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Game Cheats » Nintendo DS Cheat Codes » Games Starting with the Letter R » Rayman DS - Strategy Guide (Page 02)

Rayman DS - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Rayman DS - Strategy Guide (Page 02).

Continue through this short tunnell and you'll be above the root that you
were hanging on before. You'll see a net in front of you with a switch at the
other side of it. Shoot it and you'll open the wood grating down below. DON'T
JUMP OFF! If you look to the left, you'll see a Yellow Lum[7], collect it
and carefully continue across the giant root. When the root splits in two,
take the left path, the right has nothing. On your way up water will be
sliding down from the wall over the root, jump over this because it could
knock you off of the root. At the top you'll see another cage[2], open it for
another Yellow Lum[8]. Now go back, jump off the root and enter the door you
just opened.

Two Globox children will tell you that they want their dad back, just
continue on. You'll reach flowing water, a Green Lum and a Stone of Thought
that tells you what Green Lums do. Jump down into the water, or go around on
the grass and you'll reach a now sunset looking area. Follow the path to the
left until you reach a net that takes you up to a mechanical structure. Jump
onto the structure, and walk through it, but don't go higher, go to the very
edge at the right and you'll see some land with a barrel in it the water.
Run then jump over and use your Helicopter to reach the patch of land. Avoid
falling into the water, as it's infested. This jump shouldn't be hard, but
once you reach the land, jump on the barrel and stay on it. You'll notice it
starts to move on it's own. It'll take you under the land bridge you crossed
to collected a Red Lum, another Yellow Lum[9] and another Red Lum. The barrel
will pass the back, allowing you to jump back up. Jump up and go back onto
the mechanical structure and go through it once again. Jump up on the
gratings and go to the left for a Red Lum and two pumping vacuums that go up
and down. Jump on the smaller one, when it's raised to the fullest, jump on
the other one. When that one's raised, jump into the cave.

In the cave you'll see a a tree will climbing roots on the side of it. Also
Dark Caterpillars will appear from the right, but you can easily start
climbing the tree before you even see one. Start climbing and you'll collect
a Red Lum, continue climbing to the top and jump off on the highest branch.
Then walk across it and into the cave. Jump through the water fall and you'll
begin to slide down a stream of water which has 5 Red Lums to collect. After
the short slide, you'll be back on land.

Through the short cave you'll be at large opening with a large pond of
infested water. Luckily for you, there's a Green Lum and climbing roots to
the right. There's 2 Red Lums on the root path, before you reach the Jumping
Pirana. Just wait for it to drop back into the water, and continue. At the
end of the path there will be a Yellow Lums [10]. Just go to through to the
path to enter a new area.

You'll see a cutscene of a Henchman guarding the Pirate-Ship fort. Watch out,
he throws explosive barrels, so just keep moving and you shouldn't be hit.
For now, ignore him and run over to the other side of the fort and to the
left. There will be a cave, go in it. At the end of the cave, you'll be at
small pond with lillipads, a jumping Pirana and some ledges. Of course, the
water's infested, so try not to fall in. Stick to the path to the right, and
jump on the first lillipad for a Yellow Lum[11]. Look over to the left and
there will be two more lillipads. Jump on the first to get another Yellow
Lum[12], and jump to the third for another Yellow Lum[13]. Watch out for the
Jumping Pirana between the second and third lillipads. Also, the third one's
smaller then the other two, so using the helicopter to land on it wouldn't be
such a bad idea. Once you collected the Yellow Lums, make your way back to
the first lillipad and jump to the left on solid ground. At the end of this
path there's a rope ladder, jump on it and climb to collect a Yellow Lum[14].
At the top of this ladder is another ledge jump off and collect a Red Lum. Do
you hear the ticking? Well, it's a timer. That Red Lum you just collected
made four other Red Lums appear, and in a certain amount of time, they'll
disappear. You won't get anything special for collecting all of them, but if
you're down on your health you might just want to. Anyway, continue across
the ledge until you get to another rope ladder. Climb up to another ledge.
Cross the wooden bridge to higher ledge with a cage[5] that contains a Super
Yellow Lum[19]. Collect it and to the left, near the edge is a Yellow Lum[20]
jump to get it. Now jump off, use the helicopter, and find the opening of the
cave you came through. It should be right below you. Run back through the
cave.

Ok, you're back outside with the Henchman, see the blockade in the middle of
the floor? Stand on it and wait for the Henchman to throw a keg. Once he does
run away, and wait for it to blow up, then drop into the hole he just made.

When you land, jump across wooden crates and barrels to get across the water.
Infested water of course. The Stone of Thought in the begining of this tunnel
just tells you to use your helicopter and shadow to make it easier to get
through this part. On the second crate is a barrel that activates a timer on
the other four Red Lums, just continue across to get to the stone ground to
the left. This contains a Green Lum, which is always nice. The wall in front
of you is covered in with a spider web, Rayman can climb these exactly like
the roots and vines. The Stone of Thought will tell you this. Jump on, and
make your way up. As you're going up, you'll notice that kegs are dropping
from the top. Watch out for these, as they'll knock you off, if you happen to
be hit by one use your helicopter immediately and float back on the web. Once
at the top, jump to the left to find a door with a wooden blockade. Shoot it
and go through.

