and blow it up, revealing a Cage (2) with no damage done to you. Get another Lum [8] and jump over the railing [9]. The carpeted stairs lead directly into a classroom of the pirate academy [10]. Take out two green and two purple pirates, and enter the adjoining room. Beat the purple pirate guard and collect the spoils of this room (3) [11). You won't be able to pass the laser gate until you have the Rain Dance power. Re-enter the main classroom and drop into the large hole. Another shell awaits, but first, get the Lum behind the tree [12] and bounce on the two purple mushrooms. Swing over to the balcony [13] turn around, and shoot the Cage (4) through the hole in the tower-like structure. You need to jump and aim carefully for this one. When you get it, jump down, tame the shell, and prepare for a rather long ride. There are a total of 11 Lums on the course [14-24] but they are always very easy to see and the only way you should miss one is if you go to fast and pass it by. The first part of the course (after the obligatory thorn patch) is a short, straight tunnel. Grab the Lums and avoid the thorny vine which pops up on the left side. You will now come out onto the bridge. The right-hand fork has boxes which you must weave around, but it itself is straighter and has a solitary yellow Lum. On the other hand, if you have the Lum already, you have the option of going left along the curved path, which has a couple of red Lums but no yellow ones. You need to accelerate (with the [] button) to get over the gaps. Once over the bridge, enter the second tunnel. This tunnel has a few slight curves, more thorny vines sticking out of the walls, and the last few Lums of the shell ride. At the end of the tunnel, ride up the ramp, point the shell toward the door, and jump off, blasting the barricade into oblivion. But if the shell misses, have no fear. At the ground level a keg dispenser can be found to blow that pesky roadblock off the face of the Earth. Once beyond the door [25] you will come to a guard who's asleep on duty. Shoot him from a distance to destroy him without even waking him up (and they call this the "Elite Troop Training Center"?) then flip the switch and go through the skull door. In a cinematic, Rayman finds Clark in a room full of pirate fragments. Clark has a seriously upset stomach, and asks if Rayman would retrieve an Elixir of Life from the Cave of Bad Dreams to revitalize him. The password is "The Cave of Bad Dreams" which is almost as bad a password, considering the circumstances, as "Let me in." Obligingly, Rayman exits the level. Level Totals - 1st Visit ------------------------ Yellow Lums - 25/50 Familiar Spirits - 4/8 Return With - Elixir of Life, Rain Dance, Globox Shot Power ************************************************ Mission 7: Obtain the Elixir of Life for Clark ************************************************ --------------- Globox's House --------------- You don't even have time to say "hello" to the Teensie King. Just enter the portal to the Minisaurus Plains. ---------------------- The Minisaurus Plains ---------------------- Remember that swampland area? Well, head down out of the circle, follow the arrow signs over the bridge, cross the plain, and return there. New not-so-subtle landscape features, such as a heavily-armed purple pirate guarding the entrance to the swamp, will attempt to end your quest in a rather painful way, but press on and swing across the rings to the large bridge entering the tree trunk. Enter...the Marsh! ------------------------- The Marshes of Awakening ------------------------- Level Descripton: A dank, murky bog (what else is new?) whose waters are so toxic that swimming is absolutely out of the question. To make matters worse, bombs, piranhas, pirates and a huge lake monster inhabit the area. # of Yellow Lums: 50 # of Familiar Spirits: 4 Enemies: Piranha, Zombie Chicken, Lake Monster, Gunboat Revisit: Yes Special Items: None Cross over the opaque water on the oversized lilypads [1-3] then swing across the hanging rigging [4-5] to the rickety jetty, where a Green Lum sits. Shoot the extra large Cage to free Ssssam, the marsh ferryman. He invites you to shoot him. Humor him, and all of a sudden you are being dragged across a toxic lake at very high speeds as all sorts of obstacles rise up around you. Grab all the lums in the tunnel [6-110, including one hovering over a small rock at the beginning of the tunnel which you need to jump for, as well as a Cage (1). Avoid the Lake Monster by bouncing off the large rock in front of him and grabbing the Lum in the air [11] and jump directly on top the next Lum [12]. In doing this, you will also activate a switch (if you miss, you can crash into a zombie chicken on purpose and try again). Pick up the chain of Lums [13-16] - which, incidentally, only appear when you hit the switch - then move as far left as the connection with Ssssam will allow to dodge the zombie chicken. Then, move as far right as you can to avoid the next one, and then left again to sideski the final one. Ski into the gap between the crates and pick up two Lums [17-18] then avoid the Lake Monster again. Ssssam will begin to go around and around a hill in the center of the area. There are total of seven Lums [19-25] around this hill, as well as the remaning three Cages (2-4). To break the Cages, all you must do is smash directly into them. You may not get everything on your first go-round, but don't worry, since Ssssam will circle the hill again. Once he's gone around several times, he will enter a hole in the side of another hill. Swing around the posts, avoiding the bomb [26-27] then slide up the ramp and jump onto the wooden bridge. Your connection will be severed, so quickly run along the bridge [28-31] then jump off the end and activate your helicopter. As you fall, shoot Ssssam to reattach yourself to him. Leap over the wall of bombs [32] then slide up and off the ramp by the Lake Monster [33-34] and grab a Lum next to said monster [35]. Ssssam now will idiotically carry you into the line of fire of a Gunboat. Bounce off the large rock for two Lums [36-37] and take the two Lums next to the boat [38-39]. Finally, snatch the Lum on the fishing line right out from under the Gunboat operator's nose [40]. Swing out to the right for another Lum [41]. Avoid the wooden poles [42] then go off the ramp over the seething Piranha feeding frenzy [43]. Ssssam will now pull you straight over to the bridge. In a cinematic, watch the tearful farewell, then go to the end of the bridge [44] then jump from the lilypad [45] to the outcropping of rock [46]. Jump over to the small, concealed bridge and pick up the final four Lums of the level [47-50] and return all the way back to the bridge. At the mouth of the cave, free the Portal Teensie, and do the dance with him, but DON'T enter the Exit Portal. Instead, go to the back of the cave, where the Guardian of the Cave of Bad Dreams beckons... ----------------------- The Cave of Bad Dreams ----------------------- Level Descripton: This quintessential "nightmare level" boasts bones, ghosts, demons, and poisonous purple slime galore. # of Yellow Lums: 0 # of Familiar Spirits: 0 Enemies: Grabbing Arm, Fire Ghoul, Shadow