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Desgraciadamente, de momento este texto está disponible solamente en inglés!

Raymns World
Raymans World

Complete English walkthrough (Rayman 2 PC-CD ROM) by Ubi Soft UK




CrystalCrystalCrystal
Location of the 6 Crystals
CrystalCrystalCrystal

To access the secret multiplayer level you need to collect all six crystals. Here's where they are.

Crystal 1:
Fairy Glade, Level 5 Next to the Teensies cage at the end of the level
Crystal 2:
Sanctuary of Water & Ice, Level 1 At the end of the secret underwater passage, next to the cage.
Crystal 3:
Whale Bay, Level 3 In the underwater section, when you are being guided by the whale.
Crystal 4:
Echoing Caves, Level 2 After the tower, follow the series of lums with the keg and when you get to the top jump in the hole. You will then be back in the Fairy Glade and there will be a cage and a crystal.
Crystal 5:
The Precipice, Level 3 On the balcony on the left at the end of the level.
Crystal 6:
Iron Mountains, Level 1 When you arrive at the 'rapids' with the small platforms to jump onto, the camera faces the flow of the water. If you turn Rayman around to face the opposite way, you can see the crystal. You may need to move around to adjust the camera so that you can see.




Murfy
1. The Woods of Light
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1. The Woods of Light

This level helps the player get the feel of controlling the character and assimilate certain information that's essential to understand in the subsequent development of the game, such as:
*The Rayman control keys and capacities for movement
*The roles played by lumz and cages
*The principles of player Help
*Certain features that help understand this world (Globox, Ly, The Teensies, magic powers)
MISSIONS:
Level 1:

Encounter with Globox, one of Rayman's friends, and discovery of the existence of the fairy Ly. Break the grating and let yourself slide into the pipe.
Level 2:
Encounter with Globox's babies, discovery of the next mission (to free Ly, the fairy) and the role of the Teensies. Free the Teensies to activate the 'Hall of Doors' level, enabling the player to navigate in the different worlds.
* 5 Lumz to collect, including one hidden behind the waterfall to the left of the Globox babies. · 2 cages to break.



Murfy
2. The fairy glade
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2. The Fairy Glade

The main aim of this level is to free the fairy Ly. Rayman goes through various levels before reaching the glade where the fairy is imprisoned.
*Encounter and first combats with the pirates
*Acquisition of a new power: the grapnel point

MISSIONS:
Level 1:

-----------------------
Help:
I cannot get across to Globbox's kids in the first level in the game. Answer: The best way to do it is to be on the ledge opposite of Globbox's babies, and press CTRL to put the camera behind Rayman so he is looking right at them. This way, you just have to use the UP arrow key to head in their direction. Next, back up a bit, then run and jump towards the other ledge. Make sure that you are constantly pressing the UP arrow so Rayman will go forward. When Rayman is at the top of his jump, press the jump button again to use the heli-copter. Again, make sure that you are constantly pressing the UP arrow. Rayman will glide down to the other side and grab the other ledge. Just pull him up, and you should be able to pass the level.
-----------------------
Open the door behind the Globox babies, using the switch located on the branch of the giant tree, in order to proceed to the next level. Jump on the mushroom under the branch and grab hold of the branch to move towards the switch.
*1 secret underwater passage (to the right of the bridge).
*2 cages, one in the secret underwater passage to the right of the bridge, the other up above, at the end of the branch.
*9 lumz, one of which can be collected under the bridge, by going past the upper part of the machine with the keg.
Level 2:
*1 hidden cage to collect via the secret passage (cf. The Echoing Caves). It is impossible to pick up the first time. It is necessary to go through the Echoing Caves.
*3 Lumz to collect, two of which are in the hidden cage.
Level 3:
Enter the bastion to go and free Ly.
1st obstacle: open the sparadrap trap door in front of the bastion. You have to place yourself on the trap-door so that the henchman aims at it with his keg and opens the passage.
2nd obstacle: a laser door blocks the entrance to the bastion. You have to find out how to get to the switch, located above the laser door, in order to open it.
1st secret passage:
to begin with, go into the left-hand cave to find a cage and some lumz. Note: you will then see the 2nd cage in this level, which can be reached through the 2nd secret passage.
2nd secret passage:
you should take the keg which is inside the bastion, not far from the telescopic ladder, and fling it against the metal sparadrap door in the glade that's just in front. You will then be able to reach the 2nd cage (and see the 1st one, if you have not already taken it).
*2 cages and 17 lumz
Level 4:
Break the machine and free Ly. Learn about grapnel lumz and discover the existence of Polokus and the four masks. On arrival in the machine room, you should take the keg that you find there and go and break the machine's 3 sparadraps. The trouble is that flying bombs are making straight for Rayman at the same time. The solution is to throw the keg into the air when the bomb approaches, to shoot at the bomb to make it explode, to catch the keg again, and then to continue on your way till you get close enough to the sparadraps to throw the keg at them.
*1 power acquired: catch hold of the grapnel lumz.
*4 lums and 0 cages.
Level 5:
Free the Teensies to activate the lozenge to return to the 'Hall of Doors' and gain access to the following world. Look out for the yellow lumz on the pipes in the fall at the beginning.
*1 cage on a pipe, protected by a sleeping henchman. Look out for the lumz in the drafts: they are not required to reach the top (4 lumz). The Teensies' cage is hanging in the crow's nest. To get it, you have to shoot and bounce. *2 cages and 17 lumz.
TRICKS: Level 3:
* In the underground passage after the trap-door, if you take all the red lumz before the stopwatch finishes you will increase Rayman's Life Bar.
* If you fling the keg at a henchman, it does 3 times more damage than a normal shot (and if the henchman is sleeping, he is killed instantly).
* You can go past sleeping henchmen without waking them. All you have to do is walk softly.
Level 5:
* To pick up the lumz that are low down in the drafts, all you have to do is stop the helicopter, drop down to get them, then return immediately.