There will be a cutscene that shows that the lasers at the end of the hall
are activated, and the switch is a floor above next to a sleeping Henchman.
Go the opposite way and up some stairs to go outside and collect a Green Lum.
But before you can grab it Murphy comes to tell you that there are pirates
in the area, and you'll probably have to fight one. Then he says that you
should target them with R to avoid their shots. Of course, as you come out
into the clearing, one will come out to fight you. Your first battle with a
Henchman! This should be easy, he only shoots at you twice then stops. These
are very easy to dodge. To monitor his Health, look at the bottom of the
Touch Screen. After you beat him, he'll drop a Red Lum. Go inside of the door
to the right.

At the end of the room is a sleeping Henchman. To the left is a Keg and Keg
Dispenser. Grab the Keg, and go back outside and to the right wall is a door
with a metal blockade. Throw the keg at it with A to take it down, and go
into the room. At the end of this room there is a cage[4] with a Super
Yellow Lum[25]. Go back to the room with the Keg Dispenser.

Grab another Keg and the Stone of Thought will tell you how to pick them up,
which is silly. Anyway, along with slowing down Rayman's movements two
buttons also change:

A - This becomes a long range throw Rayman does in the direction he's facing.

B - Rayman will toss the Keg straight up, and it'll then come back down.
    Useless? No, you need this later.

Anyway, face the Henchman and press A, if you managed to hit him, he will die
instantly! If not, the climbing cage to the left of him will raise, and
you'll have to defeat him like the other one to bring it back down. Climb up
the cage and jump to the net above and hang. Come towards the camera and
there will be a hole to the right, but don't go in yet. To the right of the
hole is a Yellow Lum[26]. Collect it, the camera should move back, so you can
see Rayman, when this happens climb towards the camera again for another
Yellow Lum[27], then finally go into the hole.

This room is tall, with a bouncy net at the bottom, a switch that deactivates
the lasers in the other doorway and a large lazer at the bottom that keeps
going back and forth. It will shock you if you hit it. Drop down and shoot
the switch, then bounce up into the doorway. Go to the right and there will
be two more lasers; one stationary the other going up and down. When the
second goes up, jump over the first and run under the second. Now you're on
second floor with the sleeping Henchman and switch you have to hit. If you're
using the Touch Screen, you can tip-toe close to the switch. Once there, you
can jump(which will wake the Henchman) and shoot the switch quickly, then
jump over the railing, not having to fight him. Go through the door to enter
a new area.

In this new room, there will be three moving lasers, don't let them scare
you, it's easy to avoid, just run at them and jump over the two bottom ones.
Continuing on the path, you'll come to a broken bridge, you must get to the
other side, but you can't yet. Instead, turn around, and there should be a
climbing net with a Yellow Lum[28] at the top. Climb down for another Yellow
Lum[29] and jump off to touch ground. Ly will talk to you, she's right there!
But she's being held in a sort of Energy Chamber, you'll have to get her out.
Don't touch it, you'll be shocked. Turn around and you'll see a cave. Go in.

At the end you'll see a Keg Dispenser, and a Stone of Thought that will tell
you the Keg controls that I've already told you. So grab and Keg and go down
the path. A flying bomb will come from the ceiling and start to approach you.
Throw the Keg up and shoot the bomb and blow it up, then wait for the Keg to
fall and you'll automatically catch it. Then continue, you'll probably have
to destroy two Flying Bombs as you make your way to the edge. Once at the
edge, throw the Keg at one of the three metal blockades to destroy it,
releasing Steam. Repeat the process for the last two blockades to activate a
cutscene of the machine being destroyed, and Rayman running outside to see
Ly be released.

Rayman says he needs all of his powers back, but Ly's too weak to give them
all back at the moment. She'll tell you abot Polokus who can help you, but
he's been gone for a while now. According to legend, he can be revived by
collecting four masks. Of course, they're hidden and you'll have to find
them. Ly will give you another power, then disappear. You can now grab onto
Purple Lums! Now climb back up the net and go back to the broken bridge. See
the Purple Lum? Jump and shoot it. If you hit the Purple LUm, an energy chain
will connect from Rayman's hand to the Lum, and he will swing, you don't need
to control the swinging, Rayman will do this on his own, but you can change
the direction he swings by pretty left or right. Pressing B will cause Rayman
to let go. Let go at the other side and use the helicopter if you need to.
Go into the door and do the wall-jump technique to go up the wall for another
Yellow Lum[30], and at the top another Yellow Lum[31]. Jump over to the
higher ground and jump down on the other side to enter a new area.

Right now you're on a giant metal pipe, run to the very edge of it and the
camera will look down to a giant pit. You have to go down, but there's Yellow
LUms on the way, so don't miss out on those. Jump and activate the helicopter
then go towards the middle of the pit and collect a Yellow Lum[31], right
below it will be another Yellow Lum[32]. Float over to the pipe and land on
it. On the left end of the pipe, collect another Yellow Lum[34]. Jump down
and float over to another pipe to the bottom of the screen, for another
Yellow Lum[35]. Jump then float to the final pipe, but watch out, there's
a Henchman guarding a cage[5], make quick work of him and then collect three
Yellow Lums[36-38] that were in the cage. Jump off, float to the bridge, and
go through the cave.

