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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter R » Rayman 2: The Great Escape - Strategy Guide (Page 01)

Rayman 2: The Great Escape - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Rayman 2: The Great Escape - Strategy Guide (Page 01).

 WELKOME TO DAVID WOUTERS's


   _______           _____          __     __
  |   __  \\        /  _  \\       \  \\  /  /\
  |  |\_|  |\      /  / \  \\       \  \\/  / /
  |  ||_|  | |    /  / / \  \\       \  ^  / /
  |       / \|   |  |_/___|  |\       \   / /
  |   __  \ /    |   _____   | |      /  / /
  |  |\_|  |\    |  |\ ___|  | |     /  / /
  |  | ||  | |   |  | |   |  | |    /  / /
  |__| ||__| |   |__| |   |__| |   /__/ /
   \__\| \__\|    \__\|    \__\|   \__\/


                        __       __          _____         __    __
                       |  \\    /  |\       /  _  \\      |  \  |  |\
                       |   \\  /   | |     /  / \  \\     |   \ |  | |
                       |    \\/    | |    /  / / \  \\    |    \|  | |
                       |     ^     | |   |  |_/___|  |\   |        | |
                       |  |\   /|  | |   |   _____   | |  |  |\    | |
                       |  | \ / |  | |   |  |\ ___|  | |  |  | \   | |
                       |  | |^  |  | |   |  | |   |  | |  |  | ||  | |
                       |__| |   |__| |   |__| |   |__| |  |__| ||__| |
                        \__\|    \__\|    \__\|    \__\|   \__\| \__\|


            ________
           /  ____  \\
          /  /\___\  \\
          |__| |  |  | \
           \__\|  |  | |
                 /  /  |
                /  /  /             THE - GREAT - ESCAPE
               /  /  /
              /  /  / 
            _/  /__/__
           |__________|\
            \__________\| 



-----------------------------------------------------------------------------
FAQ AND WALKTHROUGH

-----------------
| -VRESION 1.1- |
| -dec-10-1999- |
-----------------
My E-mail:  david_wouters@hotmail.com

=============================================================================
CONTENTS                            CONTENTS                        CONTENTS
=============================================================================

 0/ 
   -----------

 0) Contents
 1) Revision History
 2) Introduction
 3) The Story
 4) Rayman's friends and enemies
 5) Objects and magic objects
 6) Walkthough
 7) Codes and Secrets
 8) Frekenly Asked Questions
 9) Credits
10) Some Rules

=============================================================================
REVISION HISTORY                REVISION HISTOY               RESION HISTORY
=============================================================================

 1/ 
   --------------------
   _______________________
  |Version 0.1 - nov/03/99|
   
      -Got the game today!! I started the introduction and the story.
   _______________________
  |Version 0.2 - nov/04/99|

      -So, what have I done today, huh? Well, I have finshed the
       introduction, the story, the friend and enemies, the objects, and the
       walkthrough's first level. I know it may not really help you, but
       keep looking for the second level...
   _______________________
  |Version 0.3 - nov/05/99|

      -Completed the level 2 and 3, updated the introduction, and made some
       spelling and grammatical corrections. Also updated the walkthrough's
       layout; now the YLs and the cages are easyer to find.
   _______________________
  |Version 0.4 - nov/08/99|

      -Levels 4, 5, 6, 7 and 8  completed. Clarified the bonus stages stuff.
       Minor corrections.
   _______________________
  |Version 0.6 - nov/12/99|

      -Levels 9, 10, 11 and 12 completed. (wow, level 10 was so long!! I kept
       working on it until 2 AM, just for you!) More spell-check and minor
       corrections. Updated the Fairy Glade: now you can find the last cage
       and YLs. Found the last cages and YLs in The Cave of Bad Dreams and
       Menhir Hills too. My FAQ is now available at n64cc.com, one of the
       best n64 cheat sites on the web!
   _______________________
  |Version 0.7 - nov/19/99|

      -It snowed for te first time of the year today!! Huh? oh yeah, levels
       13, 14, 15, 16 and 17 completed. Figured out how many YLs you need to
       enter the levels 5 and 10. Level 7's Guardian slope clarifiyed.
       Small update to the Whale Bay.
       Changed e-mail adress. (see introduction)
       I also changed the format. Now there are 78 charactres per line.
       (instead of 100)
   _______________________
  |Version 1.0 - nov/23/99|


      -Walkthrough completed with all the YLs!! Some more minor corrections.
       Found the two last YLs in the level 14.
       I've been experiencing some troubles with my ign mailbox, so if you
       didn't recieve a peply to your mail, don't feel offensed.
       The faq is now available in a french version at www.nintendojo.fr
   _______________________
  |Version 1.1 - dec/10/99|


      -Found out how to get the 100% (see the codes and secret section)
       Clarifyed the Sanctuary of Lava and Fire level.

