*************************
RAYMAN 2: REVOLUTION
FAQ/Walkthrough
*************************
By TSC
E-mail: ts_chapman@yahoo.com
Version 1.01
This game was produced by Ubi Soft for the Sony PlayStation 2(tm)
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***********
Legal Stuff
***********
No Plagiarizing:
This walkthrough is intended for private and personal use ONLY. This
walkthrough, in whole or in part, can only be reproduced or distributed
with the permission of (me) the author. (TSC). This walkthrough has
been designed to aid you in the game [Rayman 2: Revolution] and not
to be used for profitable purposes. Anyone who wants my walkthrough on
his/her website will have to write and ask (me) unless I offer to let
them use it. Violation of this agreement is prohibited and punishable
by law.
Copyrights/Trademarks:
"Rayman 2: Revolution" Copyright ((c)) Ubi Soft Entertainment.
"Rayman 2: Revolution" "Ubi Soft" and the Ubi Soft logo are trademarks
of the Ubi Soft Entertainment Company.
"PlayStation 2(tm)" is a registered trademark of Sony.
"Rayman 2: Revolution Walkthrough" Copyright ((c)) 2003-2004 Thomas
Chapman.
All copyrights and trademarks of things in this walkthrough that have
not been specifically mentioned in this section are acknowledged.
All Rights Reserved (r)
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*****************
Table of Contents
*****************
+ Introduction
+ E-mail Guidelines
+ The Story
+ Game Basics
+ Controls
+ Rayman's Moves
+ Game Structure
+ Characters
+ Important Items
+ The Powerups
+ Ly's Challenges
+ The Pirates & Other Foes
+ FAQ
+ Walkthrough
+ Prologue and Training
+ Freeing Ly
+ Obtaining the First Mask
+ Obtaining the Second Mask
+ Obtaining the Third Mask
+ Obtaining the Final Mask
+ Defeating Razorbeard
+ Bonuses & Extras
+ Version History
+ Credits
************
Introduction
************
Hello, TSC here once again, writing another guide for a rather good but
mostly overlooked game. This game is quite fun, and although many do
not, I enjoy this series. I've already done a guide for the sequel,
Rayman 3. My other seven guides are all available for your viewing
pleasure at GameFAQs.com, and some can also be found in other places.
They are:
+ CTR: Crash Team Racing (PSX)
+ Dr. Brain: IQ Adventure (PC)
+ Wario Land II (Game Boy Color)
+ Wario Land 4 (Game Boy Advance)
+ Monkey Island 2: LeChuck's Revenge (PC)
+ The Curse of Monkey Island (PC)
+ Rayman 3: HoodLum Havoc (PS2)
*****************
E-mail Guidelines
*****************
Just the usual token stuff. Sorry if I'm being a little strict here,
but with so much spam around these days, I gotta be careful.
1. Check the ENTIRE walkthrough before sending a question. Chances are
the answer is in there somewhere.
2. Be sure to put 'Rayman Question' or something similar as the
subject. I don't want to mistake your message for spam.
3. The only mail I will respond to is pointing out an error in the FAQ,
sending in a question, or telling me an alternate strategy or secret.
If I am sent threats, spam, insincere stuff, spam, bogus stuff,
spam, insults, or spam, it will be deleted and all further messages
from that author will be blocked.
4. I need to be able to understand your message. If I get a note like
"hey dud yur faq totaly rocks and fyi yu misd somthin..." I will ignore
it.
*********
The Story
*********
A gigantic invasion force of Robot Pirates, lead by the evil, vicious
Admiral Razorbeard, has conquered Rayman's world, transforming it from
a peaceful paradise into a dark, evil land filled with dread, gloom,
despair, and zombie chickens. But never fear! Rayman, the hero who
saved the planet from Mr. Dark, will triumph again...
However, the Pirates aren't having any of that. Using their mega-hyper-
death ray (or something like that) they blow up the energy-giving heart
of the world, smashing it into a thousand pieces and scattering it all
over the planet. This causes Rayman, as well as the other fairies and
magical beings, to lose all their powers, and as a result Rayman is
immediately captured and thrown into a maximum security cell on the
Pirates' colossal prison ship...
***********
Game Basics
***********
I am fully aware that this game comes with a manual, but it has several
mistakes in it and in some places does not provide much info. Also, I
have included a handy Enemies section and a guide to Ly's challenges in
this part of the guide.
--------
Controls
--------
Menu Controls
-------------
Left Analog Stick - Navigate Menu
X Button - Select
/ Button - Cancel/Go Back
In-Game Controls
----------------
X Button - Jump, rise while swimming, use Rain Dance (once obtained in
game), throw directly up
O Button - Fire
/ Button - Display Status
[] Button - Fire, throw
Start Button - Open Pause Menu
Select Button - Display Mission (in hub world only)
Left Analog Stick - Move
L2 Button - Target an enemy, dive while swimming, or stabilize path
while flying.
R2 Button - Activate/Deactivate Lumz Radar (once obtained in game)
Camera Controls
---------------
L1 Button - Pan camera to the left
R1 Button - Pan camera to the right
R3 Button - Bring camera to Rayman's eye level
L2 Button - Center camera behind Rayman
L1 & R1 Button - First Person View (hold down)
Left Analog Stick - Look Around (while in First Person View)
--------------
Rayman's Moves
--------------
Rayman has many moves that he starts the game with, and he will gain
more as the game progresses. Moves that are bought at the Magic Well
are found in the Powerups section.
Moving Around - Left Analog Stick
-----------------------------------
This really should not require any explanation. The harder you push the
left analog stick, the faster Rayman will move.
Jumping - X Button
-------------------
Your standard move for getting from lower areas to higher ones - just
press the X Button.
Helicoptering - X + X Button
-----------------------------
The helicopter is activated by pressing X in the middle of a jump.
Rayman's ears will spin and he will float slowly to the ground. This
move is used to cross larger gaps while jumping, and it is also used
for precision landings. However, it is only for long jumps - you cannot
gain height with it.
Swimming - L2 Button to dive
-----------------------------
Rayman can paddle around in deep water simply by using the analog
stick. However, if you press L2, he will dive. Use L2 to go lower, X to
go higher, and the analog stick to move around. Remember, though, that
Ryaman has a limited air supply - you will need to use underwater
Bubble Streams to refuel your oxygen meter.
Hanging On
-----------
If Rayman jumps but falls just short of a wall, he can hang on if he's
close enough. Press X to pull yourself up while hanging from a wall.
Climbing
--------
Walls covered in vines or webs, or ceilings with netting, can be
climbed on. Press X to jump onto the wall or ceiling, the left analog
stick to move around, and X again to jump down.
Climbing Between Walls - X + X Button
---------------------------------------
While in a narrow gap between two walls, press X to jump and X again to
hang on to the sides. Keep repeating this move in order to reach the
top.
Punching/Shooting - [] or O Button
------------------------------------
At the beginning of the game, Rayman can only punch. However, at the
end of the training stage, he'll receive the power to shoot globes of
energy. These can be used to damage enemies, smash Cages, activate
switches, and more. This power will be upgraded later in the game,
first by Ly (Ly Shot) and then again by Globox (Globox Shot).
