Rayman

Rayman

13.10.2013 00:19:47
Strategy FAQ

English

Pink Plant Woods

Jungle Level 1:

Just after the red, bending flower, climb the vines and go left you will find a free life.
Avoid touching water or you will lose a life.

Jungle Level 2

On this level, you will encounter for the first time in the game: magicians, antitoons,
photographers,scavengers and flying fish. - In order to visit the magician's secret bonus levels, you must
collect 10 blue tings and pay him. One little trick you can try if you don't make it through the entire
bonus level in time, is to collect tings while in the secret level (all you need is 10) and then reenter the
level once you've been kicked out. The bonus levels are important because you earn valuable free lives
by completing them.
On your first time through this level, you will see scavengers and cages at the top of the screen. They
cannot be accessed until you get the power to hang and punch.
There are 3 electoon cages on this level.

Jungle Level 3

Betilla the Fairy will give you the power to throw your fist. Go to the far right side of the screen, jump
and knock down the purple grape, jump on top of the grape, and then jump onto the platform to exit
the level.

Jungle Level 4

You will see the first cage that you can actually punch to free the electoons.
Knock down the first grape you see on this level and let it bounce down the hill towards you on the left.
Jump on top of the bouncing grape and then jump up to the hand on the left. You will then be able to
jump to the platform on the right and collect a free life.
Grapes can be very useful to gain access to difficult to reach bonus items. Practice punching grapes up
and down hills. The longer you hold the punch button, the harder you will strike the grape. A very
useful trick is to stand on top of a bouncing grape, hold and release the punch button, and then duck as
your flying fist comes back to you. The fist will punch the grape on which you're standing and push you
along. This is a good way to ride a grape into water or avoid antitoons.
To get special fists and powers that are suspended above water, find the nearest purple grape, knock it
down and push 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 will find another magician at the bottom
right side of this level.
The small scavengers can be annoying since they often duck when you try to punch them and then
throw their hands to try to grab you. A useful trick is to hold the punch button down and do a long
punch that will go past the scavenger. Duck as the fist comes back towards you and the trajectory of
the fist will lower as well, often punching a ducking scavenger.
In the middle of this level, you will see a grape hanging at the top of the screen (just past the place
where the scavengers suddenly appear on the screen). If you jump up and knock this grape down, then
ride it to the right side of the screen and into the water, you will soon see a free life and a full power-up.
On this level, you also meet the first hunter. Hunters can be very annoying because not only do they
shoot bullets at you, but their guns can also be used as shields to block your punches. One way to
quickly get past the hunters is to jump and punch while you are in the air.Try to time the punches so that
they hit the hunter in the head, avoiding his gun.
There are 3 electoon cages on this level.

Map Level

Once you exit this level, you will return to the map of Rayman's world. A new medallion will appear as
well as a Save Game option. By using the directional arrows, you can walk Rayman over to new stages
of the game. If you press the right arrow, Rayman will walk over to Anguish Lagoon. Notice that
Anguish Lagoon does not yet have any pink dots in it yet. This means you have not yet freed any
electoons in this stage. The pink dots let you know how many electoon cages you have freed in each
stage. Each stage (in other words, each medallion) holds six pink dots.
Make sure that each time you are on the map of Rayman's world that you are not just pressing X and
re-entering the first level everytime. When you are on this map, use the arrow keys to walk Rayman
over to another medallion (another level in Rayman's world) and THEN press the X key to enter it. The
map is your way of choosing which level you want to enter.

Anguish Lagoon

Jungle Level 5

Whenever you see a trail of blue tings, even if they seem to lead towards a dangerous gulf, you should
always follow or jump after them. The tings are often a hint that there may be hidden surprises or
electoon cages nearby.
There are 5 cages on this level. You will not be able to reach two of them until you get the power to
grapple. For instructions on how to reach these two cages, see Going Back in the Dream Forest World
(below).
After the second floating platform, you will see a bunch of blue tings. Jump off the platform and grab
them, they'll lead to a cage of Electoons. Be ready to duck though, because there's a hunter waiting.