Creature, The Guardian of the Cave of Bad Dreams (Boss) Revisit: No Special Items: The Elixir of Life The Guardian's mysterious scepter deposits you on a bridge made from a gigantic spinal column. Get used to it - you'll be seeing a lot of things like this. Swing over on the Purple Lum to the whitish-purple ledge, and jump to where the Green Lum is. Cross over the nice, handy skulls which fall from the ceiling into the goo, then jump onto the bone-covered wall. Jump over a few more skulls, then cross the pillars to a ledge where a Grabbing Arm awaits. Just shoot it, and stroll on by. Swing to a wall of bones, and pull yourself over to a narrow bridge. From here, helicopter to the bone-covered column. It will begin sinking, so quickly climb to the top, and swing to the bones on the next one. Climb this one, too, and helicopter to the third. From the top of the third column, jump to a stable ledge. Follow the tunnel, merrily blasting a few Grabbing Arms on your way, and climb up between the two walls as soon as they come together. From here, walk to the end of the narrow bridge and helicopter out over the abyss. Ignore the empty ledge and the ledge with three fire ghouls, and land instead on the ledge with a Yellow Magic Pyramid, which is patrolled by two ghouls. Defeat them both, and the second one will drop a Yellow Magic Sphere. Place it on the pyramid and the platform under it will rise up. Drop through the hole onto a Green Lum, and continue into a room full of Shadow Creatures. Don't bother trying to exterminate them all, since they regenerate out of a dark hole in the wall. Instead, climb onto the high ledge on the left, taking note of the ugly mask on the wall with a Magic Pyramid either side. You will now reach another Green Lum, and a fork in the road. Keep in mind that these two paths can be traversed in any order. ----------------------------------------------------------------------- Left Fork ---------- Cross over the skulls. The final one will be lifted up by a helping hand to the level of the revolving rocks. Cross over the first one to a ledge, then jump to the second, and from there to the Blue Magic Sphere. Throw the sphere onto the revolving rock, then jump onto the rock yourself, carry the sphere to the end, and throw it on another ledge. Throw the sphere to another spinning rock, jump over, carry it to the end, and toss it to yet ANOTHER waiting ledge. From here, throw it to the ridge at the entrance and helicopter down there. Carry the Sphere to the Pyramid by that mask and throw it over. Right Fork ----------- Use the Purple Lum to swing over to a helping hand, which will transport you via a skull platform to another Purple Lum. Swing over to the small columns and Green Lum, then ride the hand to a cluster of platforms guarded by more Shadow Creatures. Cross to another skull which will lift you to the Yellow Magic Sphere. Throw it to the adjacent outcropping, and from there to the ledge early on in the area, just before the first moving skull. From here, throw it to the entrance, and carry it past the fork to the Yellow Magic Pyramid. ----------------------------------------------------------------------- With both Magic Spheres in place, the mouth of the Cyclops-esque mask will open wide. Jump in, shoot the fragile green crystal, and drop into the narrow pit. In a cinematic, the Guardian will appear and state that "your trips ends here!" Jump onto the slime and start sliding. If you run into a wall, slow down too much, or get hung up on a rock or a crystal, the Guardian will eat you alive. At the beginning of the slide, hang right, and shoot all the green crystals to the right side of the rock. Slide past where they were, and continue to slide, jumping over pits (jump when you hit the edge of the platform, and helicopter if necessary) and shooting any crystals in your way, until you get to another fork. Shoot any crystals blocking the right-hand path, and take it. After a little more sliding, the Guardian's teeth will vanish from the screen, and you will be victorious...or will you? ----------------------------------------------------------------------- ************************************************ Boss 2: The Guardian of the Cave of Bad Dreams ************************************************ Description: An oversized Fire Ghoul with one eye, a purple hat and a skull staff. Health: 7 (any time Rayman gets too close to the Guardian, forcing him to flee to another platform, does one point of damage) Difficulty: * Attacks: Flame Breath, Flying Skull The Guardian will begin the fight by blasting you with three clouds of fire, one after the other, from the other side of a large, slime-filled gorge. Simply run around the column you are on to dodge them. He will now start creating skulls, and sending them over the gorge to you. When one gets close, shoot it to stop it and then jump on. If the skull hits the column or another skull without being stopped, it will sink, but once stopped it will only disappear once you've crossed all the way over to the Guardian. Once you are on a skull, shoot the next one that comes, and keep doing this until you have successfully formed a bridge to the Guardian. Once you get to his ledge, the supposedly "terrifying" Guardian will flee from you. The camera will rotate, and you will see him bouncing on the column that you were previously on. He will blast you with three more fire clouds, then start sending skulls again. Cross over to him and he will flee to another pillar on the other side of another large gap. This time, he will shoot six fireballs before he starts launching skulls. Cross to him, and he will flee yet again. Take the Green Lum. On his next pillar, the Guardian has unlimited fireball power. You must cross over on the Purple Lums, then jump to the bones on the side of the column and climb up. The Guardian will jump to a ledge, shoot three flame clouds, then jump again to a very distant pillar. He will begin shooting skulls at once, but you can use them to cross only as far as the long ledge. Once you reach it, run to the end. The Guardian has unlimited firepower here, so you must avoid the flames carefully as you jump across the small pillars to reach him. Perhaps the Guardian's flame supply is now exhausted, as he sends skulls at you right from the off. Cross over to where he is. Finally, you will be confronted with a VERY long chasm. Cross over it all the way (the Guardian sends skulls right from the beginning) and, when you finally reach him, he will sink into the ground and disappear. ----------------------------------------------------------------------- Follow the short, twisting path to a vast cavern. In a cinematic, the Guardian will concede defeat and surrender to you the right to take away all of the gigantic heaps of golden coins surrounding you. Of course, you have a choice to make. Selecting "I want the treasure!" will show you a cinematic of a bloated Rayman sitting on a deck chair on a desert island with all of the gold, surrounded by a cold, dark, lifeless sea containing nothing but icebergs. (After this, you will be given the opportunity to choose again.) But, being the noble hero, you should choose "No treasure for me!" This, of