Rayman 2: The Great Escape Walkthrough :
This walkthrough for Rayman 2: The Great Escape [Nintendo64] has been posted at 11 Feb 2010 by airhead777 and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up airhead777 and share this with your freinds. And most important we have 6 other walkthroughs for Rayman 2: The Great Escape, read them all!
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Walkthrough - WalkthroughWalkthrough: Rayman 2 - The Great EscapeWalkthrough: Rayman 2 - The Great Escape
Contains: Introduction, Controls, Walkthrough from levels 1-19 and bonus levels
and Rules
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Introduction
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Here, you'll see the walkthrough of the whole game. It could be quite
frustrating sometimes, but once you spend time with it, you'll end up in
success!! I know it, because I experienced it before. I actually took almost a
year to beat the whole game, collect all the Lums and free all the cages. The
fraction in brackets next to the headings and sub-headings show its difficulty.
For each level you complete, you'll be more skilful! Imagine that each time you
complete a level, you earn 3 to 5 points as experience (depending on how fast
you learn and how hard the level is) and before you play, you have 10 points.
You might find the next level quite hard if all the points you added up so far
hadn't quite reached the difficulty of the level. If you added up more points
than the next level's difficulty, you might find it a bit easier! For example,
to figure out how I'll do in the Marshes of Awakening, I'll first need to
calculate how many points I've got. The Woods of Light gave me maybe... say 3
points and the Fairy Glade, hmm... 5 points, let's say, and add them to 10
points. I get 18 points, and the difficulty of the level, itself is 20/100 and
my 18 points aren't quite there yet, so I may have a few difficulties...
Finally, this isn't the latest version of my walkthrough. Go my Rayman 2 site at
www.geocities.com/rayman_512/index.html to find the latest version of my
walkthrough!
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Controls
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A - Jump (in water - Re-surface)
A (x2) - Activate Helicopter
A (x3) - Stop Helicopter
Space - Shoot
Left Arrow - Go Left
Right Arrow - Go Right
Up Arrow - Go Forwards
Down Arrow - Go Backwards
Ctrl - Combat (Change Camera View)
Q - Change Camera View
Z - Dive (Swim deeper)
J - On/Off Status
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Diary
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These are the days I used to complete this whole walkthrough! I spent all of my
spare time on those days writing the walkthrough and of course, playing Rayman
2, itself, to make the article more detailed and accurate, while making more
snapshots of the surroundings for each level.
Wednesday 16th October 2002 - Completed contents, controls and levels 1 and 2.
Thursday 17th October 2002 - Completed level 3 and area 1 of level 4.
Friday 18th October 2002 - Completed levels 4, 5, areas 1-3 of level 6 (part 1)
and level 7.
Saturday 19th October 2002 - A very busy day! Had up to three clubs! Just
completed the whole of level 6 (part 2).
Sunday 20th October 2002 - Completed levels 8-9 and halfway through area 1 of
level 10.
Monday 21st October 2002 - Back to school from holidays! Finished area 1-2
(left) of level 10.
Tuesday 22nd October 2002 - Finished area 3 of level 10.
Wednesday 23rd October 2002 - Finished level 10.
Thursday 24th October 2002 - Finished area 1 of level 11 and just started area
2.
Friday 25th October 2002 - Finished area 2 of level 11 and the alternate
entrance to the Fairy Glade.
Saturday 26th October 2002 - Finished level 11 and area 1 of level 12. Almost
completed area 2.
Sunday 27th October 2002 - Finished level 12, 13 and area 1 of level 14. Halfway
through area 2.
Monday 28th October 2002 - Finished areas 1-2 of level 14. Halfway through area
3.
Tuesday 29th October 2002 - Finished level 14. Almost finished area 1 of level
15.
Wednesday 30th October 2002 - Finished level 15 and areas 1-2 of level 16. Just
started area 3.
Thursday 31st October 2002 - Finished level 16. Just started area 1 of level 17.
Friday 1st November 2002 - Finished area 1 of level 17.
Saturday 2nd November 2002 - Finished level 17.
Sunday 3rd November 2002 - Finished levels 18-19 and the bonus levels. The whole
walkthrough is completed!
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Walkthrough
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Here's the whole walkthrough!
