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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter R » Rayman 2: The Great Escape - Strategy Guide (Page 02)

Rayman 2: The Great Escape - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Rayman 2: The Great Escape - Strategy Guide (Page 02).

>Yellow Lumz: 50
>Cages: 2
>Special: Boss Axel


      In a short cineamtic, Rayman meets the Teensies in their Council
Chamber. If you have gathered 100 YLs, they should let you enter the "new
worlds".

      Now you really enter the level. Look around to find a kind of acoasting
platform (is that English?) to find the ++1ST++ cage, in which are the
==1ST==, ==2ND== and ==3RD== YLs. Go back on the beach and as you approach
the clif, a Henchmen will come to you. He is not like the Henchmens you' ve
seen before: each time you hit him, he disappears and reappears somewhere
else. Kill him, and while climbing up the cliff, grab the ==4TH==,==5TH==,
==6TH==, ==7TH==, ==8TH== and ==9TH== YLs. Enter the cave and jump into the
water. Dive to the bottom to find a tunnel entrence and a SYL.(10TH, 11TH,
12TH, 13TH and 14TH YLs). Follow the tunnel, taking the ==15TH== and ==16TH==
YLs to end up in a room with the ++2ND++ and last cage of the level. In the
cage are the ==17TH==, ==18TH== and ==19TH== YLs.

     Come back and climb the lader, getting the ==20TH==, ==21ND== , ==22ND==
and ==23TH== YLs. Continue, take the GL, and go on the other side to kill a
Henchhmen. Continue and take the SYL (24TH, 25TH, 26TH, 27TH and 28TH YLs).
Grab a Keg and throw it on the door with a ST just near you. Enter the room
and Murfy will teach you how to use the Magic Spheres. Take this yellow MS,
go stand in front of the yellow base and push B. Then take a Keg again to
destroy the other door. Repeat the opeartion with the blue MS to open the big
blue gate. Follow the path, take the ==29TH== YL, and enter the large,
seemingly empty room. Walk around the room to get the ==30TH TO 40TH == YLs,
and enter the next door.
Slide on the giant bobsleigh and try to grab the ==41ST TO 49TH== YLs.

      BOSS: Axel: As Ly told you, follow the PL (keep shooting on the ice
                  cubes Axel throws at you) and hit the stalactite to make it
                  fall on Axel's head (how cruel!!). Once the job done is
                  done, another PL appears, allowing you to land on the next
                  platform. Instead of going through the waterfall and
                  continuing, walk to the left or right to go behind it and
                  get the ==50TH== and last YL. Now you can continue  by
                  passing through the waterfall.

      Then you get the first Mask, go meet Polokus in dream, and give him the
mask.



                         --------------------------
       ------------------LEVEL 6 : THE MENHIR HILLS------------------
                         --------------------------


>Yellow Lumz: 50
>Cages: 8
>Special: Meet Calrk

Part one: Before the Cave of Bad Dreams
~~~~~~~~

      As you enter the level, hit the switch on the menhir located behind the
big tree on which the MD is. Doing this you just opend the trap in between
the three menhirs. Fall down the pit to find the ++1ST++ cage, in which is a
SYL. (1ST, 2ND, 3RD, 4TH and 5TH YLs.) Then come back and climb up the web.
Let a Shell come to you and when it suddenly stops, jump on it to ride it
like a horse. Once you've tamed it, go across the swamp, aim the door on the
other side, and right before hitting the door, jump to let the Shell crash
and break it. That allows you to get the ++2ND++ cage and the SYL that are
into it.(6TH, 7TH, 8TH, 9TH and 10TH YLs). Enter the hallway to get the GL.
kill the two Henchmens and go through the hall between their seats to find
the ++3RD++ cage and another SYL (11TH, 12TH, 13TH, 14TH and 15TH YLs).Then
come back, take the GL, and enter the next door.

      In this area, go behind the tree to get the ==16TH== YL. Then jump on
the mushroom and grab the PL to land on the wooden alcove. There you get the
==17TH== YL and you can hit the ++4TH++ cage to free the ==18TH==, ==19TH==
and ==20TH== YLs. Now go back on the ground, tame a Shell and enter the next
cave. In the tunnel, take the ==21ST==, ==22ND== and ==23RD== YLs. When you
arrive to the wooden bridge, keep your right to grab the ==24TH== YL.
Continue to grab the ==25TH to 31TH== YLs. Once again, jump before hitting
the wall, and let the Shell crash on the door. Right next to the slope, take
a Keg and carry it to the cave down here. Put the Keg on the torch to switch
it on, and cross the large gap. (It's important to look towars the other side
of the gap while switching the Keg or you'll just crash on the wall.) Once on
the other side, take another keg and throw it on the ++5TH++ cage above you
to get the ==32ND==, ==33RD== and ==34TH== YLs. Then come back and enter the
path you opened by making the Sell hit the door and take the ==35TH== YL.
Then kill the Henchmen, and hit the switch to open the metal door.

      If you enter the level for the first time, you should meet you friend
Clark. He has kicked some Henchmens's buts, but he doesn't feel very good.
You'll have to find some kind of Life Potion. "It's hidden near the entrence
of the Marshes of Awakening" says Clark. He also tells you the password:
Cave Of Bad Dreams. Then you will automaticaly exit the level. If you haven't
done this part of the game yet, return to the level 3 and reffer to the
walkthrough's next level.


Part two: After the Cave of Bad Dreams
~~~~~~~~