course, turns out to be the correct answer. You will be returned to the end cave of The Marshes of Awakening, and presented with a bubbling skull mug containing the Elixir of Life. Level Totals - 1st Visit ------------------------ Yellow Lums - 0/0 Familiar Spirits - 0/0 Return With - N/A ************************************************ Mission 8: Deliver the Elixir of Life to Clark ************************************************ ------------------------- The Marshes of Awakening ------------------------- Technically, you never finished this level. Remedy that by returning to the green-tinted cave and entering the Exit Portal you made such a long time ago. Level Totals - 1st Visit ------------------------ Yellow Lums - 50/50 Familiar Spirits - 4/4 Return With - N/A ---------------------- The Minisaurus Plains ---------------------- If you haven't done it recently, pay a visit to the nearby Magic Well and see what you can purchase. When you are done with that, go back to the Stone Circle and return to Globox's House. --------------- Globox's House --------------- Enter the portal to the Menhir Hills. ----------------------------- The Menhir Hills (revisited) ----------------------------- This guide for the Menhir Hills will pick up where the last one left off. You just need to get to Clark in the exact same way you did previously. Look at the Menhir Hills guide above if you can't remember how to do that. Rayman presents the Elixir to Clark, who drinks it and feels immediately energized. He charges through the wall, leaving a Clark- shaped hole behind him. Before you follow him, though, go down the stairway to the left which Rayman used to leave the level before. It leads to an area with a bunch of Lums, yellow and red [26-28]. When you're finished, follow Clark through the gaping hole in the wall. Just down the hallway you'll come to a room with a spiked steel gate that even Clark cannot penetrate. Jump on the crate in the corner and rotate the camera (if it doesn't happen automatically) to see a Purple Lum hovering there. Swing on it and then jump and grab another one. Turn around so you're facing the other way, then jump and shoot a third. You'll see a ledge with some sacks and barrels, but ignore it for now. Turn around and grab a fourth Lum, which will get you to a ledge with a Cage (5) and Lum [29]. Now return to that other ledge and drop through the miniscule hole. Hit the switch to open the gate for Clark. He will smash through a thick wooden door, opening up a small room with a narrow stairway. Clark is too wide to fit on the stairs or through the door, so you must continue on your own. Jump onto the stump [30] and swing over to a Cage (6). Then, jump down and go to the alcove at one end of this elongated area. Climb the vine ladder [31-32] and jump to the ledge with a Lum [33] and a Cage (7) at the top. Now, go and tame the shell. This shell ride is the longest yet, so be ready. The entrance to the course is the vine-draped doorway in one of the longer sides of the area. The first part of the course is a narrow tunnel containing three Lums [34-36] and giant menhirs which rise out of the floor. To avoid them, simply move over to the side of the tunnel where the next Lum is - the menhirs always rise up opposite Lums. Once you come out of the tunnel, you will find yourself in a steep valley littered with menhirs. There are two Lums, both on the left side [37-38]. The last three Menhirs all fall over and attempt (if rocks can "attempt) to crush you. The first falls forward, so simply ride to the left, but the next one falls to the right, directly in front of you. Swerve to the right around it and then immediately left again to avoid the final, left-falling menhir. Swerve back to the right again in order to make it onto a wooden bridge [39-40] that was entirely blocked by that last menhir - this maneuver is harder than it sounds, since there is only a tiny strip of land between the menhir and the bridge. On the other side of the bridge is a narrow strip of grass [41-44] with stationary (they wobble, but only fall once you're well past them) menhirs at the edges. Once you're over that, a cutscene begins. Rayman and the shell ride over a cliff, and both together fall into the Exit Portal. Level Totals - 2nd Visit ------------------------ Yellow Lums - 44/50 Familiar Spirits - 7/8 Return With - Rain Dance, Globox Shot Power ************************************** Mission 9: Free Globox in The Canopy ************************************** --------------- Globox's House --------------- Return to the regular (non-Stone Circle) entrance to the Menhir Hills. Here, you will find the shell that you rode into the portal in that level. It's already tame, so jump on and ride it across the bridges. When you get to the Stone Circle area, DON'T ride the shell down to the Circle. Instead, continue across the final bridge. In a short cutscene, the shell will blow up the boulders in the cave, allowing you free passage to the next level. ---------- The Canopy ---------- Level Description: A level high in the nighttime mountains, with abundant trees and plant life. # of Yellow Lums: 50 # of Familiar Spirits: 3 Enemies: Mega-Tarantula, Purple Pirate, Green Pirate, Pirate Warship (Boss), Yellow Pirate Revisit: No Special Items: Silver Lum (Globox Shot Power) You barely have to walk twenty feet for the dangers of this level to begin to attack. A large Mega-Tarantula drops down on you from the ceiling. Of course, you can fight and defeat it, right there in that narrow tunnel, but the best thing to do is: RUN! Go out to the edge of the void beneath you, and swing onto the large web. Climb around, gathering Lums, and when you reach the seventh one [1-7] jump out and grab the Purple Lum. Swing around on that Lum, grabbing all the Yellow Lums in reach [8-11] and then jump down to the ledge at the entrance, shooting the cage (1) as you fall. Return to the web, and jump past the Mega-Tarantula if it is in your way. Climb the rest of the way along the web [12-22] until you reach a ledge above where the first Cage was. Run along the tunnel, and shoot the next Cage (2) as you jump to the web on one wall of the pit. The Mega-Tarantula will fall in the hole, and you have a brief respite before it returns. Climb out of the pit and jump into the hole with the floating arrow above it to be rid of it for good. Cross the bridge to your right [23-24] and you will find your path blocked by a Laser Gate. On the way back across the bridge, helicopter out over the pit for a Lum [25] then speedily about-face, helicopter back to the bridge, hang on, and pull yourself up. Cross the bridge that was in front of you when you entered this area. Turn the Purple Pirate that appears into scrap metal, then jump to the large mushroom [26] helicopter out over the gorge [27] and swiftly turn right and grab the bridge. Ascend to the sign, which explains about Public Enemy #2, then proceed to the end of the small bridge [28]. From here, you can shoot the switch by the cell door, freeing Globox. Return to the Laser Gate and Globox will jump down and rain dance the gate. Jump into the narrow pit [29] and have Globox follow. Collect the Lum [30] hiding behind the