=============================================================================
INTRODUCTION                      INTRODUCTION                  INTRODUCTION
=============================================================================

 2/ 
   ----------------

   Rayman, one of the first games on psx, and surely one of the best, finally
comes back more than three years after the psx version. With it's full 3D
graphics, it's one of the best-looking N64 games. Like his predecessor, this
game really rocks. UbiSof has made one of the best 3D platformers ever, among
Banjo-Kazooie and Mario 64. (and soon, DK64). Unlike BK or M64, the worlds
are not composed by one single square area with a few things to do on the
sames place. Rayan is more like traditional old platfofmers: you follow one
path. That doesn't mean the game is more easy or boring, no at all. The
worlds are huge, with many tasks to do. Creativity and imagination are
everywhere. But as every game, Rayman2 isn't perefect. I think there are not
enough ennemies, don't you think so? Anyway, I'll try to make this FAQ as
clear as I can; but if you have any suggestion, correction or comment to do,
just e-mail me at:  david_wouters@hotmail.com

Important notes to the reader:

          * All along the walkthrough, I'll use abreviations. Here they are:

                         MS  : Magic Spheres
                         SOT : Stone Of Thought
                         MD  : Magic Doors
                         PF  : Power Fist
                         YL  : Yellow Lumz
                         SYL : Super Yellow Lumz
                         RL  : Red Lumz
                         PL  : Purple Lumz
                         BL  : Blue Lumz
                         GL  : Green Lumz
                         SL  : Silver Lumz
                         SP  : Sticking Plaster

          * I'm not going to make a special section for the YLs. You'll have
            to reffer to the walkthrough to find them. For making the easy to
            find, I'll write them like this: ==1ST== LY, ==2ND== LY, ==37TH==
            LY, etc...
            And for the cages: ++3RD++ cage, ++5TH++ cage, etc Also, I may
            not find them all myself...If you find one I haven't, don't
            hesitate e-mailing me at david_wouters@hotmail.com

          * You can find the most recently updated version of this FAQ at
            and . You can also find this FAQ in a French, html
            version at www.nintendojo.fr (translated from the English by
            Alex)

          * I'm using the N64 version of the game, but as far as I know, the
            psx, DC, or PC versions are exalctly the same. However, if you
            find anything different, just tell me, and I may mention it in
            the FAQ.

          * Please forgive my limited Engish vocabulary, I'm Belgian.
            (French being my native language) If a sentence doesn't make
            any sense or a word doesn't exist (that's not funy!), or an
            incoherence, please tell me.

          * I finaly changed my e-mail! I was fed up people called me
            Marc... So I got a free mail boxe: david_wouters@hotmail.com
            You still can send me mails at my real home adress
            (marc_wouters@csi.com), but I wont check it as often as the
            new one.

=============================================================================
THE STORY                          THE STORY                       THE STORY
=============================================================================

 3/ 
   -------------

   Panic in the Chamber of the Teensies and the Fairy Council: Robot-Pirates
from deep in space have arrived, deterined to conquer and anslave the entire
world. The time for combat has come. Volunteers froms small resistance groups
and thrown themselves into battle with the evil aggressors. Rayman and his
friend Globox go to the edge of The Great Forest, where the highest number of
pirates are located.