Jungle Level 6

In this level you will meet the first of the crazy Bosses in Rayman, Moskito. The key to beating Moskito
is to stay towards the middle of the screen in order to see in which direction he is coming. When
Moskito is in the air, try to jump up and punch him. When he flying at you low to the ground, the safest
strategy is to either jump over him or duck underneath him. If you are quick though, Moskito can be
punched when low to the ground as well.

Jungle Level 7

In this level, Moskito becomes Rayman's friend and flies him past a dangerous series of hanging plants.
The key to this level is staying near the middle of the screen in order to give yourself room to advance
or retreat when necessary.

Jungle Level 8

Betilla the Fairy gives Rayman the power to hang.

The Swamps of Forgetfulness

Jungle Level 9

In this level, if you jump up and knock Tarayzan's clothes down which are stuck on a vine, he will give
you a magic seed to help you escape from this level. You can plant the seed repeatedly, and a plant will
grow allowing you to climb up and out of the cavern in which you are stuck. You cannot, however,
plant one seed on top of another.
When you reach the exit, a free life will appear on the left side of the screen. Try to reach it if the water
isn't too close.
There are 2 electoon cages on this level.

Jungle Level 10

Knock the purple grapes down and they will fall on the heads of the scavengers. You can then jump on
top of these grapes.
On the second large island, you will see one of the scavengers and a bunch of Antitoons. Don't use the
grape as a way of getting rid of the scavenger or you'll 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, knock down 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 returns, it will hit the grape first, propelling it forward.) When you arrive
at the next island, a cage will fall from the sky.
There are 2 electoon cages on this level.

Jungle Level 11

Climb up the first vine that's holding up the purple grape. Go to the top and then drop down and a cage
will appear.
Knock the grape down, jump on top of it, punch and then duck down so that it moves in order to ride
it down the hill.
Before you get to the end of the hill, jump off the grape and onto a floating platform. Jump over to the
right again and you'll find another magician. - On the right side of the platform with the magician you'll
see a blue ting. Jump off after it and platforms will appear leading you to another cage.
An electoon cage will appear if you ride the grape in the water just before the two jumping antitoons.
There are 2 electoon cages on this level.

Moskito's Nest

Jungle Level 12

Climb up and get the tings on top of the mushroom tree at the beginning of the level. A cage will then
appear on the ground.
When you see the photographer while floating on a purple grape, don't jump off! Stay on the grape and
it will take you to a cage.
The tentacle can only be stopped by punching it in the mouth.
There are 3 electoon cages on this level.

Jungle Level 13

Climb up the tree to grab the tings and a cage will appear below.
Before exiting this level, knock down the grape and push it to the left until it falls in the water. Jump on
it and float to the right and you will find another cage.
There are 3 electoon cages on this level.

Jungle Level 14

You have to move quickly on this level to avoid the spiked purple fruit. There really is no secret other
than staying as far ahead of the fruit as possible and not delaying your jumps from vine to vine.

Jungle Level 15

There are no electoon cages on this level, but there is a free life that you can grab once you're at the
exit sign if you have the super punching power.

Jungle Level 16

Once again you get to fight against Moskito. Try to remain in the middle of the screen so that you can
see in which direction he's coming. Try hitting him while jumping in the air. Jump over Moskito when he
dive bombs you low to the ground. And duck underneath the large, spiked, purple fruit that he carries.

Jungle Level 17

Betilla the Fairy gives Rayman the power to grapple.


Going Back in the Dream Forest World

Once you acquire the power to hang and to punch, you can go back and pick up a few more cages. 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 knock down the grape. You will fall on a platform with a grape. Jump
on top of the grape and swing over to the left using your grappling power until you see the cage. 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. You'll find a
magician and a little bit further some flying hooks that will lead to a hidden cage.
Once you have beaten the Bosses once, you will not have to fight them again.

Bongo Hills

Music Level 1

There is a free life if you jump down in the space to the left of the exit panel.
There is 1 electoon cage on this level, but you will need the power to run in order to get it. Running
power is given by Betillia the Fairy once you have finished Mr Stone's Peaks.

Music Level 2

Watch out on this level because the clouds tend to drop very quickly from beneath your feet. Always
be ready to quickly jump to the next cloud or bongo for safety.
Advance forward to the end of the bongo, then retrace your steps, jumping 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. Get on the cloud and it will take you to a cage.
There is one 1 electoon cage on this level.