Swinging - [] or O Button
--------------------------
When Ly upgrades your shot power, you'll gain the ability to swing on
the flying, glowing rings known as Purple Lums. You can do this simply
by shooting them. Press X to release the Lum.
Rain Dance - X Button
----------------------
When you receive the Rain Dance mask, you'll obtain this power. To rain
dance, press X while near a floating raincloud. Rayman will pull out
the mask, causing the cloud to release a rainstorm. This power can grow
plants into platforms and short-circuit laser gates, allowing access to
new areas.
Picking Up
-----------
To pick up a dropped object, simply walk into it.
Throwing - [] Button
---------------------
If you're carrying something, press the [] button to throw it.
Throwing Upward - X Button
---------------------------
Press the X Button while carrying something to throw it directly up
into the air. Stand still and you can catch it again.
Strafing - L2 Button
---------------------
To target an enemy, hold L2 while standing in front of it. If you hold
the button you can move around while always facing the enemy.
Flying - X + X Button
----------------------
Press the X button in the middle of a jump to fly while in the
Sanctuary of Lava. Hold X and you'll have total freedom in the air.
Hold L2 to stabilize the flight path, and release X to stop flying.
After the end of the Sanctuary of Lava, you will only be able to use
this power above lava, rather than absolutely anywhere.
Keg Flying
-----------
Walk into a flame while holding a Keg to initiate Keg Flying. Use the
analog stick to move up, down, left, and right, and use X to let go of
the Keg once your destination has been reached.
Shell Riding
-------------
Once you tame a shell, simply jump on and ride it with the analog
stick. You can also press [] to accelerate, but beware, the shell moves
FAST. Certain shells can jump with the X Button. Flying shells are the
same, except you also move the analog stick up and down to control the
pitch, and stabilize flight with L2.
Using the Lumz Radar - R2 Button
---------------------------------
After completing Tomb of the Ancients, you will receive the Lumz Radar.
Press R2 to activate or deactivate it, and if there are Lums in the
area, it will point to the nearest one with an electrical charge. If
there are no Lums in the area, it will be stationary and have no
electrical charge.
Warship Flying
---------------
At one point in the game you must pilot a pirate warship. Simply use
the left analog stick to move it around, and [] to fire the built-in
cannon.
--------------
Game Structure
--------------
Basically, the game consists of a series of objectives that play out
across three hubs and a large number of worlds. You can access new
worlds by following the signs in the hubs. Every time you finish a
world a portal to it will appear in the Stone Circle for that hub
world. Every level has a certain number of Yellow Lums. Collecting them
is really its own reward but you can take them to the Magic Well,
another landmark in every hub, and buy new powers and mini-games with
them. Lastly, there are Familiar Spirits, found in Cages around the
worlds. For every 10 you find you unlock a new minigame at Ly's House,
and if you complete these games your health is permanently extended.
----------
Characters
----------
The Heroes
----------
RAYMAN - He has saved the planet once before, and he's returned to
fight the rusty menace of the robot pirates. Rayman mysteriously has no
arms or legs, and his extremities just float around in the general area
of his body. He also has amazing ears, which allow him to fly. He is a
typical hero, who goes out of his way to save damsels in distress and
will drop everything to go after the evil villain.
GLOBOX - This dimwitted but good-natured toad-like thing is Rayman's
constant companion, but seems to be continuously captured and used as
bait. He has a wife and several hundred children, in addition to his
own little superpower - he can create small rainstorms above the heads
of his enemies.
UGLETTE - A very concerned mother, and wife of Globox, she is found
usually at her house worrying about either her husband or children.
BABIES - Globox's sons (blue-green) and daughters (pink) are found all
over the place. They warn you about threats, take you places, help you
out, and sometimes even activate switches for you.
POLOKUS - The creator of Rayman's world, he has the power to destroy
all the pirates, but vanished long, long ago. He can only be restored
by reuniting the four magical Masks.
LY - A fairy who assists Rayman by helping him out in tight spots with
her magical Silver Lums. Unfortunately, she has been captured and is
being held prisoner in the bowels of a crashed warship. Rayman must
save her as one of the game's earliest missions.
TEENSIES - Characterized by their tiny size, blue color, and massive
noses, the Teensies are a wise people (but they do not seem that way,
since they are continuously arguing over who the King is, and often
walk into traps and get locked up). They own the Stone Circles, magical
gateways to other realms.
CLARK - Clark the Giant is basically comprised of two body elements - a
colossal chin and massive, muscular arms. Pirates flee before him, but
like every giant, he has an Achilles's heel - an easily upset stomach.
MURFY - Murfy is a tiny, flying, sparkling, incessantly cheerful frog.
He has so many hints to share, and communicates them with Rayman via
his Stones of Thought.
SSSSAM - The ferryman who helps travelers waterski across his home, the
boggy Marshes of Awakening.
CARMEN - A magnificent and dignified whale who fills the marine caves
and trenches with air bubbles to help lost swimmers.
BZZIT - Definitely related in some way to Moskito from the first game,
Bzzit's wings are as powerful as a motorboat engine and he is the only
one who can take you to the Lost Island. Of course, like everyone else
who can assist you, he is being held prisoner by the pirates.
The Villains
------------
ADMIRAL RAZORBEARD - Yes, he certainly does look like a moron, but
don't say that to his mechanized face - he has a giant prison ship, a
fleet of warships, a massive army of pirates, and a planet-destroying
weapon at his command. When some people get in a bad mood, they count
to ten slowly or take a deep breath. Razorbeard calms down by reducing
innocent worlds to rubble. He is very fierce, and frequently kills his
own lackeys if they fail him.
THE SNIVELING LACKEY - Not his real name, but this is how his
personality comes across, as he is constantly begging for Razorbeard's
forgiveness every time he screws up and allows Rayman to free a major
prisoner or obtain a Mask. He tries to destroy you several times, only
to fail every time.
THE GUARDIAN OF THE CAVE OF BAD DREAMS - An extraordinarily ugly and
bad-tempered creature. He guards the cave where the creatures generated
accidentally by Polokus are locked away, in addition to a stash of
gold. He tends to eat for lunch anyone who strays into his caverns.
THE MASK GUARDIANS - Three ill-tempered brothers who guard the Masks of
Polokus. They have giant, muscular, stone, pointed bodies, massive
fists, no legs, and they float in the air. They also have glowing,
pyramidal heads, which are their weaknesses. They tend not to trust you
and always assume you are a thief. Their mistrust manifests itself as
giant thunderclouds, waves of fire, or huge blocks of ice being hurled
at you.
THE GENERAL - A purveyor of evil cybernetics who shows up with a sales
pitch for the Pirates near the end of the game. Lacking all facial
features other than a large mouth, he sells Razorbeard the gigantic
Grolgoth robot.
----------------
Important Items
----------------
MASK OF POLOKUS - Four mysterious masks found hidden in sanctuaries
around the world, they are guarded by fire, ice, lava, traps, pits,
shadows, enemies, and countless dangers. Bringing all four to Polokus
will enable him to return to the world and destroy the pirates.