mushrooms, the two [31-32] either side of the small plant, and the one [33] tucked away in a dark corner. Lead Globox over to the plant and he will rain dance it. It will grow and summon a floating flower. Jump on the flower and then leap directly up from it [34]. The flower will move across the chasm [35-36]. On the other side, take the Lum [37] and shoot the Barricade to create a bridge for Globox. Head up to where the large flame is [38] and wait for him. When he gets to where you are, he will rain dance the fire and you can go and take the Green Lum beyond it. Enter the narrow passage and a Purple Pirate will attack. Globox will hide, terrified, in an alcove. After you defeat the pirate, a cutscene will begin. Rayman comforts Globox, who suddenly remembers the Silver Lum he has and gives it to Rayman. It grants Rayman his strongest shot of all - the Globox Shot, which gives your fist the ability to shoot a red orb of energy three times as powerful as the Ly Shot. The wooden gate opens, and Rayman and Globox go through. Rayman automatically collects a Lum [39]. Suddenly, a giant Pirate Warship attacks. Globox runs and hides again, leaving Rayman to fight the threat. ----------------------------------------------------------------------- ************************************** Boss 3: The Pirate Deployment Warship ************************************** Description: A large, flying pirate ship with a glowing target on the back. Health: 6 Difficulty: * Attacks: Green Pirate Parachute, Purple Pirate Parachute This airborne menace cannot attack directly, but it can drop squad after squad of pirates on you. Take the Lum in the middle of the battlefield [40] and wait for the attack. The ship has a predictable pattern. It flies clockwise around the mountain in front of you, then comes toward you, drops three Pirates, and flies off the screen. It then returns to the screen going the opposite direction, drops three more Pirates, and heads off around the mountain again. The squad of Pirates it drops can be composed of any combination of Green and Purple Pirates. Although both types can take only one hit with your newly upgraded fist, you should still gun for Purple Pirates first since the blast from them is so much larger. The ship is only vulnerable as it flies away from you toward the mountain. When it does this, the flashing red target on the stern of the ship is visible and exposed. When it appears, you should make it your #1 priority to hit the ship (you can actually hit it anywhere on the stern as long as the flashing target is visible) as this will not only damage the ship, it will also give you a free Red Lum. With six hits, the Warship will explode, although you may still have to deal with any remaining Pirates on the ground. ----------------------------------------------------------------------- Go find your cowardly friend hiding further back along the path, and bring him to the Laser Gate. When he short-circuits it, go through [41] to face three more Pirates - a Green Pirate, followed by a Purple Pirate, followed by a Yellow Pirate (which now takes only 2 hits to defeat). Once they are all history, bring Globox into the next large area. Climb up onto the crates [42], swing over, and shoot the final Cage (3). Go back to the Purple Lum again and swing over to the roof of the Pirate structure [43-47]. Jump down to the ground, and bring Globox to the plant [48-50]. He will rain dance it, growing it into a large bush. Hide inside the bush by jumping into it, and step into the spotlight. You will be identified as "harmless" and the door to the small Pirate fortress will open. Smash the cage, do the Portal Dance, and get out of here. Level Totals - 1st Visit ------------------------ Yellow Lums - 50/50 Familiar Spirits - 3/3 Return With - N/A ----------------------------------------------------------------------- ***************** Levels to Revisit ***************** New Power - Globox Shot THE SANCTUARY OF WATER AND ICE - LUMS 46-50 --------------------------------------------- Go to the beach area (with the Sanctuary door). On the raised wooden dock section is a doorway to a small room containing a cannon. Shoot the fuse of the cannon to ignite it, blowing open the door and revealing the last five Lums of the level [46-50]. Level Totals - 2nd Visit ------------------------ Yellow Lums - 50/50 Familiar Spirits - 2/2 Return With - N/A THE MENHIR HILLS - LUMS 45-46 AND CAGE 8 ------------------------------------------ In the area with the "Elite Troop Training Center" (just after the second Shell ride) there is a small door in the base of the building. Go inside and shoot the torch to light it. Go to the nearby Keg Dispenser and take a Keg. While carrying it, walk into the torch to light the Keg. Fly across the pit, then let go. Pick up another Keg, stand under the Cage (8), and throw the Keg directly upward to break the Cage. Also, be sure to collect the two Lums [45-46]. Light the torch, fly back over the pit, and complete the level normally. Level Totals - 3rd Visit ------------------------ Yellow Lums - 46/50 Familiar Spirits - 8/8 Return With - Rain Dance ----------------------------------------------------------------------- ****************************************** Mission 10: Free Carmen in the Whale Bay ****************************************** -------------- Globox's House -------------- Go to the garden where Globox's children are playing, and speak to the baby who is all by himself near the well. He tells you to take him to the cave, so pick him up, go to the well, and descend underground. Go out to the gloomy beach where the sleeping Red Pirates are. Your objective here is to place the baby into the hole without waking the Red Pirates. This is, however, extremely hard to do. You must push the control stick forward only slightly in order to move at a snail's pace and, above all, AVOID THE RED SPOTLIGHT. If you wake the guards, the baby will run to safety and you must take them both out. They both take six hits and fire missiles constantly. Once the baby is in the hole, the skull doors will open. Go through them to the Whale Bay. --------- Whale Bay --------- Level Description: A gloomy, cloudy beachside area with imposing stone cliffs and an extensive underwater cave system. # of Yellow Lums: 50 # of Familiar Spirits: 3 Enemies: Electric Barrel, Piranha, Red Pirate, Yellow Pirate, Walking Shell, Robo-Gorilla Revisit: Yes Special Items: None Follow the hallway to the large aquarium. There is a winding corridor to the left, but it just leads to another part of the same pool. Jump in the water, and dive to the very bottom. Collect a Yellow Lum in the treasure chest [1] then swim up and surface in the other tank, at the other end of that corridor. An Electric Barrel is waiting beside the tank, so you need to be quick. Jump out of the water and hit the switch, then swiftly run through the now-open door out onto a net. Cross the net and jump down to the bridge, then cross the bridge to another net. Jump up to the underside of this one, and swing across it, collecting four Yellow Lums [2-5] and a Golden Fist. Piranhas will periodically leap up and sail along the path created by the Lums, so just move to one side and