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Level 1: The Woods of Light (5/100)
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No. of Lums: 5
No. of Cages: 2
Special: Meet Globox, Get 1st Silver Lum, Meet Murfy, Meet the Baby Globoxes,
Meet the Teensies
Area 1 (1/30)
When you start playing, select "NEW GAME" from the menu and name it. Press the
Enter key and the first level will load. Use this first level to get used to the
controls and meet some friends you should need to know.
"Water... Spare us... O....ooh help!" After you see Globox getting captured by
pirates, he'll give you a Silver Lum of which Ly (the fairy) had given him. Now
you could punch with your fist! Your first objective is to rescue Ly, who was
captured by a group of pirates (the baddies).
Shoot the rusted grid on a wall and you'll go sliding down a steep passageway.
Hopefully, you'll collect some Red Lums to refill your life bar after all the
energy you had lost. When you get to the bottom, the fat Globox didn't stop in
time and pushes you down from what it seems the height from the sky...
Area 2 (2/30)
No, you didn't die! You'll see Rayman has landed safely onto the ground but he
was separated from his friend, Globox. The word is that you'll see him again by
the time you reach level 8.
Now, when you take a step or two to your left, a flying frog (or whatever you
call it...) will approach. He's Murfy and he's friendly. He'll, from now on,
give you advice throughout the game. Whenever you need help, either hold onto F1
or just stand near a Stone of Thoughts, where Murfy introduces you to now.
Once he's gone, follow the stream to a cage. Shoot at the cage two times to open
it. Your first Yellow Lum should pop out. Before you get it, Rayman will walk
back and Murfy should appear talk to you again, this time about freeing cages.
When he's gone, turn back and simply jump up and touch the Yellow Lum to get it.
Once you've got it, a door on the ground should open. Jump down the waterfall.
Walk through the water and climb onto the little cliffs until you've got another
three Lums (one Lum is behind a little waterfall). After that, climb onto the
highest cliff you could stand on and jump onto the opposite cliff using your
helicopter. Be patient: this takes a bit of practice.
On the other side, you meet the Baby Globoxes. Once you've made them cry (poor
babies!) go along the path into a wide, open area. If you stand ear the Stone of
Thoughts to your left, once again, Murfy appears and teaches you how to climb
between the two walls. On the pair of walls, press A until you're very high,
then press it again. Repeat this process for several times.
Once you've reached the top, shoot open the cage hanging under the shelter to
free four Teensies. You may find it hard to talk to them because they've
forgotten whose king! Try your best to understand the talk and at the end, if
you have all five Yellow Lums, you'll jump into your first Magic Door!
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Level 2: The Fairy Glade - Main (24/100)
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No. of Lums: 48
No. of Cages: 6
Special: Free Ly, Get 2nd Silver Lum
Area 1 (5/30)
In this level, you come to the Fairy Glade through the main entrance, as the
title above says. Later on, there'll be an alternate entrance to here, which
means that you can't get all the Yellow Lums or free all the cages in this level
yet...
This is one of the longest levels in the game. In the Hall of Doors, jump onto
the next level. You'll appear to see a beautiful environment surrounding you but
don't be fooled: this level could be deadly later on. Walk across the little
bridge and onto a pink mushroom (if you fall into the water, you could swim). It
will act like a trampoline and you'll jump up and hang onto some vines. Follow
the vine path and jump off when you reach the end. Go through the little tunnel
and get a Green Lum, which gives you a checkpoint.
You'll then meet your first enemy, a leaping shark, called a piranha. See the
sign with a picture of a piranha in it? This means that swimming is not advised
(as Murfy says). If you fall into the water, you die, and appear at the start of
the level again (a bit of your life bar would be lost). Jump onto a lily pad and
from there, use your Power Fist and keep shooting until you kill the piranha by
the teeth. Jump onto another then jump to land. From there, look behind you and
you'll see some platforms sticking out from the cliff. Jump on them, followed by
two more, then onto land again. Go through the path and onto a net. From there,
shoot the switch to open a door not far away from you. Now, don't fall off yet.
Walk on the branch you were hanging on before to get some more Yellow Lums and
at the end, shoot the cage to reveal more Yellow Lums. After that, jump off and
land in the water.