SILVER LUM - Given to you by Ly, they will grant you new, great powers.
YELLOW LUM - Pieces of energy which were scattered around when the
Heart of the World exploded. Collecting them will bring you more powers
if you place them in the Magic Well.
FAMILIAR SPIRIT - Small blue ghosts locked in Cages. Freeing 10 will
buy you access to a mini-game where you can win more energy.
RED LUM - These red globes of energy restore your health.
GREEN LUM - Act as checkpoints. Walk through one and if you die, you
will be returned to where you last picked one up.
PURPLE LUM - Flying rings which you can use to swing across to new
areas, when you gain the power to do so.
MAGIC SPHERE - When you see a glowing pyramid, chances are a Magic
Sphere is close by. Place spheres on pedestals of the same color to
open secret doors.
MAGIC PYRAMID - Glowing pyramids, either yellow or blue. Throw a Magic
Sphere of the corresponding color onto a Magic Pyramid to activate it.
Activate all the Magic Pyramids in an area to open a magical door.
GOLDEN FIST - These items, common in the first Rayman game, are now
extremely rare. Collect one and your hands turn gold, and three gold
fist icons appear under your health bar. Every time you get hit, you
lose an icon, and when all three icons are gone, the power goes as
well. The Golden Fist is three times as powerful as the Globox Shot,
with the ability to kill all types of Pirate in one hit (except Red
ones, which take two). With an Accumulation power, you can use the
Golden Fist to shoot a massive fireball. In short, a power worth
having.
SWITCH - Hitting one will cause a change in the environment. A bridge
will extend, a door will open, a laser gate will deactivate, etc.
BUTTON - Like switches, but the changes they cause are temporary and
their effects will be undone after a short time.
THE RAIN DANCE MASK - Allows you to use the Rain Dance power. See the
"Rayman's Moves" section for more info. You receive it from Globox's
family when you save them in the Pirate Mines.
MAGIC PORTAL - Allowing you to enter and exit worlds, they will take
you to or from the Stone Circle.
PORTAL STONE - If you free a Teensie at the end of a level, he'll do a
Portal Dance and open a Magic Portal on this stone. The Teensie is
often far from the stone and must be let out of its Cage. You cannot
leave a level without getting a Teensie to activate the stone.
STONE OF THOUGHT - Get near one to contact Murfy telepathically and
receive some important advice.
BARRICADE - They look like strange Band-Aids. The pirates use them to
hold trapdoors shut, bar doors, patch leaks in pipes, and fix various
other construction flaws. Destory the wooden ones with a shot from your
fist, and throw a keg at or crash a shell into the metal ones.
LASER GATE - The Pirates have scattered these gates around the world to
block your path. There are two ways to turn one off: either deactivate
it (with a switch or button) or short-circuit it (have Globox rain on
it or, if you have the Rain Dance Mask and there is a cloud above the
gate, rain on it yourself).
PLUM - Mysterious fruit that can be used as a platform. If you stand on
one and fire one way, they'll move the opposite way. They are extremely
resistant to heat, and can even be used as vehicles to cross lava.
KEG - Dispensed by trapdoors with skull icons on them. Throw them at
metal barricades, enemies, and so on. If you walk into a flame while
holding one you can take off and fly.
BUBBLE STREAM - While underwater, enter one of these streams to have
your air meter refilled. You can do this as many times as you need.
AIR BUBBLE - Released by Carmen the Whale. Pick one up to refill your
air meter in the caverns of Whale Bay.
SHELL PORTAL - Three lasers arranged in a triangle. The portal is
activated by a switch, and will create a Shell as soon as it is turned
on. When that shell blows up, it will create another one, and this will
continue indefinitely.
SHELL - If you see a shell, it will begin to chase you. Run in circles
until you tire it out, or until it hits you and explodes. If you tire
it out, it becomes tame. You can then jump on, and ride it across
deadly thorns, up slopes that are too steep for Rayman, or even upside
down. Some models can even fly.
------------
The Powerups
------------
Every hub contains a magical well. If you go to it, you will see a
crack in the ground and a series of icons to scroll through. Each one
costs a certain number of Yellow Lums. Sometimes new icons will appear
after you buy old ones. You may also notice a "?" mark labeled "Fun."
When you buy everything it will transform into three new icons for
mini-games.
Rate of Fire
-------------
Available: Always
Price: 150 Lums
Description: This power enables you to fire shots twice as fast at
enemies.
Accumulation I
---------------
Available: Always
Price: 70 Lums
Description: You can now hold down [] or O to charge up a more powerful
shot, then release to fire.
Accumulation II
----------------
Available: After purchasing Accumulation I
Price: 130 Lums
Description: Allows your charged shot to be even more powerful - it
will now create a blast of energy when it hits a wall or target,
killing all enemies in range, not just the target.
Run With Load
--------------
Available: Always
Price: 50 Lums
Description: Lets you move at your normal speed while carrying a Keg or
Magic Sphere instead of being slowed to a snail's pace.
Rebound I
----------
Available: Always
Price: 90 Lums
Description: Your shots will bounce off any walls they hit, increasing
the chance that they'll hit their intended target.
Rebound II
----------
Available: After purchasing Rebound I.
Price: 110 Lums
Description: As well as bouncing off walls, your shots will bounce off
enemies, which has a devasting impact if you're fighting a large group.
Glob Disk
----------
Available: After purchasing Rate of Fire, Run with Load, Accumulation
II, and Rebound II.
Price: 200 Lums
Description: A highly interesting minigame in which you must collect
Lums and bring them back to your base in order to score. There are
powerups that will enable you to move through walls, speed up, raise
walls behind you - you name it! There are also exploding barrels, a
small patrolling monster and other harmful things to balance the
powerups.
Missile Dogfight
-----------------
Available: After purchasing Glob Disk.
Price: 150 Lums
Description: Two players are needed for this minigame. Really, it's
nothing more than flying up and down on a flying shell and shooting the
other person.
Baby Soccer
------------
Available: After purchasing everything. You need to have found all 1000
Lums to buy this minigame.
Price: 50 Lums
Description: You control a team of Globox's babies for a game of
soccer. Fairly fun, but Glob Disk is a better way to spend your time in
my opinion.
---------------
Ly's Challenges
---------------
In every hub there is one place where Ly can be found. Talk to her and
she will show you all the portals you have opened - one for every 10
familiar spirits you've freed. Enter a portal and complete the game
within to receive a permament extension on your health. You can only
extend it once for every challenge, although you can return and replay
challenges for fun.
Roller Coaster Challenge
-------------------------
Cost: 10 Familiar Spirits
Difficulty: **
You will find yourself in a roller coaster seat zooming along a track.
There are red Lums around the track, and you must use the analog stick
to swing the seat around and collect them all. The seat moves very fast
and you are blocked by obstacles at every turn. Hit one obstacle and
you're finished.
Jump Challenge
--------------
Cost: 20 Familiar Spirits
Difficulty: *
By far the easiest challenge of all. You are on a metal structure
covered with Red Lums - 20 in all. You must pick them all up before the
time runs out. If you know the course, it's simply a matter of jumping
around and getting them all.