Murfy
3. Marshes of awakening
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3. Marshes of awakening

In this world, Rayman sets free one of his friends (Ssssam the snake) and tries out a new means of transport:
water-skiing !!!
MISSIONS:
Level 1:
Find and set free Ssssam the snake, then hang on to him by the scarf to water-ski across the marshes which are swarming with dangers. 1 secret passage to go to the Cave of Bad Dreams, after seeing Clark on the Menhir Hills.
* 4 cages: the one at the beginning, in which Ssssam is locked up, and three towards the end around the tree. The latter should be destroyed by water-skiing over them.
* 25 lumz: four appear when you press on the switch after the swinging blade.
Level 2:
Cross the marsh and reach the cage where the Teensies are imprisoned to access the following world.
* 1 cage at the end to exit from this world.
* 25 lumz to pick up on the posts, and one hanging on the
fishing rod belonging to the pirate on the small boat.
TRICKS:
Level 1:
* If you duck down while water-skiing you will go faster,
and you will be able to destroy the Zombie Chickens.



Murfy
4. The Cave of bad Dreams
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4. The Cave of Bad Dreams

This level cannot be accessed the first time Rayman passes through. It is located facing the guardian of the Cave of Bad Dreams who asks Rayman for a password to gain entrance. Rayman has to go and find this password a few worlds later, in the 'Menhir Hills' level. But it is not just a question of gaining entry. He also has to defeat the cave's guardian. If Rayman succeeds in doing this, he will be able to acquire the elixir which will save his friend Clark (cf. the 'Menhir Hills' level), and the guardian will make him a tempting offer ... But should Rayman really accept?
MISSIONS:
Beating the Guardian
* 50 Lumz to pick up.
Level 1:
Encounter with the small guardians to acquire the keys to the magic door. After a path that is full of pitfalls, go up to the
small guardians and defeat them in order to earn the first key. Use it on the yellow plinth. Next, go and get the 2 keys which will open the magic door. The blue one to the left, the yellow one to the right.
* No cages to break.
Level 2:
Defeat the guardian of the Cave of Bad Dreams and find the elixir to save Clark. Slide along and shoot at the crystals to destroy them. Shoot at the skulls flung by the guardian in order to jump over them. Go from skull to skull so as to access the guardian's cave. Give the correct response to his offer, by choosing 'I don't want the treasure'.
* Lumz to pick up on the slippery path.
* No cages to break.
TRICKS:
Level 2:

* Be careful to take into account the speed at which the skulls are thrown between each passage.



Murfy
5. The bayou
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5. The bayou
Razorbeard has sent a pirate ship after Rayman in the bayou swamps, where he comes up against a new kind of pirate, the gorilla pirate.
Level 1 in this game gives access to a bonus level, provided Rayman has a sufficient number of lumz.
MISSIONS:
Level 1:

Avoiding the cannon-balls launched from the pirate ship. There is a passage immediately to the left which provides access to Ly's Bonus Level, on condition that you have the number of lumz required (60). Jump on the kegs and shoot at the flying bombs dropped by the pirate ship.
*1 cage to pick up, while passing over the left-hand root. Climb the ladder and fire at the switch to activate the gangway and go over the pontoons and the planks. Free the grapnel lumz, held prisoner in the cage, and confront the pirate henchman. Using the grapnel lumz, jump on the keg and shoot the zombie chickens (there are 5 yellow lumz in this passage). At the end of this course, jump on the root: there is a cage under the right-hand tip. Jump on the lowest planks while picking up 4 yellow lumz. Follow the planks as far as the terreplein earthbank. To the left, a grapnel lumz helps you access a 4th cage. Return to the path: the 5th cage is under the last pontoon.
Level 2:
Set the Teensies free to active the lozenge to return to the Hall of Doors. Watch out for the piranha at the end of the trunk. Jump opposite: there are 2 yellow lumz to the right. Carry on jumping until you get to the pirate henchman. Operate the switch on the right-hand tree: the gangway is deployed. Avoid the kegs. 1 red lumz can be reached by bouncing on the rolling kegs. Jump over the holes of deadly water while watching out for the kegs. After the 3 kegs (with 3 yellow lumz to collect), operate the switch to the left: there is a yellow lumz. When the gorilla charges, wait until the last moment and jump over the empty space so that the gorilla falls in. Then catch hold of the edge. Operate the switch to de-activate the lasers. Look out for the swinging blades in this passage. Jump over the rolling kegs. There is a cage (1 yellow lumz) at the end. To the left, take the trampolines and break the cage to set the Teensie free. Follow him to reach the exit.
TRICKS Level 2:

You can bounce on the rolling kegs.



Murfy
6. The Walk of Life
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6. The Walk of Life

A little race against Ly won't do you any harm - above all if your hope is to pick up all the lumz and a full life. On your marks, get set, go!

BONUS LEVEL:
The race with Ly entitles you to a full life. The checkpoints provide more time and also repositioning points if Rayman goes out of the race (a fall).

* There are 50 lumz in this level, spread out over the route. Note: this is a bonus level, so it does not entail any
loss of life points.