      Return to the place where Clark was and give him the Life Potion. He'll
fell much better and run through a wall. Go through the hole he made and
follow the path leading to a room with a box and some PLs. (Clark should
follow you.) Stand on the box and hit four PLs to reach a platform on which
is the ++6TH++ cage and the ==36TH==, ==37TH== and ==38TH== YLs. Now jump on
a lower platorm leading to a pit. Fall down the pit and activate the switch
to open the grid and let Clark join you. Continue, and wait for Cark to run
through a wall, allowing you to enter the room and going own the stairs.

      Stand on the stick and hit the PL to reach a platform on which the
++7TH++ cage and the ==39TH== and ==40TH== YLs are waiting for you. Look
aroud and find the hole from which the Shells come from. Enter it and climb
the wall on which are the ==41ST== and ==42ND== to find the ++8TH++ cage into
which are the ==43TH== and ==44TH== YLs. Tame a Sell and follow the tunnel,
avoiding the rocks (menhirs?) and taking the ==45TH TO 50TH== YLs. At the
edge of the cliff, Rayman looks down, and jumps into the twirl to finish the
level 6.



                      --------------------------------
    ------------------LEVEL 7 : THE CAVE OF BAD DREAMS------------------
                      --------------------------------


>Yellow Lumz: 50
>Cages: 0
>Special: Boss: Guardian of the Cave
                Get Clark's Life Potion


      In order to enter this level, you'have to pass through the Marshes of
Awakening. So enter it, and foolow the tree's root on your left to meet the
cave's Guardian. He can read in your mind and see you know the password.
So now you can finaly enter the Cave.

      Follow the long bone and take the ==1ST== YL at the end of it. Then hit
the PL to land on a further platform. Jump on the second platform to get the
==2ND==YL. Jump on the floating skulls and fly the wall of bones on your
right. Then jump on the kulls and get the GL. (Don't be too slow on the
bones, they won't float a very ong time). Avoid the big hand and take the
==3RD== YL. Hit the PL and fly to the ==4TH== YL on the bone-wall. Grad the
==5TH== YL on the bridge and fly to the pillar of bones. Quikly get to the
top and hit the PL. Continue like this up to some solid ground and a GL.
The next hall is full of big hands. In front of them are the ==6TH== and
==7TH== YLs. In the next room, wait for the two bloks to be close and jump
between them to get the ==8TH== YL. On the platform at the top, you get a GL
and two RL.

      Fly to the large platform on the center of the area and get the
==9TH==, ==10== and ==11TH== YLs. Kill the fire breathing zombies to get a
yellow MS. Place it on the base, fall down the pit, and a GL comes to you.
Behind you is a SYL (12TH, 13TH, 14TH, 15TH and 16TH YLs). Continue to reach
a large room with tow bases. (don't bother killing the caterpillars, they
come infinitely.) Look around to find a hall that divides in two ways.
Take the right one. Use the PL to get on the next platform, and jump on the
moving skull to reach a platform on which is the ==17TH== YL. Hit the PL and
fly between the two rocks when they are close, jump a few times and fly up to
the next platform to get a GL. Use the moving skull to get in an area with
six small patforms and a giant caterpillar. Hi the caterpillar a few times
and take the ==18TH==, ==19TH==, ==20TH==, ==21ST and ==22ND== YLs. Stand on
the rising skull to reach the yellow MS and a GM. Grab the MC and throw it
with B on the next platform. Keep doing that until you get back to the room
with the two MSs. Place the yellow MS on it's base and come back to take the
left path.
Jump on the skulls and the second one should raise, allowing you to reach the
rotating platform. From there, jump on the platform on the right of the
entrence to get he ==23TH==, ==24TH== and ==25TH== YLs. Then get back on the
rotatin platform and jump onto the other platform to get a RL. Keep doing
that to reach the blue MS. Bring it back to the bases and place it on it's
pedestal to open the door. (Good luck for throwing it on the rotating
platforms!) Take the SYL (26TH, 27TH, 28TH, 29TH and 30TH YLs) and fall down
the pit.

     Now, as promised, the Guardian challenges you to a little race...a deadly
race...niak niak niak... This race isn't hard when you know how to do it,
altough these green crystals are very hard to see, since they are the same
color as the ground. Anyway, as you approach them, hit the crystals to
destroy them and keep pushing the stick up to go faster. (Don't hit the walls
while jumping!!) Anyway, on the second platform is a SYL (31TH, 32TH, 33TH,
34TH and 35TH Ls.) Farther, you can also ind two other SYLs. (36TH, 37TH,
38TH, 39TH and 40TH YLs; and 41ST, 42ND, 43RD, 44TH and 45TH YLs.)