Collect the Green Lum when you exit the cave. You'll notice you're in a
fairly large area with spirals of wind. Jump into the first one, activate the
helicopter and you'll be taken up to the top of this spiral with a Yellow Lum
[39] in it. Look over to the next spiral and float over. There is a Yellow
Lum[40] at the bottom of this next one, to retrieve it, deactivate the
helicopter and drop down to collected it, then reactive the helicopter and
you should go back up if your timing was ok. Once at the top of this spiral,
float to the one to the right. Collect another Yellow Lum[41] at the bottom
of it and float over to the far one to the right. At the bottom of this one
is another Yellow Lum[42] and in the middle is a Yellow Lum[43] too. Again,
float over to the spiral to the right, with a Yellow Lum[44] at it's base.
once at the top, float over to the highest spiral to can see, collect it's
Yellow Lum[45] and float over to the far spiral that's very short for two
more Yellow Lums[46-47]. Finally, float over to the left spiral for the last
Yellow Lum[48] and ride it's current up to the top, turn around, and you'll
see a Purple Lum, shoot it and swing across to the wooden platform.

Turn around and walk across the narrow planks into a small room with the last
cage[6], and shoot it open. Inside this is a Teensie that will tell you
the more cages you open, the more Health you'll have. Follow his short walk
over to the level's ending portal. After a short Russian dance with the
Teensie the portal will appear and he'll jump in to leave. Follow his steps,
since you already did with the dance!, and leave.

You will be introduced to the "Level Status" screen. It will tell you how
many of the Lums you've collected, and how many of the cages you've opened.
As I said before, you cannot collected everything in this level the first
time, and you'll be back later to do that, so don't worry. If you get all of
the Lums, and Cages, you'll be able to play the Bonus level, but I won't go
into depth with that until the time comes. Just hit A and you'll be asked
if you want to save your game press A and your game will save(quite quickly
I might add) and press A again to return to the Hall of Doors.

Jump into the next portal to go to enter The Marshes of Awakening...

You are now 5.3% done with the game!

===---
LEVEL 03: The Marshes of Awakening [LWT03] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===---

LUMS:  50
CAGES: 05

Start off by running to the end of the bridge and jumping to the first
lillipad. Turn left and you'll see a giant tree root, jump on it and follow
it's path. Watch out for the Pirana that jumps across. After a short run,
you'll see a Yellow Lum[1], collect it and return to the lillipads. To the
left of the first one, there will be a smaller one, jump over to it. To the
left again is another lillipad, jump to it again, now if you want, you can
jump to another one to your left with a Red Lum if you're low on Health,
but you'll probably just want to jump to the big lillipad to the right. Once
you're on the bigger lillipad you'll see some climbing nets in front of you
that go over to the left, jump on and make your way over. When you get to
the next section of netting, you'll see a bridge on the other side, a Green
Lum and a cage[1]. Climb to the top of the net and jump over, use the
helicopter if you want to secure your fall. After, destroy the cage.

You'll free Sssssam, Rayman's first aquatic friend. Rayman will ask if he
knows about Polokus and four masks, but he doesn't know. He does know that
Globox has been captured, and he's been taken to the other side of the
Marshes, and he'll help you across. Then he'll tell you the skiing controls:

B - Jump, this will make you jump over things, but it has a delay when you
    land. So you won't be able to jump again right after.

R - Holding R will cause Sssssam to speed up, making Rayman lean back more.
    This pretty much nullifies all your controls as you can't jump or really
    control for that matter.

When you're ready, shoot Sssssam to connect a yellow energy chain from your
hand to his neck, like how Purple Lums work. Over the first two mounds are
Red Lums, so if you need the Health, try and get them. Next you'll turn to
the left and there will be a Jumping Pirana going through a Red Lum you can
jump for. Next you'll be going through a wide area with a huge rock to the
left, you can jump off of this for another Red Lum. After that there will be
a saw which, I'm not sure can hit you, I've been able to go straight through
it. So you shouldn't worry about that. Next you'll come to a small tunnel
entrance which looks like it has a torch on the right wall. This isn't a
torch! It's a Super Yellow Lum[6]! But don't just skim by it, jump into it
because it's floating on a switch that'll make more Yellow Lums ahead.
They'll appear over to the right a bit, so collect those four Yellow Lums
[7-10]. Watch out ahead, because Zombie Chickens will appear and you can't
shoot them, so bob through them, first over to the right, then over to the
left, then right again. Sssssam will make a sharp left and start circling
around a tree, moving to the right. There will be a cage[2] in front of you,
run into it to break it open. There's two more cages[3-4] in the water, do
the same for these cages. You won't collect their contents right away, but
don't worry, Ssssam will come around the tree two more times. Each of these
contains a Super Yellow Lum, so that's three Super Yellow Lums[10-25]. After
this, Sssssam will enter a cave and go to a new area.