Murfy
7. The Sanctuary of Water and Ice
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7. The Sanctuary of Water and Ice

After the dangerous swamps, Rayman arrives in the world of Water and Ice. The boss of this sanctuary has no intention of being pushed around, so it looks like being a difficult fight. But there's a reward at the end of it: Polokus's first mask.
*Defeating the Sanctuary's big boss.
*The first mask and the first meeting with the magician Polokus.
MISSIONS:
Level 1:

100 lumz are required to enter the Sanctuary. Find the 2 keys which will open the door of the Sanctuary of Water and Ice. 1 cage to pick up at the end of the pontoon located behind you. 1 secret underwater passage and, at the end of it, 1 cage. Blow up the 2 wooden doors using the kegs to one side of the right-hand bastion, pick up the 2 magic spheres and put them on the pyramidal plinths of the corresponding color that stand in front of the door to the Sanctuary.
* 40 lumz, in total, to pick up.
Level 2:
Picking up the 1st mask of Polokus, guarded by the boss, after a series of slides through the Sanctuary of Water and Ice, and an encounter with Polokus. No secret passage.
*No cages to break at this level.
* 10 lumz to collect: during the slide phase, some lumz can be acquired by braking when taking a bend on the inside, others by jumping. When facing the boss, move along on the grapnel lumz then pull on the stalactite so that it crashes down on the boss's head. Go back using the grapnel lumz. Before going straight ahead, you will have to go round above to pick up the lumz. Return to the passage below and carry on to acquire the mask.
TRICKS:
Level 2:
* To move along on the lumz and avoid the boss's shots, the lumz should be approached diagonally.



Murfy
8. The Menhir Hills
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8. The Menhir Hills

Back on the verdant earth, Rayman discovers the joys of the leg-missile, thanks to which he can go uphill and downhill faster and find his friend Clark. Clark is a little weak, but his health can be restored by drinking a certain elixir of youth.
MISSIONS:
Level 1:

By straddling the leg-missle, you will discover a new means of transport. To do this, you have to lure it towards you and make it run around for a while until it gets tired. Then, you can sit astride it and race around the hills.
1st secret passage: you have to operate the switch behind the
menhir - a standing stone positioned at a slight distance behind
the tree. This opens the trap-door between the 3 menhirs.
Inside, there's 1 cage.
2nd secret passage: the leg-missile should be fired at the metallic sparadrap door on the other side of the bramble field. Behind, there's 1 cage.
3rd secret passage: the 2 henchmen in the bastion are protecting a passage that leads to a small laboratory where the 3rd cage is to be found. There are 2 ways of getting there: kill the 2 henchmen or get in by walking softly into the laboratory without waking them (otherwise the door closes again).
*3 cages and 15 lumz (5 in each cage).
Level 2:
Getting inside the bastion where Clark is to be found.
1st secret passage: you can jump on the 2 mushrooms and use the grapnel lumz to land on the bastion at the start of the level. From that position, the cage can be seen concealed in the small bastion opposite.
2nd secret passage: using the turbo on the bridge, you take
the left-hand passage (the broken bridge) where a series of
red lumz can be found (they increase the Life Bar).
3rd secret passage: using the powder keg over the flame in the small tunnel under the bastion after the course, you can reach the other side and find the hanging cage. To get it, you will have to throw the keg vertically onto it.
*2 cages and 20 lumz. Look out for the yellow lumz behind the tree in the clearing at the beginning.
Level 3:
The first time Rayman accesses this level, an animated sequence sends him back to the 'Hall of Doors' and provides him with the password to access the 'Cave of Bad Dreams'. There he finds the elixir that will save Clark. The second time, Rayman has to bring the elixir and go on a little journey, helped by Clark. 1st blockage: Clark and Rayman end up stuck in front of a big metallic gate. Rayman has to climb onto the small box and swing from one grapnel lumz to another to reach the small balcony and go through the little hole. On the other side there is the switch which opens the gate.
1st secret: in the small clearing outside there are 3 red lumz.
2nd secret: using the (4) grapnel lumz, Rayman can reach a cavity in the upper part of the grapnel-lumz room. A cage awaits him there.
*1 cage and 3 lumz (in the cage).
Level 4:
Using the missile,Rayman must get to the end of this level. Rayman cannot climb up this passage because the slope is too steep. He has to climb on to the missile.
1st secret passage: he has to climb onto the tree stump and
grab hold of the grapnel lumz to land on the mushroom and
break the cage there.
2nd secret passage: behind the missile's 'burrow', one can climb the creeper and see the 2nd cage at this level.
*2 cages and 12 lumz.



Murfy
9. The Canopy
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9. The Canopy

At last Rayman finds his friend Globox, but he's being held prisoner by the pirates, and Razorbeard, their boss, has sent a ship after our hero. They are in for an eventful escape!
*Rayman acquires a new power: accumulation
MISSIONS:
Level 1:

Reaching the passage just beyond the second cage while avoiding getting caught by a spider.
*2 cages: one hanging under the last platform, another just beyond the hole that leads to the next level.
*20 lumz, most of which are on the path.
Level 2:
Setting Globox free and covering the level with him. Learning about accumulation.
1st obstacle:
a pirate is waiting at the level of the mushroom. If he is killed, you can climb onto the wooden plank and shoot at the switch to set Globox free.
2nd obstacle:
a laser door. To short-circuit it, you have to use Globox's rain-making power.
3rd obstacle:
to get across the empty space, you have to bring Globox close to the buds so that he can call down the rain. The buds open and create a platform in the shape of a flower. By jumping on it, Rayman can reach the other side.
4th obstacle:
a wall of flame prevents them from moving on. Rayman must fell the tree by shooting at the sparadrap to allow Globox to cross the precipice. Globox can then dance around the fire and reduce it to nothing. Lastly, a henchman blocks the passage and Globox takes fright. Once the henchman has been defeated, an animated sequence starts in which Rayman acquires the power of accumulation.
*15 lumz to gather.
Level 3:
Fleeing with Globox. 1st obstacle: after the animated sequence, they have to avoid the shots from the pirate ship. Once the ship crashes into the tree, the pirate who is thrown out of it has to be killed. When he is defeated, Globox is no longer frightened and can go on to short-circuit the laser door which is holding them up. 2nd obstacle: the pirate hidden in the corridor has to be killed so that Globox can follow Rayman. In the next room, the door detects Rayman and prevents him from reaching the end of the lozenge. A disguise has to be found for him so that
he can hoodwink the pirates' security system. If Globox makes it rain on the purple bush, the latter grows and Rayman can hide inside it. With this camouflage, he can trick the security system and reach the end of the lozenge.