   Rayman jumps from a tree and activates his helicopter for a soft landing
in the middle of a thicket of bushes . "The Pirates are coming straight at
us!", cries Rayman to his friend. "Get ready!" The hearth suddenly begins to
tremble... Several trees collapse, creating a passagaway for an army of
robots. The battle begins! Rayman leaps into action, sending metal monsters
flying with his powerful energy spheres. A little later, Globox, trembling
with fright, desparatly tries to make the robots rust up by creating little
rain storms over their heads. A robot, creaking horribly, crashes to the
ground. "Not bad, Globox!" shouts Rayman with a smile. Globox tries to
answer, but Rayman doesn't hear. The strained face of Ly has just appeared in
hi mind. "Rayman...", begins Ly, in a weary voice, "the pirates have broken
the heart of the world. The energy has scattered. Other than Clark, all of
our brave warriors have been captured..."

   Shocked gy this terrible news, Rayman lets himself be surprised by a
gigantic robot who pins him between it's powerful pinchers. He tries to
create a new energy sphere in the palm of his hand, but to no avail. The
destruction of the Primordial Core has taken away all of his powers...
Desparate, he shouts to his friend... "They've got me, Globox! Save
yourself!" "But...but...what about you?!" "No time to explain! Go find Ly,
she'll tell you what to do!" After a moment of hesitation, Globox dodges
between the feet of the robots, and plunges into the high grass.

   An evil laugh reverberates. Rayman turns and sees Razorbeard, the leader
of the Pirates. "I have you, Rayman! You'll soon be my most obedient
slave...!" Rayman tries to free himself, but the iron grip of the robot
tightens around him. He casts a dark look at Razorhead and shouts defiantly:
"it's over yet, pirate! I'll find a way to escape and then I'll make you wish
you'd never been born!"


=============================================================================
FRIENDS AND ENEMIES          FRIENDS AND ENEMIES         FRIENDS AND ENEMIES
=============================================================================

 4/ 
   ------------------------

               FRIENDS
              +++++++++

   The inhabitants of Rayman's world fall in to two categories: Magilcal
beings, gifted with fantastic powers, and peope...

 > The Magical Beings
  ~~~~~~~~~~~~~~~~~~~~

   * Polokus: He is the spirit of the world, the creator of all that is and
              will be... His power is sush that his dreams can become
              reality... Long, long ago he went away from this world, and
              only by reunting the four magical masks can he be broought
              back...

   * Ly: Ly is a fairy, and like all fairies, she posseses great powers.
         Unfortunately, the expolsion of the Primordial Core by the pirates
         has weakened her. When she has reunited enough energy, she can
         create Silver Lumz, which give amazing new powers to Rayman.

   * The Teensies: Ancient and wise people who lon ago built the Hall of
                   Doors, that magical place where access is given to al the
                   regions of the world. Very old and a little absent minded,
                   they have forgotten which of them is their King, and spent
                   time performing acrobatic dance moves to make the youngest
                   green with envy.

 > The People
  ~~~~~~~~~~~~

   * Globox: Adorable, if a little simple, Globox is Rayman's best friend. He
             has the power to create forceful little rain storms which be can
             used to put out fires or ake plants grow. With the aid of his
             mate Uglette, he has produced a prodigius family: more than 650
             childrens at last count.
     
   * Clark: A mountain of muscles, Clark is an army all by himself. With one
            mighty blow, he can send an entire regiment of pirates flying.
            His only weak point: a somewhat sensitive stomach. This can cause
            problems, especially when in the heat of battle, he munches a
            robot that's a little too rusty...

   * Murfy: Nicknamed "The Flying Encyclopedia", Murfy helps Rayman by giving
            him loads of hints and advice. For a short reminder of Murfy's
            main explanations, move Rayman next to one of the many Stones of
            Thought scattered around throughout the world. If you would
            rather have Murfy come in-person to give you his detailed
            explanations, stop by a Stone of Thought and keep Buton B
            pressed.

   * Carmen the Whale: A magnificent creature, who's job is to survey the
                       depths of the ocean and deposit the air bubbles which
                       can be the difference between life and death or stray
                       plants and animals. She is sometimes pursued by
                       pranhas with heartburn, who are quite fond of her air
                       bubbles...

   *Sssssam: This young and spirited sepent is the ferryman for the Marshes
             of Awakening. He helps the inhabitants waterski across the
             swamps...


               ENEMIES
              +++++++++

 * Admiral Razorbeard: The pirate leader, he is famous thoughout the galaxy
                       for reducing over one hundred peacefull planets to
                       cosmic dust. Don't be fooled by his pathetic and silly
                       appearence, his feroity is unmatched. His dream?
                       Overrun Rayman's world and reduce all it's inhabitants
                       to slavery...