wait if you see one. When you are finished on the net, drop down and jump on top of it. Cross it into a large room with two patrolling Red Pirates, one on the high ground and one on the low ground by the wrecked ship. Use your Golden Fist and take them out easily. Jump onto the barrels next to the stern of the ship [6] and climb up the rope ladder [7] into the cabin. From here, helicopter out of the small window onto the roof of another building [8-9]. Shoot the switch, then jump down and run through the deactivated laser door, which reactivates as soon as you get through. In this extremely narrow hallway, bounce off the tops of the rolling barrels, or just jump over them as they come [10-14]. Walk to the end of the bridge and jump into the shallow water. Defeat the Yellow Pirate sleeping on the small island - he will come after you with his hook, but lock on to him and keep backing off and he won't even touch you. Then, go to the small alcove and pick up a Keg from the dispenser. Throw it at the metal barricade on the door in the small building to gain access to a Cage. Break it (1) and you get not only a Familiar Spirit but a Purple Lum as well. Jump onto the higher palm tree via the lower one, swing to the balcony, and enter the corridor. Murfy will tell you more about Carmen. When he's done, dive into the lake. In the left-hand cliff, underwater, are two force fields - one imprisoning Carmen and the other blocking the path onward in the level. Approximately between the two gates is a Lum [15] near the bottom. In the far right corner of the lake are two clams which open and shut repeatedly. One contains three Lums [16-18] and the other contains one [19]. To get the Lums, dive down, swim into a clam just as it opens, collect the Lums, and resurface as fast as you can for air. If the clam traps you inside, you will be killed. Once you have the Lums in one clam, dive again for the other. When you have plundered both clams of their booty, swim over to a bridge high on the cliff face. Dive down in this area and swim into the underwater tunnel [20], surfacing in a small room. Climb onto the low ledge, then turn around and jump up to the higher ground opposite. Collect the two Lums [21-22] and enter the slanted corridor (it's on your right when you're facing the shelf of barrels). Follow it all the way to a large room [23-24] and go to the very end of the room. Climb the stairs onto the grate, and hit the switch. This switch deactivates the two forcefields you saw earlier, freeing Carmen, and it also activates a Shell Portal. Get on the Shell and ride it up the slanted corridor. When you come to the small room with the pool of water, press [] to accelerate over the gap, and continue up the passage. Jump off and the Shell will destroy a metal Barricade. Beyond this are several Red Lums, as well as a Cage (2). At the end of this room is a doorway leading to the bridge you saw earlier. Jump into the pool below. Dive down to where Carmen is, and follow her through the tunnel, picking up Air Bubbles to avoid running out of breath. Eventually, you'll come to an area full of seaweed, and Rayman will automatically enter the next tunnel. In this tunnel, Piranhas will be following Carmen, attempting to get to the Air Bubbles before you do. Shoot the Bubbles as they get near to drive them away. After a short trip, you'll come to a circular area. Fill up your breath from the Bubble Stream by the wrecked ship, then enter the small, camouflaged tunnel near the ground (it's on your left as you enter the circular cave, and there is a bubble stream in the entrance). Swim to the end of the tunnel, then surface and bounce on the trampoline for four Lums [25-28]. Return to the circular cave, fill up your air again, and enter the ship [29-30]. When you see a large red arrow, swim up and surface. Exit the door in the hull to find yourself in a large, secluded, quiet area. Drop onto the large rock and climb up the deck of the ship. Climb the rigging and walk across the crossbar of the mast [31-33] to a Purple Lum. Swing over and helicopter into the shattered crow's nest to find the level's last cage (3). Then go to the high end of the crossbar and helicopter to the slide. Slide down, collecting all the Lums, as well as the Lums on the pinkish ledge [34- 43]. Climb down into the small cave, and defeat the Robo-Gorilla there. Pick up the Lums [44-46] and smash the Portal Teensie's cage. Climb the ladder again and enter the small room with the Portal Stone. Exit the level. Level Totals - 1st Visit ------------------------ Yellow Lums - 46/50 Familiar Spirits - 3/3 Return With - Lava Flight ***************************************************************** Mission 11: Obtain the Mask of Stone and Fire at the Sanctuary ***************************************************************** --------------- Globox's House --------------- Go to the Globox Garden and speak with Globox. He will start following you again, like he did in The Canopy, so lead him to the well. Go down into the cave, and take the left-hand fork. Follow the sign to "The Sanctuary of Stone and Fire" and cross the bridge. Jump over the gap and have Globox do the same. Have him rain dance the plant, then use the flower platform to ride up to the Sanctuary entrance. --------------------------------- The Sanctuary of Stone and Fire --------------------------------- Level Description: An extremely long level filled with fire, lava, and terrifying traps, all culminating in the obtaining of the Second Mask. # of Yellow Lums: 80 # of Familiar Spirits: 8 Enemies: Yellow Pirate, Purple Pirate, Robo-Gorilla, Shadow Sphere, Bat, Mini-Tarantula, Mega-Tarantula, Coward Ghoul, Thorny Vine, Shadow Creature Revisit: Yes Special Items: Second Mask of Polokus Helicopter all the way down to the bridge spanning the lava canyon, and cross over to a large ledge. You will be attacked by three bouncing Yellow Pirates, one after the other, in quick succession. Once they are all defeated, bounce from the grate to the metal tower. Walk to the very end of the short metal walkway. Shoot the Barricade and swing over on the Purple Lum it releases to the large ledge, then turn around and shoot the next Barricade on the side of the same tower. Swing back on that same Purple Lum to find a new one, released by the second Barricade. Use it to reach the Golden Fist, then swing back over on the first Purple Lum. Continue crossing the platforms, picking up a Green Lum on the way, to another large area. Wipe out the Yellow Pirate on the ground and the two Purple ones shooting from a high balcony. Enter the tunnel at the other side of the area, and jump on to the Plum. Launch it into the lava by shooting but, instead of moving forwards, ride it backwards. Proceed to the area you were just in, and jump to the stairs leading to the balcony that the Purple Pirates shot at you from, collecting the Lums there [1-3]. Then, go to the opposite side of the room, and float into the small canyon between the two large ledges. Pick up four Lums [4-7] and go through the small hole in the wall. You'll be back in the first section of the level, next to where you fought the bouncing Pirates. Propel yourself all the way to the very beginning