Swim (on the surface) to the darker area then hold onto Z while holding the up
arrow to swim down, collecting Blue Lums on your way to refill the air bar. This
takes lots of time and patience to get it right (I died lots of times) but once
you reach a sea cave, shoot at the cage to reveal a few more Yellow Lums and
swim back to where you were. Re-surface then climb onto a platform leading to
the door you just opened by shooting the switch (Rayman doesn't seem to get wet,
right?).
Go through the path until you collect a Green Lum. Go down the waterfall. Walk
to a netting and into a tunnel (you cannot change the camera view). Go to the
very end of it then jump as far as you can using your helicopter and you'll land
on a metal boat.
As it goes along, try not to jump up or you'll fall into the water and die. As
the boat goes along, you'll collect some more Yellow and Red Lums and when it
stops, jump onto the platform and onto the netting and tunnel again.
This time, at the end of the bridge, jump onto another, and jump onto the
platforms bouncing up and down after you collect the Red Lum. After you manage
to jump onto the lower one, try to jump onto the higher one and into the tunnel
to the next area. This takes some practice, but it's easy once you get the
timing right.
Area 2 (4/30)
Now, you'll meet some very scary looking caterpillars. But there's no need to
fight them. Simply collect a Red Lum and climb onto the vines on the tree and
climb up to the top. If you fall off, you'll need to start over again, and try
not to get hurt by the caterpillars by shooting at them or avoiding them. Once
you get to the top, jump onto flat land and go down the waterfall, collecting as
many Red Lums as you can. At the bottom, look to the right cliff and you'll see
some vines. Climb onto them, avoiding the piranha and collecting Lums as you go
along. At the end, jump onto land and collect another Yellow Lum and go into the
next area.
Area 3 (6/30)
You'll come to an open area and you'll see a pirate tossing exploding kegs
(barrels) at you. Stand on what seems like a hole in the grass (the one with a
big plaster on it) and wait till the pirate tosses another keg at you. Once it
is about to land on you and explode, jump out of the hole to avoid it and it
will break the platform to underground. Do not go in yet. Back to the wide, open
area, go forwards and into a tunnel to the very left.
There, jump on the lily pads while collecting Yellow Lums. Kill the piranha and
jump onto the last lily pad. You might accidentally fall into the water and die
(I did it lots of times!) but spending time and effort on it would work (if you
die, the Yellow Lums you had collected would be permanently taken, so you don't
have to go back and get it again). When you're done there, jump back to the
first lily pad and climb the little cliffs, collecting Lums as you go. At the
end, cross the narrow bridge (if you fall, activate your helicopter and land
safely on a lily pad or on land and start over) and free the cage. You'll see a
cage behind some bars which you couldn't break but don't bother to figure out
how to break it; you couldn't free all the cages in this level yet. You'll have
to wait a lot longer, when you reach level 11 and get in an alternate entrance
to the Fairy Glade. Back to after freeing the cage, collect another Yellow Lum
and return to the wide, open, grassy area where the pirate tosses exploding kegs
at you.
Jump into the hole and collect a Green Lum. Using your helicopter, jump onto the
boxes, collecting Red Lums on your way and avoid falling into the toxic water.
When you reach the end, climb onto the web and avoid the barrels (it is a bit
frustrating, I know) going in to you. When you reach the top, quickly jump to
your left onto a platform. Shoot at the plaster to break the door. Go into the
pirate ship and turn left. Walk along the path until Murfy talks to you of how
to kill the pirates. Once he leaves, walk onwards.
Kill the pirate by holding on to the Ctrl key and avoiding his shots. Keep
shooting at him until he dies. Collect the Red Lum and walk into a room. Grab a
barrel and toss it at the sleeping pirate and you'll kill him in one go.
Grab another keg and walk back. Throw it into a door with a plaster on it to
break it. Now go in to a narrow passageway until you see a cage. Break it and
take a Super Yellow Lum, which is 5 times more powerful than a normal Lum. When
you're done there, go back to the room.
Climb the metal bars onto the ceiling. From there, see a hole? Climb to there
and jump in, using your helicopter. You'll see a laser scanning the floor and a
net below it, which allows you to jump very high. Avoid the laser and when
you're in the air, shoot at the switch. Enter another hole. Avoiding the lasers,
go into the hallway and you'll see another sleeping pirate. If you shoot him or
go near him, he'll wake up. Kill him and hit the switch to stop the laser below
you. Jump down and into the passage where the laser was stopped.