 * The Henchemen: These are the pirate's robot invasion force. Totally
                  devoted to Admiral Razorbeard, they enforce a reing of
                  terror by capturing anyone unlucky enough to cross their
                  paths. There exist several different models, each with
                  it's strong and weak point.

 * The Guardian of the Cave of bad Dreams: A terrifying monster who's job is
                                           to guard the subterranian grotto
                                           where the creatures stemming trom
                                           nightmares of Polokus are locked
                                           away. No one has dared to venture
                                           within the Cave of Bad Dreams,
                                           even though it's rumored to
                                           contain an even more precious
                                           treasure.

 * The Zombie Chickens: We can no longer even keep track of all the sinister
                        resluts provoked by the arrival of pirates:
                        diturbances in overall harmony, the poliferation of
                        piranhas, giant spiders and caterpillars, etc...
                        Terrified by all these events, the hens began laying
                        dead eggs, out of which burst the horrible Zombie
                        Chickens...

=============================================================================
OBJECTS                            OBJECTS                           OBJECTS
=============================================================================

 5/ 
   -----------

  Objects.
 ~~~~~~~~~~

 > Cages: The pirates have imprisoned many inhabitants in these little cages
          sealed with vital energy. Breaking 10 cages increass Rayman's Life
          Bar.

 > Kegs: Filled with gunpowder, they explode at the smallest shock. The more
         advanced models can even fly...

 > Shells: Built by the pirates, these are mule headed missiles which can
           only be subdued by extreme patience. Most have legs, some can fly.

 > Plums: These strange fruit have several purposes. You can throw them at
          your enemies, climb onto them and move around by shooting in the
          opposite direction, and even float through lava fields on them...

 > Magic Spheres: Found on pedestals of the same color, Magic Spheres open
                  the doors to mysterious temples...

 > The Sticking Plasters: Mediocre at best architcetually, the pirates are to
                          reiforce their constructions with sticking
                          plasters. The wooden ones are very fragile but the
                          metal ones will ony yield to an explosive.

 > Switches: The Pirates have cluttered the environment with switches which
             activate strange machines and open various doors. To make it
             work, just shoot at it.

 Magic Objets.
~~~~~~~~~~~~~~~

 > The Stones of Thouht: The Stones of Thought provide a telepathic link to
                         Murfy. Whenever Rayman needs a little help or
                         advice, he should approach one of the Stones, and
                         Murfy will appear in his mind.

 > Magic Doors: Present at the begining and the end of a world, they take you
                to the Hall if you go through them.

 > The Power Fist: Having the Power Fist makes Rayman's shots more powerful.
                   Attention: if Rayman dies or gets hit, he loses part of
                   the energy in his Power Fist. After three such losses, his
                   shots go back to normal power.

 > The Four Masks: These magic were hidden inside secret and mysterious
                   sanctuaries. The ancient legends say that whoever can
                   reunite the four can awaken mighty Plokus...

 > The Lumz: Lumz are very powerful shards of energy. Each color has it's own
             special powers...

           * Yellow Lumz: These are the 1000 shards broken from the
                          Primordial Core when the pirates exploded it. When
                          Rayman has collected enough of them, he'll be able
                          to negotiate his entry into new worlds.
                          In addition, they contain precious knowledge. The
                          more Rayman can gather, the more he knows of the
                          secrets of the world. At any moment in the game,
                          just press Button L to read new information
                          provided by the Yellow Lumz.

           * Super Yellow Lumz: Ancient Lumz recognisable by their larger
                                size and big smiles. They are five times more
                                powerful than Yellow Lumz.

           * Red Lumz: Packed with vital energy, they restore Rayman's life
                       Bar.


           * Purple Lumz: By shooting them, Rayman can grab onto them and
                          swing from one to another, thereby crossing vast
                          areas without touching the ground.

           * Blue Lumz: Oxigen rich, they restore Rayman's Air Gauge when
                        he's moving under water.

           * Green Lumz: These Lumz are very special. They record Rayman's
                         progress. If he should die, he will appear at the
                         place where he last took a Green Lumz.

