DekoRayman am Ring Rayman am RingDeko

Rayman Box
Rayman 1 (1995) PC CD ROM
- English Walkthrough by Ubisoft UK -
Rayman Box




RaymanWorld I : Dream Forest
Pink Plants Woods
StachelfruchtPflaume

La Forêt Des Songes
World I : Dream Forest
Rayman has to proceed through the jungle without ever falling into
the marsh-water. He will come across hunters and greenish explorers.. This is where he will meet Tarayzan, his first friend, whom he will help to get dressed! The big boss is Moskito, the dreadful giant mosquito.

Pink Plants Woods - Level 01
Just after the red, bending flower, climb the vines and go left you will find a free life. Avoid touching water
or you will lose a life.

Pink Plants Woods - Level 02
On this level, you will encounter for the first time in the game:
Magicians, antitoons, photographers,scavengers and flying fish. In order to visit the magician's secret bonus levels, you must collect 10 blue tings and pay him. One little trick you can try if you don't make it through the entire bonus level in time, is to collect tings while in the secret level (all you need is 10) and then reenter the level once you've been kicked out. The bonus levels are important because you earn valuable free lives by completing them. On your first time through this level, you will see scavengers and cages at the top of the screen. They cannot be accessed until you get the power to hang and punch. There are 3 electoon cages on this level.

Rayman und Betilla
Pink Plants Woods - Level 03
Betilla the Fairy will give you the power to throw your fist. Go to the far right side of the screen, jump and knock down the purple grape, jump on top of the grape, and then jump onto the platform to exit the level.

Pink Plants Woods - Level 04
You will see the first cage that you can actually punch to free the electoons. Knock down the first grape you see on this level and let it bounce down the hill towards you on the left. Jump on top of the bouncing grape and then jump up to the hand on the left. You will then be able to jump to the platform on the right and collect a free life. Grapes can be very useful to gain access to difficult to reach bonus items. Practice punching grapes up and down hills. The longer you hold the punch button, the harder you will strike the grape.

Stachelfrucht
A very useful trick is to stand on top of a bouncing grape, hold and release the punch button, and then duck as your flying fist comes back to you. The fist will punch the grape on which you're standing and push you along.

This is a good way to ride a grape into water or avoid antitoons. To get special fists and powers that are suspended above water, find the nearest purple grape, knock it down and push it with your fist into the water. Once the grapes are in the water, you can jump on them and move (carefully!) left and right. Using this technique, you will find another magician at the bottom right side of this level. The small scavengers can be annoying since they often duck when you try to punch them and then throw their hands to try to grab you. A useful trick is to hold the punch button down and do a long punch that will go past the scavenger. Duck as the fist comes back towards you and the trajectory of the fist will lower as well, often punching a ducking scavenger. In the middle of this level, you will see a grape hanging at the top of the screen (just past the place where the scavengers suddenly appear on the screen). If you jump up and knock this grape down, then ride it to the right side of the screen and into the water, you will soon see a free life and a full power-up.
On this level, you also meet the first hunter. Hunters can be very annoying because not only do they shoot bullets at you, but their guns can also be used as shields to block your punches. One way to quickly get past the hunters is to jump and punch while you are in the air.Try to time the punches so that they hit the hunter in the head, avoiding his gun.

There are 3 electoon cages on this level.
M
ap Level Once you exit this level, you will return to the map of Rayman's world. A new medallion will appear as well as a Save Game option. By using the directional arrows, you can walk Rayman over to new stages of the game. If you press the right arrow, Rayman will walk over to Anguish Lagoon. Notice that Anguish Lagoon does not yet have any pink dots in it yet. This means you have not yet freed any electoons in this stage. The pink dots let you know how many electoon cages you have freed in each stage. Each stage (in other words, each medallion) holds six pink dots. Make sure that each time you are on the map of Rayman's world that you are not just pressing X and re-entering the first level everytime. When you are on this map , use the arrow keys to walk Rayman over to another medallion (another level in Rayman's world) and THEN press the X key to enter it. The map is your way of choosing which level you want to enter.


RaymanWorld I : Dream Forest
Anguish Lagoon
StachelfruchtPflaume

Anguish Lagoon - Level 05
Whenever you see a trail of blue tings, even if they seem to lead towards a dangerous gulf, you should always follow or jump after them. The tings are often a hint that there may be hidden surprises or electoon cages nearby.

You will not be able to reach two of them until you get the power to grapple. For instructions on how to reach these two cages, see Going Back in the Dream Forest World (below). After the second floating platform, you will see a bunch of blue tings. Jump off the platform and grab them, they'll lead to a cage of Electoons. Be ready to duck though, because there's a hunter waiting.
There are 5 cages on this level.


Anguish Lagoon - Level 06 - Fight with Moskito
In this level you will meet the first of the crazy Bosses in Rayman, Moskito.

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

Anguish Lagoon - Level 07
In this level, Moskito becomes Rayman's friend and flies him past a dangerous series of hanging plants.

The flight



The key to this level is staying near the middle
of the screen in order to give yourself room to advance or retreat when necessary.