Waterski Challenge
-------------------
Cost: 30 Familiar Spirits
Difficulty: *
If you had serious trouble on the Marshes of Awakening, you'll have a
rough time collecting all the Lums as Sssam speeds you through the
swamp once again. Otherwise, this is one of the easier challenges.
Racing Challenge I
-------------------
Cost: 40 Familiar Spirits
Difficulty: ***
You're on a course and must reach the end AND collect a certain number
of Lums before the clock runs down. The course is pretty easy, and your
time gets replenished every time you enter a glowing light fountain. Ly
serves only as a guide, and you don't need to beat her.
Grab Challenge
--------------
Cost: 50 Familiar Spirits
Difficulty: **
Another fairly easy challenge, but one which can be tricky. The concept
is simple - swing up the vertical coLumn of purple Lums AND collect all
the red Lums BEFORE time runs out. You must be extremely adept at
shooting, swinging to the maximum height, jumping, quickly turning in
mid-air, and shooting again. If you miss a Lum or fall you may as well
restart since the time is always tick-tick-ticking.
Racing Challenge II
--------------------
Cost: 60 Familiar Spirits
Difficulty: **
Another race against Ly. This one is not really any harder, except for
a few difficult points, like the lilypad area, that make staying within
the time limit tricky.
Trampoline Challenge
---------------------
Cost: 70 Familiar Spirits
Difficulty: *
This one is really no problem - it's just a bunch of spider webs with
red Lums floating around. Bounce around on the webs and grab every one.
Ray-Type Challenge
------------------
Cost: 80 Familiar Spirits
Difficulty: ***
The difficulty would only be two stars if the course were not so long.
You will be flying through space on a shell. Press [] or O to fire, and
destroy the various enemies that come your way. There is also the
occasional Guardian Bros. mini-boss. You have three lives, and the
objective to finish this difficult game is to beat 50,000 points.
-------------------------
The Pirates & Other Foes
-------------------------
Throughout the game, you will encounter many enemies, from robots to
bats to dead chickens to piranhas. Each enemy will have a description
and difficulty out of ***. Pirates are different from other enemies,
since when you are fighting them a health bar will appear at the bottom
of the screen. Health data and color (for pirates only) is also
included. There are three kinds of shot - Rayman Shot, Ly Shot
(obtained in the Fairy Glade) and Globox Shot (obtained in The Canopy),
each three times more powerful than the one before. I have listed how
many hits it takes to kill each pirate with each shot. Keep in mind
that the attack I give for pirates is not the only one they can use -
it's just the one they're characterized by. Also remember that all
types of pirate have a fairly damaging short-range attack - they will
all swipe you with their hooks if you get too close. Some individual
Pirates use this as their only mode of attack.
Robo-Pirate Standard Model
---------------------------
Difficulty: *
Color: Green
Health: Rayman Shot - 2
Ly/Globox Shot - 1
These are the most common pirates, found all over the place. They are
weak, and attack with a small sphere of energy which often misses and
does not do much damage if it hits. You can often find them sleeping on
the job, which gives you a free hit.
Robo-Pirate Advanced Model
---------------------------
Difficulty: *
Color: Purple
Health: Rayman Shot - 6
Ly Shot - 2
Globox Shot - 1
A slightly more difficult to defeat enemy. They are very rare in The
Fairy Glade, where they first appear, but become much more common later
on. They fire a large laser towards you.
Robo-Pirate Elite Model
------------------------
Difficulty: **
Color: Yellow
Health: Rayman Shot - N/A
Ly Shot - 6
Globox Shot - 2
This is a far more powerful model, and tends to be quite rare. It has
two attacks. At close range, it will burn you with a powerful
flamethrower, and at long range, it will hurl barrels that explode on
impact and create small, long-lasting fires on the ground.
Robo-Pirate Doom Model
-----------------------
Difficulty: ***
Color: Red
Health: Rayman Shot - N/A
Ly Shot - N/A
Globox Shot - 6
The deadliest pirate of all will take six shots no matter how powerful
your shot is (with the exception of Golden Fist). It shoots large
missiles which deal serious damage and have limited tracking
capabilities. It can fire them directly ahead or as sidewinders. If you
are in a room with several pirates, eliminate any of these first at all
costs, because their missiles follow you around and hinder you. You can
destroy the missiles by shooting them, though.
Minisaurus
----------
Difficulty: N/A
Description: Strange animals which look more like chickens than
dinosaurs.
Found roaming around the open section of the Minisaurus Plains, they
can hurt you by stomping on you, but this occurs very infrequently.
There is one large group in the game that always stays in the same
area. Shooting them will cause them to become transparent and fall down
for a moment. They are otherwise invulnerable.
Piranha
-------
Difficulty: **
Description: Small, angry fish with massive teeth.
Piranhas are easy to avoid. They are usually jumping in a set arc in
gaps between platforms in watery levels. All that is required is to
jump past after they fall in the water at the end of their arc. They
receive the two-star rating not because they are hard to avoid but
because they are very fast and difficult to DEFEAT.
Shadow Creature
---------------
Difficulty: *
Description: Snakelike creatures made of darkness.
Extremely easy enemies - one shot will destroy them, and they are
fairly slow.
Shadow Sphere
--------------
Difficulty: *
Description: Small puffs of darkness.
Just like Shadow Creatures, only shorter.
Zombie Chicken
--------------
Difficulty: *
Description: Ghostly chickens, wearing tattered robes, that can fly.
Hit them once to destroy them. They usually come through walls or out
of lakes of slime, and like to travel in groups.
Robo-Gorilla
------------
Difficulty: **
Description: A large, bulky robot with a blue-and-white striped shirt.
This robot is highly annoying, and will charge at you and try to
trample you if you come near it. Shooting it will just anger it more.
To stop it for good, lead it out to a bottomless pit, slime pool, etc.,
then jump out over it [the pit] and helicopter. The incredibly stupid
Robo-Gorilla will charge after you, and fall in to its doom. This is
the only way to kill them.
Shell
-----
Difficulty: *
Description: A legged, yellow missile marked with a skull.
Until you tame it (see the Shells entry under Collectable Items to find
out how) this tinderbox is muleheaded, irritating and deadly. If it is
too fast for you, it can damage you by plowing into you and exploding
itself.
Thorny Vine
------------
Difficulty: *
Description: Spiky brown vines that protrude from cracks and holes in
walls, floors, and ceilings.
These large vines usually appear to block your path when you are using
a mode of transport other than walking (flying, shell riding, riding a
moving platform, etc.). They can be made to retract by a single shot
but stick out again fairly soon.
Lake Monster
-------------
Difficulty: N/A
Description: A massive, hideous creature which surfaces periodically in
the Marshes of Awakening.
You usually see it as just two eye stalks above the water, but this
beast occasionally pops up to block the way. It does not actively
attack, just makes the path narrower. Needless to say, it is
invincible.
Gunboat
-------
Difficulty: N/A
Description: A pirate manning a stationary boat with an energy cannon
mounted on the side.