           * Silver Lumz: The Silver Lumz are fashioned by Fairies. They give
                          new and amazing powers to Rayman...
                         

=============================================================================
WALKTHROUGH                        WALKTHROUGH                   WALKTHROUGH
=============================================================================

 6/ 
   ---------------

                     ----------------
                   ~ THE BONUS STAGES ~                     
                     ----------------


                           -  "Baby Globox and the little fairy."  -


            Help the cute and deffenseless baby Globox to reach the fairy
      before the ugly, evil pirate does!!! To help him, press A then B as
      fast as you can. Don't press them in the same time! Is it just me, or
      the scenery in this area is just splenid? The bonus levels are the same
      for every level, with just some minor variations in the path they take.
      They also get harder in the last levels.

              *  Rayman's Prizes: I depends on the level. It's sad to say,
                                  but the gifts you get are usualy quite
                                  unuseful... Plus, you can get them all in
                                  the game anyway. Most of the time, you get
                                  some Power Fists, and your life bar to the
                                  max.


 Note:  To acces a level's bonus stage, you have to get all the Yellow Lums
 ----   and cages of that level. Aslo, there is no bonus stage for the first
        level.


                        ----------------------------
         ---------------LEVEL 1 : THE WOODS OF LIGHT---------------
                        ----------------------------

>Yellow Lumz: 5
>Cages: 2
>Special: Nothing

 
      After the splendid intro, your good old friend Globox is taken to your
cell by the guards. He brought your a precious Silver Lumz from Ly the
Fairie. Now you can use your super long punch again! Just hit the rusted grid
near you and enter the super hapy sliding party! While sliding, try to get
some Red Lumz and recover your energy. As you reach the end of the slide, the
fat Globox pushes you down the Prison Ship. OOooooooaaaaa... As our hero
wakes up a little bit dizy, he searches for Globox but can't find him... Now
let the adventure begin!

      Walk around to get used to the controls, and stand to the Stone of
Thought, so that Murfy will come to you to give you some hints. Then follow
the stream to reach the very ++1ST++ cage. Hit it two times to open it and
let Murfy tell you what he has to tell. Grab the ==1ST== Yellow Lumz and the
grid on the floor should open.

      Fall down the pit and jump on some platforms to get the ==2ND== YL,
just above a SOT. (see introduction for abreviations) Contine to reach the
==3RD== YL. (These well-designed mosquitos won't hurt you.) Get into the
stream and go behind the waterfall to find the ==4TH== YL. Then get back on
the grass, go up until you reach a SOT, and use your helicopter to reach the
platform on the other side.

      Aaw, now, look at this!: Globox's kids! Aren't they cute? They where
hoping you'd bring their dady back, but as you don't know where he is, you
only can promise you're gona look for him. They also tell you that Ly the
Fairie has been kidnapped and you have to rescue her. Anyway, follow the
tunnel to reach a large room with 2 high rocks. Stand between the rocks and
jump repeatedly to get the ==5TH== and last YL of this world. Yahoo! Continue
up to the submit and hit the ++2ND++ cage to free the Teensies. They tell you
that Ly has been taken to the Fairy Glade. If you have collected the 5 YLs,
they can open the Magic Door to the Hall of Doors. Jump through the twirl to
finish the level 1.


                          -------------------------
       -------------------LEVEL 2 : THE FAIRY GLADE-------------------
                          -------------------------

>Yellow Lumz: 50
>Cages: 7
>Special: Meet Ly and get the PL power.


      As you enter the level, get in the water and search for an uderwater
tunnel. Enter it and go to the end to find the ++1ST++ cage. Hit it to get to
a SYL (1ST, 2ND, 3TH, 4TH and 5TH YLs). Then go onto the platform in the
center of the area and jump on the big muschroom. Booiinng! It will throw you
in the air and you will automatically grab the bridge above you. You also got
the ==6TH== YL. Now move along the bridge to reach a platform. Push A to land
on the solid ground. Follow the path leading to a kind of pond. Don't go into
the water!!; it's piranha infested! Jump on the nenuphars, avoiding the
piranha, up to the other side and then jump onto the platorms up to an
alcove. Follow the path and hit the switch on the other side of the net to
open a door. You are now on the bridge you were hanging on. Take the ==7TH==
YL and go to the other side of the bridge to find the ++2ND++ cage. Hit it to
get the ==8TH== YL. You can fall down and follow a thin path leading to the
door you opened. (Globox's kids are standing there) Follow the path and take
the GL as a checkpoint.
Continue and you'll reach another pond infested by pianhas. Follow the path
until you reach a strange toxer deversing a discuting green slime into the
lake. Walk on the net to cross the tower and jump onto the roof. From there,
you can fly to a small isolated platform on the other side of the pond. Stand
on the barrel, and it will lead you to the ==9TH== YL. Now get back on the
tower's roof and jump on the moving platforms to reach the cave.