Music Level 3

At the second flying maracas, just after the photographer, don't get on it right away. Instead, fall
beneath it. Continue going down until you find a cage. Retrace your steps.
There is only 1 electoon cage on this level.

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.
There is only 1 electoon cage on this level, but you will not be able to reach it until you get the
helicopter power from Betillia the Fairy at the end of Allegro Presto.
The secret to this level is to pay attention to when the drums blink, because lightening is always sure to
follow. - After you pass a series of drums throwing lightening at you (the ones just past the jumping
antitoons), retrace your steps and a cloud will appear. Jump on the cloud and go left to fight a
grasshopper. The secret to beating the grasshoppers is to move close to them, punch and then duck.
When your fist comes back to you it will hit the grasshopper. Repeat this procedure rapidly. Once
you've gotten rid of the grasshopper, walk all the way to the left and a series of clouds will appear
allowing you to escape, as well as gain a free life.

Music Level 5

When you arrive at the first photographer, instead of continuing forward, jump back on the brown
maracas and jump over to the platform on the left. Shrink by touching the elf, and follow the tings. Fall
down onto the brown maracas 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 bottom. Go left and you will
find another cage. Retrace your steps and on the far right side jump and a cloud will appear to take you
to the exit.
The brown maracas on this level can be very challenging. When you are on a maracas, jump from
spinner to spinner in order to avoid the blue spikes in your path.
There are 2 electoon cages on this level.

Music Level 6

Avoid touching the mad red drummers by using the clouds to go around them. To get past the second
mad drummer, you can ride the cloud between its knees.
There are no electoon cages on this level.

Allegro Presto

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 up to the ledge on the far left side of the screen, then jump
over the right and you will find a cage.
There are 3 electoon cages on this level, but one of them you will not be able to reach until you acquire
the power to run, which Betillia the Fairy gives you at the end of Mr Stone's Peaks.

Music Level 8

Timing is everything when the trumpets blow you back and forth. Try to jump early enough to reach
higher platforms.
After the photographer, instead of descending, climb up the platforms to find the free life.
Once you've passed the photographer and begin going left again, you will see another trumpet. Crawl
beneath this trumpet, and on the next ledge of ice above you there will be another cage of electoons.
There is one electoon cage on this level.

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
maracas will appear. Ride it and you will be led to a cage.
Once you've reached the walking drum, jump off onto one of the sliding platforms. You'll hear a noise
which means that something has appeared. Jump back left to get to the bonus level.
At the end of the level, you will seem stuck because the exit panel is not in sight. Jump on the upper
slippery platform, and a cloud will appear. Jump on the cloud and the exit panel will appear.
The sliding ice can be very dangerous to walk on. One secret when jumping between icy platforms is to
jump and grab on to the ledges. Rayman doesn't slide when he's hanging on a ledge. This can be a very
effective strategy when jumping between small platforms.
There are 2 electoon cages on this level.

Music Level 10

There are no electoon cages on this level.
This is the first time you will meet the second Boss of the game: Mr Sax. When Mr Sax blows false
notes at you, punch them back into the hole in his horn.

Music Level 11

Betilla the Fairy will give you the power to use your hair as a helicopter for short periods of time.

Gong Heights

Music Level 12

On this level you see the Tibetan Monks for the first time.
Jump on the clouds above the first Tibetan and a cage will appear near the entrance to the level.
When you see a series of 4 clouds underneath a group of tings, drop down beneath the clouds to find
another cage.
There are 4 electoon cages on this level. You will not be able to reach one of the cages until you get the
power to run, which Betillia the Fairy gives you at the end of Mr Stone's Peaks.

Music Level 13

There are two electoon cages on this level.

Mr Sax's Hulabaloo

Music Level 14

There are 6 electoon cages on this level.
At the far right side of the level, you will see a cage beneath you that's 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, a brown maracas will
appear upon impact with the wall. Ride it up to another cage.
You can move from left to right on the cymbals, but when they start to vibrate, move to the middle. It's
the only spot to avoid getting squashed.
If you grapple all the way up the flying rings next to the exit, you will find a free life.