of the canyon, beyond the first bridge. There is a small cave there - float over [8] and jump into it [9]. Knock a Plum down from the tree and throw it onto the small spike. Then, jump from it to a higher platform [10] with another tree. Knock down a Plum from the tree and throw it over to the pointed branch. When it drops, jump across the gaps to where it is [11], pick it up, and throw it to another, farther away branch. Go to the ridge where it is [12] and, before it falls, jump onto it, and from there to a cave high in the wall. Collect all the Lums [13-20] and the first Cage (1). Cross back over the platforms, knock a Plum down, and push yourself back into the lava canyon again. Return the way you came, all the way to where you got the first Plum of the level, but continue along the main path this time. Partway down the tunnel, Shadow Spheres will begin to assault you, so pick them off as you go. When you reach a barrier, jump off the Plum and swing across the web, attacking Shadow Spheres. You will now come to a fork. The right-hand path is the faster route through the level, but the left- hand path has a large number of collectables. You will take the right- hand path either way - it leads to the end of the level - you can only choose whether or not to take the left-hand path first. If you choose to skip it, skip the rest of this paragraph and all of the next paragraph. Shoot the Plum down from the tree, push it into the narrow river of lava, and ride it up to the left [21-22]. Jump off on to solid ground and enter the doorway at the bottom of the ramp. Jump over to the second stone platform in the lava. Wait for the flame shooter to stop, then jump over to the ramp and wait by the second flame shooter. When it stops, cross over the bridge. Jump on the block, jump from there to the pillar, and from there to the pillar opposite. Shoot the Cage (2) on that pillar, and jump down to the Green Lum. Shoot the door to blow it open. Jump on to the large block, then shoot the stalactite, which will fall into the lava and create a platform. In the next room, stand at the entry point and shoot the Cage (3). When the flame shooter stops, shoot the stalactite, then quickly jump over to the solid platform before the fire starts up again. Collect the Green Lum and shoot the Barricade to form a bridge. Cross the fallen column and shoot the next Barricade to form another bridge. Traverse that and helicopter down to the Green Lum. Walk up the stairs, jump and helicopter over the flames, and shoot the stalactite. Jump to the large platform, which will gradually drift down the lava river and carry you to the next area and a Green Lum. Avoid the bouncing fire comet as you cross the three ledges to the right. At the third ledge, jump up to the higher ground. Climb up the ledges to the left, and, when you reach the top one, turn and shoot the Cage (4). Enter the narrow doorway, destroying Mini-Tarantulas. Exit through the other doorway into the same large room, swing over on the Purple Lum, and enter the narrow doorway. Head left and helicopter to the large platform, which will begin moving through the lava. When you get close to a fire stream, shoot the stalactite next to it, jump on, and jump back to the platform after it passes through the fire. At the end of this lava river, go up the stairs and to the right, collecting the Green Lum on the way. Go through the passage, and you'll be confronted with three doors. Smash the door on the right and collect several Red Lums, then smash the middle one for more Red Lums and a Cage (5) as well as a Golden Fist. Finally, let's see what's behind Door Number One. Break it and defeat the Mega-Tarantula - it only takes two hits. Go through the passage behind where it was and jump on the ready-tamed Shell. Ride it along the curving path [23-29] and jump over the gap with X [30]. Ride the Shell upside down along the ramp, then jump the gap [31]. Jump and accelerate over the next gap [32-33] then ride across the narrow bridge [34-35]. Accelerate over the lava, then jump and accelerate onto the raised bridge. Jump off the Shell, blow the door open, and enter the doorway. You will be on a high green cliff. Drop down, and you'll find that you are back in the first area, at the entrance to the area you just finished. Knock a Plum from the tree and travel down the lava river until you reach a large metal block which occupies the entire right- hand side of the river. Jump onto it and go through the doorway. Jump on the metal platform to the left and run up the metal walkway. Kill the Purple Pirate and break the Cage (6) then return to the bottom of the walkway. Jump over to a small platform, then helicopter down to the Green Lum. Go through the small tunnel and defeat the Coward Ghoul (check the Enemies section above to find out how). Once it is defeated, it will turn into a Plum. Use this Plum to jump onto the high cliff opposite the entrance to this area. Run along the path and out into the grassy area. Jump onto the cracked stone ground to be plummeted into the real Sanctuary of Stone and Fire (at last). Stand at the very edge of the small platform and quickly jump onto the Plum when it drops. Keep firing to the right to keep yourself up against the left wall - you can collect several Lums [36-39] this way. It's also a handy strategy for avoiding the large pit of white-hot molten magma on your right - it's so hot, even the Plum cannot handle it. After that pit, avoid the second pit while collect the two Lums on the right wall [40-41]. The 42nd Lum is very high up on the left wall, so shoot continuously (Rate of Fire helps) to get it [42] and also to avoid the very large magma pit which completely blocks the river. When you reach the edge of the lavafall, jump off of your Plum and helicopter down along the row of Red Lums, picking up the Yellow Lum at the end [43]. Drop back onto your Plum and collect the Green Lum. Allow yourself to bounce freely down the next tunnel, pushing yourself out of the way of any Thorny Vines if necessary, and into the dark doorway. Ride down the river, steering around the magma pits. When you come to the fifth pit, pass it as usual, then make a U-turn back around it and into the semi-concealed doorway in the wall. Travel all the way to the end of this cave [44-49] then jump onto the bouncy spiderweb. Bounce all the way up (use your shadow to guide your landings; the camera angle here is terrible) and grab hold of the web on the wall. Climb to the top, then helicopter back down to the first bouncy web [50-52]. Go back to the wall web again, and this time, when you reach the top, jump across the narrow cave to another web. Climb up into a tunnel. Go to the end, shoot the Cage (7) then helicopter (blindly) down to a large ledge with a Green Lum. Take another Plum from the tree, ride it to the end of this room, and run into the small opening. Helicopter down to the triangular platform, kill the Shadow Creature, collect the Lum [53] and pick up the Yellow Magic Sphere. Throw it to the next triangular platform, which has a rotating flame shooter. Helicopter down there [54] and throw the Sphere to the next platform. Helicopter down THERE and you will be assaulted from