      When you finaly manage to finish this race alive, you have to fight
that monster in person. He will send you some skulls. If you hit the skulls
he throws et you, it stops moving and stay in mid-air a few seconds. Hit 2
or 3 of them to create a bridge to get on the other side and get a GM. Then
he goes on the platform you were standing at. Rpeat the opeation two times
and hit the PL on your right to reach his pillar and climb at it. Make a
bridge with the skulls to reach the next platform. Jump on the thin platforms
to get a SYL (46TH, 47TH, 48TH, 49TH and 50TH YLs.) Make another bridge and
grab the GL. Then make a last bridge to finish wit him. Follow the path
leading to the TREASURE ROOM!!! GOOOOOLD!!! Tell the Guardian you accept his
present just for the fun... and see Rayman's deam! After that, tell him you
don't want it. Then you awake in the Cave of Bad Dreams and the Guardian gives
you the Life Potion.

     Now go back to the Menhir Hills level.



                            --------------------
          ------------------LEVEL 8 : THE CANOPY------------------
                            --------------------


>Yellow Lumz: 50
>Cages: 4
>Special: Rescue Globox
          Get the "power punch" Silver Lum


      This level is quite short and shouldn't cause you many troubles.
Anyway, as you enter it, a giant and powerful spider attacks you. Kill it and
follow it's web path, taking the ==1ST TO 16TH== YLs and get on a higer
platform. In order to hit the ++1ST++ cage hanging under you, jump from the
platform and while flying, hit the cage to get the ==17TH== and ==18TH== YLs.
Then use the PL in the middle of the giant trunk to get faster on the higher
platform. Hit the ++2ND++ cage and jump on the other side, getting the
==19TH== and ==20TH== YLs. Then fall down the pit.

      Continue on your left and jump on the mushroom to get the ==21ST== and
==22ND== YLs. Then stand on the wooden bridge and kill the Henchmen (jump to
avoid his shots). At the end of the bridge, stand on the platform and hit the
switch on the other side to open a door and free your pal Globox. You also
got the ==23RD== YL. Now come back and follow the other bridge to get the
==24TH== YL. On the other side, take the ==25TH== YL and ater some voodoo
dancing, Globox creates a cloud above the lazers.
Electricity + water = new path. Grab the ==26TH== YL, fall down the pit,
and take the GL.
As you exit the tunnel, take the ==27TH== YL on your right. At the far left
you also find the ==28TH== YL. You should find a kind of tree sprout with the
==29TH== and ==30TH== YLs next to it, and Globox makes a little shower on it
to make it grow up. Stand on it and jump to get the ==31TH== YL. As it takes
you on the other side, you get the ==32TH== and 33TH== YLs. Once on the other
side, look around to find the ==34TH== YL. Hit the dead tree's SP to break it
and create a bridge, allowing Globox to go across the gap. Continue, take the
==35TH== YL, and stand next to the fire. Let Globox switch it off and follow
the path to get a GL and Kill the Henchmen. Globox got scaried and went hide
in the little alcove. Talk to him and he gives you a SL. Now can make a more
powerful punch by keeping the A button pushed.

      After the short cinematic in which Rayman gets the ==36TH== and
==37TH== YLs, Globox gets really scaried. Kill the advanced version of the
Henchmen and go take Globox back to make him destroy the lazer barrier.
Continue, grab the ==38TH== YL, kill the Henchmen and go take Globox back
again. Climb on the boxes and hit the PL to hit the ++3RD++ cage while flying
to free the ==39TH== and ==4OTH== YLs. Also, use the PL to get on the
platform above the boor and get a SYL (41ST, 42ND, 43RD, 44TH and 45TH YLs.)
Then take the ==46TH==, ==47TH== and ==48TH== YLs standing next to the
sprout, and let Globox water it. Now hide into the bush, so that the bad guy
won't recognise you and allow you to enter. There you find the ++4TH++ cage
and the ==49TH== and ==50TH== YLs. A Teensie opens the Magic Door to the
Hall of Doors, allowing you to finish the level 8.



                             -------------------
           ------------------LEVEL 9 : WHALE BAY------------------
                             -------------------


>Yellow Lumz: 50
>Cages: 4
>Special: Meet and free Carmen the whale


      As you enter the level, jump into the aquarium on your right. Dive,
and, while taking the BLs, try to find the ==1ST== YL, just above a chest.
Continue swiming and emmerge from the aquarium's other side. Hit the switch
to switch of the lazer door. Then enter the new path and walk to the right
to jump on a beam. If you're short of energy, hang on under the net and,
avoiding the piranha, take the RLs. Then continue walking on the beam and try
to get the ==2ND==, ==3RD==, ==4TH== and ==5TH== YLs under the net.
After getting them, come back on the beam and jump on the net to enter a cave
and get a GL.

      As you go ahead, a Henchmen should appear on the ship on the other
side. Two power shots should be enough to put him KO. Go down, and jump on
the barrels to climb on the net and fly to the cabin on the other side.
From there, you can it the switch on the cabin you come from, switching of a
lazer door. Continue and follow the narrow hall to get the ==6TH==, ==7TH==,
==8TH==, ==9TH== and ==10TH== YLs. (Jump on a rolling barrel to get the
highest one.) As you reach the room with some water and an island in the
middle of it, try not to wake the Henchmen up. Go take a Keg on your right,
and throw it at the Henchmen's face! After that, one punch should be enough
to finish him. Take another Keg, use it to destroy the door and reach the
++1ST++ cage. Hit it to free a PL and get a SYL (11TH, 12TH, 13TH, 14TH and
15TH YLs.) Now jump onto the palmtrees to hit the PL and reach the platform
above the broken door.