      Follow the path leading to an isolated tree and climb the vines that
are on it. Continu and slide down the stream. Follow the path of vines on
your right. Place yourself under some other vines, and jump to grab them.
Continue, avoiding the piranha, and you should reach the ==10TH== YL. As you
go ahead, you should reach an old ship. A Henchmen will try to throw some
Kegs at your face. A least some action! Anyway, ignore him and keep going by
skirting the left wall, and you'll reach an area with a little pond. Take the
==11TH==, ==12TH==, and ==13TH== YLs on the nenuphars. Then continue and
climb the lader to get the ==14TH== YL. On the platform at the top, you can
find the ==15TH== YL and the ++3RD++ cage, in which is a SYL (16th, 17th,
18th, 19th and 20th YLs) Now get back to where the Henchmen was. Stand on the
Sticking Plaster and when the Henchmen throws a Keg, get out of here.
The Keg will destroy the floor, and you'll be able to get down. You also get
a GL. (checkpoint)

      Jump on the floating boxes and get on the platform to the left. Climb
the web, avoiding the falling Kegs. (If you get hit by a Keg, quickly
activate your helicopter, so that you don't fall into the slime). Then punch
the Sticking Plaster to break the door. You'd like to go to the right, but
these lazers prevent you from going on. So you decide to go to the right and
meet Murfy. Keep going and you may have to fight a Henchmen. Just hit him 5
or 6 times to put him KO.
Hint: as Murfy told you, stay from quite a distance to him, and keep pushing
      Z to aim more ealily. (Very similar to Zelda's Z-Targetting)
Keep going, enter the wooden house, and kill another Henchmen. Grab a Keg and
come back on the grass to find a door with a metal Sticking Plaster on it.
Throw the Keg at it to break it and follow the path to find the ++4TH++ cage.
Hit it to get a SYL (21th, 22th, 23th, 24th, 25th YLs.) Now come back to
where the Kegs were.

      Climb up the grid and Rayman will hang on the net above him. Look
around to find the ==26TH== and ==27TH== YLs. Enter the little hole and jump
on the net on the floor with a moving lazer to make some trampoline.
As you're in mid air, try to hit the switch to switch off the lazers.
Now you can enter the other hole. Follow the allway, avoiding the lazers.
There you find a sleeping Henchmen with a switch next to him. Do what you
have to do and switch of the lazers.

      Now follow the opened path, avoiding the lazers. You may think you end
up in a dead-end, but if you look at your left, you see a net with the
==28TH== YL on it. As you climb down, you get the ==29TH== YL. You finally
meet Ly. She's asking for some help!!! So enter the small cave and you
discover the machine that is keeping Ly sealed. Destroy it by throwing Kegs
on it's 3 weak points. Souds easy, huh? Well, not at all... As you try to
approach it, it sends missiles at you. As the missile approaches you, throw
the Keg in the air, hit the missile, and catch you keg. Once you've destroyed
it, Rayman goes chat with Ly. (I love her voice!) She'll teach you more about
Polokus. She will also give you a SL that allows you to grab the PL.