Area 4 (7/30)
This is the hardest bit of the level. Avoid the lasers by jumping and moving
around and when you get to where the path ends, fall to your left and collect a
few more Yellow Lums. At the bottom, you'll see Ly, and she asks for help (if
you try making contact with her, you'll be zapped by electricity and get hurt).
Go into a tunnel until you reach a keg. Grab hold of it then walk towards the
machine. When a flying bomb comes towards you, throw the barrel up by pressing A
then shoot to break the flying bomb, and grab hold of your barrel once again.
Keep doing this until you reach the end. At the end, toss the barrel at one of
the plasters. Repeat for two more times until you manage to bust the machine and
Rayman would run to meet Ly.
Ly would then tell you some things about Polokus and his 4 Masks then she'll
give you the Silver Lum which allows you to grab onto Purple Lums! When Ly
disappears, she'll leave behind a Purple Lum. Now climb on to the netting and
back onto the ending of the path. Shoot the Purple Lum and you'll go swinging
back and forth. When you're closer to the other side, press A again and you'll
land on the other side. Climb up between the two metal pipes while collecting
two more Yellow Lums. When you get to the top, Rayman will walk to the end of a
metal pipe for you.
Area 5 (5/30)
Jump off the metal pipe, using your helicopter. Collect the Yellow Lums as you
go and land on a metal pipe whenever you can. If you land on a metal pipe with a
pirate on it, kill him then free the 5th cage. Jump down, avoiding contact with
the dripping foul liquid.
When you land on a wooden bridge, walk onwards and Murfy will explain what you
are to do next. Stand inside the current and activate your helicopter,
collecting Yellow Lums as you go. Next, go into another, then another and so on,
until you see a Purple Lum in a distance. Shoot at it and swing to a wooden
platform. Hit the cage near it to free a Teensie. He says that if you free more
cages, you'll be less vulnerable. He meant that each time you free 10 cages,
your life bar grows a bit longer and refills up to max. Anyway, follow him and
before he creates a Magic Door, you dance with him acrobatically. After that,
jump in and return to the Hall of Doors.
Well, you've just completed your first real level. It wasn't very hard, wasn't
it? Still, we'll have to come back later in level 11 through the alternate
entrance to the Fairy Glade to free the last cage and get its two final Yellow
Lums.
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Level 3: The Marshes of Awakening (20/100)
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No. of Lums: 50
No. of Cages: 5
Special: Alternate Entrance to the Cave of Bad Dreams, Meet Sssssam
Area 1 (4/30)
This level is quite straight forward. Walk on the wooden bridge and collect a
Yellow Lum. Jump on a lily pad and look to your very left (change camera view if
necessary). You'll see a little thin strip of path. Using your helicopter, jump
onto it and collect a Yellow Lum. Now, don't go any further (there's the
Guardian of the Cave of Bad Dreams waiting for you there, and if only you know
the password, he'll let you through...).
Turn and go back to where you came from, onto the lily pad. Jump onto another,
then to a distant one. Take the Red Lum, then jump onto the next one, then
another. Now, jump onto the netting and climb your way to the left and jump off
to a wooden bridge. Take the Green Lum and shoot at the cage to free it. Sssssam
would come out and once he had talked to you a bit, shoot at his scarf (or
neck). GO! You'll now go water skiing for the rest of the level!
If you want to go faster, hold onto Ctrl. Pass a few big rocks (if you can,
collect the Red Lums above each of them) and avoid the piranha by going faster
or just dodging it. Pass the big, swinging axe and jump to your very right to
collect a Super Yellow Lum and if you can, run over the switch to switch it on.
If it is switched on, you'll see a row of Red Lums later. Now, the harder bit.
Avoid the Zombie Chickens by pressing Ctrl to go faster. I died a lot of times
here, but once you do pass it, you'll see some floating boxes. Either avoid them
by jumping over or dodging them by going to the right.
Now, Sssssam will go around a little rocky island for three times and as he's
doing it, try running over three cages to free them. They each contain a Super
Yellow Lum, and if you collect all of them before Sssssam leaves the area,
you're a genius! After three rounds, Sssssam will swim to a tunnel to a slightly
darker place into the marshes.