A one-of-a-kind enemy found in the Marshes of Awakening, it shoots
streams of orbs similar to those of the Green Pirate at you, but you
are home free once you're past it since it cannot move. It also cannot
be killed.
Grabbing Arm
-------------
Difficulty: *
Description: Thin, skeletal hands which extend from holes in the walls.
These hands will try to grab you and yank you into their caves, where
presumably they eat you. Simply shoot them and they will retract for a
while out of pain.
Fire Ghoul
-----------
Difficulty: **
Description: Small, round, ugly creatures with no legs, thin, sticklike
arms, and gaping mouths with jagged teeth.
Recognize these? Yes, the dreaded Guardian is simply an oversized Fire
Ghoul in a hat. They shoot clouds of flame at you from their mouths
which can easily be sidestepped. When hit, they collapse in a heap of
body parts, then pull themselves up out of the ground elsewhere. They
always do this when hit, but they don't NEED to be hit to teleport this
way. To defeat a fire ghoul, shoot it three times.
Mega-Tarantula
---------------
Difficulty: ***
Description: Extremely large spiders. Need I say more?
These irritating arachnids are twice the size of Rayman and attack by
grabbing at him with their front legs. The Mega-Tarantula is so strong
that it actually has a health bar, a small portion of which is drained
every time it is hit. It takes approximately 10 shots to exterminate
this spider. 14
Electric Barrel
----------------
Difficulty: ***
Description: A pirate hiding in a barrel with robotic legs and an
electric cannon.
These enemies just keep getting harder and harder. Often found in areas
where you don't have much room to maneuver, these barrels are mobile,
but luckily they don't take advantage of this very much. Their main
(and only) weapon is the cannon mounted on top of them. If the Barrel's
pilot can see you, the cannon can shoot a homing, and highly painful,
electric stream at you. The only solution is to lock on the Barrel,
hide somewhere, quickly jump out and hit it several times, then run
before it can counterattack. It takes an unbelievable 14 HITS with the
Globox Shot to kill this Electric Barrel, and all you get is three
measly Red Lums (not to mention safe passage). Thankfully, these are
fairly rare.
Bat
---
Difficulty: *
Description: A small, quick bat.
These bats are often found in clusters, swooping down to damage and
waylay you. The only thing to do is avoid them, though this takes
dexterity, or you can pick them off one by one.
Mini-Tarantula
---------------
Difficulty: *
Description: A tiny black spider.
These small spiders will run around, nipping at your feet (literally).
Their speed and closeness to the ground makes them difficult to hit.
Coward Ghoul
------------
Difficulty: **
Description: A gutless Fire Ghoul which cannot breathe fire.
Found only once in the game, in the Sanctuary of Stone and Fire, this
Ghoul is flameless and cannot hurt you. Instead, it hides from you by
going behind a tree and keeping the tree between you and it no matter
what. (The area you fight it in consists of many small trees around a
large central tree - the Ghoul hides behind one of the small ones.)
What you must do is run around the central tree until it comes out of
its hideout, then quickly shoot it before it retreats again. It takes
five hits to destroy the Coward Ghoul.
Dead Pirate
------------
Description: An ancient, rusted, slow Pirate.
Difficulty: *
These robots should have been consigned to the junkyard a long time
ago, but even though they are dead (as dead as a robot can be, at any
rate) they are still walking around. Their only attack is to breathe a
cloud of toxic gas at you, but they can do this from quite a long way a
way. If you shoot one five times, it will collapse in a heap of parts,
but will regenerate itself quickly. The only way to kill one for good
is to hit one with an Accumulated shot.
Red Shell
---------
Description: A red version of the Walking Shell.
Difficulty: *
A more advanced and more intelligent (but still very stupid) version of
the Yellow Shell which is dropped by the Warships. It is inexhaustible
and cannot be tamed, meaning that you must jump over it and let it pass
you by or shoot it. Like its cousin, highly volatile.
Generator Guardian
-------------------
Description: A Pirate found lurking near the Generators that power the
Robo-Pirate Factory Gate.
Difficulty: N/A
The moment you begin to attack a Generator, its Guardian will appear.
It uses the same weapon as the Green Pirate, but it fires faster and
with much more accuracy. Shoot it and it will vanish for about three or
four seconds, giving you plenty of time to damage the Generator some
more. The only way to defeat it for good is to destroy the Generator
that it guards.
Robo-Chicken
------------
Description: This huge robotic hen guards a Pirate stronghold in The
Iron Mountain.
Difficulty: N/A
Although this monstrosity could easily squash you like a bug, it
doesn't try until you're on a Shell, when it can be easily outrun by
simply accelerating. However, there is an advantage to its presence -
when it stomps, it shakes the ground, causing crates to bounce and
menhirs to move.
********************************
FAQ: Frequently Asked Questions
********************************
Q - Can I put my guide on your website?
A - Yes, you can, but be sure to write and obtain permission first -
otherwise, it's copyright infringement, even if you do give me credit.
Q - I see a Lum, but I can't get to it! What on Earth??
A - Throughout the game, you'll gain more powers and more abilities.
Return to a level later and you'll be able to get the missing Lums.
Every time Rayman gets a new power, I will have a section on the levels
you can now return to and get new Lums and Cages.
Q - I can't get on the shell!
A - You need to run away from it until it slows down and stops. You can
then jump on.
-----------------------------------------------------------------------
If you looked at the preceding Game Basics, thank you VERY MUCH for
making the time I took to write it worthwhile. But now, if you have
been scrolling down continuously, it's time to stop for the...
$$$$$$$$$$$
WALKTHROUGH
$$$$$$$$$$$
In the walkthrough, Lums will be represented with a number in square
brackets [] and Cages with a number in parentheses ().
!?!?!?!?!?!?!?!?!?!?!?
PART ONE
PROLOGUE AND TRAINING
!?!?!?!?!?!?!?!?!?!?!?
----------------
The Prison Ship
----------------
Level Description: Not much of a level, actually - just one small cell
and a brief slide ride.
# of Yellow Lums: 0
# of Familiar Spirits: 0
Enemies: None
Revisit: No
Special Items: Silver Lum (Punching Power)
Technically, this is not a level. Simply turn around and smash the
grating. (Personally, I find it odd that the pirates not only did not
check to make sure Globox had no Lums on him, but also placed an easily
accessed and poorly blocked escape route in their most dangerous
prisoner's cell.) Slide into the short pipe, obtaining a few Red Lums
along the way. When you reach the end, a cinematic leads you into the
next level.
-------------------
The Woods of Light
-------------------
Level Description: A nice, calming forest, with a bright cave, a
babbling brook, and easy-to-find collectables. Don't get used to it.
# of Yellow Lums: 5
# of Familiar Spirits: 1
Enemies: None
Revisit: No
Special Items: Silver Lum (Rayman Shot Power)
Rayman and Globox have been separated! Watch a cinematic, and when you
regain control you'll receive a briefing of sorts from Murfy the flying
frog. Follow the river and you'll come to a cave containing a Cage (1).