      Climb the net on which you got 2 YLs. Now, use the PL to cross the
broken bridge. Place yourself between the two pipes and jump repeteadly to
get the ==30TH== and ==31ST== YL. You'll end up in front on a giant hole.
Jump and use your helicopter to grab the ==32ND==, ==33RD== and ==34TH== YLs,
before landind on a pipe. Jump and land on another pipe to get the ==35TH==
YL. Jump down to anoter pipe with a Henchman and the ++4TH++ cage. Open it to
get the ==36TH==, ==37TH==, and ==38TH== YL. Fall down on a wooden bridge and
enter the cave to reach an area full of thermal air currents. (That reminds
me Pilotwings...) Murfy should explain you how it works...
In the first current is the ==39TH== Yl. At the bottom of the 2nd one is the
==40TH== YL. At the bottom of the 3rd one is the ==41ST== YL. In the 4th one
(the very thin one) are the ==42ND== and ==43RD== YLs. At the bottom of the
5th one is the ==44TH== YL. At the bottom of the 6th one is the ==45TH== YL.
At the bottom of the 7th one is the ==46TH== YL. And finally, in the 8th one
(the very mall one) are the ==47TH== and ==48TH== YLs.

      From the highest current, hit the PL to get on the wooden platform.
There is the ++6TH++ cage hidden in the little chamber. Hit it to free a
Teensie, allowing him to open the Magic Door to the Hall Of Doors.
The level 2 is over.


Coming from the Echoing Cave (See "enter the Fairy Glade" in level 11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~  walkthrough)

As you just come from the Echoing Cave, you will finaly be able to get these
last cage and YLs. Fall down the pit, follow the path leading to a small
bridge, and hit a Plum to make it fall down. Jump on it and navigate it
following the river. As you reach a metal barrier, jump and hang on the web.
Follow the web path and jump on some columns to hang under another web.
As you advance, kill the black demons and jump on the barrier. Now use some
PLs and jump on the columns to reach a large wooden platform. Stand on the
SP, and when the Henchmen, thows a Keg, move to let the Keg destroy the
planks, allowing you to enter the ship. So enter the small hole under the
Henchmen and kill the sleeping one. In this room, you can hit the ++7TH++
cage at last, and get the ==49TH== and ==50TH== YLs. To return in the Echoing
Cave, fall down the pit in front of the chair.


                     ----------------------------------
  -------------------LEVEL 3 : THE MARSHES OF AWAKENING-------------------
                     ----------------------------------

>Yellow Lumz: 50
>Cages: 5
>Special: Entrence to the Cave of Bad Dreams


      This level is mainly composed by water skiing. As you enter the level,
wollow the path on the left until you get the ==1ST== YL. Then come back to
jump on the nenuphars and hang on the net. Go on your lef and jump to get on
the other side of the net and land on the wooden planks. Open the floating
++1ST++ cage to free you friend Sssssam. He doesn't know anything about the
Masks of Polokus, but saw Globox beeing captured by 2 pirates. They took him
beyond the marshes, so Sssssam will help you getting on the other side.

      Now shoot at him, and prepare for some swamp-snaking! At the begining,
jump on the two rocks that stick out of the water to use them as
spring-boards and get two RLs. Continue, continue, avoid the giant axe, and
place yourself on the righ and jump to get a SYL (2ND, 3RD, 4TH, 5TH, and 6TH
YLs), and right after that, hit a switch to make a row of four other YLs
appear: the ==7TH==, ==8TH==, ==9TH== and ==10TH== ones. After the floating
boxes, hit the ++2ND++, ++3RD++ and ++4TH++ cages. In each of them is a SYL.
(11TH, 12TH, 13TH, 14TH, and 15TH YLs, then 16Th, 17TH, 18TH, 19TH, and 20TH
YLs, and finaly 21TH, 22TH, 23TH, 24TH, 25TH YLs)

      Avoid the floating mine and go to the left to jump on a floating box
and land on the wooden planks to get the ==26TH== and ==27TH== YLs. Then you
arrive to a circle of five floating mines. Jump in the middle of them to get
a SYL (28TH, 29TH, 30TH, 31TH and 32TH YLs) Further is another SYL (33TH,
34TH, 35TH, 36TH and 37TH YLs) at the top of a wooden stick. After slaloming
between some sticks, keep your right and jump on a big rock to get the
==38TH==, ==39TH==, ==40TH== YLs. Right after that, you see a fisherman in
his barque. At the end of his rod is a SYL. (41TH, 42TH, 43TH, 44TH and 45TH
YLs). A little farther is the last SYL, bust behind a mine. Jump over the
mine to get the ==46TH==, ==47TH==, ==48TH==, ==49TH== and ==50TH== YLs.