      Now you enter the wale bay. If you stand near the ST, Murfy comes to
you and tells you that Carmen the whale is trapped in a cage and pirates want
to use her blubber to oil the prison boat's engines. Altough Rayman has no
connection with Greenpeace (I think), he promises to do something to help the
poor whale.
Anyway, dive into the sea and go a few yards on the right of the beach (when
standing on it and looking at the sea) to find a cave entrence. Follow the
tunnel and as you get back to the surface, follow the narrowest hall, fall
down and go to the right. Hit the switch to free Carmen and create a Shell
generator in the previous room. Mount one of them and follow the hall to get
the ==16TH== and ==17TH== YLs. Keep pushing B to go faster and cross the pit.
Jump before hitting the door and the Sell should explode it. Continue, hit
the ++2ND++ cage to get two SYLs (18TH TO 27TH YLs) and you'll end up in the
sea. Find Carmen and follow her, taking her bubbles. In the second part of
your underwater trip, you'll have to be very fast taking the bubble if you
don't want the piranhas to do it before you. (apparently, these bubbles look
more tasteful than you...)
Now you end up in a arge cave with a sunken ship. If you're short of energy,
swim to the sea floor against the wall farthest from where you enter, and you
will notice a BL. If you swim down and get close to it, you will see that
there is a small cave. Swim into the cave and follow it a short ways and you
will surface in a small room with a platform in the middle of the water.
Jump up on the platform, and you will bounce very high, collecting a bunch of
RLs, healing yourself. Then come back to the large cave, and swim in circles
to have you air bar at about 3/4 full, and then enter the sunken ship, taking
the ==28TH== and ==29TH== YLs. As you surface at the end of the tunnel
(still in the sunken ship), take the GL.

      Exit the boat and climb on the net to get on the mast. Then hit the PL
and fly to the watchman's platform to find the ++3RD++ cage and the SYL
that's inside. (30TH, 31TH, 32TH, 33TH and 34TH YLs.) From the mast, jump on
the stream and, while sliding, get the 34TH to 47TH YLs. Then climb down the
net and stand at the enter of the cave. As the obelix dude runs at you, jump
to let him fall into the water. (and drown, hehehe...) Then take the
==48TH==, ==49TH== and ==50TH== YLs. At the end of the tunnel, hit the
++4TH++ cage to free the Teensie, which will open the Magic Door to the Hall
of Doors. Level 9 complete!



                 -----------------------------------------
     ------------LEVEL 10 : THE SANCTUARY OF LAVA AND FIRE--------------
                 -----------------------------------------


>Yellow Lumz: 50
>Cages: 8
>Special: Get the second Mask - Very long!


      Once again, you have meet the Teensies in their Council, and only if
you have gathered 300 YLs, will they let you pass...

      Look down the crater to perceive a small platform above the lava, and
fly down to it. As you jump on the next platform, you meet an advanced
version of Henchmen. Keep moving and jumping to avoid his shots and kill him.
Then continue and use the net as a trempoline to reach the higher platform.
Follow the foot-bridge and hit the SP to free a PL. Use it to reach a small
platform and get the ==1ST== YL. From there, you also can hit another SP on
the metal antenna. Use the previous PL to get back on the antenna and hit the
new PL to grab the ==2ND== YL and land on the highest platform and get three
Power Fists . (be careful: each time you get hit, you lose one of them...)

      Now use the first PL again to land on the next large platform. Follow
the narrow path, take the GL, and kill the evil Henchen. Continue, go to the
left, and jump on some platforms to find a Plum (this kind of purple tomato).
Shoot it to make it fall on the lava and jup on it. Navigating the Plum is
quite easy: just shoot in the opposite dirrection you want to go. Now that
you are on the plum, navigate it on the lava and come back to where you
fought the second Henchmen. There you may find a narrow path with the
==3RD== YL on it. Jump on this path form the Plum and follow the path, and
end up in an area with one of these invincible Obelix dudes. Take a Plum on
your right and throw it at him! The PLum should stay stuck on his head.
(hehe, don't worry, he won't stifle, that's just a video game...) Now jump on
his head and to reach a higher platform and get the ++1ST++ cage, in which is
a SYL. (4TH, 5TH, 6TH, 7TH and 8TH YLs.) Now come back to the entrence of
that tunnel and jump on the higher platforms to be able to fly up to the
largest one.

