Rayman [cheats&guide]
Password for 99 lives and all of
the cages captured and all the levels beaten.
password: 942KV3W9XD
-----
GUIDE
Playing Guide
Dream Forest World:
Jungle Level 1 Just after the red flower that bends, climb the vines
and go left to find a free life.
Jungle Level 2:
Jump on the flower at the very left of the screen and then leap to
the vine hanging above it. Grab all the blue tings around the vine,
and then go for the platform on the right. If youve collected ten
tings, the magician will take you to the first bonus level. Defeat
the hunter by hitting him when he lowers his pistol.
Jungle Level 3:
Betilla the fairy will now grant you the power to throw your fist.
Scamper to the far-right side of the screen, jump and knock down the
purple grape. Leap on top of it, and then vault onto the platform
to exit the level.
Jungle Level 4:
To get the special powers that are suspended above the water, find
the nearest purple grape, knock it down and shove it with your fist
into the water. Once the grapes are in the water, you can jump on
them and move (carefully!) left and right. Using this technique, you
can find another magician at the bottom-right side of this level.
Jungle Level 5:
Beyond the second floating platform, youll see a bunch of blue tings.
Spring off the platform and grab them; theyll lead to a cage of Electoons.
Be ready to duck, though, because theres a hunter waiting.
Jungle Level 6:
Try to stay in the middle of the screen so you can see which direction
the mosquito is coming from.
Jungle Level 9:
Jump up and knock Tarayzans clothes down, which are stuck on the
vine. He will give you a magic seed. You can plant the seed repeatedly
and then jump on the plants that grow to advance through this level.
You cannot, however, plant one seed on top of another. When you reach
the exit on this level, a free life will appear on the left side of
the screen.
Jungle Level 10:
Knock the purple grapes down onto the heads of the nasties below.
You can then use the grapes as stepping stones. On the second island,
you will see one of the scavengers and a bunch of Antitoons. Dont
use the grape against them or youll miss a cage of Electoons. Instead,
approach the island from the left by water using another grape. Punch
all of the Antitoons while still on top of the grape. Then dislodge
the grape that floats above the island. Push it to the right and into
the water. (One way to move grapes is to jump on top of them, punch
in the opposite direction you want to move, and then duck. When your
fist comes back, it will bump into the grape first and push you along.)
When you arrive at the next island, a cage will fall from the sky.
Jungle Level 11:
Climb up the first vine thats holding the purple grape. Go to the
top and then down and a cage will appear. Knock the grape down, jump
on top of it, and ride it down the hill. Before you get to the end,
jump off the grape and onto a floating platform. Jump over to the
right again and youll find a magician. On the right side of the magicians
platform youll see a blue ting. Jump off after it and platforms will
appear leading you to another cage.
Jungle Level 12:
Get the tings on top of the mushroom tree. A cage will appear on the
ground. When you see the photographer, while floating on the grape,
dont get off. Stay on it to reach another cage. The tentacle can
only be stopped by punching it in the mouth. Jungle Level 13 Climb
the tree to grab the tings and a cage will appear below. Before exiting
the level, knock down a grape and push it left into the water. Float
right on it for more cage discoveries.
Going back:
Once you acquire the power to hang and to punch, you can go back and
pick up a few more cages. Dont worry about the bosses - once beaten
they wont mess with you again. In Jungle Level 2, three more cages
will become accessible. In Jungle Level 5, get on the falling platform
at the very top of the screen. As you are falling, wind up quickly
and punch to the left to dislodge the grape. You will fall on a platform
with the grape. Jump on top of the grape and swing over to the left
with the grapple until you see the cage. Then jump down to the mushroom
tree and another cage will appear. In Jungle Level 12, climb the vine
just after the photographer and get rid of the bad guys. Youll find
a magician and then some flying hooks that will lead to a hidden cage.
--------------------------------------------------------------------------------
Band Land
Music Level 2:
Advance to the end of the bongo, then retrace your steps, bounding
over the cloud, and you will find a free life. Jump above the exit
panel at the end of the level. When you land on the left side of the
panel, a cloud will appear off to the right side of the screen. Mount
the cloud and it will take you to a cage.