In this area you'll see stakes coming out of the water and a Flying Bomb drop
from the sky. Dodge over the right, then left, and sharp right to miss the
Flying Bomb. continue and you'll see a ramp to the left jump on it keep going
left to collect two Yellow Lums[26-27] on the wooden bridge. Jump off of the
bridge and you'll see three Flying Bombs jump over them for a Super Yellow
Lum[28-32]. Sssssam will turn to the right, and there will be more stakes
to dodge inbetween, but one short and has a Super Yellow Lum[33-37] you can
jump to get. After you dodge the stakes, Ssssam will make a hard right, push
a little bit to the right and jump off the very close rock for three Yellow
Lums[38-40]. Ahead of you will be a Henchman in a boat, he'll shoot at you,
so dodge his shots! But go straight towards him and jump over his boat and
try to snag the Super Yellow Lum[41-45] at the end of his fishing line!
Continue you on your way and you'll see more stakes and a Super Yellow Lum
[45-50] next to it, but in front of the Super Yellow Lum is a Flying Bomb, so
time your jump to land right over the Flying Bomb and get the final Yellow
Lums! You'll be congratulated with Rayman saying "YAHOO!" and a giant
"YAHOO!" on your screen. Now you have nothing else to worry about! Just let
Sssssam drag you to the end of the level where he'll break the line and toss
you into a cave.

In a cutscene he'll tell you to come and visit again if you can, and he'll
miss you. After that cuscene you'll be in the cave without much direction to
go. If you missed some Lums, you can jump into the water and restart the
second water skiing part to try and claim them. You'll probably have to, as
the water skiing part is hard, the second part at least, you shouldn't have
much trouble collecting everything in first part. Anyway, if you've collected
everything, shoot the final cage[5] to release the Teensie! After the dance,
follow him into the portal to the "Level Status" screen. It should say:

                                   Bonus Level
                                 Access Granted

Yup, you'll be able to play it! Though it's not really much. You'll be in a
meadow-like area, and you'll see a Globox child and a Robot. The robot will
start running and you have to make the Globox child run, how? Press A and B
back and forth very quickly, you'll see a Blue Bar at the bottom of the
screen go up as you press them, the higher the bar, the faster the Globox
child will go. If the robot's beating you, don't worry, near the end he'll
fall down and you'll pass him easily. There's one of these for every level
except the last, The Woods of Light, and the two race levels. Each one, the
characters have take a different route, but in the same area. If you manage
to beat the robot, a Purple Witch will appear and refill Rayman's Health.
After press start and select "The Hall of Doors," then hit "Yes." And you'll
be asked if you want to save. Of course, save and jump into The Bayou...

You are now 10.3% done with the game!

===---
LEVEL 04: The Bayou [LWT04] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===---

LUMS:  50
CAGES: 07

You'll be greated with a cutscene that says the current slaves onboard
Razorbeard's Buccaneer is 22,730. One of his robots(The one you race in the
Bonus Levels!) comes in tripping to tell Razorbeard that Rayman's made it to
the swamp. Razorbeard is furious, and then chows down on a Yellow Lum! The
counter on the top right of the screen will go from 1000 to 999! That means
you can't get 100%. Or... can you?

Now you'll be in the level, to the left is a cave with a pedistal and collums
around it. The closer you approach, the less transparent Ly will become,
she'll allow you to enter "The Walk of Life" if you have enough Lums. This
is a bonus level with Lums for you to collect, but you should just follow
this guide and complete this level first, if you choose to do "The Walk of
Life" first, the guide for that level is after this.

Anyway, jump on the barrel in the infested water and you'll float down the
stream. The Pirate Ship in front of you will stay that way, and drop Flying
Bombs which come after you. Just shoot these, nothing hard. When the barrel
is close to the piece of land to the right, jump on it and collect the Green
Lum. Turn to the left, and you'll see a tree root coming from the wall into
the water, you'll also see two Red Lums and a cage[1] on it. Jump over on the
root and open the cage for two Yellow Lums[1-2]. Once that's done, turn
around and you'll see another floating barrel in the water. Jump on for a
short trip over to the cave in the tree, but watch out! The Pirate Ship will
still drop Flying Bombs, so make sure to keep an eye out for those. Once
you're in jumping distance of the cave, jump in and collect the three Yellow
Lums[3-5] before the Rope Ladder. Climb up the ladder to see the Pirate Ship
fly by outside.

Look over to the right and shoot the switch to make a platform fall down so
you can jump over to. Now run to the end of the platform, and jump off
collecting another two Yellow Lums[6-7]. Use the helicopter if you need to,
but land on the platform you jump let down. But it's unstable and it will
start to wobble and make creeking sounds. Run over to the left to another
bridge, but it's not stable either. So run forward and to the right to
another unstable bridge. At the very edge jump over to the bridge and collect
four Yellow Lums[8-11] as the bridge explodes and falls apart itself. Run
forward to the rope ladder and jump for it.

Climb up and enter the cave to the right, collecting the Green Lum. At the
end of the cave is a cage[2] hanging over a sleeping Henchman. Destroy the
Henchman and open the cage for let loose a Purple Lum. Use it to jump across
to the floating barrel and drift down stream for another Yellow Lum[12].
Watch out for the Zombie Chickens, just shoot them once to kill them. Head to
the right edge of the barrel to collect another Yellow Lum[13], then over to
the left edge for another Yellow Lum[14], again over to the right for a
Yellow Lum[15] then in the middle for last Yellow Lum[16] on the stream.
Quickly, run and jump over to the giant root with a Green Lum and two Red
Lums. You'll probably have to helicopter to make it over.

