Rayman 2 Revolution PS2 FAQ/Walkthrough v1.1 By Brian McLean - bmclean84@hotmail.com Last Edited: November 26, 2001 ======================================== Table of Contents ======================================== 1. Revision History 2. Introductory Info 3. Game Walkthrough 3.1 Tutorial Area 3.2 Minisaurus Land 3.3 The Fairy Glade 3.4 The Bayou 3.5 The Lost Island (The Sanctuary of Water and Ice) 3.6 The Menhir Hills 3.7 The Marshes of Awakening 3.8 The Cave of Bad Dreams 3.9 The Menhir Hills, revisited 3.10 The Canopy 3.11 Whale Bay 3.12 The Sanctuary of Stone and Fire 3.13 Rainbow Creek 3.14 The Precipice 3.15 The Pirate Mines 3.16 The Echoing Caves 3.17 The Factory 3.18 Beneath the Lava Sanctuary 3.19 The Lava Sanctuary 3.20 Tomb of the Ancients 3.21 The Iron Mountains 3.22 The Prison Ship 3.23 The Fight with Razorbeard 4. Mini-game descriptions 4.1 Roller Coaster Challenge 4.2 Jump Challenge 4.3 Waterski Challenge 4.4 Racing Challenge 1 4.5 Grab Challenge 4.6 Racing Challenge 2 4.7 Trampoline Challenge 4.8 Ray-type Challenge 5. Secrets 5.1 Glob Disk 5.2 Missile Dogfight 5.3 Baby Soccer 5.4 The Bonus Game 6. Cheats 7. Contributor Info 8. Copyright ======================================== 1. Revision History ======================================== 1.1 - Added the Bonus Game under Secrets. Oops! Also added the cheat codes. Added subsection numbers to make the FAQ more searchable. 1.0 - Preliminary FAQ written and released. ======================================== 2. Introductory Info ======================================== Rayman's world has been invaded by robo-pirates, and they've smashed the core of the world! It's been broken into 1,000 pieces called lums and they're making everybody their slaves. Even Rayman himself is captured, leaving his friends: Ly the fairy and Globox the, er, thing to cook up a plan to get him out and work towards ending the scourge of these slaving pirates. I'll assume you know the basic moves already. Even if you don't, they're explained in-game and would be a waste of space to put here. Do, however, learn to use the L2 strafing technique effectively. It's important to be able to stick on a target and move around to dodge their shots. A few minor points of interest before we delve into the game itself. If you get stuck and don't know what you're supposed to be doing next hit the select button. Sometimes the explanation offered by that is stated more clearly than what characters in the game will tell you. Don't forget about the Magic Well. There are three of them in the game, always near a Stone Circle. You can buy upgrades for yourself and eventually secret games as well. I prefer to take the order of: Run with Load, Rate of Fire, Rebound 1, Accumulation 1, Rebound 2, Accumulation 2. The manual has one or two minor mistakes that you should be aware of. It talks of Super Yellow Lums worth 5 regular yellow lums. These don't exist in this version of the game; all 1,000 lums are individual pieces to pick up. Also, blue lums (for breath in the water) don't exist either. There are bubbles released from the ground underwater which is the most common, and in the sequence with Carmen the whale she'll give you air bubbles to use. But never will you encounter lums used for that purpose. This guide is NOT going to contain the location of all 1,000 yellow lums in the game, and for good reason: Near the end of the game you're given a radar that will tell you where they all are! I will note the ones that are not out in the open or are difficult to get to but work under the assumption that you're capable of getting the very obvious lums. Should you wind up missing any anyway, let me know and I'll try to help you find it (and include it in the guide if it's out of the way enough). You won't be able to get every lum on your first trip through each stage. Sometimes you need a special power that you won't get until later. In those cases I will note them and at the very end of the level you'll see a section labeled 'UNFINISHED BUSINESS.' This describes how to get those straggling items after you have the necessary powers. ======================================== 3. Game Walkthrough ======================================== You start out on the pirates' prison ship at half health. Globox is thrown in with you and after a brief conversation he hands over a present from Ly, the fairy: A silver lum! This strengthens Rayman's fist and he's now able to punch through the grate leading out of his cell. When you exit the cell you'll find yourself in a slippery chute with a path or red lums stretching along it. Steer yourself into the lums to gain some health and once you reach the end, Globox will join you rather forcefully and you'll both fall back to the ground. 3.1: Tutorial Area ------------------ Lums: 5 Cages: 1 Not too much to see here, but your first cage and five yellow lums will be found here. Simply run to the left of the start and find the cavern that the water is rushing into. Jump and punch the cage twice and you'll free the familiar spirit inside. The wooden grate will open up and you can proceed. In the next small area you simply jump from side to side over the water, gaining ground and picking up three lums along the way. You're taught a few basic moves as well, but before you enter the next cavern don't forget the fourth lum behind the waterfall at the end. Rayman will run into some baby Globoxes who will ask where their father is. They were separated when Rayman fell, but he promises to find him. Rayman inquires about Ly and finds out that the pirates have taken her too. Head into the next area and you'll find the last lum hanging directly in your path up to the end. Simply stand between the two walls in front of you and hit X to jump then X again to brace yourself against the walls. Repeat this until you're up at the top. Another cage holds several Teensies. A brief conversation reveals that Globox was captured again (didn't take long, did it?) but you'll get another silver lum that will enable you to shoot energy blasts from your fists. With that, you're sent into the meat of the game. 3.2: Minisaurus Land -------------------- Lums: 30 Cages: 0 A brief lesson in swimming and a target dummy await you at the beginning of