Music Level 3:
At the second flying maracas, just after the photographer, dont get
on it right away. Instead, fall beneath it. Continue going down until
you find a cage. Retrace your steps.
Music Level 4:
Go after the lone power-up hanging over the edge and you will find
a hidden reserve of power-ups, tings and a golden fist.
Music Level 5:
When you arrive at the first photographer, instead of continuing forward,
jump over to the platform on the left. Shrink by touching the fairy,
and follow the tings. Fall down onto the brown spinner and descend
until you see the notes and then jump off to the left. Take the second
ascending cloud and you will see a cage. After freeing the Electoons,
get back on the cloud and retrace your steps. At the exit, jump over
to the other side of the panel and fall down to the button. Go left
and you will find another cage. Retrace your steps and at the far-right
side make a leap of faith and a cloud will appear to take you to the
exit.
Music Level 7:
At the second arrow-shaped group of tings, just after the false notes
(which you must get past by ducking), instead of continuing down,
jump onto the ledge at the far-left side of the screen, then jump
over to the right and you will find a cage. A little lower down, just
after you see an arrow-shaped group of tings pointing upwards, pick
up a lot of speed and with a big leap you will reach another platform
where there is a hidden cage.
Music Level 8:
Timing is everything when the trumpets blow you back and forth. Try
to jump early enough to reach the higher platforms. After the photographer,
instead of descending, climb up the platforms to find the free life.
Music Level 9:
Move toward the right, jump on the first bongo, and then retrace your
steps and you will find a cage. After the photographer, jump on the
two small platforms and then retrace your steps. A brown spinner will
appear. Hitch a lift and be taken to a cage. Once youve reached the
walking drum, jump off onto one of the sliding platforms. Youll hear
a noise which means that something has appeared. Jump back left to
find the bonus level. At the end of the level you will seem stuck
because the exit panel is not in sight. Tee hee. Jump on the upper
slippery platform and a cloud will appear. Take the cloud, and the
exit panel will appear.
Music Level 12:
Jump on the clouds above the first Tibetan and a cage will appear
near the entrance level. When you see a series of four clouds underneath
a group of tings, drop down beneath the clouds to find another cage.
Music Level 14:
At the far-right side of the level, you will see a cage beneath you
thats inaccessible for the moment. Take the steps going up, which
will lead you to another cage. After your picture is taken by the
photographer, you will begin a long downward slide. Pick up a lot
of speed (be careful to duck underneath the notes) and run all the
way into the wall on the far-right side of the level (you will see
some sparkling stars). If you picked up enough speed, brown spinning
wheels will appear upon impact with the wall. Ride them up to another
cage. You can move from left to right on the cymbals, but when they
start to vibrate move to the middle. Its the only spot to avoid getting
squashed.The flying hooks will lead you to another cage. Continue
going up and you will find a free life.
Music Levels 15 & 16:
Mr Sax cannot feel your punches. To overcome him, punch his false
notes back into the hole in his horn.
Going Back:
Once you get the helicopter power at the end of Level 9, go back to
Level 2. In the fourth level (the one with the lightning) the helicopter
will allow you to grab a flying hook which leads to a cage.
--------------------------------------------------------------------------------
Blue Mountains
Mountain Level 1:
Before grabbing the first flying hook that you see, advance forward
a little more and get the fist that allows you to punch further. You
will need this fist to grab the hook. Jump to the left of the exit
panel at the beginning of this level and fall down. Crawl right, past
the rock monster, and a cage will appear behind it. Go up and youll
find another cage as well. You will see a blue ting hanging above
empty space. Jump into the gulf and it will lead you to more tings
and a cage.
Mountain Level 2:
You can vault or break the large rocks that block your way. Sometimes
they have bonus surprises hidden within them. When you find yourself
stuck in a narrow cavern with bouncing lava rocks and Mr Stone walking
above, break the rocks and advance to the right. A cloud will appear
above. Break the rocks again and go back to the left side of the cavern
and climb up. Jump on the cloud to make good your escape.
Mountain Level 5:
To avoid falling rocks, hang on the edge of platforms and let them
bounce over you. At the end of the level (on the bottom right-hand
side), fall in a hole following the ting path. You will end up at
the foot of two rock monsters. Chin them with a couple of hits to
the head. Get the power-up on the bottom left and clouds will appear
leading to another cage.
