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