Music Level 15

Punch all of the false notes that you see into the hole in Mr Sax. When you are running away from Mr
Sax, keep punching all of the notes in your path. They will soar backwards and slow Mr Sax down.

Music Level 16

Now you have a chance for a one on one with Mr Sax. When he launches the fat grenade notes at you,
jump off the ground. As long as you are in the air, they will have no effect.

Going Back in Band Land

Once you get the helicopter power at the end of Allegro Presto, go back to Bongo Hills. In the fourth
level (the one with the lightning) the helicopter will allow you to grab a flying hook which leads to a
cage. - (There are more going back hints for this level below.)


Twilight Gulch

Mountain Level 1

Before grabbing the first flying hook that you see, advance forward a little more and grab the fist for
super punching power. 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 you'll 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.
There are 6 electoon cages on this level. You will need to get the power to run however, to reach a
flying ring and access one of the cages.

Mountain Level 2

You can jump over 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 that appears to escape.
Watch out for the hunter at the end of this level. One way to get around him is to jump off the last cloud
and grab the ledge instead of landing on the ground directly in front of him. Once the hunter's bullet
passes overhead, jump up on the ground and punch him.
There are no electoon cages on this level.

The Hard Rocks

Mountain Level 3

There is only 1 electoon cage on this level.
At the beginning of this level, if you crawl in the cavern to the left, then avoid the stone monster and ride
the clouds, you will be taken to a power-up and then brought back to the beginning of the level. Once
back at the beginning, jump down and to the right into a narrow cavern. It will lead to the only electoon
cage on this level. Watch out for a hunter guarding the cage.
There are two exits to this level. The first one comes after you ride the cloud and avoid a series of blue
spikes. If instead of leaving by this exit, however, you walk down the hill and to the left, a cloud will
appear taking you to another exit where you will also find an extra life. Be careful though, because once
you grab this life, several enemies will suddenly appear.

Mountain Level 4

Once you avoid the three floating blue spikes on this level, jump down into the following cavern and
grab the mini power-up. A cloud will appear next to the third blue spike you that you just avoided
which leads to another electoon cage.
In the next cavern you will encounter a series of moving clouds. On the far right side of this cavern there
is another magician and a bonus level with a free life. At the top left side of this cavern you will see a
group of tings. If you jump towards them, clouds will appear to make the jump more accessible. Grab
the tings and you will see another electoon cage further to the left.
There are 2 electoon cages on this level.

Mountain Level 5

The winding caverns in this level can become confusing, but it's important to remember that there is one
electoon cage before the photographer and two after him. The two cages after the photographer both
appear only after you have followed a certain path in the game. So definitely explore all of the cavern
openings you see and follow all of the clouds.
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 path of tings. You will
end up at the foot of two rock monsters. Get rid of them with a couple of hits to the head. Get the
power up on the bottom left and a cloud will appear leading back the way you came to another cage.
There are 3 electoon cages on this level.

Mr Stone's Peaks

Mountain Level 6

Break the rock to free the musician's guitar and he will thank you by giving you a special vial that allows
you to fly through a cavern filled with spikes. There are two electoon cages on this level. The first one is
in a small cave below the first floating blue spike that you encounter. The second cage is in another
cave below the following series of floating blue spikes. There is no real secret to getting past this level
other than taking your time past the spikes.
There is a free life in an alcove just beneath the exit sign.

Mountain Level 7

Cut the frayed section of the cords with your helicopter hair. Only at this spot can you cut the cords
and keep the huge slab of stone from forcing you into the water. It's best to try to cut in an up and
down motion, cutting as much as possible in one spot.
Once you've reached the grass, fly up into the first opening where there is another hidden cage.
There is only 1 electoon cage on this level.

Mountain Level 8

On this level you will lose the super helicopter power.
Once you have passed the first round of rising water and see the giant bonsai, keep going left and a
series of clouds will take you to a cage.
There is only 1 electoon cage on this level.

Mountain Level 9

After a long flat trek, fall down before you reach the grass and you'll find a magician.
Jump into the next cavern, or the one after, and you'll find a group of tings.
After the photographer, jump down to the left in the second cavern and you'll find a cage. - When you
see the series of blue steel balls, jump into either the second or third cavern and you'll find another
cage.