There's a cage[3] under this root, but you don't have to drop down to get it.
Move over to the left of the waterfall, and look at the left wall and shoot
there, and your shots should bounce right to the change and destroy it. The
two Yellow Lums[17-18] inside will fly to you. Out in the distance you'll see
four Yellow Lums[19-22] floating in the air leading to a bridge. Jump and fly
over using the helicopter collecting the Yellow Lums. The Green Lum at the
edge will fly to you, automaticly collecting it. Continue on the bridge, and
turn the corner, watch out, a piece of bridge will explode, but that
shouldn't be a problem if you're running, just keep going until you get to
solid ground with more Yellow Lums[23-26], collect them and continue on the
path. Jump and shoot the Purple Lum. Don't swing to the wooden platforms,
swing over to he tree to the left, then jump off. Inside the tree will be a
cage[4], shoot it open for three more Yellow Lums[27-29].

Swing over to the Wooden Platforms using the Purple Lum you used to get over
in the first place. Run over the bridge collected two more Yellow Lums[30-31]
and stop right after the bridge. Look over to the left, see the cage[5]?
Shoot it open, then run across the other bridge collecting the two other
Yellow Lumsp[32-33]. The two Yellow Lums[34-35] from the cage will fly to you
autmatically when you walk over the platform they're under. Jump over to land
and run into the cave to enter a new area.

According to the sign in front of you, don't want to be jumping into the
water. Anyway, jump over to the log and wait at the end of it and wait for
the Pirana drops down from it's jump, then jump over the gap collecting a 
Yellow Lum[36] and another Yellow Lum[37] upon landing. Don't head left yet,
go over to the right for a Yellow Lum[38], then turn around and head into
the cave. Jump over the couple of gaps and head out the other side to fight
with a Henchman, destroy him. Head to the edge on the right and shoot the
switch. The metal grating will extend and allow you to pass across the gap.
Cross and collect the Green Lum. Watch for the falling Kegs and continue
until you reach a gap. This next portion of wooden ledge will have Kegs
rolling towards you, if you jump on the top of a rolling Keg, you'll be able
go really high up in the air to collect a Red Lum. Jump over these and to
solid ground, then jump over another gap to reach a Green Lum. Continue on
for a gap with a narrow patch of ground with Kegs rolling down it. Time your
jumps correctly and quickly jump over to the other side, don't spend too
much time on the middle platform. Jump over to the other side and head left,
you'll be presented with the same jumping puzzle as before, only this time
there's three pieces of land, each with a Yellow Lum[39-41] and Keg
Dispenser. An easy way to get by the rolling Kegs is to grab onto the ledges
and wait there until the Kegs roll by, as they can't hit you. Jump across,
and you'll be finished with this jumping puzzle.

Go through the tunnel and collect the Yellow Lum[42] near the edge, to the
right of this Yellow Lum is a switch, hit it and the metal grating will
extend over the pit. Run across it, collect the three Red Lums then jump and
shoot the Purple Lum to swing over to the cave collecting a Yellow Lum[43].
In the cave there will be a robot pirate that will chase after you, don't
shoot at him, you can't hurt them, but you can fool them into killing
themselves. To do this, get him to chase you and jump over the pit,
sometimes this doesn't work, but the robot should run off the edge and fall
to it's death. In this hall you'll see three blades going back and forth,
and a doorway lasered off at the end of the hall, luckily there's a red
circular button on the left wall next to you. Hit it and the lasers will
deactive for a while as the timer ticks away. Run across, dodging the blades
and make it into the other room. Wait for a Keg to drop, then run right
behind it and dodge over to the left when you have the chance. To the right
is a ledge that overhangs the area where the Kegs are dropping. Also
overhanging this area is another cage[6] with a single Yellow Lum[44] in it.
Shoot it open and collect the Lum, you'll probably have to jump down, so make
your way over to the right and use the rope ladder to get back up.

To the right is the last cage[7] with a Teensie in it. Jump on the platform
to shoot it open, collecting two Yellow Lums[45-46]. He'll use the white
platforms to jump up to the portal. Follow him up collecting the final
Yellow Lums[47-50] and follow him in the portal after that awesome dance.

You'll go the Bonus Level, you can play it if you want. Save your game, then
re-enter the level and head to the Pedistal to the left to enter The Walk
of Life...

You are now 15.3% done with the game!

===---
LEVEL B1: The Walk of Life [LWTB1] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===---

LUMS:  50
CAGES: 00

And you enter you'll be greated with a giant letter that say:

                            "THE TIMED RACE"

The race is timed, but probably not the way you think. You'll have 30 seconds
at the start and that'll go down, you'll need to go through checkpoints to
refil your time to continue going. I'll point these out when you come across
them. Also, don't try to pass Ly, as you can't beat her.

NOTE: Each checkpoint gives you an additional 20+ seconds.