      Get back to where you got your first Plum and take another one. Once
again, navigate it to where you come from, and Follow the path until you
reach the antenna area. At the antenna's base, you can find the ==9TH== YL.
Now continue followin the path, enter the narrow tunnel and jump on the
ground, taking a GL. Take another Plum from this kind of palmtree and mount
it. Serious things begin here... The lava in the next pit is very hot, and
the Plum can't float on it. Crossing this pit may seem impossible, but here
is a trick that should allow you to do it without many troubles: Take a Plum
and stand as close as possible from the edge of the pit. Now throw your Plum
in the air pressing A, and while it's in mid air, move to avoid catching it
again, and then jump on it. Now shoot in the opposite dirrection of the pit,
and while above the lava, jump on the next platform. Still alive? Good.
Take another Plum and, while standing at the edge of the cliff, throw it at
the metal stick in front of you, and it should stay stuck on it for a while.
Then go stand under it to catch it as it falls, and repeat the opeartion with
the next metal stick. Catch your Plum and tand one yard or two of the metal
pipe, throw the Plum with A. Now stand on it to jump on the next platform.
Follow the tunnel and hit the ++2ND++ cage to get a well earned SYL. (10TH,
11TH, 12TH, 13TH and 14TH YLs.) That was actually the cage you could pecieve
under the net next to the antenna.

      Now come back again to where you got the first Plum. Hit one to jump on
it, and be able to hang on the spider web. As you progress on the web, take
the ==15TH== YL and keep shooting these black demons. Hit a Plum from the
next generator and navigate it to reach the farther platform.

      After leting Murfy tell you stuffs you already know about the Plums,
take a Plum from the plumtree (hehe, plumtree...) on you right, and navigate
it in the lava stream to the left. When your plum-trip comes to the end, jump
on the solid ground and enter the cave. (I really like these textures à la
B-K on the ground, don't you?) Now you reach the timing ability section.
Jump on the two small platforms on the lava, and wait for the breath of fire
to be switched off before jumping on the next platform. Continue, avoid the
breath of fire, cross the bridge and jump on the left pillar. Then fly to the
other pillar to reach the ++3RD++ cage and the ==16TH== YL which is inside.
Jump on the platform under you and hit the door three times to destroy it.
Jump on the next platform, and shoot on tho stalactite on you right to make
it fall in the lave, creating a new platform and allowing you to continue.
Follow the path and hit the ++4TH++ cage. Shoot at the stalactite on your
right and, while avoiding the breath of fire, jump on it to reach the farther
platforms and grab the ==17TH== and ==18TH== YLs xhich were in the cage and a
GL.
As you continue, hit the column's SP to break it and create a bridge. Do that
a second time and fly to the next platform. Continue, jump over the breath of
fire, and once again, hit the stalactite. Then jump on the round platform,
which will take you on the next area. Jump on some blocks to reach the
++5TH++ cage and the ==19TH==, ==20TH== and ==21ST== YLs which are inside.
Continue, don't worry about the little spiders and hit the PL to cross the
pit and get a GL. Follow the path and jump on the round platform. As you
approach the first breath of fire, hit the stalactite and jump on it before
getting back on the moving platform. Do that a second time and jump on the
stairs.
Go to the right and you'll end up in a room with three fragile doors. Begin
by breaking the right one to get some RLs and recover your energy. Then break
the middle one to get the ++6TH++ cage and the ==22ND==, ==23RD==, ==24TH==
and ==25TH== YLs which are inside. You can also take the three PFs and some
more RLs. Then break the last door to meet a Giant spider. If you took the
PFs, two shots should be enough to kil it. Follow the path on which the
spider was and take the GL. Now get ready for a super Shell ride!!! Touch the
sleeping Shell and do what you have to do... After the looping, keep pressing
B to go faster and jump over the two pits. The last section of this ride may
cause some troubles, 'cos sometimes, when you jump, you just crash while
landing...that's quite frustrating, but don't give up! Anyway, if you survive
up to the end, breakthe door and enter the path.

      In this area, if you look down the gap, you should recognize this
place... Anyway, cross the gap by walking on the trunk and continue to take
the ==26TH== and ==27TH== YLs. Now you can get down and take a Plum to get
back to where you met Murfy. Now you can continue on the lava, taking the
other path. (Remember, when you arrived there, I told you to take the left
path. Now just take the right one.)

      As you follow the stream, immediatly jump on the platform on the right,
and fall down on the metal foot-bridge. Kill the Henchmen on the other side
and fly to where he was. Then just follow the path to reach the ++7TH++ cage
and get a SYL. (28TH, 29TH, 30TH, 31ST and 32ND YLs.) Now get back to where
you fought the Henchmen and fly to the smallest platform at the end of the
path.
There, if you look down, you can persieve a narrow enter. Fly to it and enter
this new area. There, you may find a strange spider which looks like very
shy. Although it looks like quite congenial and inoffensive, you will have to
kill it... In order to do this crual deed, walk in the opposite dirrection it
is, and it should uncover to follow you. So, quickly turn round and shoot at
it. Do that a few times to kill this poor little thing and get a Plum.
(I killed someone for a Plum !?!) Anyway, take it and place it next to the
enter you couldn't reach because it was too high. Jump on it and enter the
path to reach a very quite canion. Continue, take the ==33RD== YL on the
pillar, and pass through the floor.