this area. Use L2 and the analog to circle-strafe around the dummy, hitting its shoulder target eight times. Once you do this, the gate will open and let you into the rest of the area. Cross the stone bridge, but if you head left just before you take the path into the forest you'll find a pair of lums. Jump into the water and follow it to the end to find an underwater passage that leads to a secluded area with three more. If you follow the water in the other direction to its source, you'll find another underground pool with two more lums. Once you enter the forest a little ways, there's a quick cutscene with pirates surrounding Rayman and Clark coming to his rescue. Once control is returned to you, follow the signs and path to the Stone Circle. This is a central point in the game where you can enter levels and warp to other main areas without having to run all the way there on foot. Quite handy, though you have to visit each place at least once first. They repeat that Globox and Ly are in trouble and tell you to go to the Fairy Glade. Simply head back out the way you came and you'll find a path near the tutorial area that leads right to your first real level. 3.3: The Fairy Glade -------------------- Lums: 80 Cages: 10 If you head straight from where you start, you'll find some lums and a large mushroom. Before you jump on it, turn to the right and head over to the water near the corner where there's an underground passage. The first cage and several lums are here for the taking. Backtrack and jump on the mushroom, which will propel you upward to hang from some vines. Move along this area. At the end you'll find a pond with very large lily pads covering it and a sign that reads 'Swimming not advised.' True to itself, you'll take damage and be placed back at the beginning of the pond if you jump in the water. As a rule of thumb, any water that can't be seen through easily is not safe to jump in. Hop across the pads and avoid the piranhas that jump across. When you reach solid ground again, look around and you'll see a cage farther off in the distance. Shoot it and jump from platform to platform, eventually coming to another rock tunnel with a sleeping pirate guard in it. He wakes up if you get near and begins firing. Just use L2 to keep from turning away from him and shoot him twice to get rid of him. Past that you'll wind up on top of the vines you were swinging across with a big switch in a wall facing you. Shoot the switch, which opens a nearby door flanked by baby Globoxes. Before you run in there, follow the path you're on to its end to find the third cage. Following the path, you'll run into a green lum. These are important because you'll return to the spot that you picked one up whenever you die. The path opens up again into another bridge with an oil facility of some sort. Another sleeping guard is placed on the bridge and easily dispatched. You'll notice a purple ring hanging in the air with yellow lums surrounding it. You can't get there yet, but keep it in mind. Also, there are red and yellow lums beneath the bridge itself over the water. If you're feeling suicidal, it's possible to grab the yellow lum just by jumping over the water and using your helicopter spin to get beneath the bridge before you fall in. The safer way is to climb most of the way up the oil facility and jump off onto a floating ball to the right of where you entered this area. It will slowly float beneath the bridge, allowing you to collect all the lums safely. Climb up to the top of the facility again and you'll enter a new section. (I denote sections by anything that requires a loading screen, which occurs fairly often in this game. As you'll find out, it works to your advantage!) You'll be at the base of a tree with vines covering it; dispatch the nearby guard and climb the vines, then ride a little waterslide out into the next big open area. You'll immediately see a glowing plant-like thing and a cage calling for help. Unfortunately, you won't be able to do anything about either of these until much later in the game. Use the vines along the wall to your right to make your way across the water, avoiding more piranhas. The path beyond that quickly leads you into the next section. You'll see part of a ship stuck in the mountain with another pirate guarding the area. You can't hit this one and he hurls explosives at you! If you look to the left, you'll see that you can helicopter over to a blocked-off area with a cage and some lums. This section is also something you can't do quite yet, so focus on the task at hand. There's a wooden area in the ground with a big X on it. Simply stand there and wait for him to throw, then get out of the way. The explosives will blow up that section and give you passage to an underground area. Jump across the stuff floating in the water, using your shadow to help determine whether you're over solid ground or not. You'll come to a place with webbing on the walls; like the vines, you can climb on this as well. Some explosive barrels are being dropped from the ceiling as you climb back up, so always keep an eye above you and be prepared to dodge left or right quickly, especially near the top. Take a left as you get to the top and you'll find a switch that will deactivate the lasers blocking your path forward. After you pass through, a quick cutscene shows another set of lasers and a switch on a floor above it, presumably linked together. Head left for now and go up the stairs presented to you, taking out a few guards along the way. You'll be presented with a small room that has kegs of explosives available. By standing still near one, you'll pick it up. For the moment, walk out and backtrack to the previous room where you'll find a door with another X on it. Lob the keg towards it with the square button (the autoaim is fairly generous with kegs) and you'll blow open a secret area with a few lums and your fourth cage. Pick up another keg and throw it at the X on the pipe in that room, lowering some grating that can be climbed. This will take you to a pit with a laser beam roving across the bottom and a closed door on the other side. The switch to it should be directly beneath your feet on one wall of the pit. Jump off and helicopter