After the count down, run foward and slide down the slope for the first three
Yellow Lums[1-3]. Fall off the slope and onto the webbing below, it'll bounce
you right back up to get to the higher webbing. After jumping up two webs
you'll be able to reach land. Activate the Helicopter and collect three more
Yellow Lums[4-6], then land on the checkpoint.

Jump off ledge, and land on the webbing below to boost you to the cave behind
the waterfall and collect the Yellow Lum[7]. Continue into the cave for
another two Yellow Lums[8-9]. Jump and use the Helicopter to collect another
three Yellow Lums[10-12] in the air to the next checkpoint on the bridge.

Run across the bridge collecting the six Yellow Lums[13-18] on the left and
right sides of the bridge(They alternate). At the very end jump off the
bridge and onto the climbing roots. Climb over to the left, and Jump to the
next set of roots that allow you to go up. Climb to the top of the roots and
jump to the bridge to the left collecting two Yellow Lums[19-20] while
running to the end of the bridge. Jump over the small platform and another
checkpoint.

Jump off the platform and use the helicopter to collect three Yellow Lums
[21-23] and float over to the small piece of bridge Ly is on. She'll jump
to the right, follow her and jump over to the right and colect the Yellow Lum
[24] on the climbing roots, as you make your way to the top. Jump up to the
solid ground and collect two Yellow Lums[25-26], run to the left for another
pit. Jump off onto the spider web and bounce forward to where Ly should be
waiting, more solid ground. Collect three Yellow Lums[27-29], then at the
edge jump off and activate the helicopter collecting three more Yellow Lums
[30-32] and land in the checkpoint.

Turn to the right, you'll see more Yellow Lums[33-35] in the air. Jump off
then activate the helicopter to collect them. when you land, run left
collecting two Yellow Lums[36-38]. You'll see Ly up ahead in the entrance of
a cave with orange lighting. Go in and follow her, collecting two Yellow Lums
[39-40]. Run to the left across the ledge and again, jump and use the
helicopter to collect Yellow Lums[41-42] in the air before landing on another
checkpoint.

Jump over to the left and collect another Yellow Lum[43] then land on the
brown ledge. Run over to the right side and jump over to the right and use
the helicopter to collect another three Yellow LUms[44-46]. Jump to the left,
into the pit, and bouncy of the web to Ly and collect another Yellow Lum[47]
upon landing on the ledge. Run to the right and follow Ly to collect the
remaining three Yellow Lums[48-50], run through the final cave and run over
to Ly who is standing next to the exit portal!

Ly will tell you can you'll make a good hero, and he'll increase your Health,
Poof! A Teensie will appear and both of you will commence in the dance to
open the portal, follow him in the portal.

Save the game and you'll be returned to the Hall of Doors. Press down to
highlight the previous level(The Bayou), and press down again to highlight
the level you unlocked after the Bayou. Jump into The Sanctuary of Water and
Ice...

You are now 20.3% done with the game!

===---
LEVEL 05: The Sanctuary of Water and Ice [LWT05] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===---

LUMS:  50
CAGES: 02

In a cutscene, Rayman will be tossed out of the portal onto a tan platform.
He'll look up to see a Teensie in front of him and a large door behind him.
The Teensie will welcome Rayman, and Rayman will ask if they finally know
who the King is. Doesn't seem so, as another pair of Teensie arms will come
from the Teensie and take off the crown. Rayman looks to the side, and you'll
see three other Teensies behind him. The initial Teensie will move to the
back of the line. Anyway, welcome to the counsel chamber of the Teensies.
Here, they will open other worlds for you, if you have enough Lums, which you
should have. Rayman will walk over to the door hesitantly, look back at the
Teensies, and they'll encourage him to go in. And he will.

You'll appear on a beach with crabs, and a pathway going up to the cave. But
first, turn around and look out into the the see, you'll see a wooden dock
and a cage[1] at the end of the dock. Run across and jump over the crab on
the way. Open the cage and collect your first three Yellow Lums[1-3]. Run
back to the beach and as you go up to the sand pathway, a Henchman will
appear. You best bet is to just ignore him and go up the path heading left
collecting the two Yellow Lums[4-5] on the way. Jump over to the stone path
on the right and collect the Yellow Lum[6] at the end. Run up the left path
collecting yet another Yellow Lum[7] and jump up to the higher ledge for a
Yellow Lum[8]. Run to the left and enter the cave with another Yellow Lum[9]
at the edge before the water.

Jump into the water and you'll see a Super Yellow Lum [10-14] floating at the
entrance of an underwater cave. Continue down and swim through the cave and
collect two more Yellow Lums[15-16] before the end. Once at the end, jump out
of the water and open the cage[2] and collect the three Yellow Lums[17-19] it
has inside. Swim back out of the cave, and jump out of the water to the land
with the crates on it. To the left is a rope ladder with four Yellow Lums
[20-23] on it, climb it up and drop down to the other side to collect a Green
Lum.