      You immediately get a Plum. Stand on it and follow the path of lava
staying on the darker part of it. After a few turns, go as far to the left as
you can to get the ==34TH== YL. A few yards further, right before the
lavafall, jump and fly to get the row of RLs, a SYL (35TH, 36TH, 37TH, 38TH
and 39TH YLs.) and a GL, to finally land on another Plum. Then avoid some
roots coming out from the walls and ceiling.
In the second part, immediatly go to the left and jump on the large platform.
There, place a Plum under the high ==40TH== YL and jump on the Plum to reach
it. On your Plum, continue going down the lava river and keep your left to
get the ==41ST== YL. Then, on the right wall, you may notice a narrow tunnel.
Follow it, jump on the trampolin webs, and follow a web path to reach the
++8TH++ cage, in which is a SYL. (42ND, 43RD, 44TH, 45TH and 46TH YLs.)
At the end of the tunnel, fly down to enter the next door.

      No, the level is still not over... Fly to the platform with the
caterpillar and kill that one. Then take the yellow MS and throw it on the
lower platform. (The one with the rotating breath of fire.) Then take the MS
back, and contiue throwing it down the platforms. As you reach the bottom,
Ignore the PL, and carry the MS down the hallway. NOTE: If your MS falls down
the bottomless pit, go to the lowest platform, and hit the PL which will
carry you back to the top. As you reach a long lava path, pose the MS on the
ground, and hit the Plum on the other side to make it come to you. Then take
the MS, stand on the Plum, and look towards the hall you come from. Now throw
the MS with A, and while it's in mid air, shoot to move to the other side.
Continue carying the MS, and when you enter the next room, go left and pose
the yellow MS on it's base.

     You just opened a new path in this room, and the cinematic showed you
where the blue MS was waiting for you. Go on the other side of the ava sream,
and jump on some blocks to enter a door. Yes, you've already been there, but
another cinematic showed you that a new path at the end of the slope has been
opened. So take a Plum and use it to get down the slope, and enter the fresh
new path. Ohh great; another lava slope! Jump on the Plum and as you approach
the end of it, hit the wall three times to break it and jump into the wall.
Jump on the thin collumns up to the other side and get the GL. Now a bobslake
party! Continuously slow down pulling down the stick, and, after two sharp
bends, try to grab the ==47TH== YL. At the end of the first part, quickly
jump and hith PL to reach the second part of the slope, which is very short.

      You ended up in the room with MS the bases. When looking towars the
center of the room, fly to the blocks on the right to get the ==48TH== YL,
and finaly reach the blue MS. Throw it down and place it on it's base.
You woke Umber up! Also, next to the blue base is a PL. Use it to get back on
the higher blocks. Jump on one of the two highest block, and from there, fly
to Umber's head, taking the ==49TH== YL. Then he begins walking towards the
stairs. Jump on them beore you drown in the lava with him! Then, when you're
upstairs, immediately go to the left to get the ==50TH== and last YL.

     In a cinematic, Rayman gets the second mask and gives it to Polokus.

                            LEVEL 10 FINISHED!!!!!!




                        ----------------------------
      ------------------LEVEL 11 : THE ECHOING CAVES-------------------
                        ----------------------------


>Yellow Lumz: 50
>Cages: 5
>Special: Nothing


      In the level's introduction, you see a Henchmen entering a cave.
If Rayman wants to acces the cave too, he will have to activate four switches
before opening the door. The icon at the bottom right of ths screen shows
the number of switches you have activated.

      Kill the Henchmen that was waiting for you, and go up the stairs
leading to the wooden cabin. There, hit the first switch and stand on the
platform to fly up to a further one and fall down the pit. Get in the water
and swim throughout the under water tunnel to reach the second switch. After
hitting it, come back on the other side of the tunnel, grab a Plum, and throw
it at the Obelix dude's head. Then jump on him and climb up the two nets.
There you get a SYL. (1ST, 2ND, 3RD, 4TH and 5TH YLs.)
Fall down and look around for a large gap and two pillars. Jump on them to
reach the other side and follow the path to find a SYL behind a large tree.
(6TH, 7TH, 8TH, 9TH and 10TH YLs.) Then you can fall down the deep pit.
Kill the Henchmen, and hit the third switch he was sanding next. Go on the
other side and hit the big red button to raise the columns up. Then jump on
the higest one to reach a higer platform and climb up the net. Follow the
path and take the GL. Jump on the first flying platform and wait for it to
raise, before flying to the next one. When the second one is higher, jump
back above the first on to get a SYL. (11TH, 12TH, 13TH, 14TH and 15TH YLs.)
Then continue jumping on the flying platforms to reach the solid round.
There, climb up the net, and as you enter the cabin, hit the red button to
open the door. Hit the fourth and last switch and walk on the wooden bridge
to reach a SYL. (16TH, 17TH, 18TH, 19TH and 20TH YLs.) Now you can fall down
and enter the underground door.