Mountain Level 10

This level gives you a chance to fight Mr Stone one-on-one. In order to hurt him, you must jump up
and punch the head of the silly looking totem pole in the middle of the screen. But the only way you can
reach this high is by jumping on top of one of the rocks Mr Stone throws at you. Each time you hit Mr
Stone in this manner, run to the opposite side of the screen, avoid the obstacles he launches at you, and
await the next stone. Be careful though because some of the more rapidly thrown stones cannot be
used. You have to duck under them. Eventually clouds will appear which you can jump on as well.
Donít forget to change sides each time Mr Stone is hit.

Mountain Level 11

Betillia the Fairy will give you the power to run. Going Back in Band Land and Blue Mountains
Now that you have the power to run, return to Bongo Hills in Band Land. On Music Level 1, just after
you fall down on the walking drum, go left and down until you reach a crawl space beneath a drum.
Crawl left until you reach a gulf that seems to be a dead end. Using the running power, jump across the
gulf as far as you can. If you jump far enough, clouds will appear to catch you. Jump upwards on the
clouds until you reach one that moves. Ride this cloud to the right and it will take you to a group of
tings. Once you grab the tings, a cage will appear.
You can also now reach another electoon cage in Music Level 4 of Bongo Hills (the one with the
lightening). Once you pass the upper level of drums shooting lightening at you, you will see a series of
"steps" leading downwards, each with an antitoon on it. Above these steps there is a flying hook. From
the first step, use your running power (it is possible to reach this ring without the running power) to run
and grab the hook. Then, swing once again to the right, and coast with the helicopter power to the
electoon cage.
With the power to run, you can also reach the remaining cage in Allegro Presto on Music Level 7. In
the middle of this level, just after you see an arrow-shaped group of tings pointing upwards, pick up a
lot of speed (by sliding downwards from the far left side of the screen to the far right side and then
pressing the run button) and jump up to an icy ledge on the right side of the screen where you will find a
hidden cage of electoons.
In Gong Heights, you can now free the last cage of electoons which is on top of the second of the three
flutes at the beginning of Music Level 12. Jump past the three flutes and onto the bongo that the Tibetan
is holding. Then, with the running power, jump left towards the group of tings on the third flute. You will
then be able to reach the electoon cage.
In Twilight Gulch, just past the second rock monster, you will see a series of three downward sloping
ledges. If you have the running power and the "super golden fist", you can run from this first ledge, jump
off to the right, coast with your helicopter power, and then punch and grab a flying hook. This ring will
then lead to a cage not far above it. Reaching the flying hook can be challenging. We recommend
picking up enough speed on the first ledge, but jumping before you pass a tiny rock near the middle of
this same ledge. If you coast and punch at just the right moment, you'll make it.


Eraser Plains

Image Level 1

Before jumping on the pencils, knock down the yin-yang and jump on it. Jump up 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 above you and a
power-up will appear. Grab the power-up and a platform will appear to the right which gives you
access to a cage that will appear later on.
When you arrive at the end of this level you will see 8 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. Retrace your steps until you've arrived at the platform that will take you up to the level with
the cage.
You should use a lot of patience when jumping on the pencils. The helicopter power helps to slow your
jumps when your timing is a little off.
There are 2 electoon cages on this level.

Image Level 2

After the first row of pencils you will see an electoon cage but you will not be able to reach it. If you
jump on top of the second row of pencils and collect all of the blue tings, an elf will appear to shrink
you. You will now be able to crawl between the erasers and reach the electoon cage.

Image Level 3

When you see the first elf, don't touch it yet. Go above 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. Another elf
will appear allowing you to become small and access more bonuses below.
Retrace your steps to the first elf you saw. Become big in order to get the next cage. There is a square
bouncing eraser just past the jumping Antitoon. Jump onto it and then jump over 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.
The second half of this level must be done twice: once large in order to get the last cage which is up
high, and once small in order to get out.
When you arrive at the very end of the level, Rayman will be large. Grab the flying hook and touch the
fairy to become small again and get to the exit. Before you reach the maze that you can only pass when
small, there is a narrow vertical passage after the oil slick that Rayman can climb up to reach some blue
tings. Once you grab the tings a cage will appear to the left. Free the electoons and then retrace your
steps to become small again and exit this level.