down, shooting at the switch on your way. You'll have to bounce on the trampoline-like netting a few times at the bottom to get enough height to pass through the now open door, so be careful not to land on the laser! There's another green guard to dispatch who is hiding a few lums behind him, and as you head downwards again you'll see a purple guard near the switch you need to hit. This guy fires larger shots than the green ones and takes six hits with the shots you start out with! Strafe and shoot and eventually he'll go down, as he's not any brighter than the others are. Hit the switch, run through the newly deactivated lasers below you, and it's on to the next section. A trio of roving laser beams greets you, but they're fairly easily avoided. Head straight forward, jump over the first one, and run until you reach the last one and jump over that as well. Head down the stairs and you'll finally find the prison area where Ly is being held! Search all of the open doors for more lums and note the fifth cage that is simply sitting on the ground here. There's a big pipe heading directly from Ly's prison into the wall next to an open door on the bottom floor. You're told to find the machine and destroy it, so off you go! By following the hall you quickly find another keg dispenser and a large room with green slime on the floor and a large machine at the end. There are three spots on this machine that need to be hit with kegs and they're all plainly marked with an X. The difficulty is that there's a bit of a walk from the keg to the machine and after you hit the first X, enemies will start to come after you from inside the machine. On subsequent runs you'll have to throw the keg upward with X, shoot the approaching enemy, and then simply stand still to catch the keg again. You may well have to do this twice on a single run before you reach your target, so be careful with that load! Before you actually destroy the machine, take a look around. In the back left corner of the room you'll find your sixth cage, and freeing it now will save you running back there. Once the machine is destroyed, there's a cutscene where you talk to Ly. She explains the legend of Polokus and the four masks associated with him. Before she's done, she infuses Rayman with a bit more power and explains that he can now use the purple lums, the first of which you saw earlier in this level. Climb back to the top of the room and shoot at the purple lum to start swinging from it. If you thought you were Tarzan by hanging from vines before, this should have you beating your chest in no time. You'll have to climb up between two pipes like you did in the tutorial, then it's off to the final section! This section has you using your helicopter move down a long pipe with oil and fire abounding. Grab the lums as you wander down and stop on each pipe that crosses the area. The one nearest the bottom has the seventh cage. Head through the tunnel at the bottom into another vertical area, but this time you're going up. Use your helicopter move in the air currents to blow you upward, picking up the yellow lums in each of them. If you need to, stop the helicopter for a split second to drop and grab a lum at the bottom of the current before you let it carry you upward again. At the end of this little section you'll see a pair of purple lums heading off towards a structure in a wall. Head over there first and collect the lum, then free the Teensie from his cage. He'll show you the exit to the level. Before you leave, however, turn back the way you came and follow the purple lums over to the air current. You'll see a third purple lum this time and you can use it to get to a hole in the wall. You'll find four lums and cage #8 here. Find the level's exit and you're done for now. The Teensies tell you that the first mask is hidden at The Lost Island but that Bzzit, the person who can take you there, has been captured and is in the Bayou. What's that, you say? You didn't find everything? That's true, you won't get everything on your first run. After you've gotten the rain dance move from Globox you can return and grab the rest, which is detailed in the following paragraphs. UNFINISHED BUSINESS: Head over to the plant you were unable to do anything about the first time. Use the rain dance to make it grow and give you platforms to stand on. You'll head through the previously inaccessible pirate ship and across a long, circular path with several obstacles along the way. If you've gotten this far, you shouldn't have much trouble handling it yourself. At the end of it you'll run into a bomb-throwing pirate and a fairly small platform to work from. In fact, you can't hit him at all and need to make him throw a bomb onto an X, making your platform even smaller. It opens up the path back into the ship, however, and you can slip down into it and finally free the ninth cage. After all that is done, you end up not more than a few feet from where you started this whole mess! In the section where you first had to have a pirate throw a bomb onto the ground for you, if you head off to the left you'll found a lone mushroom and a wall made of white stones piled together. Do a rain dance on the mushroom and it will sprout several siblings, then tell you to eat it. Go ahead and eat it, and you'll grow much smaller! You can jump up the ascending mushrooms and squeeze through a hole in the wall. Take out the pair of pirates and walk along the wooden bridge to find another mushroom that wants to be eaten. Take it and grow back to normal size. Two lums and the tenth cage are your reward for visiting this area, which hopefully finishes it off for you. 3.4: The Bayou -------------- Lums: 50 Cages: 6 Head back into Minisaurus Land and follow the paths and signs over to the Bayou section. You'll know you're on the right path if you see the minisauruses themselves walking around. There's a purple lum hanging in the air over water that will kill you, and basically the only way to make the jump is the leap forward and hit it with a shot before you plunge into the water. Just have faith and swing to the nearest platform to your starting point on the left. This path will take you to the bayou itself. A cutscene will show Razorbeard eating a