Run over to the left and up the stairs to collect a Red Lum. Run back down
the other side and down the stairs. You'll see a large blue door with two
"pyramids" on the sides; one blue, one orange. A Henchman will appear when
you get to close. Destory him quickly, and collect the Red Lum. Run over to
the right and to up the stairs to collect a Super Yellow Lum[24-28]. Just
around the corner to the left is a Keg and a Keg Dispenser. Grab the Keg and
go back down to the door just around the corner, blow it up, don't go in just
yet. Grab another keg and take it down the stairs, if you look, right across
is another blockaded door. Enter the now open door, and run across. Murphy
will come and tell you about Magic Spheres, like the one right in front of
you:

They control just like Kegs, except they can't be destroyed, even if you
throw them off a ledge, they'll reappear. They open doors, and in this case,
the giant blue door, but you need to put it into the right pedistal, the
color of the Magical Sphere, so this shouldn't be too hard. There are only
two colors, blue and orange.

Anyway, grab the sphere and take it down the stairs and back ouside. Then
look at the blue pedistal, and throw the sphere onto it. Rayman will usually
always make a perfect throw, you'll know it's on the pedistal when the Magic
Sphere starts to sparkle and make a noise. Continue back to the first door
you first opened. You'll see the orange Magic Sphere in front of a Stone of
Thought, which will say pretty much what Murphy just told you. Take the Magic
Sphere down the three flights of stairs and throw it on it's pedistal. A
cutscene will show the door opening. Enter the cave until you get to a stone
structure with twelve Yellow Lums[29-40] around the tunnel in the middle with
a portal at the end. To collect them all, just either take the right or left
path up a ramp around the transparent railing to collect the Yellow Lums, it
it's hard. Once you're done with that, enter the star-esque portal; which
Rayman will do on his own in a cutscene.

You'll now be a mystic area. My favorite area of the whole game. Just greyish
-blue platforms, stonework and space that will be all around you. There will
be a giant light blue door ahead of you, (Reminds me of Kingdom Hearts), and
a ramp going down, so, go down the ramp.

You'll begin to slide, and the door will open as you approach. The path will
become more narrow then before, so stay in the middle collecting the Red
Lums. After that, jump for one in air and you'll land on another short
platform. Quickly jump off this platform and collect the Yellow Lum[41] in
the air. Land and make a sharp right and jump onto the next platform to the
right, and you'll collect a Yellow Lum[42]. Slow down, by hold back, and
slide to the center of the platform to collect three more Yellow LUms[43-45].
Jump to the next platform, and head right, stick a little bit to the right
and jump to collect a Yellow Lum[46] in the middle of the air. Slide down the
next platform and keep in the middle of it, especially at the end of it, 
because you'll have to jump off to the next platform to collect the next
three Yellow Lums[46-49]. Continue the slide and you'll go through a misty
cavern and end up on the other side, coming to a complete hault.

A cutscene will introduce you to Axel, the gaurding of Water and Ice. He's a
flying rock torso, with a blue tint like the rest of this area. You'll see
Purple Lums all across the area, quickly make use of them because Axel throws
water spikes at you that explode on contact. Jump and grab onto the first
Purple Lum, turn to the left, release your grip at the height of the swing,
and shoot to the next Purple Lum. Turn to the right and and continue the
process. Then back to the left and to the right once again. Also, if he
manages to hit you, you'll fall down, but don't worry, you'll just have to
start again. Anyway, you're on the last Purple Lum and you don't see any
other way to go, because there isn't! Aim towards Axel and let go then shoot!

A cutscene will show that you shot a stalagtite free from above him, and it
comes crashing on him, destroying him and releasing another Purple Lum.
Unfortunately, you're back at the beginning, and you'll have to climb back up
only now that you don't have Axel shooting at you, making it much easier.
when you're at the last, new, Purple Lum, swing off and use the Helicopter.
Do NOT go straight forward, go either left or right and go up to collect a
Red Lum and the final Yellow Lum[50] on the overhand above the tunnel you
now must go in. Go back down the other side for another Red Lum, then go the
back to the center and follow the water up and through the waterfall. Go
through the tunnel collecting three Red Lums and at the end, a cutscene will
activate.

With all the stone around you, Rayman will walk up grass and rock path to
find a strange obelisk. Rayman's chest and the top of the obelisk will glow
with white light, then their particles will create an electric connection
between the two, quite literally. The connection will drop, and part of the
obelisk will slide back and leak out white light. Then the first mask will
appear. Rayman will jump up and grab it, hold it up, then teleport as the
obelisk slides back to it's original form. Rayman now appears in a strange
area with a large moon that cuts in half out on the spacey horizon, leaving
the water shimmering with it's light. Looking forward, Rayman see's someone
he's never seen before on top of a stone structure that resembles the
obelisk. Rayman walks forward and and the creature speaks, it is Polokus!
He says he can only contact in dreams now, but when you reunite the last
three masks, we will awaken! The camera pans up, and you see this great being
in all his glory. Purple top-hat, green shorts and lanky arms give him a very
distinct look. He says he'll help you against the pirates, then takes the
mask and places it on his "throne." Making a portal within just his hands, he
lowers it down on Rayman and tells him the destiny is in within his hands as
Rayman disappears back to his world.

After the "Level Status" screen, you can play the Bonus Stage if you want.
Save the game, and jump into The Menhir Hills...