all sides by Shadow Spheres. Fight them off as you throw the Sphere to the next platform and go down there yourself [55]. The next platform has a rotating flame shooter with flames coming out of TWO sides. Throw the Sphere down again and follow it [56]. Destroy the two Shadow Creatures and throw the Sphere into a doorway. Follow it down yourself. If you missed anything in this cavernous room, a Purple Lum near this doorway will carry you back to the top of the room. Pick up the Sphere and carry it through the corridor, collecting Green, Red, and Yellow [57-61] Lums. You will now come to a long lava pool. Throw the Sphere directly up, shoot the Plum, and catch it again. Throw the Sphere up, step onto the plum, and catch it. Then throw it up, shoot yourself across the lava, and catch it - you will automatically no matter where you are. When you reach the end of the pool, throw the Sphere into the next corridor and jump in after it. Pick it up and walk across a very narrow bridge into a large room. Kill Shadow Spheres as you proceed to finally place the Sphere on the Yellow Magic Pyramid (it's in an alcove on your left as you enter the room). Jump across the river of lava and enter the dark alcove. Climb the steep stairs and enter the newly open door. Jump on the Plum, and ride it to the end of the small room, constantly pushing yourself back and forth away from the magma. At the end of the room, shoot the door and helicopter through it. Pick up the Lum [62] and jump across the platforms, collecting more Lums on the way [63-65]. Jump to the Green Lum and slide onto the slide, pursuing a rogue Purple Lum. There are 10 Lums on the slide [66-75], all of them in plain sight, but some of them are on steep corners that you must angle the analog stick sharply to reach. At the end of the slide, the Lum will stop; swing over and begin sliding after another one. At the end of the slide, you will drop into the room with the Magic Pyramids, except this time you will be on the high ledges surrounding the room. Jump over to the Blue Magic Sphere, and throw it to the floor. Jump down after it, and place it on its pyramid. Umber, the giant statue guardian of the Sanctuary of Stone and Fire, will now emerge from his alcove in the wall. Use the now-tame Purple Lum to reach the high ledges, and jump to where the Blue Magic Sphere was. Helicopter to the top of Umber's head and ride him down the lava river. Quickly jump off of him at the end of the river before he sinks, and climb the stairs to reach, at long last, the Mask of Stone and Fire and to end this interminable level. Level Totals - 1st Visit ------------------------ Yellow Lums - 75/80 Familiar Spirits - 7/8 Return With - Lava Flight Power !?!?!?!?!?!?!?!?!?!?!?!?! PART FIVE OBTAINING THE THIRD MASK !?!?!?!?!?!?!?!?!?!?!?!?! ******************************************** Mission 12: Meet Clark Near the Skull Cave ******************************************** --------------- Globox's House --------------- Before heading on, this might be a good time to stop off at Ly's Stele and fill up on your energy - if you have been following this guide all the way, you should have 42 Familiar Spirits - and to visit the Magic Well. The next battle is rather difficult, and having some extra powers - Rate of Fire and Rebound II are the best - helps a lot. When you're all ready, enter the well and go down to the beach where the entrance to Whale Bay is. Speak to Clark here and he will smash through a large wooden wall. In a cinematic, Clark will pound three Purple Pirates, and disappear through a door. The Sniveling Lackey will then appear, and your fourth boss battle will initiate. ----------------------------------------------------------------------- ********************************** Boss 4: The Robo-Pirate Battalion ********************************** Description: An extremely large group of Pirates of all types. Health: N/A Difficulty: ** Attacks: Green Pirate Fireball, Purple Pirate Laser, Yellow Pirate Barrel As I mentioned above, the two powers you definitely want to have for this battle are Rebound II and Rate of Fire. Pirate after Pirate will come out of the door in the back of the room, forming rows of four. If you kill them off quickly, they will never be able to totally fill the room - the maximum number in the room at one time is four rows of four, or sixteen Pirates. In this battle, the color of the Pirate only serves to determine how many hits they can take - any Pirate can use any attack (however, no pirate can use the Yellow Pirate Flamethrower or Red Pirate Missiles). The position in the room - i.e. proximity to Rayman - plays a larger role in determining the attack. Pirates in the front tend to use Green Pirate Fireballs, ones in the middle use the Purple Pirate Lasers, and ones in the back will hurl exploding barrels. But none of this is carved in stone - they can really use any attack. Don't lock on to any one pirate - instead, run back and forth, jumping over projectiles, and shoot like crazy. Frequently, the Pirates will drop Red Lums, making things easier for you. ----------------------------------------------------------------------- Once the battle is over, Rayman will automatically go through the door to the final hub. **************************************************** Mission 13: Gain Access to the Robo-Pirate Factory **************************************************** ------------------ ~~HUB WORLD~~ The Rainbow Creek ------------------ Level Description: The final hub contains steep cliffs, a stone canyon, mines full of rusty machinery, and a giant factory where Pirates are made. # of Yellow Lums: 30 # of Familiar Spirits: 1 Enemies: Red Pirate, Yellow Pirate, Green Pirate, Dead Pirate, Purple Pirate, Biditank (Boss) Revisit: Yes Special Items: None The curving path to your right leads to the Magic Well for Rainbow Creek. Follow the straight path ahead of you (a large rock which is on your right when you emerge from the tunnel has a Lum [1] on it) and cross the bridge to the Stone Circle. Speak to the Teensie King, who will tell you all about the Generators, the Robo-Pirate Factory, and the Sanctuary of Lava. Before you head off on that quest, though, let's do some exploring. Cross back over the bridge and go up the steep mountain trail to the right. At the top, defeat the Red Pirate and jump over the gorge. Destroy the Green, Yellow, and Red Pirates who parachute in, then jump off the cliff near the end of the fence. Once you collect the precarious Lum [2] by touching it with your feet, grab on to the cliff and pull yourself up again. The Hot Air Balloon leads to the Precipice - ignore it for now. Return to the end of the long bridge and follow the sign down the cliff [3]. Enter the stone canyon, and pick up another Lum [4]. Ly's Cave is to your right, so visit her if you like, then follow the path to the left - into the industrial area. Follow the path, then turn right at the fork [5] and enter the doorway. Defeat the two Dead Pirates, and pick up the Lum hovering over the slime pool [6]. Jump onto the hill on the right, and go up to the tree near the top [7]. A laser gate bars the entrance into the factory, powered by two generators - one in The Precipice, the