*2 cages and 15 lumz.
*On the last bastion, 5 yellow lumz are hidden. The grapnel lumz must be used to reach it, and the same goes for the second cage.
TRICKS:
Level 3:

* To avoid the ship's cannon-balls, it is best to move in large circles on the plain, without stopping once.
* By using accumulation during the fight with the henchman who is thrown out of the ship, you can destroy him very quickly.



Murfy
10.The whale Bay
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10. The whale Bay

Rayman must free Carmen the Whale. She becomes his guide and his source of air in the course of this fabulous journey through a watery world.
MISSION :
To Free Carmen (the Whale)
Level 1:

The Beach Open the electric gate with the switch located above the 2nd aquarium. You can either get rid of, or avoid, the 'Electric Keg'. Open the 2nd gate with the switch located on the bastion (after overcoming henchman 1).

*1 cage in the 2nd henchman's zone: eliminate the henchman. Use a keg to break the metallic sparadrap door. The cage will free a grapnel lumz with which you can access the balcony via the 2 palm-trees.
*15 lumz to be picked up under the 2 nets.
Level 2:
Freeing Carmen Find the underwater passage which leads to
the room with a switch. Operate the switch to de-activate the magnetic field, free the whale and activate a leg-missile generator. Straddle the missile, as before, and take the corridor, but jump off the missile before it reaches the door. The door opens when the missile crashes into it. Next, follow the whale to get out. Use her air bubbles to breathe underwater.
*1 cage and 1 series of lumz in the secret passage.
*12 lumz to pick up.
Level 3:
An underwater journey, guided by the whale. Follow the whale to get into the bastion. Shoot at the other fish, so that they do not swallow your oxygen bubbles. 1 underwater passage takes you to a series of 5 lumz. When you are out of the water, use the net to climb into the crow's nest (1 hidden cage). Take the purple lumz from the crow's nest and pick up a series of 5 red lumz (more life). Slide along the cliff road (yellow lumz), then go into the cave that can be seen below to set the Teensies free and exit from the level.
*23 lumz to pick up.
TRICKS:
Level 1:

* To avoid the 'electric keg', go via the aquarium.
Level 3:
Shoot at the piranhas to prevent them gulping down the air bubbles.



Murfy
11. The Sanctuary of Stone and Fire
Magic stone

11. The Sanctuary of Stone and Fire

Rayman makes use of one of the oddest means of transport ever: a plum. With the help of the plum, he can clear lava flows to reach the second temple and pick up a new mask.
*One boss to defeat and 1 mask to acquire.
*Another meeting with Polokus.
MISSIONS:
Level 1:

Find the entrance to the Sanctuary of Stone and Fire ... but you'll need 300 lumz. 1st Part
* Jump to the lower part of the cliff road. At the top of the radar tower, destroy the sparadrap, thus setting free a purple lumz. You can collect a megashoot by destroying another
sparadrap on the other side of the tower. A purple lumz comes out. Turn round on the radar tower and use it to reach the platform where the megashoot can be found.
* After the radar tower, go to the left. When you have destroyed the henchman who emerges from the ground, continue along the platforms in the cave until a plum grows. Make it drop onto the lava by shooting at it. Jump onto the plum. Jump up high to hang onto the spider web. Keep on till you get to the small dam and shoot down the other plum. Jump on it and destroy the horde of bellowing Kapouehs which descends on Rayman. Rayman's shots move the plum!
To reach the 2 cages, return to the first plum and use it to go to the place where the 2nd henchman came out. In this room, there is a second opening high up that Rayman is now able to reach. A gorilla pirate is guarding a cage there. Throw a plum at his head and jump on him to set free the big imprisoned lumz. The second cage is under the net, at the foot of the radar tower. Stand on the plum and travel up the expanse of lava as far as you can go (towards the start of the level).
When you get to a small cave, throw a plum at a metal post. Jump on it. From the next platform, throw a plum at the further post, to the left. Before the plum falls, position yourself under it to catch it. At the end of this lava cave, a corridor high up leads to the cage. Return to the end of the level and come out into the open air.
2nd Part:
* When going up the lava stream, Rayman finds the entrance to the secret temple, the sole legacy of an ancient city whose inhabitants went mad (see the secret level). But when he travels down the steep-sided stream, he can hang on to a large pipe to reach the high cage on the gangway that overhangs the lava.
* In the next, disturbing room, a Janod - without an ounce of courage in him - hides from Rayman but attacks him from behind. He has to be fought to the end when he spits out the plum he has swallowed which allows Rayman to leave by the opening overhead.
* In the magnificent valley he travels down, there are traces of
a ruined Sanctuary. It is in such a sorry state that a stone slab collapses under Rayman's weight.
Secret Level:
Mission:

To get out alive! Here we access the start of the 2nd part of Level 1. Jump from platform to platform while avoiding the
fire-eaters. A 1st cage (1 yellow lumz) is located on the right-hand pylon. Blow up the wall. Shoot at the stalactite. Part of it breaks off and can be used as a temporary platform. Shoot at the sparadrap on the columns to make them fall down. Take the platform and let yourself be guided to a large room full of lava flows. Jump from platform to platform, avoiding the fire worm. There is a cage under one of the platforms. Watch out for the little spiders!! Use the grapnel lumz and continue along on the left. A platform leads to a staircase. The stalactites can come in useful to avoid the fire-eaters. You reach a large room with 3 walls to destroy:
*behind the left-hand wall, a big spider blocks the passage.
* behind the middle wall, there is a cage (4 yellow lumz),
a megashoot and 4 red lumz.
* behind the right-hand wall, there is a series of red lumz.
Go left and straddle the leg-missile (Button A = Jump, B = Turbo) to exit from this level.
Level 2:
Collect the 2nd mask and take it to Polokus.
* Stand on a plum to go down the subterranean river of lava. Avoid the 3rd lava hole by climbing onto the left-hand wall. Rayman comes to the remains of a breathtaking hall where two monumental columns still stand. He can jump off the plum from the top of the cascade of lava, collecting things in flight and landing softly on the plum which is jammed between the columns.
* After avoiding the aggressive brambles which spring up out
of the walls as he passes, Rayman falls into a huge semi-cylindrical room that is overrun with lava. He must slalom between the lava holes. He passes to the left of a small lava
hole and collects a yellow lumz. A few meters further, on the right, a rift in the wall leads him (using the spider webs) to a hanging cage which has crossed the ceiling of the Sanctuary.
* At the end of the room, go through the circular door to slide towards a mysterious, bottomless place where where 5 columns are standing. Pick up the magic sphere on the first column and take it down to the channel of lava at the end of which a plum is bouncing. When he fires at it, the plum bounces against the end of the channel and comes back towards Rayman. When it reaches the edge, climb onto it with the magic sphere in your arms and work out how to cross over.
* In the next room, throw the magic sphere onto the plinth to the right of the stone Colossus. Exit by the circular door which has just turned round.
* Rayman ends up beside the gully of lava again. But the door
at the end of it also turns. Go through it.
* In the room where he lands up, there is a wall that must be broken. Rayman must stand on the bouncing plum, in the middle of the lava, and shoot at it 3 times.
* Follow the purple lumz which guide Rayman into a labyrinth of slippery slopes. Slow down to take each bend correctly. On landing, you will find the 2nd magic sphere.
* Back in the room of the Colossus, use the purple lumz to place the 2nd magic sphere on its plinth. When the two spheres are in place, the Colossus wakes up. Jump on his head. By sacrificing the stone Colossus to the lava, Rayman reaches his goal. Yellow lumz in the altar room.
TRICKS:
Secret Level:

* Avoid spending too much time on the stalactites.
* Accumulate shots to break the wall down faster
(1 blow instead of 3).
* Pick up the megashoot before attacking the big spider.
* Rayman is ejected automatically on the leg-missile at the end of the course.



Murfy
12. The Echoing Caves
Magic stone

12. The Echoing Caves

A door secured with four bolts - but what on earth is it hiding? MISSIONS:
Level 1:
Mission:
to find the 4 switches to open the exit door.
* The first switch is just after the entrance to the level, on the bastion (get rid of the guard).
* For the second switch, go straight on after the bastion of the first switch, then right, then straight on, jump and kill the guard.
* For the third switch, activate the gangways after the second switch, take the corridor, go past the propellor platforms, past the mill and open the door.
* For the last switch, climb onto the bastion at the start of the level (where the guard is), use the gangway and jump onto the mound facing the bastion. Throw yourself into the hole (with a directional arrow) and jump into the water. The 4th switch is in the room after the water.
*4 x 5 lumz (20)
*2 lumz that are harder to find: - One behind a tree when you go towards the 2nd switch.
*Another one on one of the propellor platforms: you have to climb on and take it.
Level 2:
Open the exit door; travel on a rocket keg.
*2 cages, one of which - at the start, behind the door - has a metal sparadrap. Use the keg to open the door. The second is at the top of the tower. To reach it, you have to use the trampoline to the left.
*15 lumz, 2 of which are hidden at the top of the tower. To open the exit door, you have to use the keg to operate the high switch. There is a secret passage that leads to the level of the Fairy Glade. After the tower, follow the series of lumz with the keg and, when you arrive at the top, jump into the hole. You can now grab hold of a cage that was inaccessible when you first went through the Fairy Glade. To return to the Echoing Caves, jump into the hole in front of the henchman's throne.
Level 3:
1 secret passage: to the left of the henchman, jump on the trampoline and break the cage to activate the series of red lumz. *3 cages: when you are at the top, 1 cage is behind you and can be broken by throwing a keg into the air; another is in the secret passage (cf. above); the third serves to set the Teensies free to the left of the exit.
*15 lumz to collect.
TRICKS:
Level 1:

* If you want to reach the hole leading to the 4th switch more quickly, go via the roofs of the small huts rather than through the bastion where the henchman is at the beginning.