You are now 25.3% done with the game!

===---
LEVEL 06: The Menhir Hills PART 1[LWT06] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===---

LUMS:  50
CAGES: 08

As you enter, a cutscene will start up with Murphy telling you that the area
you're in a guarded by a "Walking Shell." And he heard that it might be
possible to tame it, Rayman will thank Murphy and he'll be on his way.

Now you can walk around and you'll hear a clicking sound, and the burning of
a jet engine. Well, it's a "Shell" running towards you. Just shoot it to
destroy it. Now, these aren't enemies really, they'll help you out in most
cases. But there's something you'll need to do before you mess with the
shells. You'll be next to a large tree with a square indentation in it, this
has the level's Entry Portal in it. Go behind the tree and you'll see a lone
rock sticking up, if you look at it from behind, you'll see a switch. Shoot
it and run to the middle of the three other rocks on the other side of the
tree, you'll see a hole in the ground, it was covered before, but thanks to
hitting that switch it's open. Jump in and you'll be in a cave, at the end
is a cage[1]. Open it for a Super Yellow Lum[1-5], turn around, and use the
spider web to climb back out. Now, see the thorn branches overhanging the
thorn floor? You'll have to get across, but don't touch it, you'll die. But
get close enough to where you get the attention of the Shell on the other
side to come over and chase you. When it comes after you, run away from it
until it gets tired. You'll be able to know it's tired because it'll come to
a screeching hault and the fire will turn to smoke. Once this happens, run to
it and touch it. You'll now be able to ride the Shell!:

Directional Pad/Touch Screen - Move in the direction you want, you cannot
                               stop.

A - Speed up, when you do this you cannot jump or get off the shell.

B - Jump off/Make the Shell jump. Depending on where you are on the shell,
    the button will change functions.

Anyway, run over the thorn floor but stay on the Shell! Stay towards the
right and right before you hit the wall, jump off. The Shell will continue
to run into a metal blockade revealing a room! Inside is a cage[2] with a
Super Yellow Lum[6-10] inside! Collect it and Murphy will come and tell you
basic knowledge about the Shell that I've already told you. Once he's done,
jump over the railing, go in the door and up the stairs. When you reach the
top head up the other flight of stairs to the right. You'll collect a Green
Lum and you'll hear snoring. Stop look into the room and you'll see two
Henchmen sleeping in chairs. Between them is a another hall and an open door
at the end. If you wake them, the door will close and you'll have to kill
them in order open the door. If you're using the Touch Screen, you can 
tip-toe in the hall. Either way, get in turn the corner and you'll come
across a cage[3] with a Super Yellow Lum[11-15], collect it then go back to
the room with the guards. take the door to your left to enter a new area.

Rayman will walk down the stairs and into an open area, with a high camera
angle, go into first person and you'll notice a giant thorn tunnel in front
of you. Look to your right, and you'll see a tree with a kennel and a Shell.
The Shell will help you get across, but first, run to the tree, destroying
the Shell if it gets too close. See the purple mushroom? Remember the first
level? Yup, it'll let you bounce, but wait, before that go behind the tree
and collect a Yellow Lum[16]. Come back around, jump on the purple mushroom
then up on the branch to the second one. Turn, then face the Purple Lum and
connect onto it. Swing over to the balcony above the entrance you came
through and use the helicopter to make it over. Collect the Yellow LUm[17] at
the end of the walkway and look to the right, There should be a hole inside
the room sticking out of the wall with a cage[4]. Shoot it open for three
Yellow Lums[18-20], you might have to jump then shoot. Drop back down and
ride the Shell into the thorn cave. Collect four Yellow Lums[21-24] before
the exit, and when the road splits, take the path to the right for two more
Yellow Lums[25-26] before the next cave. Collect five Yellow Lums[27-31]
before the exit, but don't jump off yet. Go up the ramp and jump off right
before the shell hits the door with the blockade.

Don't go in the door yet, drop down to the left, and pick up a Keg. Then walk
into the cave to the left, turn right and focus the camera behind Rayman. See
the torch? Touch it, the Keg will ignite allowing you to fly to the other
side, let go of it before it touches the other wall. Turn to the right and
you'll see a cage[5], to open it, grab a Keg and walk under it. Then toss the
Keg straight up and collect the three Yellow Lums[32-34] inside. Go back to
the other side using a Keg on this side and the torch. Once outside, to up
the ramp and go through the door, collecting a Yellow Lum[35]. Destroy the
sleeping Henchman on the other side of the walkway. Then turn the corner, and
to wall on the right is a switch, hit it to open the door. Go through to
enter a new area.

A cutscene will activate where Rayman see's the remainders of a Henchman.
Then he'll see Clark! He's weary, and Rayman asks if he's the one who took
out 20 Henchmen. Clark asks if Rayman wants to arm wrestle, Rayman notices
his friend's condition. He swallowed something bad, and he need some "Life
Potion," and tells Rayman where to get it. Near the entrance of the Marshes
of Awakening, in The Cave of Bad Dreams. Rayman remembers the name and leaves
as Clark thanks him. You'll automatically leave the level and be asked to
save. Go back and select The Marshes of Awakening, and jump in...

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