Mountain Level 6:
Smash the rock to free the musicians guitar and he will give you
a special vial that allows you to fly. Oh yeah. After the first photographer,
fall down in the hole to the right where a cage is hidden. After the
second photographer, fly a little longer and you will see a power-up.
In the hole beneath the power-up is another hidden cage. Theres a
free life hidden underneath the platform with the exit sign.
Mountain Level 7:
Cut the frayed section of the cords with your helicopter hair. This
is the only place you can cut the cords and prevent the huge slab
of stone from forcing you into the water. Once youve reached the
grass, fly up into the first opening, where there is another hidden
cage.
Mountain Level 9:
After a long trek, fall down before you reach the grass and youll
find a magician. Jump into the next cavern, or the one after, and
youll find a group of tings. After the photographer, jump down to
the left in the second cavern and youll find a cage. Throw your fist
at the lava balls while jumping into the air. This will help keep
you from sliding. When you see the series of blue steel balls jump
into either the second or third cavern and youll find another cage.
--------------------------------------------------------------------------------
Picture City
Image Level 1:
Before jumping on the pencils, knock down the yin yang and jump on
it. Spring to the next platform and go right to find more tings and
a cage. Retrace your steps. While on the first pencil after the photographer,
jump up between the two pencils for a power-up. A platform will appear
to the right which will give you access to a cage later on. At the
end of this level are eight yin yangs. Climb to the left to get the
golden fist. A platform will appear. Jump on it and jump left to get
the ting. A cage will appear on the other side of the eraser. Go back
to the platform that will take you up to the level with the cage.
Knock loose one of the eight yin yangs, push it behind the exit panel,
jump on top, get the super helicopter liquid, fly up and get a free
life.
Image Level 2:
At the end of the level, knock the yin yangs and you can get access
to a free life.
Image Level 3:
Do not touch the first fairy you see. Go up to the yin yangs and punch
away the pointed ones. Jump on the normal one and platforms will appear
to take you to bonus power-ups. You will see another fairy, who will
shrink you so you can get more bonuses below. Retrace your steps to
the first fairy. Let her enlarge you to reach the next cage. There
is a square bouncing eraser just past the jumping Antitoon. Jump onto
it and then leap to the moving platform to the right. From this platform
you can wind up and punch the yin yang to the left. Go back to the
bouncing eraser, jump on top of the yin yang, and then punch the cage.
Do the second half of this level twice: once large to find the last
high-up cage, and once lilliputian so you can leave. At the end of
the level Rayman will be large. Grab the flying hook and touch the
fairy to become small to exit.
Image Level 4:
You cannot hit Space Mama when she protects herself with her rolling
pin. Hit her while she is in the air.
Image Level 5:
Once youve reached the second series of red pens, drop down between
them and grab one of the hooks. Swing over to a rising platform, past
the hunter (who you cant kill) and jump on to the bouncing erasers
with the yin yang. You must knock the yin yang loose, push it over
to the right slightly, jump on top, and with a slight running start,
jump across to the next platform. You can also push the yin yang into
the gulf and use it to climb out on the other side. Once youve reached
the flying hooks, swing across them to find the power-up. Once you
grab it a cloud of flying hooks will appear to the right. Swing carefully
on them to reach the exit.
Image Level 6:
To get past the spikes pointing down, use the helicopter power to
slow your bounce. Jump over the exit sign at the end of this level,
but dont touch it. A cage will appear beneath you.
Image Level 7:
The tings indicate the route to follow to the cage at the bottom of
the bouncing erasers. After the photographer, in order to get past
the two rows of pencils, let yourself fall down the oily hill and
you should be able to evade everything without having to jump or fly.
There is a cage in this section though. Once you get the power-up
at the end, platforms will appear to take you to the end.
Image Level 8:
To get the cage trapped between the yin yangs with spikes, you have
to swing off the flying hook, punch the yin yang while in the air,
turn around quickly, and grab the hook once more. At the end of the
level, jump over the exit panel and youll see a cage. There are two
exits to this level; if you end up in the lower level exit, you will
not be able to return and reach the upper level to find the cages.