Punch it open and Murfy will explain Familiar Spirits. The grate will
retract, allowing you to drop down the waterfall. Jump out on the
riverbank to collect the game's first Lum [1]. Continue up the bank for
another [2] and jump over the river and continue on further for yet
another [3]. Jump down and go to the end of the river for a Lum in the
waterfall [4] and then return to the top of the cliff. Helicopter over
for a converstation with Globox's kids. They are desperate for their
daddy back, and amid their blubbering will tell you which direction the
Pirates took Ly. Continue on through the passage to reach the cave and
receive instructions on climbing from Murfy. On your way up the narrow
gap you'll obtain the final Lum [5]. When you reach the top, smash open
the Cage. Watch a scene in which the Teensies argue over who the King
is, and eventually get around to telling you that Globox and Ly are
both being held prisoner. If you obtain all 5 Lums, the Teensies will
use their power to open a portal to the Minisaurus Plains.
!?!?!?!?!?!
PART TWO
FREEING LY
!?!?!?!?!?!
*****************************************
Mission 1: Find the King of the Teensies
*****************************************
---------------------
~~HUB WORLD~~
The Minisaurus Plains
---------------------
Level Description: The first hub consists of a bright plain, a rocky
beach, a dark forest, and a marshland area.
# of Yellow Lums: 30
# of Familiar Spirits: 0
Enemies: Green Pirate, Purple Pirate, Minisaurus
Revisit: Yes
Special Items: None
Rayman will automatically head down to meet Murfy and a baby. Go back
up before doing any training, and collect three Lums [1-3] around the
source of the river. Dive in the river and follow the baby, then jump
out and head up the path. You will find a scarecrow, and you must
strafe around it while shooting it several times. When you complete
this training exercise, a gate will open, admitting you to the first
hub area. You must go find the King at the Stone Circle, but first,
let's collect some Lums. Talk to a baby to learn about the Minisaurus,
which really aren't much of a threat. Then follow the sign toward The
Pier, and when you get to the rocky ledge, follow it down. You'll
obtain some Lums [4-5]. Then go back up to where the baby is and head
for the other end of the river. At the end of the river you can dive to
a secret cave containing two more Lums [6-7]. Now cross over the bridge
that the baby is beside. There is a Lum on it [8], then head left once
you reach the other side for two more [9-10]. Go into the forest and
you will then arrive at a crossroads. You can continue forward, or go
right. Choose the right fork, and when the path splits again, go right
again. Don't go to the Magic Well, as you can't purchase anything yet,
but there are two Lums between the roots of one tree and three others
in a corner [11-15]. Now go up to the Stone Circle, which is reached by
taking the main path at the second fork. Talk to the Teensie King there
and he will tell you that Ly is being held in the Fairy Glade. Before
you go there, though, follow the main path from the FIRST fork, and
you'll get three Lums [16-18] and come to a door in the rock. Go
through to the East Plain.
At the beginning head left along the path, picking up a Lum [19].
You'll come to Ly's House, and hear for the third frikkin' time that Ly
is trapped. Try to go out on the Plain itself and you'll see that it is
swarming with an unlimited supply of pirates for the moment. There's
nothing else to see here, so return to the previous area.
Follow the path, and once you've crossed the bridge, go left and you'll
come to a sign for the Fairy Glade. Follow it through a tunnel with
Lums [20-21] to the Glade itself.
**************************************
Mission 2: Free Ly in the Fairy Glade
**************************************
---------------
The Fairy Glade
---------------
Level Description: A collage of several environments, with an actual
glade (like the previous level) an underground pirate fortress, and a
strange canyon.
# of Yellow Lums: 80
# of Familiar Spirits: 10
Enemies: Piranha, Green Pirate, Shadow Creature, Shadow Sphere, Purple
Pirate, Red Pirate
Revisit: Yes
Special Items: Silver Lum (Ly Shot Power)
Cross over the wooden bridge [1] then jump in the water and swim to the
tunnel (it's northeast of the end of the bridge). There will be several
air bubble jets along the way to help you reach a secret underwater
cave containing Lums and a Cage [2-4] (1). Then return to the start of
the level and jump onto the central island. Use the mushroom to bounce
to the vines on the underside of the log [5]. Swing across the vines
into a cave. Follow it around [6] then jump across the lilypads,
avoiding numerous piranhas [7]. Stand on the Stone of Thought and shoot
the Cage (2) then continue up the platforms, evading more fish, to meet
your first pirate in an enclosed tunnel. It is sleeping, so you get a
free hit - then, jump over the energy spheres and shoot it once more.
Claim the Lums in the tunnel [8-9] and you'll emerge on top of the log
you swung under earlier, with a Lum to the right [10]. Hit the switch
to open the gate down below. Continue partway along the top of the log
for another Lum [11] and all the way along for the third Cage (3). Then
go through the gate and slide down the - well, slide - to come to
Sludge Lake. You'll meet another pirate asleep on the job. Take care of
it then climb the rope ladder, run through the sludge machine, and jump
onto the rising and falling platforms on top. Now jump into the hole in
the wall.
Head forward and take out another pirate, who is, for a change, awake.
Get the Lums by the Shadow Creature-spawning grate [12-14] and head
counter-clockwise around the tree [15] and climb all the way to the top
using the vine [16-18]. Go into the tunnel and slide down the slippery
river [19-20]. Outdoors again, grab the vine and climb across the wall
[21] then follow the path and jump into the hole.
Run forward and watch a cinematic, then stand on the trapdoor with a
metal barricade. Wait for the pirate for fire, then move aside and the
flaming cannonball will break open the trapdoor. Drop in and cross the
crates and stones in the slime, then climb onto the web. There are two
hatches at the top which will alternately drop barrels. Stay on the
side where the barrel is NOT falling (obviously) then once it falls
past you, move to the side it just fell on. Be warned, occasionally two
barrels in a row will drop from one hatch. At the top, hit the switch
around the corner [22-23] and go through the deactivated laser gate.
Toto, I don't think we're in the glade anymore. Follow the path left
[24] then get the two Lums to the left of the stairs [25-26]. At the
top of the stairs is a patrolling green pirate - as the Stone of
Thought suggests, use the Strafe move and kill it. Then go through the
short hallway [27] to face another pirate. Waste it and take the Keg
from the dispenser, then throw it at the metal barricade on the pipe in
the room, which lowers a ladder for some reason. Then take another
barrel and head back out to where you met the first of the two pirates.
Blast open the metal-barricaded door to access a prison chamber
containing various goodies [28-30] (4). Return to the ladder room and
climb the ladder. Helicopter out above the net [31] then drop down onto
it and bounce around, avoiding the security laser, until you hit the
switch. Bounce up to the newly opened door in the wall and go out into
the corridor [32]. Defeat the pirate and claim the two Lums [33-34] in
the corridor behind it. Go down the stairs [35] to face the Purple
Pirate you saw upon entering this area. He's guarding a switch and will
go to any lengths to stop you hitting it. He fires large laser blasts
surrounded by rings. Get the two Lums around the table [36-37] then go
in to face him. Strafe around his blasts and shoot him six times to get
rid of him. Then hit the switch, grab the Lum [38] and jump down,
entering the large and now open laser door.