     Then Sssssam poses you on the solid ground and leaves. Hit the ++5TH++
and last cage to free a Teensie that will open the Magic Door to the Hall of
Doors. Level 3 finished.



                             -------------------
           ------------------LEVEL 4 : THE BAYOU------------------
                             -------------------

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


      The level's introduction shows Razorbeard eating on of the YLs. What a
bastard! Now there are only 999 left! (I've allways been very good at
math...) When you enter the level, if you go to the left, Ly suggests you to
enter her racing challenge. But for that, you must have a certain number of
YLs. This "special" level is described later in the FAQ.

      So come back to stand on the floating barrel and punch the bombs that
the airship is throwing at you. When your barrel-trip ends, go to your left
to find the ++1ST++ cage. Hit it to get the ==1ST== and ==2ND== YLs. Stand on
the next barrel and enter the cave to get the ==3RD==, ==4TH== and ==5TH==
YLs. Climb the lader and grab the GL (checkpoint). Go to the edge of the
wooden planks, taking the ==6TH== YL and hit the switch on your left to make
a bridge appear. While jumping onto the new bridge grab the ==7TH== YL.
Hury!! This bridge is very fragile and won't resist a lond time! On the last
part, get the ==8TH==, ==9TH==, ==10TH== and ==11TH== YL. As you climb the
lader, you get a GL. Follow the path, kill the Henchmen, and open the ++2ND++
cage to free a PL. Hit the PL and land on the barrel. As you progress, keep
shooting at the Zombie Chickens and try to grab the ==12TH==, ==13TH==,
==14TH==, ==15TH== and ==16TH== YLs.
At the end, try to jump on the thin bridge to get some RLs and a GL.
Place yourself next to the wall and shoot on the ++3RD++ cage to open it.
Now go on the other side of the bridge to let the ==17TH== and ==18TH== YLs
that were into the cage come to you. DON'T just fall onto the barrel under
you! Instead, jump on the wooden bridge to get the row of ==19TH==, ==20TH==,
==21ST== and ==22ND== YLs. As you land on the bridge you should get a GL.
Quickly run on the bridge to reach the solid ground. There (on  the grass),
take the ==23TH==, ==24TH==, ==25TH== and ==26TH== YLs. Take a look on your
left and you may see a PL. Use it to get into a tree on the other side of the
river and hit the ++4TH++ cage to get the ==27TH==, ==28TH== and ==29TH==
YLs. Then use the PL again to land on the solid planks. Follow the path up to
the entrence of a cave. You should have gotten the ==30TH==, ==31ST==,
==32ND== and ==33RD== YLs. Stand at the entrence of the cave and hit the
++5TH++ cage, hanging on the wooden planks. The ==34TH== and ==35TH== YLs
that were inside will come to you. Then enter the cave.

      Take the ==36TH== YL at the end of th trunk and kill the piranha by
shoting on his teeth. Fly down to your right to grab the ==37TH== and
==38TH== YLs. Follow the path and kill the Henchmen. Then stand on the grid
and shoot at the switch on you right. As the grid extends, grab the GL on the
other side. Contine, avoid the Kegs, continue, and take the GL. Continue and
get the ==39TH==, ==40TH== and ==41ST==  Yls where the falling Kegs are.
Follow the path to a GL, take the ==42ND== YL on your left and hit the switch
to extand the grid. Stand on the grid and hit the PL to cross the pit and
get into the evil tree, getting the ==43RD== YL. As you land into the tree,
a strange fat guy (looks like Obelix!) will run at yo like a dumb.
Jump before he hits you, and he should fall down the pit. Continue and hit
the switch (a kind of red button) to switch of the lazers. Now hury before
the lazers come back! Follow the path and climb down the lader. From there,
you can open the ++6TH++ cage, in which is the ==44TH== YL. To get it, get
back where the rolling barrels were and stand at the end of the tunnel to let
The YL come to you. Now go to the big pipe with two trampolines on it. Jump
on one of the to get the ==45TH== and ==46TH== YLs. Hit the ++7TH++ and last
cage to free the Teensie. Follow him on the trampolines to get the ==47TH==,
==48TH==, ==49th== and ==50TH== YLs, and after dancing the cirtaki with
Rayman, he opens the Magic Door to the Hall of Doors. You've finished the
level 4!



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