Rayman und Betilla
Anguish Lagoon - Level 08 - Betilla
Betilla the Fairy gives Rayman the power to hang.


RaymanWorld I : Dream Forest
The Swamps of Forgetfulness
StachelfruchtPflaume

The Swamps of Forgetfulness - Level 09
In this level, if you jump up and knock Tarayzan's clothes down which are stuck on a vine, he will give you a magic seed to help you escape from this level. You can plant the seed repeatedly, and a plant will grow allowing you to climb up and out of the cavern in which you are stuck. You cannot, however, plant one seed on top of another.

Rayman und Taryzan

Rayman planting the magic seet



When you reach the exit, a free life will appear on the left side
of the screen. Try to reach it if the water isn't too close.

There are 2 electoon cages on this level.

The Swamps of Forgetfulness - Level 10
Knock the purple grapes down and they will fall on the heads of the scavengers. You can then jump on top of these grapes. On the second large island, you will see one of the scavengers and a bunch of Antitoons. Don't use the grape as a way of getting rid of the scavenger or you'll miss a cage of Electoons. Instead, approach the island from the left by water using another grape. Punch all of the Antitoons while still on top of the grape. Then, knock down the grape that floats above the island. Push it to the right and into the water. (One way to move grapes is to jump on top of them, punch in the opposite direction you want to move, and then duck. When your fist returns, it will hit the grape first, propelling it forward.) When you arrive at the next island, a cage will fall from the sky.

There are 2 electoon cages on this level.

The Swamps of Forgetfulness - Level 11
Climb up the first vine that's holding up the purple grape. Go to the top and then drop down and a cage will appear. Knock the grape down, jump on top of it, punch and then duck down so that it moves in order to ride it down the hill. Before you get to the end of the hill, jump off the grape and onto a floating platform. Jump over to the right again and you'll find another magician. On the right side of the platform with the magician you'll see a blue ting. Jump off after it and platforms will appear leading you to another cage. An electoon cage will appear if you ride the grape in the water just before the two jumping antitoons.
There are 2 electoon cages on this level.


RaymanWorld I : Dream Forest
Moskito's Nest
StachelfruchtPflaume

Moskito's Nest - Level 12
Climb up and get the tings on top of the mushroom tree at the beginning of the level. A cage will then appear on the ground. 7 When you see the photographer while floating on a purple grape, don't jump off! Stay on the grape and it will take you to a cage. The tentacle can only be stopped by punching it in the mouth.
There are 3 electoon cages on this level.

Moskito's Nest - Level 13
Climb up the tree to grab the tings and a cage will appear below. Before exiting this level, knock down the grape and push it to the left until it falls in the water. Jump on it and float to the right and you will find another cage.
There are 3 electoon cages on this level.


Moskito's Nest
- Level 14
You have to move quickly on this level to avoid the spiked
purple fruit. There really is no secret other than staying as
far ahead of the fruit as possible and not delaying your jumps
from vine to vine.

Moskito's Nest - Level 15
There is a free life that you can grab, if you have the super punching power. This is the moment, the electoon cage will appear near the the exit sign.
There is one electoon cage on this level.

new fight against Moskito Moskito's Nest - Level 16 - Fight with Moskito
Once again you get to fight against Moskito. Try to remain in the middle of the screen so that you can see in which direction he's coming. Try hitting him while jumping in the air.Jump over Moskito when he dive bombs you low to the ground. And duck underneath the large, spiked, purple fruit that he carries.


Rayman und Betilla
Moskito's Nest - Level 17 - Betilla
Betilla the Fairy gives Rayman the power to grapple.

Going Back in the Dream Forest World Once you acquire the power to hang and to punch, you can go back and pick up a few more cages.
In Jungle Level 2, three more cages will become accessible. In Jungle level 5, get on the falling platform at the very top of the screen. As you are falling, wind up quickly and punch to the left to knock down the grape. You will fall on a platform with a grape. Jump on top of the grape and swing over to the left using your grappling power until you see the cage. Jump down to the mushroom tree and another cage will appear. In Jungle Level 12, climb the vine just after the photographer and get rid of the bad guys. You'll find a magician and a little bit further some flying hooks that will lead to a hidden cage. Once you have beaten the Bosses once, you will not have to fight them again.


Seitenanfang / Page top


RaymanWorld II : Band Land
Bongo Hills
Trompete

Le Ciel Chromatique

World II : Band Land

In a scene of clouds and sheet music, Rayman proceeds among music instruments (drums, maracas, cymbals...) and battles against wrong notes. After having escaped from the trumpets, he will find himself face to face with the deafening Mister Sax...

Bongo Hills - Level 01
There is a free life if you jump down in the space to the left of the exit panel. There is 1 electoon cage on this level, but you will need the power to run in order to get it. Running power is given by Betillia the Fairy once you have finished Mr Stone's Peaks.

Bongo Hills - Level 02
Watch out on this level because the clouds tend to drop very quickly from beneath your feet. Always be ready to quickly jump to the next cloud or bongo for safety. Advance forward to the end of the bongo, then retrace your steps, jumping over the cloud and you will find a free life. Jump above the exit panel at the end of the level. When you land on the left side of the panel, a cloud will appear off to the right side of the screen. Get on the cloud and it will take you to a cage.
There is one 1 electoon cage on this level.