To find these cages, you will have to re-enter Space Mamas crater
from the beginning.
Image Level 9:
By choosing the descending path, youll eventually discover a magician.
After the magician, hang right until you reach a dead end. A free
life will appear on the other side that you can reach later via a
long slide. Once youve got the life, go back up and then jump down
into the next hole. Youll see a cage guarded by two hunters. After
the photographer, you will see a cage high up. To reach it, keep going
and slide down a V-shaped hill. From the extreme right side, slide
back to gain speed and then jump from the left edge to reach a higher
level. Keep going left and youll reach the cage. To find the exit,
follow the tings down the middle of the V-shaped hill.
Image Level 10:
Try to move around on the platform and punch to avoid objects in your
path. At the exit, jump over the sign and onto the can of paint. A
platform will appear taking you up to a cage.
Image Level 11:
Space Mama can be hit, except when shes pointing to shoot with her
rolling pin laser and when shes protected by the washing machine.
When shes behind the washing machine, try to avoid the lasers and
punch the machine. The vibrations from your punches will break the
machine (you can see how many hits it takes by looking at the dial
on the machine).
--------------------------------------------------------------------------------
The Caves of Skops:
Make sure that you investigate the caverns beneath you on the first
part of the level. They may be hiding a cage or two. Once you pass
the blue steel ball, and then go up and start going left, try doing
a running jump into the void. There will be a cage at the end. Once
you free this cage, a cloud will appear taking you to the right side
of the screen the way you came. Ride it but dont get off. Let it
bring you back to the cage you just liberated. Another cloud will
appear taking you to yet another cage (remember to duck, though).
To beat the Scorpion, keep jumping on the falling platforms while
avoiding the Scorpions claw until all of the platforms are gone.
As the last platform falls, jump and hang on the ledge on which the
Scorpion is sitting. He will then move backwards. Jump up on the ground.
Hell then advance a couple of times while throwing his claw. Each
time he does so, jump and hang over the edge until the Scorpion retreats.
After about three times, hell retreat all the way to the right. You
must move quickly to avoid the lava.
Cave Level 9:
If you hang on the first platform (where the board is located) a cage
will automatically appear. Follow the moving clouds and you will discover
a second cage. Now you can use your grabbing fist. After the photographer,
if you use the big power, you will see a new series of hooks low on
the left of the platform where the photographer is located. If you
go there, and come back, you will find a cage. After the photographer,
let yourself fall down after the first pink stalactite; it will bring
you to a cage. Near the water, jump as precisely as you can to get
the small platform you can see out of the water. If you succeed you
will see a cage appear on the border of the water on the left.
Cave Level 10:
When Mr Skops is attacking, walk to the end of the platform and hang
on the border of the platform to avoid being killed. When the lava
rises for the second time run to catch the hooks.
Cave Level 11:
You can hurt Skops only when he shoots at you with fireballs.
--------------------------------------------------------------------------------
Candy Chateau
Chateau Level 1:
If youve lost your run-up, send your fist in the opposite direction
to the way you wanted to go. Your run-up will miraculously return.
Chateau Level 2:
You are being pursued by an evil Rayman. Follow the tings road and
you will arrive in a pit. Run to the left, jump on the cloud on the
right and keep going until you reach a cliff of nougat. Move on via
the chocolate way and jump down the cliff on the right. The exit door
will appear.
Chateau Level 3:
The first curse from Mr Dark reverses your left/right directions.
This will last until halfway through the level. You will see the first
photographer at the top of the cherries mountain. Let yourself fall
down to her and on the right you will find an extra life. Mr Dark
is lurking in wait after the second photographer. Your arch- nemesis
will hex you with a curse that forces you to run unless you avoid
it by running back.
Chateau Level 4:
Mr Dark has confiscated your grabbing fist! Hang around and your friends
the Electoons will bring it back. The first hybrid: half Skops, half
stone is only vulnerable when he chucks his claw at you. The second
hybrid: two Space Mamas - easy meat. The third hybrid: Moskitos head,
Mams body and Saxs feet will try to crush you when youre in midget
mode. When he falls, jump down and hit his head. With the three hybrids
dead, the dastardly Mr Dark is vanquished and all the little Electoons
can live happily ever after... or can they
|
|