lum and lowering the total to 999. Once you start the stage, jump on the floating ball and ride it over to the next platform. The first cage is in your immediate vicinity in plain view on the branch. Shoot it and move on. Take the next floating ball to a ladder and climb it to the next area. There's a switch in view off to the right, shoot that before you go leaping off into the void. It will lower a bridge that completes a 'C' shape over the water. Jump onto this bridge but move quickly as it is unstable and will break and dump you into the killing water after a few moments. The ladder at the end will take you directly to the second cage. Destroy it and a purple lum comes out. Dispatch the guard that's right there and walk over to where the purple lum flew. Swing across it onto another floating ball, shooting any enemies that fly towards you. Once you reach the edge of the water, you'll need to jump forward again or you'll be killed when the ball sinks. As you land on the next branch, you'll see the third cage hanging from the bottom of it. You should be able to shoot it if you stand close enough to the edge thanks to the way it curves. Follow the line of yellow lums down to the next bridge and platform, but before you move on there's a sneaky yellow lum hidden below the edge of that platform. If you get close enough you'll see its wings. Drop down carefully so that you grab the ledge on your way down and you should get it. Climb back up and continue on. Use the nearby purple lum to swing around and get a few more yellow lums as well as cage #4 across the water. Head back onto the path and follow it until it leads into the next cavern, but before you move inside turn around and hit the fifth cage hanging at the very end of the bridge section. This isn't anything like the last level, all these cages are begging to be hit! The next section finds you locating Bzzit right off the bat. He warns Rayman that the pirates are coming, and right on cue they drop in. The two green pirates are easily dispatched, the two purple ones will require two hits each, and then one drops in that throws more explosives. He'll require six hits to take care of. Once they're all gone Bzzit is freed and he instructs you to meet him at the pier in the Minisaurus Plain and he'll take you to the Lost Island. Fair enough, now you just need to get out of here. Follow the path around, dodging the barrels that drop at first. When you jump onto the next section of bridge, the barrels will be rolling towards you instead. If you hop on top of one, you bounce higher than you would for a normal jump. You'll need this extra altitude to get one of the yellow lums! You'll come to a section with water and more barrels running down inclines into the water. Jump across them carefully and grab another yellow lum hanging high above the middle section by hopping on a barrel there. This brings you to a wide-open space with a metal bridge that only goes halfway across! Move to grab the yellow lum on the left and you'll spot a switch embedded in the wall to your right. Hit that and a purple lum flies out to let you get across. Take note of the plant with the translucent clouds hanging around it before you cross, it's something you'll need to come back to. Once you cross, there's an invincible enemy who will run around and try to hit you. Just avoid him as best as you can and run into the next area. You'll see a pipe on the left wall with a button on it, several swinging blades, and a doorway at the end of the hall with lasers along it. Hit the button to deactivate the lasers temporarily, then run down the hall and through the door before time runs out. It's not as tricky as it sounds, and if you mess up you can always just try again. You're now in a hallway where barrels are constantly rolling in the direction you need to go. Just slip behind one and run along with it, veering to the left when the passage allows it. At the edge of ground you'll see the barrels dropping off onto a ledge below, and if you look to the right you'll see a yellow lum hanging in the air at the end of a tree branch as well as your final cage hanging a bit farther away. Grab both and head over to the pipe structure, using the trampoline-like areas to grab all the lums and free the Teensie in his cage. He'll let you out of the level. UNFINISHED BUSINESS: Head out to the metal bridge that only extends halfway across the chasm and find the plant that needed attention you couldn't give to it before. Now you can do the rain dance on it and jump on the leaves that sprout to get up to the ledge high up. Climb up the vines and start on a slippery slope, sliding your way down to the bottom and collecting a total of five lums for this area before it deposits you right at the ending area. 3.5: The Lost Island (The Sanctuary of Water and Ice) ----------------------------------------------------- Lums: 50 Cages: 2 Back out at the Stone Circle, you may want to drop down and visit the Magic Well if you'd like to buy a powerup at this point. I like to get Run With Load early as it makes parts with carrying objects go faster. Rebound is also nice to have, especially when paired with Rate of Fire. Unfortunately, you probably won't have enough lums to combine those two for a few stages yet. When you're done, run over to the pier on Minisaurus Plain like you were instructed and Bzzit will be waiting to take you over in his boat. When you arrive, the first cage is disturbingly easy. It's simply hanging in plain view next to you, so open it. You'll be ambushed by a group of three pirates when you step onto the beach. Hang back and pick them off carefully. When you reach the top ledge there's another pirate waiting with a flamethrower. Use your strafing to pop in, hit him, and pop back out again. There's a purple pirate behind him that's so eager to hit you that he'll be pegging the flamethrower pirate in the back as well! Either way, soon he'll be destroyed. From this top ledge you can jump back towards the trees to pick up two more lums in midair, then move on to the next area. Dive into the water in the cavern and head down to find more lums and the second cage at the end of the tunnel. There are plenty of air bubbles to keep you from drowning