Image Level 4

Here's your first chance to fight Space Mama. But first, you have to get past a couple of her pirate
guards. The secret to getting past the first pirate is to move to the right of the screen and punch him in
the corner. This way you won't have to dodge the second pirate's bombs, and the first pirate won't be
able to duck underneath your punches. Once you've gotten rid of the first pirate, jump up and knock
the second pirate out of the ship. Move to the left side of the screen this time so that you can see his
bombs coming. It takes 3 hits to knock him out of the ship.
Space Mama can only be hit by jumping on top of the knives once they get stuck in the floor and then
hitting her while she is in the air. Make sure that you use your running power to avoid the knives that
come darting at you from above, and duck underneath the spinning knives that are low to the ground.

Pencil Pentathlon

Image Level 5

At the beginning of this level, if you jump left onto the ink bottle a moving steel girder will appear to aid
you in moving right towards a cage. It may be easier, however, to>


Übertragung unterbrochen

aser to eraser, using a running jump from the last eraser to reach the pens. Bounce from pen to pen until
you reach some more erasers. Follow the tings until you reach the electoon cage. If you throw your
punch and let it return to you, it will hit the cage en route. Retrace your steps past the pens and find an
entry where you can go upwards.
There are 2 electoon cages on this level.

Image Level 6

On this level, you get the super helicopter power once again. The first cage on this level is above and to
the left of the first series of colored pencils.
To get past the spikes pointing down, it helps to use the helicopter power to slow your bounce.
Jump over the exit sign at the end of this level, but don't touch it. A cage will appear beneath you.
There are 2 electoon cages on this level.

Image Level 7

The secret to getting through the bouncing erasers is to follow the blue tings and to use the helicopter
power to coast between the gaps in the erasers.
The tings indicate a route to follow to find 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 get past everything without having to jump or fly.
Once you've catapulted past the rows of pencils, grabbed the power-up, and made the steel girders
appear, fall down in the last hole (before getting on the oil slick). A series of steel girders will appear
leading you back to an electoon cage that was hidden on top of the cavern of the pencils.
When you slide down the oil slick, a running jump will take you to the highest level of erasers where
you can get a free life.
There are 2 electoon cages on this level.

Space Mama's Crater

Image Level 8

At the beginning of this level, if, instead of continuing right past the pointed bird head, you go up and to
the left, this path will lead you to a free life.
After you get the first cage, fall down and walk all the way to the far left side of the eraser. A series of
flying hooks will appear leading you to the second cage by the exit sign.

Image Level 9

On this level, by choosing the path that tends to descend (jump on the two disappearing clouds), you
will eventually run into a space creature who is guarding a magician. If you do not have enough tings for
the magician, you can retrace your steps and continue a little further to collect enough tings and then
return to visit the magician.
Before you arrive at the bouncing erasers, there is a narrow passage going down, which, after you grab
the red flying hook, will lead to an electoon cage.
Towards the end of this level, you will see a slick V shaped hill, will a narrow passage full of tings at the
bottom of this V. Don't fall down it yet or you will not be able to get back up and find the last electoon
cage on this level. Instead, go to the right side of the V, run down and then up the left side of the V and
then jump. If you have gathered enough speed you will jump up to the next platform which leads to a
cage.
There are 2 electoon cages on this level.