Area 2 (5/30)
After you ski through the tunnel, avoid the flying bomb by going to the right.
Next, jump to your very left onto some wooden bridges that will collapse if you
set foot on them. You'll lose contact with Sssssam for a moment, but never mind,
just run through the bridges and collect Yellow Lums as you go. At the end of
the bridges, hit Sssssam with your Power Fist again and you'll go skiing again.
You'll see a Super Yellow Lum surrounded by five flying bombs. To get it, hold
onto the Ctrl key and zoom past them and collecting the Lum as you go. Now, you
get to a part where you'll need to dodge some wooden pillars and avoid the
piranha from biting you. On top of a pillar, there's another Super Yellow Lum.
To get it, jump up high while avoiding crashing into the pillar. Dodge a few
more, pass a big rock and head straight to a kind of a fisherman-pirate who
hurls fire balls at you. Just at the end of his rod, try to grab a Super Yellow
Lum. Then dodge a few pillars and get the Super Yellow Lum behind a flying bomb.
Dodge more pillars and a piranha.
At the end, Rayman will jump off to land and after a few romantic scenes,
Sssssam leaves you. Note: If you jump into the water and die, you start again at
the beginning of Part 2 again, so don't even try it (unless you want to collect
the Lums you've missed). Shoot the cage hanging from the top to free a Teensie.
Once again, you dance then jump in.
If you collected all the Lums and freed all the cages in this level, you'll
enter a glorious bonus level...
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Level 4: The Bayou (30/100)
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No. of Lums: 50
No. of Cages: 7
Special: Alternate Entrance to the Walk of Life
Area 1 (7/30)
Before the level, you'll see a pirate introduction and Razorbeard gets so angry
that he ate a Yellow Lum! Now, your collection will be out of 999!
When you appear through the Magic Door and follow the path to the left, you
could open an entrance to the Walk of Life if you have 60 or more Yellow Lums.
The Walk of Life allows you to race Ly and whether you win or not, your whole
life bar will go to max if you manage to make it to the end! Have fun!
Now, we resume back to the level. Jump off the land you're standing on to a
metal boat. As it starts floating away, shoot at any flying bombs that come
close to you. When the boat stops, quickly jump off to land before it sinks!
From there, look to your left and you can see a path leading to a cage. Go there
and shoot it open, to free more Lums.
Then go back to where you're from and jump to another metal boat. Shoot to
destroy any flying bombs that are fired from the pirate airship and jump onto
land when the little boat stops and sinks. Go into the cave and climb the rope
while collecting a few Yellow Lums. At the top, a Green Lum will come to you. Go
to the end of the wooden plank and collect another Lum. From there, look
slightly to your right and you'll see a switch. Hit it to create another bridge.
Now, the hard bit. Using your helicopter, jump onto the bridge and it should
start to wobble. Don't use your helicopter now, just run for it! Run as quickly
as you can across the unsteady bridges and at the end, jump onto some other
wooden bridges. Here, you'll get a bit of the taste from level 12, where the
airship shoots cannons at the bridges you're standing on! Without jumping, run
as fast as you could through them and climb onto a rope to reach another Green
Lum.
Kill the sleeping pirate (for some reason, Rayman shouts YEAH! when he beats it)
and hit the cage hanging above him to free a Purple Lum. Another hard bit. Use
the Lum to swing to a metal boat and shoot at any Zombie Chickens that get in
your way. At the end, jump off to the branch before the boat sinks. From there,
get some Red Lums and try shooting the cage which is hanging below the branch
you're standing on. Once you do, go along the branch and using your helicopter,
jump off as far as you can while collecting a row of Yellow Lums and a Green
Lum, but just don't jump onto the metal boat beneath you!
As you land on a wooden bridge, run as quickly as you can through the bridges
before the airship manages to make them collapse! At the end, step onto steady
ground to collect a few more Yellow Lums. See the Purple Lum to your left? Swing
onto it to get to a tree with a cage underneath it. Free it and three Yellow
Lums will go directly to you. Use the Purple Lum to swing back to where you were
from to the solid plank again.