along the way. Follow the rope ladder after you're done with that bit of sidetracking and you'll find yourself outside again. There's a slightly tricky yellow lum right in front of you that is best collected by jumping onto the railing and then out towards it. With the helicopter move you can make it onto the ground below and to the left before you fall in the water. There's a room with a cannon pointed at the door, and if you've bought any of the accumulation powerups you'll be able to light the fuse and blow it open for more lums. Otherwise, just leave it until you have the power. There's a large set of double doors guarded by several pirates, two purples and a bomb thrower. Take them all out, and then continue up a set of stairs to the right to find a keg dispenser. Blow open either of the doors with an X on them and you'll find a passage to magic spheres, one gold and one silver. These spheres are picked up like kegs and must be thrown onto the base of the same color near the big double doors. Blow open the other door, grab the other sphere and place it where it belongs, and finally the temple doors will open. Grab all the lums that are simply hanging around and continue on to the slide section! The slide itself is fairly easy to complete. Keep in mind that Rayman will automatically jump all the gaps so don't try to do it yourself! It may take you several tries down the slope to pick up all the lums (there's one near the very end that does require you to jump on your own). Once you reach the end you'll find the guardian. As soon as he is introduced it shows a stalactite hanging above his head and purple lums that lead right to it. You'll need to swing from lum to lum and hit the stalactite. The only thing that makes this difficult is the fact that he'll be throwing ice attacks at you now and then. If he dazes you with one and you start to fall, quickly throw a shot behind you and you may catch the previous lum you were on, saving you from starting the string over again. Once he's gone, swing back over and head through the waterfall. You'll pick up a few red lums and reach the first mask. Congratulations! Polokus will come to you in a dream sequence and tell you that you need to find the other three. Upon your return to the Stone Circle, the Teensies will tell you to head out to the East Plain to find Clark, who can help you open a door that the pirates created to stop you. The entrance to the East Plain is a bit deeper within the forest; the signs will lead you there readily. UNFINISHED BUSINESS: You have to have your shots charged up to a certain point (so that a normal shot is red) to light the cannon before the temple doors. It'll blow away the door and let you collect the four lums behind it. 3.6 The Menhir Hills -------------------- Lums: 50 Cages: 8 Once you're in the East Plain, you'll meet up with Clark right away. He leads you up a path and then shows you how HE opens doors! Definitely not a guy to have on the opposing team. He runs over to the Menhir Hills, so follow him into the next stage. This one opens up with Murfy flying down to tell you about the walking shell guarding the area. He explains that you can tame it by tiring it out. Instead of doing that right away, however, head over to the lone stone pillar and look behind it. There should be two yellow lums nearby and a switch that opens a wooden grate in the ground. Grab the first cage and five lums down there, then run around until you tire the shell out (it'll stop in its tracks). Hop on and ride it across the thorns! Veer to the right of the stairs and jump off the shell before you hit the wall. It'll run into the door with the X on it and open that up, exposing the second cage to you. Grab that and run in the building. There's a group of pirates immediately inside. Stick to the right wall and take them out. The best way is to fire a shot at each one of them in turn, then start again. They're invincible during the animation after they've been shot, so you might as well spread it around as quickly as possible. There's a passageway to the left and ahead of you. Take the left one first but be mindful of a purple pirate waiting to ambush you. Take the third cage, but for now you have no way to get past the red lasers. Head back and take the other passage, dropping you into the next section. As you start it, it's another area much like the beginning of the stage. There's a bouncy mushroom on the ground that you can use to propel you up to another mushroom in the tree next to it. Use that one to reach a purple lum, then swing over to the building atop the start point and grab your fourth cage. Tire the shell out again and start your second ride, which is considerably longer than the first. The yellow lums will show you the best path to avoid the walls and spiky tentacles that come out, so pay attention to them. About 1/3 of the way through there's a bridge to cross. It's entirely possible to veer to the left and get on an alternate bridge but you'll only get some red lums for your trouble and there are yellows that you have to get on the main path. At the end of your run you'll jump off of the shell again to let it crash into another door with an X. There's an open corridor at the side of the building and a keg dispenser, but it's yet another thing you'll have to come back to. Run up the stairs and over to the big door with the pirate logo. The switch right next to it will open it up and lead you down to Clark. As expected, he's ripped into all the pirates in the area but something's making him ill. He asks Rayman to help him get a Life Potion, and with that you're brought back to the Stone Circle, but this time at the Globox House. You can use a warp there to get back to the Circle at the Minisaurus Plain. From there, it's a hop, skip, and a jump to the entrance to the Marsh, which is right next to where you found the bayou. 