Murfy
13. The precipice
Magic stone

13. The precipice

An increasingly dangerous path, along sheer coastal cliffs.
The ships don't think twice about chucking cannon-balls at our friend, in the hope that he'll fall into the void. The path has to be taken quickly.
*One boss to confront.
MISSIONS:
Level 1:
Mission: to open the passage to the pirates' tower To go through the swing bridge, wait for the ship to crash into it. Shoot at the switch to open the passage inside the bastion, in the shape of a death's-head, at the end of the level.
*3 cages to collect en route.
* 5 lumz to pick up in all.
Level 2:
Mission: to turn the crane round to use it as a bridge to reach the exit. Kill the henchman to reach the switch behind him, then climb the ladder and operate the second switch to turn the crane round. Jump on the crane and collect the 5 lumz there (one at the end, above the globe). Go to the tip of the crane and jump towards the tunnel (the exit).
*2 cages to collect at this level.
*1 golden fist to collect near the second cage.
* A total of 10 lumz to pick up.
Level 3:
Mission: to defeat the boss of the bastion Helicopter down into the chasm, following the path indicated by the yellow lumz, and destroy the flying bombs.
*1 cage to destroy at the end of the level.
*15 lumz to collect, plus 2 big lumz hidden on top of the final bastion (take the passage to the left of this bastion).
TRICKS:
Level 2:
* Tip: there is a shortcut: after the 1st checkpoint, go over the
2 planks that follow then jump across the bouncing net positioned higher up.
Level 3:
* Tip: to defeat the boss (a ninja henchman) more easily,
arrange for him to be hit by the cannon-balls fired by the
3 ships located around the quay.



Murfy
14. The top of the World
Magic stone

14. The top of the world

Planted firmly on his seat, Rayman travels through a really hyped-up world.
MISSIONS:
Level 1:
Mission: use the pirates' Russian seat and discover a whole new gameplay! No secret passage (a linear level).
*33 lumz to collect on the seated journey.
* No cage.
Level 2:
Mission: set the Teensie free to activate the exit spiral without being eliminated by the tonogears (electric kegs). Secret
passage: the Teensie is being held prisoner in a room which
has a door with a metal sparadrap. You will need
to use an explosive keg, transporting it with a propellor platform.
*17 lumz to collect, mostly on and behind the boxes.
*2 cages to break.
TRICK:
Level 1:
* The positioning of the lumz indicates how the seat should be directed to optimum effect.
Level 2:
* Trick N° 1: above all else, you must free the Teensie while -
if possible - avoiding the tonogears. The player is rewarded
with a megashoot, making it easier to exterminate the tonogears.
* Trick N° 2: the tonogears are more vulnerable to repeated
blows than they are to accumulated blows.
* Trick N° 3: it's not essential to destroy the tonogears. They
can be avoided by passing by at the right moment.



Murfy
15. Sanctuary: Rock and Lava
Magic stone

15. Sanctuary: Rock and Lava

Rayman arrives in the 3rd Sanctuary. It is next to the marshes and does not inspire confidence. However, Rayman musters his courage and goes in, for he has to collect the third mask of Polokus.
*One boss to defeat and 1 mask to pick up.
*Another meeting with Polokus.
Level 1:
*Number of cages: 2
* Number of lumz: 10 (1 large and 5 small)
MISSION:
Level accessible with 475 lumz. Cross the marshes and enter the Temple of Rock and Lava. [Optional] At the start of the level, on the left, there is a passage leading to 'The Walk of Power', a bonus level (race with Ly). This passage will only open if Rayman has enough lumz ;-). He must fight the henchman on the net, then jump on the floating keg. The keg takes you into the trunk of a giant tree. You must climb up inside the tree while avoiding the rolling kegs. From the top of the tree, jump on the root down below (a word of advice: use the helicopter). On arriving at the suspension bridge, you must break the 1st cage under the bridge: Rayman frees a purple lumz, allowing him to reach the other end of the broken bridge. He must do battle with a pirate henchman to enter the Temple. In the caterpillar room, the 2nd cage is hanging under the platform at the top, just before the end of the level.
TRICK * Just before the entrance to the Temple, on a pillar to the left, you will find a megashoot.
Level 2:
*Number of cages: 2
*Number of lumz: 2
MISSION:
Getting across the brambly passageways. Use the wire netting fixed to the wall to clear the brambles (rock-climbing). Then go and find the purple water-lily platform (in the furthest room) to reach the innermost recesses of the Temple.
WARNING:
stone walls block the passage. Use the fist to smash them and clear the path. Fire-eaters will burn the platform: you will have to leave it before it disintegrates. In the last room, jump from platform to platform as fast as possible to get across the expanse of lava (yup, the platforms sink after a certain time!). Lastly, fire at the switch in front of you. A platform will come out of the wall, providing access to the final platform.
TRICK * To break the 1st cage, first go and find the purple platform. Then, when you come back, shoot at the cage.
* To break the 2nd cage, you have to get onto the 3rd platform and fire quickly at the cage before the platform sinks ... Good
luck!!!
Level 3:
*Number of cages: 3
*Number of lumz: 20
MISSION:
to complete the level ;-) Jump on the rotating platform, then climb onto the top platform using the wire netting (rock-climbing). Watch out for the lava flow! You are facing a door guarded by a bramble: fire several times at the switch until it opens wide enough, then shoot at the bramble and go through the doorway before the door shuts (or before the bramble comes out again). Speed / synchronization section: go over the platforms, avoiding the Pushing Walls. Lava sequence: jump from platform to platform, operate the switch (at the same time J), jump on the wall platform and clear the last Pushing Wall. In the last room, free the Teensie to complete the level.
TRICK

* Immediately after the door guarded by the bramble there is the 2nd cage. Jump left, fly with the helicopter, then land on the platform down below to shoot at the cage. Take care: the platform sinks into the lava very quickly.



Murfy
16. The walk of power
Magic stone

16. The walk of power

A second race against Ly, just to stretch those legs and make the most of the occasion to collect the lumz scattered along the way.
BONUS LEVEL
The race with Ly serves to acquire the power of the megashoot. Checkpoints provide more time and also repositioning points if Rayman goes out of the race (a fall).
*There are 50 lumz spread along the way in this level.
Note: this is a bonus level and entails no loss of life points.