In the corridor, jump the first laser, run under the second, and jump
the third. Kill a pirate hiding in a doorway, then run into a large,
circular room. Run out onto the bridge and jump down to find Ly
imprisoned inside a force field cocoon. But if she's been here for
days, she can wait a little longer - time for some collecting! Smash
the Cage (5) and get the various Lums in cells, in addition to one on
the bridge opposite Ly [39-44]. Climb the ladder to find more Lums in
cells on the second level [45-47] and climb the ladder for two more
[48-49]. Then go back down to the bottom and follow the greenish
corridor opposite Ly to come to a large room. Grab a Keg at the
entrance and proceed across the long pipe to come to the Machine that
Ly was talking about. It has three metal barricades on it - hurl your
Keg at one then go back for another. As you carry this one to the
Machine, Hover-Bombs will come out of it. When one gets close, throw
the Keg up in the air with X, shoot the bomb, then catch the Keg and
continue. Using this process, avoid the bombs and destroy the other two
Barricades, shutting off the Machine. You will return to Ly and she
will tell you that you must gather the Four Masks to reawaken Polokus,
the Spirit of the World, who can destroy the Pirates. She will
give you a Silver Lum, increasing your shot power. She will then
vanish, releasing a Purple Lum. Go back to the useless Machine, and at
the end of the pipe, cross the plank to the left and climb the ladder
to the circular walkway. Helicopter to another walkway to find another
Cage (6) and return to the prison room. Climb to the top level and
shoot the Lum to swing across. Go through the corridor, climb up
between the pipes [50-52] and exit the Pirate Fortress.
Outside, helicopter off the pipe [53-54] and land on another pipe [55].
Helicopter down further, grabbing another Lum off a pipe [56] and land
on another horizontal pipe, killing the Purple Pirate (notice they will
now go down in two hits) and cracking open the Cage (7). Helicopter
down to the wooden bridge at the bottom of the area, making sure not to
land in the polluted water. Run through the tunnel and Murfy will make
a reappearance, explaining that helicoptering in the air currents will
allow you to fly. Use the air currents to reach the top of the canyon.
Every air current has at least one Lum; some may have two. Some air
currents do not necessarily NEED to be used to reach the top, but have
Lums in them - so when you reach the top of a current, use the L1 and
R1 Buttons to pan the camera around and examine your options. Pirates
will sometimes parachute down - make destroying them your top priority,
since if they reach the ground they fire annoying energy spheres all
over the place. Finally, in some air currents the Lum is at the very
bottom, but you enter closer to the middle. In that case, press X to
briefly stop helicoptering and fall. When you touch the Lum, press X
again. When you reach the top, you should have obtained eight Lums [57-
64] if not, drop down and try again. At the top, use the two Purple
Lums to swing across to solid ground again [65]. Then, turn around. You
should see the two Lums you just swung across plus a third. Swing
across all three and you will come to a hidden cave (8) [66-69]. Then
swing back over to where you found the 65th Lum. Jump to the wooden
platform then turn around and smash open the Cage to free a Portal
Teensie. He explains that there is a Portal Teensie at the exit of
every world who will return you to a Stone Circle. He and Rayman both
do the stupid-looking Portal Dance, then you should jump into the
swirling door.
Level Totals - 1st Visit
------------------------
Yellow Lums - 69/80
Familiar Spirits - 8/10
Return With - Ly Shot Power (Purple Lum Swing Ability), Rain Dance
-----------------------------------------------------------------------
*****************
Levels to Revisit
*****************
New Power - Ly Shot/Purple Lum Swing Ability
Sections like this will appear throughout the guide. Every time you get
a new ability this section will detail which new Lums and Cages you can
get. You can revisit the level at any time in the game.
THE FAIRY GLADE - LUMS 70-73
-----------------------------
In the first section, go to the area just beyond the gate with the
teapot spewing sludge. You may notice that new pirates have appeared in
this area, as well as the small island at the start. Go up the ropes,
through the teapot, and out onto the metal walkway. From here you can
grab a Purple Lum hovering over the center of the lake. Swing from it
and get all the Lums hovering around it [70-72] then helicopter down to
a small ledge. Get on the barrel and ride it under the bridge [73] then
jump back onto the bridge, return to the start, and jump into the
entrance portal.
Level Totals - 2nd Visit
------------------------
Yellow Lums - 73/80
Familiar Spirits - 8/10
Return With - Rain Dance
-----------------------------------------------------------------------
!?!?!?!?!?!?!?!?!?!?!?!?!
PART THREE
OBTAINING THE FIRST MASK
!?!?!?!?!?!?!?!?!?!?!?!?!
***********************************
Mission 3: Free Bzzit in the Bayou
***********************************
----------------------
The Minisaurus Plains
----------------------
If you like, you can pay a visit to the Magic Well. If you followed the
guide, you should have 93 Lums, and if you already went back to the
Fairy Glade and got the newly available Lums, you should have 97. This
will allow you to purchase Rebound I, Accumulation I, or Run with Load.
I recommend you purchase one of the two former because not only are
they very useful but purchasing either of them will unlock a new
potential power, Rebound II or Accumulation II (depending on which you
bought).
Now leave the forest and go back out onto the plains. Go into the area
where the Minisaurus roam and look for a gap in the rock wall - there
will be an arrow sign next to it. Go through it and follow the path to
come to the Marshlands. Swing over onto the large bridge for two Lums
[22-23] but DON'T follow the bridge. Instead, swing over onto the large
tree [24] and enter the trunk.
---------
The Bayou
---------
Level Description: A slimy, boggy swamp filled with rickety bridges,
bomb-hurling warships and evil piranhas.
# of Yellow Lums: 50
# of Familiar Spirits: 6
Enemies: Purple Pirate, Zombie Chicken, Green Pirate, Yellow Pirate,
Robo-Gorilla
Revisit: Yes
Special Items: None
In a cinematic which takes place on the Prison Ship (it seems they have
taken on 3,730 slaves since you escaped) we learn that Admiral
Razorbeard is not pleased with his lackey's job. His task has so far
been to destroy Rayman, but he has failed miserably. The Admiral
commands him to send in the warships then swallows a Yellow Lum. The
Game Total of 1000 will now drop by one.
Jump on the barrel and ride it toward the ledge, shooting any Hover-
Bombs that come your way. When you are almost to the ledge, jump to get
a Lum [1]. Once you reach the ledge, jump over to the log for a Cage
(1) then ride the second barrel to the cave [2-3] and climb the rope
ladder. Get the Lums on the bridge and hit the switch [4-5] to lower
another section of bridge and make it possible to cross to the next
rope ladder [6-9]. Climb that, destroy the Purple Pirate and crack open
the Cage he was guarding (2) to release a Purple Lum. Swing over to the
barrel and ride it down the stream, moving to the appropriate side to
collect various Lums [10-13] and shoot any Zombie Chickens that arise
from the slime. At the end of the ride, jump to the log. Turn and
you'll see a Cage hanging from underneath. If you position yourself
right you can shoot it from where you are (3) and if you can't do that
you'll just have to helicopter down, hit it on your way, and return to
this area when you die. Helicopter down to the rickety bridge [14-17]
and continue to the solid ledge [18]. Hang off the side for another Lum
[19] and continue back onto the bridge. At the point where it turns,
swing from a Purple Lum [20] (there is another Lum [21] hovering higher
up and to the side) to a hollowed-out tree (4) then return to the
bridge and continue to the end [22-25]. Once you've reached safe
ground, turn the camera around to see another Cage hanging under the
bridge (5). Then enter the hollow tree.