Jump onto another and follow it, collecting Yellow Lums as you do. At the end,
jump off and land at the entrance of a cave. Before you go in, look behind you
and you'll see a cage dangling from underneath the plank. Destroy it to free two
Yellow Lums that will come to you. Now go into the cave.
Area 2 (8/30)
Jump onto the trunk and walk to the end. After taking the Yellow Lum, shoot to
kill the piranha then jump forwards, slightly to right to collect another Lum.
As you walk on, collecting another Yellow Lum, the camera changes its view and
there seems to be two directions to go. Both are the same, but I think going to
the left is easier, since it is wider.
Jump across the swamp carefully and at the end, you meet a pirate. Kill him with
around 5 shots then hit the switch to your right. Hit the switch to extend the
metal bridge a bit. This part is quite hard but straight forward. Go onto the
metal bridge, collect the Green Lum then jump off to a wooden corridor. Avoid
the kegs by running through them once they blast. After doing this a few times,
jump through the gap between the planks. Keep jumping up to avoid getting
flattened by the rolling kegs (shooting at them is useless). If you can, jump on
top of them one at a time and collect a Red Lum. If you can't, you'll just have
to land between the kegs. At the end of the corridor, you reach flat land once
again and take a Green Lum.
Here's where the hardest bit of the level comes. Jump onto the land where the
rolling keg is rolling. Make sure to keep your timing right, or you'll get
flattened by it. Next, walk down the path and this bit seems a lot worse. You'll
need to repeat what you've just done for three more times while collecting a few
Yellow Lums as you do. When you've managed to get past it alive, you'll come to
the end of a cliff. Follow a short path to your left and collect a Yellow Lum.
Shoot the switch and the metal bridge will expand. Go to the end of it, the hit
the Purple Lum. As you swing across to the other site, a Monkey Pirate will run
straight for you.
As the dumb pirate runs towards you, go to the very end of the cliff then jump
up, using your helicopter. The Monkey Pirate will then stupidly fall off and die
(hehe...). If this seems very hard, just run through the Monkey Pirate and get
hurt a bit. He'll stop chasing you when you've gone a certain distance.
Continue into the tree and hit the red button to stop the laser at the end of
the room. Now run for it before the laser comes back! Dodge the swinging axes
and make your way out of the room. Now, the rolling kegs again. This time, it's
very easy. Simply run along the path and jump over and keg that looks as if
it'll run into you. Almost at the end, turn to your left.
The camera changes into a bird's eye view but before you go onto the trampolines
with a pirate face painted on them, go to the end of the cliff and follow the
path to a cage. Shoot it to reveal more Yellow Lums then go back and onto the
trampolines.
When you're bouncing very high, shoot at the cage to your right to free a
Teensie. Keep bouncing up the trampolines while collecting Yellow Lums. At the
end, you dance, then jump into the Magic Door the Teensie had created.
Right... If you freed all the cages and collected all the Lums in this level,
you'll enter the same bonus level as the level before, but it only gets harder.
Each time you've collected all the Lums, freed all the cages and go through the
last Magic Door in the levels ahead, it'll be the same bonus level, but it gets
harder each time.
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Level 5: The Sanctuary of Water and Ice (42/100)
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No. of Lums: 50
No. of Cages: 2
Special: Meet Axel, Get the 1st Mask
Area 1 (6/30)
You appear in the Council Chamber of the Teensies. They'll let you through if
only you've got 100 or more Yellow Lums. "Prepare yourself to discover a new
world..." Rayman looks back. "Come on, don't be shy!" He opens the door...
You appear through a Magic Door near a beach. Go along the sand until you see a
wooden bridge. You'll see a crab on but you couldn't kill it. The best way to
avoid it is to jump over it. Now go along the bridge until you see the first
cage. Shoot it open then get the Super Yellow Lum. Now, avoiding the crab, go
back along the bridge.
As you progress and get passed a crab, you meet an advanced version of a pirate.
Each time you hit him, he digs into another place. Kill him by using the Ctrl
button while shooting everywhere (many of your shots will go to the stupid crab)
then go up to the cave while collecting Yellow and Red Lums. You enter an area
where there's a deep bay.
Swim in it and you'll collect some Blue Lums and a Super Yellow Lum on your way.