3.7 The Marshes of Awakening ---------------------------- Lums: 50 Cages: 4 Once you enter this swampy area, you'll find the first five lums quite readily on lily pads and the netting to your right. The first cage doesn't count towards your cage total but holds Sssssam, the serpent who's going to help you through this area. How? By waterskiing along it, of course! There's precious little to say about this stage. Nothing is kept hidden from you and all four cages are in the first half of the course. The only difficult parts is getting some of the lums off of the jumps, particularly the two hanging above a large mound just past the second big monster that pops up in the second half. Veer hard right and hold L2 to accelerate and you've got a chance of collecting them. Be sure to accelerate again as you reach the piranhas for a cool little jump through that area. Sssssam gives a tearful goodbye once you reach the other side. Don't go in the cavern just yet, but instead follow the path to some yellow lums on a lily pad and just beyond. If you follow the path farther still, there's a hidden cache with a few more lums that you'll need. Now you can go back and break open the final cage with the Teensie inside. Don't follow him but instead take the other path in the road and you'll find the entrance to the Cave of Bad Dreams. 3.8 The Cave of Bad Dreams -------------------------- Lums: 0 Cages: 0 That's right, nothing at all to collect here. You'll run down and find a purple river with platforms on either side and purple lums to help you get around. There are bones on the wall to climb, and after a while you'll look out and see a large column that has bones on all sides of it. Jump out towards that column and helicopter to it, then climb up to the top. Quickly jump off again towards the next one, because it'll start to sink! There are three in a row to contend with, then it's back onto firm ground. Drop down onto the platform far below you. There's a golden base for a magic sphere and several enemies about that are basically heads with long arms coming out of them. Destroy them all and you'll get the sphere to go on the base. Put the two together and the platform lifts up, revealing a hole in the ground to take you to the next area. This time it's two bases for magic spheres! Head up and to the left of the door and we'll tackle that one first. You'll be at one end of a large purple pond. Jump onto both skulls floating in the water. The second one will lift you up to a position to jump onto a rotating platform. Jump from there to the stationary ledge when you swing around, then onto the next rotating platform. Finally you'll make it to the ledge with the silver sphere. Grab that, then - yes, you have to haul it back the way you came! Throw it onto each platform and jump after it when it lands safely. If it lands in the water, no worries, it'll appear again at the spot that you last threw it. It may take you a little time, but there's no limit here. The 'head start' that you're given by the master of the cave lasts until the very end, however long it may take you to get there. Once you finally haul that sphere back, take the right fork in the road this time and go after the gold one. A purple lum leads you to a skull on a long bony arm. Jump on it when it's near and it'll give you a ride to another platform. You'll have another purple lum and a skull after another jump, then a few shadowy enemies to destroy. Yet another skull will bring you up to where the gold sphere itself resides. This time you get a break, instead of backtracking you just toss it over to the next platform, then again to the ledge where you first started the room. Much easier than the first one. Once both spheres are in place the door opens and you get a few red lums. You can break the crystal in the room with a shot, exposing a hole and leading you to the next section. The master of the cave finally comes after you at this point and it's a race down yet another slippery slope for survival! There are going to be more crystals in the way, so shoot as many that are near you as possible. I prefer to stick to the right way, as that seems to have fewer obstacles than anywhere else does. As before, don't do any of the jumping yourself! Rayman will automatically take all the jumps unless he's going too slow and in this case you're going to get chomped and have to start again if you're not moving fast enough anyway. Once you clear that little section, you drop into an actual battle with him. He'll spit a few fireballs at you and then shoot skulls your way. You'll want to shoot those skulls to stop them, then jump on them. You should be able to shoot three of them in a row and jump across to where he is. When you do, he'll move away and start the process again. You'll have to do the same thing over and over, using his skulls to cross to the next platform and chasing him through his own domain. After you've chased him three times, the next will be using purple lums to get closer to him while he's shooting fireballs at you. Then it's back to more platforms and skulls to get closer to him, ending in an extra-long jump that requires 5-7 skulls to get across. Once you do this, he's finally beaten and offers you his treasure. You can choose to take it or not. If you take it, you're treated to an amusing (and slightly chilling) cutscene, then asked to choose again. Of course, you'll eventually have to turn the treasure down to progress. You'll get the elixir of life from the guardian after being told you made the right choice. Off you go to save Clark! 3.9 The Menhir Hills, revisited ------------------------------- Now's a good time to grab any lums or cages you might have missed the first time. It's a simple milk run through the level again until you run into Clark. When you find him and give him the elixir, he'll be a new man! Personally, if I were Rayman I'd be a little frightened of that guy with the look he was getting in his eyes and all. But at any rate, he busted through the next door with the greatest of ease, so follow him! After you make a quick left and grab the three yellow lums in a small secluded area easily missed, of course. Go past Clark (for such an energetic guy, he didn't go very far!) and into a room with a shut door. Hop on the crate and use the purple lums above you to swing up to a ledge with a more convenient opening for you. Go a little higher first, though, and find another ledge with a single yellow lum and your fifth cage. Drop into the next room and hit the switch so Clark can get through. He'll quite happily charge through