      As you enter the cave, take a Keg and throw it on the door with a SP on
it to destroy it and reach the ++1ST++ cage. Go back take another Keg and as
you look forward the water, light it on by touching the torch. As you're
flying on you barel, try to grab the ==21ST==, ==22ND== and ==23RD== YLs.
Then aim for the ++2ND++ cage at te top of the wooden tower, and jump off the
barrel before hitting it. By opening the cage, you got the ==24TH==, ==25TH==
and ==26TH== YLs. Then climb down the net and jump on the pirate flag to
reach the highest wooden planks and the ==27TH== YL at the end of it.
While falling on a smaller platform under you, grab the ==28TH== YL.

Enter the Fairy Glade:
~~~~~~~~~~~~~~~~~~~~~~
Now fall on the lowest platform and take a Keg to light it on and use it as a
rocket again. Head for the right o the pillar to get the ==29TH== YL, and
then try to grab the ==30TH TO 35TH== YLs on your path and aim for the small
enter an the top left of the large wall. If you haven't done it yet, fall
down the pit and reffer to the Fairy Glade walkthrough. Then come back to the
enter of the hall and fall down, and then get on the platform on the right.
Stand at the edge of the platform, lLet the Obelix dude run at you, and jump
before he hits you to make him fall in the piranha infested water.
Take a Keg, and as you light it on with the torch, aim for the switch on the
other side and press A before hitting it. Now enter the door you just opened
next to where the Keg was.

      Take a Keg and, while under the ++3RD++ cage, throw it with A to open
it. Once again, use a Keg as a rocket and stay as low as possible to get the
row o three YLs: ==36TH==, ==37TH== and ==38TH== ones. Follow the tunnel and
at the end, hit A to leave the Keg and land on some wooden planks. Kill the
Henchmen and jump on the net to get the ==39TH== YL and hang on an higer net.
From there, you can hit the ++4TH++ cage. Fall down and get back to where you
left the rocket to percive a big red button. Hit it to open to metal gate and
quickly follow the path of wooden planks, taking the ==40TH== YL, and using
the Keg as a rocket. Along the tunnel, you can get the ==41ST TO 47TH== YLs.
Hit A to leave the rocket and hang on the net. Quickly get on the wooden
planks and use a last rocket up to the next platform, taking the ==48TH== and
==49TH== YLs. There, jump on the cabin's roof and take the ==50TH== YL.
You can also hit the ++5TH++ cage to free a Teensie, which will open the MD
and allow you to finish the level 11.



                           ------------------------
        -------------------LEVEL 12 : THE PRECIPICE-------------------
                           ------------------------


>Yellow Lumz: 50
>Cages: 6
>Special: Nothing, really...


      Ok, this level gets my vote for the worst level in the game! It's just
runnig on falling bridges for about 5 minutes! It's so linear, the cages and
YLs are just on your way, and you can't miss them! If you're having some
troubles finding the YLs, just open your eyes!! I tell you! You cant miss
them! Anyway, I'll list the number of YLs and cages you can get in each part
of the level.

      Part one: ++1ST++, ++2ND++ and ++3RD++ cages and ==1ST TO 10TH== YLs.

      Part two (the sinking tower): ++4TH++ and ++5TH== cages and ==11TH TO
                                    25TH== YLs.

      Part three: while flying, grab the ==26TH TO 40TH== YLs. Then kill the
                  Henchmen to open the door and acces the ++6TH++ cage to
                  free the Teensie. Then go to the far left and follow the
                  path to get two SYLs. (==41ST to 50TH== YLs.) Now you can
                  pass through the MD, located where you hit the last cage.
                  Level 12 finished. (Yeah, already.)
                  


                       -------------------------------
    -------------------LEVEL 13 : THE TOP OF THE WORLD-------------------
                       -------------------------------


>Yellow Lumz: 50
>Cages: 2
>Special: Nothing


      The first part of this level is quite short and linear too. Make the
Obelix dude fall in the gap and sit on his chair. GO! Use the stick to turn
around and, while avoiding hitting something with your head, try to get the
YLs. In this first part of the level, grab the ==1ST TO 33RD== YLs.

      You end up in a hall with a guy in a barrel which electrifys you as
soon as he sees you. In order to kill that one, hit him by making you shots
bounce on the wall. Then continue, taking the ==34TH== YL on your right,
avoid the rolling barrels and climb up the net. Now you reach a room filled
with tons of wooden boxes. Take a Keg on your right and throw it at the
barrel man to kill him earnestly. Then hit the ++1ST++ cage to get the
==35TH==, ==36TH== and ==37TH== YLs. By jumping on some boxes, you also can
get the ==38TH== YL, and jumping over a small pit next to a wall, you also
get the ==39TH== YL. The come back to take another Keg and go to the far left
(as if you were entering the room) to find a room with a large gap and a
moving platform over it. Stand on the platform and as you reach the other
side, throw the Keg on the door to destroy it and enter the next room.
There, you meet a Teensie, which will open the MD for you. You also find the
==40TH== YL and some PFs. Come back to where the gap was and hang on the web
to get the ==41ST== and reach the other side again. The Teensie should show
you the path. So continue and get the ==42ND== YL before climbing up the net.

      Use the first technique again to kill the barrel man and get to where