Murfy
17. Beneath the sanctuary of rock and lava
Magic stone

17. Beneath the sanctuary of rock and lava

Ly gives Rayman a new power: the 'super-helicopter', with which he can visit the lowest depths of the temple and collect the mask.
MISSION:
Level 1:

Use the super-helicopter to reach the end of this level.
*12 lumz - One 5-lumz behind the post which is used to make
the fist bounce at the end of the level.
*2 cages - One cage at the start of the level behind a wall which must be smashed (a short trip before you get there). - Another cage at the end of the level, next to the lava cascade under the bridge.
Level 2:
Use the super-helicopter to reach the end of this level.
*28 lumz
*2 cages
- The two cages are in a secret passage located in the level. To reach the passage, you need to position yourself to the left of the tunnel and anticipate the entry-point.
Level 3:
Kill the boss. Dodge the boss's shots while jumping from platform to platform. Jump on the spider web and pull on the stalactite until the boss dies. Take a grapnel lumz, pass overhead, then drop down and carry on to collect the mask.
*No cages, no secret passage, no lumz.
TRICKS:
Levels 1 and 2:

* To control the super-helicopter correctly and handle how you land on obstacles, move sideways. If you are playing with a game paddle, don't hesitate to put the analog pad towards the back to slow Rayman down.



Murfy
18. Tomb of ancients
Magic stone

18. Tomb of ancients

Our friend Clark has been captured by the pirates once again. But his behavior is weird, and what on earth is that box on his back?
MISSION:
Set Clark free
Level 1:

There are three main switches to activate in order to access the next level. Each switch releases a floating keg, allowing Rayman to travel across a wide and deadly river.
*The level contains 10 lumz and 1 cage.
- You first have to get out of the tower. To do this, go down the staircases and jump into the small room. A cage is hanging from the ceiling and a switch opens the exit gate.
- A spider chases after Rayman. You don't have to kill it. Dodge or kill the zombie chickens that zigzag across your path.
- There are several yellow lumz to collect around the spider pit. - At the bottom of the pit, on a tombstone, there is the 1st switch you have to activate. A small spider protects it, but it can be killed with a single blow. The big spider, however, is much fiercer: no sooner is it killed than one of its sister reappears. This might seem discouraging, but since they release red lumz when they are dying, you have here an effective means of picking up lots of life ! 1st switch to activate
- Get out of the pit, dodge the 1st spider if it has not already been killed, and go from pillar to pillar over the piranhas. You can either kill them or go past at the times when they are not jumping.
- Rayman arrives in a corridor which provides access to 2 rooms. Take the left-hand room.
- When going towards the chest, a henchman appears. You do not have to kill him, but it would make the rest of the course easier if you did. - Shoot at the hand that comes out of the chest and tries to seize Rayman. You then have a few seconds' respite before jumping on the large spider web.
- Climb to the top of the mast as quickly as possible and activate the 2nd switch. 2nd switch to activate
- Go back into the corridor and enter the cemetery to the right.
- There are several possible paths to reach the 3rd switch which is located at the back, on the left, behind a tomb. The main thing is to avoid the hands coming out of the tombs (if you shoot at them, they stop emerging for a few seconds) and dodge the shots of the pirate henchmen. 3rd switch to activate The 3 main switches have been thrown and Rayman can now go to the level exit!
- Go back into the corridor and climb onto the spider web. From the top, you can admire the view of the rooms you have just visited, looking through the windows.
- At the end of the corridor are the kegs you have released, intermingled with floating ribcages.
- Jump from platform to platform while eliminating the piranhas.
Level 2:
Move along using the kegs. Collect lumz on your way.
* 1 cage in the room with the henchman on the pontoon. Pick up the purple lumz and go back to the flying keg to take the upper passage. Get hold of the megashoot with the help of the flying keg.
* A series of 5 lumz on the left-hand platform.
* A cage on the pontoon at the back of the room. Destroy the henchman and take the floating keg. Kill the zombie chickens
and take the first grapnel lumz on the right.
* One cage on the beam. Carry on with the grapnel lumz to the back of the room. Eliminate the spider and shoot at the gears while jumping. Take the floating keg and shoot at the switches
to de-activate the lasers. Jump from keg to keg to dodge the henchman's shots (you can shoot at him). Take the net and destroy the red henchman by moving sideways around the broken mast. Fling a keg at the metal sparadrap. Break the
cage. Take the purple lumz, then leave.
Level 3:
Set Clark free. Shoot at the switches to trigger the beam. Make Clark fall down and shoot at the box on his back. Break the cage when Clark has been freed.



Murfy
19. The iron Mountains
Magic stone

19. The iron mountains

Our friend Clark has been captured by the pirates once again. But his behavior is weird, and what on earth is that box on his back?
MISSION:
Set Clark free
Level 1:

There are three main switches to activate in order to access the next level. Each switch releases a floating keg, allowing Rayman to travel across a wide and deadly river.
*The level contains 10 lumz and 1 cage.
- You first have to get out of the tower. To do this, go down the staircases and jump into the small room. A cage is hanging from the ceiling and a switch opens the exit gate.
- A spider chases after Rayman. You don't have to kill it. Dodge or kill the zombie chickens that zigzag across your path.
- There are several yellow lumz to collect around the spider pit. - At the bottom of the pit, on a tombstone, there is the 1st switch you have to activate. A small spider protects it, but it can be killed with a single blow. The big spider, however, is much fiercer: no sooner is it killed than one of its sister reappears. This might seem discouraging, but since they release red lumz when they are dying, you have here an effective means of picking up lots of life ! 1st switch to activate
- Get out of the pit, dodge the 1st spider if it has not already been killed, and go from pillar to pillar over the piranhas. You can either kill them or go past at the times when they are not jumping.
- Rayman arrives in a corridor which provides access to 2 rooms. Take the left-hand room.
- When going towards the chest, a henchman appears. You do not have to kill him, but it would make the rest of the course easier if you did. - Shoot at the hand that comes out of the chest and tries to seize Rayman. You then have a few seconds' respite before jumping on the large spider web.
- Climb to the top of the mast as quickly as possible and activate the 2nd switch. 2nd switch to activate
- Go back into the corridor and enter the cemetery to the right.
- There are several possible paths to reach the 3rd switch which is located at the back, on the left, behind a tomb. The main thing is to avoid the hands coming out of the tombs (if you shoot at them, they stop emerging for a few seconds) and dodge the shots of the pirate henchmen. 3rd switch to activate The 3 main switches have been thrown and Rayman can now go to the level exit!
- Go back into the corridor and climb onto the spider web. From the top, you can admire the view of the rooms you have just visited, looking through the windows.
- At the end of the corridor are the kegs you have released, intermingled with floating ribcages.
- Jump from platform to platform while eliminating the piranhas.
Level 2:
Move along using the kegs. Collect lumz on your way.
* 1 cage in the room with the henchman on the pontoon. Pick up the purple lumz and go back to the flying keg to take the upper passage. Get hold of the megashoot with the help of the flying keg.
* A series of 5 lumz on the left-hand platform.
* A cage on the pontoon at the back of the room. Destroy the henchman and take the floating keg. Kill the zombie chickens and take the first grapnel lumz on the right.
* One cage on the beam. Carry on with the grapnel lumz to the back of the room. Eliminate the spider and shoot at the gears while jumping. Take the floating keg and shoot at the switches
to de-activate the lasers. Jump from keg to keg to dodge the henchman's shots (you can shoot at him). Take the net and destroy the red henchman by moving sideways around the broken mast. Fling a keg at the metal sparadrap. Break the cage. Take the purple lumz, then leave.
Level 3:
Set Clark free. Shoot at the switches to trigger the beam. Make Clark fall down and shoot at the box on his back. Break the cage when Clark has been freed.



Murfy
20. The prison ship
Magic stone

20. The prison ship

At last, here we are in the last boss's den. Rayman has almost reached the end of his quest!
MISSION:
*94 lumz to collect. Levels 1 and 2: A slippery route. 2 levels
of sliding.
*Several lumz to collect, some of which are on the ring at the end of the second level.
* No cage; no secret passage.
Level 3:
Pick up the leg-missile.
*No cage.
*A big lumz on the metal bridge. It can be picked up either when passing with the missile or when rock-climbing past on the right-hand side. There is a golden fist next to the metal bridges. It can be used to kill the pirate (a ninja henchman) more easily. Turn the switch on, then go back up to pick up the leg-missile and carry straight on. Graze past the platform to activate the switch that opens the door. No secret passage. There are red lumz to collect at the chimney-tops, using the missile.
Level 4:
Flight level. A secret passage, in the laser section, is indicated by a series of red lumz, at the top right-hand side.



Murfy
21. The crow's nest
Magic stone

21. The crow's nest

Rayman finds himself face to face with his greatest enemy, the fierce Admiral Razorbeard. Will his crafty tactics see
him through this time?
MISSION:
Kill the last boss
*No lumz to collect; no cage to break. On top of the crow's nest, you have to use the boss's own bombs to destabilize him by shooting at them and turning them back onto him. Do this three times. After the animated sequence, find the magic sphere which allows the missile to fire. It is placed at random in the level. Next make straight for the boss and shoot at his arms so that he loses his hold, then fire the rest of the munitions at him.
Repeat this maneuver until he dies.

Congratulations!! You've Completed

Congratulations!! RaymanYou've Completed

Congratulations!! You've Completed




Enlaces/Links :: Rayman 2/Rayman Revolution Walkthrough/FAQ

Análisis de Joan Isern - Española
http://www.meristation.com/analisis/1999/2-Semestre/Rayman2.htm

Soluciones para Rayman 2: The Great Escape by Juegomania - Española
http://www.juegomania.org/solucion/pc/1875

Locke Wong's Rayman 2 website 
Locke Wong's Rayman 2 walkthrough - EnglishLocke Wong's Rayman 2 walkthrough >>>

IGN Guides


ign guides - Rayman 2 Walkthrough (English)
http://guidesarchive.ign.com/guides/12005/
The IGN Rayman 2 strategy guide is also available as a downloadable PDF (Adobe¨ Acrobat¨) file.
http://guidesarchive.ign.com/guides/12005/content/downloads/download_pdf.htm

DAVID WOUTERS's Rayman 2 Walkthrough/FAQ (English) on www.cheatcc.com
http://www.cheatcc.com/dc/sg/rayman_2.txt

Rayman 2: The Great Escape Boss FAQ
http://faqs.ign.com/articles/449/449432p1.html

Komplettlösung Rayman 2 (Nintendo) von mag64 - Deutsch 
http://www.nintendo2000.de/rayman/rayguide.htm

Rayman 2 Solution complète - Français 
http://membres.lycos.fr/astucesoluce/Astuce%20Soluce/JeuxVideo/Dreamcast/Jeux/RAYMAN%202.htm

Ubi Soft Soluces Rayman 2 - Français 
http://soluces.ubisoft.fr/soluces/rayman2/

Rayman 2 solution complète by jeuxvideo.com - Français
http://www.jeuxvideo.com/btajv99/etajvhtm/00102274.htm

Rayman Revolution - PS 2 - Ubi - Solution - Français
http://www.gameplayshop.ch/upload/soluces/RaymanRevolution.html

Rayman 2 Revolution (PS 2) FAQ/Walkthrough on www.gamefaqs.com - English
http://www.gamefaqs.com/console/ps2/game/27625.html



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