other in The Echoing Caves - which you must destroy before proceeding. Return to the first area. Go back to the fork, and take the other path this time [8]. Jump down to the metal gantry. Partway along, two pirates will assault you, so take them out and follow the sign to the Echoing Caves [9]. Defeat the Yellow Pirate, and then the Red one (which will not shoot Missiles, only jump back and forth in an attempt to evade your shots). Cross over the barrel and bridge to a Laser Gate. Murfy will inform you that you won't be able to open it until you can rain dance. Cross back over the barrel and pick up the two Lums in the small room [10-11] then return to the Echoing Caves arrow sign. Climb the nearby ladder [12] and jump onto the large pipe [13]. Jump from there to another pipe on the left [14]. Walk along the pipe, then jump out over the slime for another Lum [15] and helicopter back to the pipe. Jump to another pipe [16] and from there to a series of switchback walkways. Go down to the bottom [17] then back up. Remember the location of a doorway and arrow sign about halfway down. Leave the industrial zone and return all the way to the Hot Air Balloon you saw earlier. Jump in to be carried away to the Precipice. ------------- The Precipice ------------- Level Description: A series of rickety wooden bridges bolted to extremely perilous cliffs. As if this wasn't bad enough, you've got a Warship hurling cannonballs, murderous Red Shells, and an underground labyrinth of flaming Kegs and poisonous gunge. # of Yellow Lums: 70 # of Familiar Spirits: 6 Enemies: Green Pirate, Red Shell, Red Pirate, Robo-Gorilla, Generator Guardian Revisit: No Special Items: None In a cinematic, Razorbeard curses the Sniveling Lackey for his stupidity in allowing Rayman to gain the Mask of Stone and Fire. He demands that Rayman be brought to him, preferably in pieces. It's that old familiar Warship again. Shoot the obvious Cage (1) and jump down to the bridge [1]. Run along the bridge, swing across the hanging net, and keep going - collecting the Lum in the air [2] along the way - until you reach the first Green Lum. Cross over the wall- mounted net and collect the Lum [3]. You can shoot the Green Pirate or just avoid its projectiles - it's your choice - as you jump to the moving bridge. Run to the end of this bridge [4] then jump to a solidly unmoving bridge when the moving one is lined up correctly [5-7]. The rest of this area is very simple and straightforward - the path is perfectly straight, the Lums are all in plain sight, and the only thing to watch out for is the occasional Red Shell. When you reach the Switch, you should have 15 Lums [8-15] and 2 Cages (2). Hit the third Cage (3) followed by the Switch, and go through the Laser Gate. This next section is just the same as the previous one. Run along the bridge, swinging across a few falling nets, and jumping over a Red Shell or two. Collect the Lums [16-18] and, after a short while of this, you will come to a large, deep canyon. Activate your helicopter and float slowly down, following the chain of Lums [19-33]. Bombs will rise up out of the gorge below you every once in a while - shoot them quickly as they approach, for if they hit you they will not only damage you but will also deactivate your helicopter briefly, causing you to fall too low to get more Yellow Lums or even to fall into the canyon. When you reach the bridge at the bottom, continue along it, jumping over Shell after Shell and leaping away from falling bridge sections, until you reach a narrow cave. At the other end is a vast room patrolled by several Pirates. Once you defeat every single one of them - kill the Green one first, then lock onto each Red one individually and destroy them one at a time - the skull doors will open. Go around to the left of the doors and climb the ramp to the balcony [34-36] then jump to the ground and enter the next area. Pick up a Keg and destroy the metal Barricade (4) then pick up the next Keg to be ejected from the dispenser. Walk into the flame, and fly along the Lum trail [37-39] until you reach the wooden tower. Drop onto the Green Lum and head over to the ladder [40]. Climb to the second level, picking up two Lums in the alcove [41-42] then jump up and grab the third level walkway [43]. Drop down to a small platform on the other side of the tower [44] and jump down from there to a Keg dispenser. Pick one up, step into the flame, and swing around to the right of the pillar. Follow the trail of Lums out of the cave and through a wooden tunnel [45-51]. If you follow the trail exactly you'll end up in a lofty attic [52-53]. Jump down to the stone platform and helicopter over the toxic slime to a Green Lum on your right. Give the Robo-Gorilla some "diving" lessons, then pick up a Keg. Step into the flame and fly BACKWARDS, along the wooden bridge. You need to go up to a fairly high altitude, but not up to the level of the attic you were in earlier. When you reach the end of the bridge, jump off the Keg, activate your helicopter, and shoot the Switch. The door behind the now-deceased Robo-Gorilla will open, and you can pass through. Pick up a Keg, stand in the shadow of the Cage, and press X (5). Pick up another Keg, and step into the torch flame. Fly through the tunnel [54-56] and jump off to a Green Lum on a bridge. Shoot the Green Pirate through the doorway, and bounce off the web [57] to your left. Swing on the ceiling ropes and break the last Cage (6). Drop from the ropes and follow the bridge around [58] to a Keg dispenser and a flame. Your path is blocked by a steel gate, so you must find a way to open it. Go back to the bridge with the Green Lum and stand at the far right-hand end. Shoot the Button, then run as fast as you can to the Keg and take off. Fly through the tunnel (the doors will open just as you come to them) [58-63]. When you come to an open area, follow the path of Lums [64-65] and jump off the Keg to a hanging web. Follow the shaking bridge [66] to another Keg, and fly over to an open doorway at the end of the room [67]. Hang on to the roof on your left and pull yourself up [68-70], then go through the corridor to the Generator Room. The door closes behind you as soon as you enter. Take note of the three small holes in the floor with red-hot lava flowing beneath them, as well as the two Laser Gates. One has a Portal Teensie behind it, the other has the First Generator. If you stand right up next to the gate and fire, your shots will go THROUGH the gate and hit the Generator itself. Shoot it several times, and the Generator Guardian will appear. Avoid its fire and shoot it to make it vanish, and take advantage of the interlude to shoot the Generator some more. Keep doing this until the Generator is destroyed, freeing the Teensie and cutting off 1/2 of the Factory gate's power. Go back through the hallway, jump down to the bridge, and go out onto the cliff. Enter the portal. Level Totals - 1st Visit ------------------------ Yellow Lums - 70/70 Familiar Spirits - 6/6 Return With - N/A ------------------ The Rainbow Creek ------------------ Leave the Stone Circle and go back to the industrial area. Head left at the fork, then climb down the ladder and cross the gantry