he was to grab the ==43RD== and ==44TH== YLs. Then follow the hall to reach
another room full of boxes. At the end of it, you may find the ++2ND++ cage.
Hit it to get the ==45TH==, ==46TH== and ==47TH== YLs. Also, jump on the box
next to this cage to get the ==48TH== YL. Jumping on the boxes at the
entrence of this room, you also get the ==49TH== YL. Between them is the
==50TH== one. Then continue and go up the stairs to reach the MD, wich should
have been opend by the Teensie. Level 13 finished.



                 -----------------------------------------
     ------------LEVEL 14 : THE SANCTUARY OF ROCK AND LAVA--------------
                 -----------------------------------------


>Yellow Lumz: 50
>Cages: 7
>Special: Nothing


      If you go to the left, Ly suggest you to race her a second time race.
This section is described later in the FAQ.

      So follow the bridges and jump on the net to fight a Henchmen.
Then jump on the floating barrel and, after killing some Zombie Chickens,
jump on the wooden bridge to get a GL. Follow the path, avoiding the rooling
Kegs and use the PL to fly up to the window. From there, fly to the path on
the swamp and follow the path to the left (on the right is just a RL),
killing these jelly eyes, to reach some giant turtle shells. Jump on them to
reach a broken bridge. If you turn up, you may find the ++1ST++ cage. Hit it
to free a PL, allowing you to cross the bridge, at the end of which are a GL
and some PFs. After killing the Henchmen and the orde of jelly eyes, move
around to get the ==1ST==, ==2ND==, ==3RD==, ==4TH== and ==5TH== YLs.
Then enter the next door and follow the hall to get a GL. Go up the slopes,
killing the caterpillars, and when upside, jump over the barrier to hit the
++2ND++ cage while flying to get a SYL. (6TH, 7TH, 8TH, 9TH and 10TH YLs.)
Come back upstairs and enter the next door.

      Jump on the platform on your right and after killing the small
caterpillars, jump on the carved wall to hang on it. At the top of it are the
==11TH==, ==12TH== and ==13TH== YLs. Continue to the left and shoot on the
roots to make them go back in their walls. After crossing the lava pit,
turn round and shoot at the ++3RD++ cage. Then continue following the hall to
reach a room with a strange purple flying platform in the middle of it.
After taking the ==14TH==, ==15TH== and ==16TH== YLs, jump on the platform.
As it takes you to some other place, keep sooting at the roots. Right after
the lava pit, the ==17TH==, ==18TH== and ==19TH== YLs that were into the cage
should come to you.
After a while, you enter a large gap in the root-textured ground. Hit the
wall a few times to destroy it, and as the platform is beig engulfed by a
breath of fire, jump on the solid ground to get the ==20TH== YL and a GL.
Jump on the next flying platform and as your platform id once again engulfed,
fly up to the next one. You also got the ==21ST== YL. Destroy another wall
and while shooting on some other roots, get the ==22ND== and ==23RD== YLs.
Then, as your platform disappears, activate your helicopter and, while
flying, get the ==24TH== and ==25TH== YLs before landing on the ground and
getting a GL.

      Then, jump on the floating trunks, and while on the two last ones,
shoot on the ++4TH++ cage hanging under another platform. Then jump on it,
avoiding the breath of fire to get the ==27TH==, ==28TH== and ==29TH== YLs
that were into the cage. Jump on the next platform and follow th path to get
the ==30TH== YL. There, hit the switch on the pilliar in the middleof the
room to create a new platform, allowing you to enter the door on the other
side.

      Jump on the small platform to get the ==31ST== YL before flying to the
large rotating platform and getting the ==32ND== YL. There, keep under a
platform above you to cross the lava fall and jump on a small plaform against
the wall to get the ==33RD== YL. Climb up the carved wall to get the ==34TH==
and ==35TH== YLs to stand on a higher platform and get the ==36TH== YL.
From there, you can hit the ++5TH++ cage, and the ==37TH==, ==38TH== and
==39TH== YLs that were inside should come to you. Then jump on the highest
part of the roating platform to reach two stable ones. Jump on them to get
the ==40TH== YL and shoot on the switch to open the door and enter it.
Then follow the hall, killing the black demons to get the ==41ST== and
==42ND== YLs. Jump over the root-mud filled pit and hit the switch to open
the door in tront of a root and quickly pass through it. Then Turn to your
left and jump off, engaging your helicopter quickly. Once out past the edge,
turn around and you'll find a carving that you can hang on to. Tere, take the
==43RD== and ==44TH== YLs, and climb up to get back on the path. Follow this
path to take the ==45TH== YL. Then jump on the newt platform when the moving
wall is in, turn around to hit the ++6TH++ cage, and as you quickly jump back
on the platform you come from, you get the ==46TH==, ==47TH== and ==48TH==
YLs that were into the cage.
Then continue jumping all kind of platforms to reach a GL. Continue, and
while on the floating trunks hit the switch to wake a small platform appear,
allowing to jump on the one with the moving wall. Finaly, follow the hall to
reach the last room. Behind the two pillars are the ==49TH== and ==50TH==
YLs. Then stand in front of the MD stone, and shoot at it to make you punch
rebound and hit the ++7TH++ cage above you. You just freed (is that an IV?)
the Teensie, which should open the MD, allowing you to finish the level 13.


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