the next door for you. You'll fall into the third and final section with a walking shell to ride. Jump onto the stump right next to you and you can ride a purple lum over to cage #6. Then run over to where the shells are coming from and climb up the vines in that alcove to find more lums and cage #7. This ride involves some falling rocks. Just stick to the left side through the middle section to grab the lums and use the square button for acceleration so the last rock doesn't fall over and block the path before you can get there. The rest of it should be relatively safe for you. A cutscene shows you riding that missile into the end of the stage, and that's that! Back in the Stone Circle, you'll learn that Globox has been captured. Of course, you really learned this some time ago but, er, you've been busy. Right? Right. Follow the path to the Menhir Hills (if the sign confuses you and you wind up at a spot blocked by rubble, you're on the right track; just turn around and follow that path until you get to the missile), grab the walking shell, and ride it back to blow apart that loose rock. Follow it into the next stage. UNFINISHED BUSINESS: Head into the first building as per usual and revisit the red lasers that you couldn't get past before. Go to the machine in the room (not the lasers themselves! The cloud icon can be a bit hard to see here) and do the rain dance, destroying the lasers. You'll get four lums for your troubles. At the end of the second missile run, instead of going up the stairs and into the building, look for a door leading into the side of the structure. Light the torch inside and take a keg in there, using it to fly across the big pit. You'll find two more lums and can throw a keg up into the air to catch cage #8. 3.10 The Canopy --------------- Lums: 50 Cages: 3 As soon as you take a few steps into here a spider will assault you. You can stay and fight or run out onto the webbing and follow it around on the walls. As long as you stay moving, the spider won't hit you. There are a lot of yellow lums to grab around here and a cage hanging directly beneath the platform you need to get to at the top. Grab everything and snag a second cage as soon as you exit that room, which should bring you up to 22 lums and 2/3 cages right off the bat. Not bad! Jump across the chasm and helicopter to the other side, grabbing onto the webbing. The spider will follow you! He might not make the jump but I've seen him scuttle right along one of the side walls only a moment after, keeping good pace. Jump down the hole in front of you and get into the next section before he catches up. Once you drop down, head to the left and dispatch the single guard at the end of the path. There's a sign proclaiming why Globox is being held prisoner. Look across the chasm and shoot the switch there, freeing your friend. Head back, then take the other path. Globox will take care of the lasers for you via his rain dance. Drop down into the next area and guide him to the glowing plant to have him do his rain dance again, giving you a floating flower to ride on. Take it across, then hit the X on the dead tree to knock it over and give Globox a way to walk across. Guide him a bit farther to a wall of flame, which he will also take care of. There's a single pirate to take out, but Globox shows that he's rather afraid of them. In a cutscene, Rayman tries to comfort him and winds up getting another silver lum instead. Your fists are stronger now! Globox follows you into the next area (still a cutscene) and you collect a yellow lum without lifting a finger. But a pirate warship approaches and the chicken Globox runs away again, leaving you to fight it yourself with your newfound powers. This is actually a fairly easy fight unless you're extremely low on health. As the ship passes it will drop off pirates, and every time its rear is exposed to you, you can get a shot in against it. Just defeat the pirates as they come, they all only take one shot now and you'll get a red lum for every successful hit on the ship. Once it's defeated, run back and grab Globox again. He'll take care of the next set of lasers. A few more pirates confront you and again he chickens out and has to be grabbed after they're all defeated. Notice how the flamethrower pirate only requires two hits to be killed now! Once you're through that, a pair of doors with a red searchlight will present itself to you. Hop on the nearby crates and use the purple lum high in the air to grab cage #3 and then to swing over above the doors and grab five extra lums. If you didn't miss any, for once you should have completely cleaned out a level without extra powers! Lead Globox to the plant and have him use the rain dance to make it grow. Just walk into it to use it as a disguise to open the doors. Once inside, free the Teensie and you're done! Go back to the Stone Circle to learn that Carmen the whale has been captured and, of course, you're the one to free her. Off to Whale Bay with you! 3.11 Whale Bay -------------- Lums: 50 Cages: 3 Head towards the Globox house and talk to the baby Globox next to the elevator. He'll ask to go to the cave, so pick him up and walk around the elevator until you find the spot that will cause you both to get on automatically. (You can't jump!) Take him down to the Whale Bay entrance and try to sneak by the guards so you can put him in the hole in the wall to the right. If you don't manage it, just kill the guards and do it as loudly as you like. Either way, he'll open the door for you and you can now pass through. Once inside, hop over to the aquarium-like tank on the right side and dive in. There's a yellow lum along the way and a switch at the very end that you'll need to hit. In addition, a fairly tough and very large barrel-like enemy is avoided for the moment. Just dash through the door and make your way around the next set of platforms and nettings. The very last netting is one you'll need to walk across, but first hang beneath it and swing across to pick up yellow lums and a set of super fists. You get three in each set and as long as you have even one, your shots will do tremendous damage. Every time you take a hit, however, you lose one. Eventually you'll come to yet another