Helicopter over to the log and run up to the end [26] and shoot the
piranha, then helicopter to the small ledge [27] and jump to the large
ledge [28]. Run up the sloped ground [29] and helicopter over the
slime. Defeat another purple pirate, jump across more slime, and you
will find Bzzit. He'll tell you of the pirates' impending arrival, and
sure enough, two green pirates appear. As you fight them, don't forget
to get the Lum on the mushrooms [30]. Take care of the green pirates,
followed by a pair of purple pirates. Then, it's time to meet your
first yellow pirate. If you get to close, he'll fry you up with his
flamethrower, and if you stand far away, he launches cannonballs which
explode and create temporary small fires on the ground. Hit him six
times and you'll free Bzzit. He flies off and tells you to meet him at
the Pier. Run across the wire bridge and jump to the wooden one. You'll
come to a hatch that drops exploding barrels. The barrels have a wide
blast radius, so stand well back. Once one falls, run past [31] and
wait for a second barrel to fall. Run past that and jump to another
bridge, this one with rolling barrels. These can easily be jumped.
There is a Lum at the beginning, one at the end, and one hovering in
the middle, which can be reached by bouncing off a barrel [32-34]. Jump
over some slime lakes to come to a ramp with barrels rolling down it.
Quickly jump to the very end to get the Lum, then jump off to the other
side as fast as you can [35]. You'll soon come to THREE barrel ramps in
a row, with a Lum at the end of each one - do not linger at all on any
of the ramps [36-38] except for the middle one. On this one, jump up
over the end, helicopter, wait for a barrel to roll underneath you,
then drop onto it to bounce to a hovering Lum [39]. When you reach safe
territory again, run around to the side of the rock to the left of the
bridge [40] to find a switch. Shoot it to extend the bridge. Run out to
the end of the bridge and swing over [41] to a hollowed-out tree. Trick
the Robo-Gorilla into falling into the bottomless pit, then run past
the point where it was. Hit the button and the laser gate will
temporarily be deactivated. You don't have time to wait for the
penduLums, so run a zigzagging course around them. Once you get through
the gate run ahead of the barrels until you get out of the tunnel, then
move out of their way. Run around the tree trunk that forms the left-
hand wall of the END of the barrel tunnel, then jump onto the small
tree branch. Shoot the final Cage (6) then helicopter off the end of
the branch to reach a distant Lum [42]. Now go to the large, curved
pipe. Bounce on the left-hand trampoline [43] then hit the Cage to free
a Portal Teensie. Bounce to the top of the pipe [44-45] and enter the
portal.
Level Totals - 1st Visit
------------------------
Yellow Lums - 45/50
Cages - 6/6
Return With - Rain Dance
**************************************************************
Mission 4: Obtain the Mask of Water and Ice at the Sanctuary
**************************************************************
----------------------
The Minisaurus Plains
----------------------
Leave the forest and cross over the bridge. Go straight ahead and when
you reach a stone ledge head down it to the Pier area. Go out on the
wooden dock and jump into the boat.
-------------------------------
The Sanctuary of Water and Ice
-------------------------------
Level Descripton: A mysterious island with a gateway to a strange,
arcane sanctuary.
# of Yellow Lums: 50
# of Familiar Spirits: 2
Enemies: Purple Pirate, Yellow Pirate, Green Pirate, Axel (Boss)
Revisit: Yes
Special Items: First Mask of Polokus
Jump out of the boat and smash the Cage (1) then go onto the beach and
fight two purple pirates. When they're gone, beat a green pirate, then
climb up to the top of the cliff [1-4] where there is a tunnel. If you
stand in the right position, just to the left of the tunnel mouth, you
will be able to hit the yellow pirate without him hitting back! Defeat
the purple pirate behind him then turn around and look out at the
beach. Drop down from the ledge in front of the tunnel to the ledge
just below it, then helicopter out over the beach [5-6]. Return through
the tunnel and dive into the pool. Swim through the underwater tunnel
[7-9] and jump out of the water into a secret cave [10-12] (2). Then
return to the main cave, jump out on the ledge and climb the rope
ladder [13-14]. Drop down, go up the stairs and helicopter out over the
water [15]. Drop in the water and you'll respawn by the stairs again.
Go up, get the Lum in the doorway [16] then defeat the green pirate
snoozing on the stairs. Walk out onto the rocky beach to find the
temple door. There are two glowing pyramids either side of the door -
don't worry about those for now. Instead, use the L2 Strafe move and
defeat the two purple pirates and the yellow pirate guarding the door.
Now go up the stairs to the right [17], past the barricaded door, to
find a keg dispenser. Take a Keg and blow up the door you just passed.
Go inside to learn about Magic Spheres, then pick up the Yellow Sphere,
take it outside, and throw it on the yellow pyramid. Then take another
keg and blow up the barricaded door on the other side of the temple
door. Go in and get the Blue Sphere, then take it outside and throw it
on the blue pyramid. The Sanctuary of Water and Ice will now open. Go
through the stone corridor to come to the first room in this level that
looks like it belongs in a temple. Run up the ramp and get ten Lums
[18-27] then enter the dark door.
You will now have to slide through the Sanctuary itself. The slide is
very self-explanatory, the jumps are mainly easy, and the Lums [28-44]
are pretty hard to miss. When you reach the end, it's time for...ba da
dummm...the first boss!
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Boss 1: Axel, Guardian of the Sanctuary of Water and Ice
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Description: The first Guardian Brother is dark blue and has power over
ice.
Health: 1
Difficulty: *
Attacks: Ice Shard
This giant, floating menace may look tough, but he's a pushover. At the
start, the game shows you not-so-subtly how to kill him. First, the
arena. Your starting platform is at the top of a ramp which leads down
into a small pool. From this pool, another extremely slippery ramp
leads up. Touch this ramp at any point and you'll fall into the pool
and be forced to return to the starting platform.
Now, the battle. Axel hovers just beyond the first Purple Lum. Swing
over to him, and he'll move to just beyond the second Lum. Continue
doing this until he's under the giant icicle. For this whole battle,
he'll be firing ice shards. If one hits you you will not only take
damage but also fall onto the ramp and slide into the pool. This will
cause Axel to go back to where he started, forcing you in effect to
begin the battle again. Once Axel is under the icicle, shoot it once
and it will fall on his head and destroy him instantly. You'll fall
back to the start and he'll release a Purple Lum.
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Swing across the Lums again, and this time use the one Axel left behind
as well. Helicopter to the end of the river, then run up the ramp for a
Lum [45]. Now run through the waterfall and th
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