Follow the water tunnel and you'll see some Red Lums too. When you re-surface,
you'll see a cage. Hit it open and three Yellow Lums will come to you. Now swim
back to where you were from and re-surface again. This time, climb up the rope
and collect three Yellow Lums.
At the top, take the Green Lum then follow the path which leads to two glowing
pyramids and a pirate. Kill him, then make your way to the lighthouse. Get the
Super Yellow Lum then grab a keg. Bring it to the plaster door at the other side
of the lighthouse then throw it to blast it open. Go in and Murfy will talk to
you about the Magic Spheres. Once he's gone, take the Gold Magic Sphere like you
did with the keg and place it on top of the gold pyramid you just seen before.
Next, grab another keg and bring it to the other plastered door near the silver
pyramid. Blast it open then go in and grab the Silver Magic Sphere. Throw it on
top of the silver pyramid and the huge door of a temple will open. Go in then
before you walk straight into the next area, turn to the path on the left (or
right, if you fancy doing it the other way round). After collecting all the
Yellow Lums on the path, you can now go to the next area.
Area 2 (14/30)
Slide down the path and collect the Red Lums. This sliding area is very, very
tricky, but once you try again and again, you'll know that you only have to jump
one or two times. Another thing is that you can't activate your helicopter while
sliding. Get the Yellow Lum and turn to your right. Get more Yellow Lums on your
way. Here, you'll just have to let Rayman jump by his own and collect the Yellow
Lums or you might fall off the path. Anyway, once you let Rayman jump over the
big gap, slide down to meet your first, real enemy, Axel.
Axel could be quite tricky to beat, especially if this is your first time.
You'll need to drop the iceburg on top of his head in order to kill him and
you'll need to make him back up to it. You can't shoot him or go up the slope
('cos it's too steep!) to make him to this. Instead, try to swing onto the
Purple Lum in front of you and you'll see that another one will come to view. If
his icicles he shoots hit you, you'll be sent off the Purple Lum you're on and
you'll have to start over. The best way to avoid his shots is to move around a
bit on the Purple Lum and once you dodge his attack, aim for the next one, then
repeat the process. When you get to the end, shoot at the large block of ice on
top of him and he'll disappear and turn into another Purple Lum that you'll need
to use to reach the 1st mask.
When you beat him and got to the other side of the battlefield, go to the left
(or right, if you fancy) and collect the last Yellow Lum and pass through the
little waterfall and onto a platform where you'll see Rayman get the first Mask.
He'll bring it to Polokus. This guy will speak to you in his dreams. After he
had created a Magic Door for you, you return to the Hall of Doors and the next
level is unlocked!
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Level 6: The Menhir Hills - Part 1 (44/100)
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No. of Lums: 35
No. of Cages: 5
Special: Ride on Walking Shell, Meet Clark
Area 1 (7/30)
Let me tell you something first. You cannot complete the whole of this level
yet. You'll have to wait a bit longer until you have got the Life Potion for
Clark.
Anyway, when you appear in this level, Murfy introduces you to the Walking
Shell. After he leaves, look behind a menhir (a green standing stone) and you'll
see a switch. Hit it to open a door surrounded by three menhirs. Go into it and
follow the passageway to some dirty but shallow water and you'll see a cage.
Shoot to open it and out comes a Super Yellow Lum. After taking it, go back and
climb onto the web back to the open area.
Next, walk to the position where you're facing directly to the Walking Shell
(that's the position where you first appeared into this level). Walk as closer
to the Walking Shell until it starts to chase you. Now turn back and run in a
straight line back to the wall and stop there. Now wait for the Walking Shell to
suddenly stop and sleep. Quickly get on its back before it wakes up and chases
you again! When you get on, GO! Steer it to run across the little lava pit. At
the end, aim to the door on the right and press A to jump off and let the Shell
blast open the door to reveal a cage. Before you go and free it, Murfy talks to
you more about Walking Shells. When he's gone, shoot open the cage to free a
Super Yellow Lum.
Jump over the little kind of fence and into a house and collect the Green Lum.
Kill the two sleeping pirates then walk into another room between their seats
and you'll see another cage. Shoot it open and another Super Yellow Lum will
come out. Now, walk back, turn to the left and into the next area.
Area 2 (12/30)
Jump onto the mushroom to bounce you to another mushroom on the |