pirate-ship-as-part-of-the-landscape deal, which leads me to wonder whether these guys built up a huge army and were so strapped for cash that they had to wreck ships into mountains to make fortresses out of. At any rate, take out the guards in the area and climb up into the right side of the ship (from where you entered the area). Jump over to the ledge that's all by its lonesome, then turn around and fire on the switch that you can now see on the side of the main ship. This will deactivate the lasers on the far wall, so meander on over through that entrance. The lasers will pop up again as soon as you pass through, so be sure you're ready. A long corridor with barrels rolling down it greets you, and you should deal with it as in the bayou, just with more frequent hops. Don't forget the yellow lum that will require a bounce off the top of a barrel. Once through there you'll be in a watery section with an island off in the distance. Actually, the water's shallow so you can just jump right down into it and walk across. A single guard sleeps on the island and needs to be dealt with appropriately. To your right is a small corridor in the rock with a keg dispenser. Grab one and run it across the island to the door with the X, blowing it open to reveal the first cage. This cage has a purple lum, which you can now use to proceed to the upper level of the same building. You'll cross into the next section where Murfy explains that Carmen's trapped here and they want to use her blubber as ship oil. Pretty nasty fate. Dive underwater and have a look around, there are yellow lums to be had in the oysters and one near where Carmen herself is kept. On the other side of her prison is an underwater cavern that leads right into another miniature pirate ship. There are two ways to go here, you can walk down the ramp or you can use the lowest path that winds up overlooking the same destination room. If you go the latter route you'll see four yellow lums high up in there. You won't be able to come back and get these until very late in the game. Instead, head into that room and up the small set of stairs to the area directly overlooking Carmen. Find the switch on the far wall that will deactivate the lasers and free her. The curious triangular thing on the wall in the previous room now shows itself to be a portal for walking shells to come in and harass you. Tire one out, then ride it back up the ramp to the room you entered the ship in. The catch is that you're going to be jumping that entire gap. Yes indeed, all of it. No, you can't jump, that will dismount you. So how, you ask? The only way I've done it is just to accelerate from the moment the shell started running. As soon as flames stop spewing from it, accelerate again. You should get three or four bursts in before the big jump and that may just be enough to make it. If not, just try again. This one will definitely take several tries to get it right, so just be patient. Your reward for getting the shell across and blowing up the far door with it is the second cage and some red lums. Once you're ready to go, jump back in the water and follow Carmen. She'll lead you around, letting out air bubbles so you can partially regain your oxygen meter on a regular basis. Once you get to the next section with her, she'll complain that the piranhas are stealing the air bubbles. Sure enough, they'll take them away from you if they get the chance although the effect is fairly comical when they have to deal with all that air. Follow her to the sunken ship, where she'll simply start to do circles around the place. To the left of the sunken ship there's a passage at the ocean floor that will lead you to a small area with a few extra lums. Grab all the air you need and head through the ship itself, ending up above the surface a few seconds later. Climb up the mast of the ship and use the purple lum up there to swing into the crow's nest. The third cage awaits you there. Still running around the top timbers of the boat, jump over to a stream headed downhill and slide down it to collect more yellow lums and take you over to a sandy area. A hole in the side of the rock can be accessed by cargo net and contains the Teensie you'll need to free to get out of here. Once you're back in the Stone Circle, the Teensies say something about needing Globox and Carmen to get into the sanctuary. Go talk to Globox and he'll say you should go investigate a cave the Teensies found. He'll follow you to the elevator, then over to the entrance to the Sanctuary of Stone and Fire whereupon he'll give you entrance. Steel yourself for hidden lum mayhem! UNFINISHED BUSINESS: Head back into the ship where you freed Carmen the whale. Remember the four lums that you couldn't get in the room with the walking shells? Jump over to the little pit of lava and ride it up to that ledge, adding four lums to your total. Simple but necessary. 3.12 The Sanctuary of Stone and Fire ------------------------------------ Lums: 80 Cages: 8 It's long. It's unpleasant. It's confusing. It must be the second sanctuary! You start in front of a yawning chasm. Just leap right down and helicopter to the rock leg atop the lava. Have a look at the amusing sign if you care to, then march forward. On the next ledge you'll have to take out three bomb- throwing pirates. They bounce around a bit before actually attacking, giving you an excellent opportunity to get through unscathed. You'll jump up using a trampoline netting, below which you can see a cage. We'll come back to that one. There's a walkway circling a cylindrical structure, at the end of it there's an X immediately to your left. Hit it with one of your shots and a purple lum will fly out and let you cross to the other side of the lava. Once you cross, if you turn around you'll see another X in the same general area. Shoot that and another purple lum flies out. This one, if you backtrack, will allow you to get up to a set of super fists. Heading forward again, jump over the small gap in the lava to find a new set of three pirates that need their clocks cleaned. Destroy them and continue forward into the next cavern. I know you see lums, but it's not going to be worth your while to go after them until later in the game. In all the