Image Level 10

Warning: this level has been known to send Rayman owners into fits of passion and destroy their game
machines! Dexterity and a lot of patience is the key to getting through this one. The obstacles are pretty
straight forward, you just have to be really quick with your hand movements. Once you've made it past
the two photographers and onto the wood colored platform (just past the yin-yang balls you had to
knock out of your way), well then congratulate yourself and get ready for the hard part. First, go to the
right edge of the platform, jump on the steel girder (get ready because it moves to the right!), jump over
the spikes and onto the same steel girder. You will then hear that wonderful sound that tells you
something has just appeared. Immediately, jump back left over the spikes and coast onto the wood
colored platform you just left. You should now see a flying hook. Grab the hook, keep jumping and
grabbing to inch your way up as close to the hook as possible. Jump over the spike and onto the cloud.
Jump up to the moving girder. Jump right onto the clouds and they will lead you to some tings. Once
you grab the tings an electoon cage will appear on the other side of the wall. You must now retrace
your steps and the moving girder will take you to a disappearing cloud which will then lead to this cage.
There is also a free life just a little further left if you use the other moving girders that suddenly
appeared.
Now return to the girder that you thought you had gotten rid of, and use it to advance further to the
right. The key to getting past this section is to avoid using your running or helicopter powers until the
very last jump. You will be tempted to try to helicopter over some of the spikes, but more often than
not it will slow you down enough to miss the girder. You can make it over these obstacles with normal
jumps and then by ducking rapidly once you've landed on the girder.
On the last jump, you can use the helicopter power to coast to the platform with the exit sign, but don't
touch it or you'll miss the last cage! Instead, jump over the sign and onto the pink eraser. Once again,
you'll hear the sound of something appearing. Guess what, it's time to get back on the girder again! This
time you won't have to ride it as far though. Once you jump over the first row of spikes and then duck
under the next obstacle, a new girder will have appeared for you to jump up on. This path will lead to a
couple of flying hooks and the last electoon cage in this world.
There are 2 electoon cages in this world.

Image Level 11

In this level you get another chance to fight Space Mama. The secret to beating her is to hit her in the
head, but throw your fist carefully because she can block punches with her rolling pin. When she first
appears, it may seem like she is trying to corner you. But if you hit her in the head and then duck as she
fires her laser, after 3 or 4 hits she'll let you out of the corner. Duck, crawl or use the running power to
avoid the various objects that come flying after you. When Space Mama hides behind the washing
machine, jump over her lasers and keep punching the machine until she throws it away. Then, start
aiming for her head once more.

Crystal Palace

Cave Level 1

Jump above the exit sign and a moving red rock will appear on the other side of the wall. Make your
way over to this rock and it will lead to a power-up. Walk along the very bottom of this level until you
reach the tings in the form of a question mark. Retrace your steps and you'll see a blue steel spike.
Punch it and shortly afterwards you'll see the first electoon cage in this world.
Once you have your picture taken by the clown, the second electoon cage will appear on the other side
of the wall.
Ride the flying hook until you see a floating blue spike. You'll hear the magic noise signaling that
something has just appeared. Swing back 1 or 2 hooks and you'll see the last cage on this level.
There are 3 electoon cages on this level.

Cave Level 2

You will jump on a series of falling platforms. The ninth platform (the second from the end) leads to the
first cage on this level.
Avoid the spikes that the bug throws after you by ducking just before they're about to touch you.
After you pass the photographer, and jump past the two moving blue spikes, you will see a power-up
hanging above a gulf. Make a long jump after it and you'll land on a series of steps leading to a cage. A
cloud will appear once you free the electoons. Ride this cloud all the way to the right, but don't get off
just yet. Return on the cloud to the spot where you just freed the electoons. Another cloud will have
appeared. Ride this cloud as it takes you to a narrow cavern (be prepared to duck) that holds the last
electoon cage of this level.
If you follow the flying hooks all the way to the top left side of the cavern, you'll find a free life.
Be careful once you land on the falling platform near the end of this level. There is a lake at the bottom,
so be prepared to jump off either to the left, where there is a magician, or to the right to get to the exit.
The exit sign will appear once you break the boulder.
There are 3 electoon cages on this level.

Cave Level 3

To beat the Skops, keep jumping on the falling platforms while avoiding the his claw until all of the
platforms are gone. As the last platform falls, jump and hang on the ledge on which Skops is sitting. He
will then move backwards. Jump up on the ground. He'll then advance a couple of times more while
throwing his claw. Each time he does so, jump and hang over the edge until Skops retreats. After about
three times, he'll retreat all the way to the right. When this happens move quickly to avoid the lava.

Eat at Joe's

Cave Level 4

Joe will give you a firefly to light your way through the next level.
There are 0 electoon cages on this level.

Cave Level 5

Use your fist to punch in front of you so that you can see what obstacles may be ahead. - Once you get
past the first few electoons and on to solid ground, a cloud will appear behind you. Jump on the cloud
and it will lead to an electoon cage.
There is one electoon cage on this level.

Cave Level 6

Walk carefully on this level because there are many prickly areas that can hurt Rayman. After you use
the helicopter power to coast down a diagonal chute, you will see a red stationary rock. Jump on it and
then jump up again. Clouds will appear leading you to a free life.
Once you get past the boulders guarding the lone power-up, look up and to the right for the
photographer. Once you get your picture taken you will see the first cage on this level. Jump up again
and you will see a series of flying hooks leading to the second cage and a free life. Reaching the last
flying hook can be difficult without the super punching power, but it can be done.
The last electoon cage is at the bottom of this level. Punch it and the exit sign will appear.
There are 3 electoon cages on this level.

Cave Level 7

There are no electoon cages on this level, but getting through it can still be a challenge. Make sure you
use your running power to outrun the bugs and the thorns they throw at you. Also, try crawling off the
bouncing red rock and through the narrow cavern at the end. Once you arrive at the plug, jump on top
of the space ship and it will take you to the exit.

Cave Level 8

On this level you get a chance ride the space ship with some very cool music playing in the background.
Make sure you punch all of the levers in your path or you'll never make it through this maze.
When you arrive at a section with two space ships side by side, hop on the lower one which will take
you to a free life. Another space ship will take you back to this same spot. Hop on the space ship that
takes you up towards the exit, but keep an eye out for a group of blue tings on the left. When you see
them, jump over and grab them and an electoon cage will appear.
There is only 1 electoon cage on this level.

Cave Level 9

Once you grab the power-up on the island in the middle of this level, the last electoon cage in the game
will appear.
Jump on the first buoy after this island but then wait until you see the shark come and go. Once the
shark leaves, then jump to the next buoy and be prepared to duck. If you are standing up, the sharks
will jump for your head allowing you to duck under them. If you remain ducking, however, the sharks
will jump for your body and knock you into the water where you'll be shark bait. If you are on the
bouncing blue rock, you can jump up and down on it and stay high enough so that the sharks won't
even notice you.
There is 1 electoon cage on this level.

Skops Stalactites

After Skops wakes up, he will hit the ground, causing one of five crystaline platforms to drop into
the lava. Then he will shoot out his claw and repeat the pattern again. To avoid the first, stay out
on the left most platform, which will be one of the last ones to go. When he fires his claw, jump
straight up over it. Once you land wait a second-then jump again. His claw should go right under
you. Repeat until there 2 platforms left. When Skops smacks the ground this time, leap over to
him and he will back away. Jump over his claw in the familiar pattern and wait for him to smack
the again. Once he does, walk off the edge and do an about face so that you grab onto the ledge.
Skops will then walk back and smack the ground again -repeat this 2 more times until he smacks
the ground twice, then run aftefr him and leap onto the left most platform that appears. Skops will
shoot the first 2 and he fires the third, leap at him and run after him again. Finally grab the O rings
and swing to the exit.


Mr Dark's Chateau

Cake Level 1

This level is pretty straightforward. There are no enemies to fight and no electoon cages to find. Just
make sure you have picked up enough speed to make it up the hills.

Cake Level 2

In this level, Mr Dark creates an evil Rayman whose touch you must avoid. Try to stay as far ahead of
Rayman as possible, but remember, if he does catch up to you, it is possible to jump over him and gain
some more time. There are two free lives on this level if you hunt them down. In the middle of this level,
there is a chasm in which you will fall. If you touch the far left wall, a cloud will appear to help you
escape. The exit sign will appear if you go all the way to the far wall of this level and touch it.

Cake Level 3

You now have another opportunity to meet Mr. Dark face to face. Stay in between the balls of fire,
even when they begin to shrink on you.

Cake Level 4

This is the final level of Rayman and you get to fight three bosses. First you will fight Skops. Getting
past him is a matter of jumping over the claw that he throws and punching him in the head. Next, you
will encounter two Space Mama's. Try to stay towards the middle and duck when one of them shoots
so that they fire upon each other. Finally, Moskito will appear and shrink you. Stay near his feet. Each
time he jumps in the air, use your running power to avoid getting stepped on, jump in the air before he
hits the ground, and punch him in the head.

Congratulations! You've finished Rayman!
Stay tuned for the awesome sequel...


 
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10.Oktober 2008
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