Bongo Hills - Level 03
At the second flying maracas, just after the photographer, don't get on it right away. Instead, fall beneath it. Continue going down until you find a cage. Retrace your steps.
There is only 1 electoon cage on this level.

Bongo Hills - Level 04
Go after the lone power-up hanging over the edge and you will find a hidden reserve of power-ups, tings, and a golden fist. There is only 1 electoon cage on this level, but you will not be able to reach it until you get the helicopter power from Betillia the Fairy at the end of Allegro Presto. The secret to this level is to pay attention to when the drums blink, because lightening is always sure to follow.After you pass a series of drums throwing lightening at you (the ones just past the jumping antitoons), retrace your steps and a cloud will appear. Jump on the cloud and go left to fight a grasshopper.
The secret to beating the grasshoppers is to move close to them, punch and then duck. When your fist comes back to you it will hit the grasshopper. Repeat this procedure rapidly. Once you've gotten rid of the grasshopper, walk all the way to the left and a series of clouds will appear allowing you to escape, as well as gain a free life.

Bongo Hills - Level 05
When you arrive at the first photographer, instead of continuing forward, jump back on the brown maracas and jump over to the platform on the left. Shrink by touching the elf, and follow the tings. Fall down onto the brown maracas and descend until you see the notes and then jump off to the left. Take the second ascending cloud and you will see a cage. After freeing the Electoons, get back on the cloud and retrace your steps. At the exit, jump over to the other side of the panel and fall down to the bottom. Go left and you will find another cage. Retrace your steps and on the far right side jump and a cloud will appear to take you to the exit. The brown maracas on this level can be very challenging. When you are on a maracas, jump from spinner to spinner in order to avoid the blue spikes in your path.
There are 2 electoon cages on this level.

Bongo Hills - Level 06
Avoid touching the mad red drummers by using the clouds to go around them. To get past the second mad drummer, you can ride the cloud between its knees.
There are no electoon cages on this level.


RaymanWorld II : Band Land
Allegro Presto
Trompete

Allegro Presto - Level 07
At the second arrow-shaped group of tings, just after the false notes (which you must get past by ducking) instead of continuing down, jump up to the ledge on the far left side of the screen, then jump over the right and you will find a cage. There are 3 electoon cages on this level, but one of them you will not be able to reach until you acquire the power to run, which Betillia the Fairy gives you at the end of Mr Stone's Peaks.

Allegro Presto - Level 08
Timing is everything when the trumpets blow you back and forth. Try to jump early enough to reach higher platforms. After the photographer, instead of descending, climb up the platforms to find the free life. Once you've passed the photographer and begin going left again, you will see another trumpet. Crawl beneath this trumpet, and on the next ledge of ice above you there will be another cage of electoons.
There is one electoon cage on this level.

Allegro Presto - Level 09
Move toward the right, jump on the first bongo, and then retrace your steps and you will find a cage. After the photographer, jump on the two small platforms and then retrace your steps. A brown maracas will appear. Ride it and you will be led to a cage. Once you've reached the walking drum, jump off onto one of the sliding platforms. You'll hear a noise which means that something has appeared. Jump back left to get to the bonus level. At the end of the level, you will seem stuck because the exit panel is not in sight. Jump on the upper slippery platform, and a cloud will appear. Jump on the cloud and the exit panel will appear. The sliding ice can be very dangerous to walk on. One secret when jumping between icy platforms is to jump and grab on to the ledges. Rayman doesn't slide when he's hanging on a ledge. This can be a very effective strategy when jumping between small platforms.
There are 2 electoon cages on this level.

Allegro Presto - Level 10
This is the first time you will meet the second Boss of the game: Mr Sax. When Mr Sax blows false notes
at you, punch them back into the hole in his horn.

There are no electoon cages on this level.


Rayman und Betilla
Allegro Presto - Level 11 - Betilla
Betilla the Fairy will give you the power to use your hair as a helicopter for short periods of time.


RaymanWorld II : Band Land
Gong Heights
Trompete

Gong Heights - Level 12
On this level you see the Tibetan Monks for the first time. Jump on the clouds above the first Tibetan and a cage will appear near the entrance to the level. When you see a series of 4 clouds underneath a group of tings, drop down beneath the clouds to find another cage. There are 4 electoon cages on this level. You will not be able to reach one of the cages until you get the power to run, which Betillia the Fairy gives you at the end of Mr Stone's Peaks.

Gong Heights - Level 13
There are two electoon cages on this level.


RaymanWorld II : Band Land
Mr Sax's Hulabaloo
Trompete

Mr Sax's Hulabaloo - Level 14
There are 6 electoon cages on this level. At the far right side of the level, you will see a cage beneath you that's inaccessible for the moment. Take the steps going up which will lead you to another cage. After your picture is taken by the photographer, you will begin a long downward slide. Pick up a lot of speed (be careful to duck underneath the notes) and run all the way into the wall on the far right side of the level (you will see some sparkling stars). If you picked up enough speed, a brown maracas will appear upon impact with the wall. Ride it up to another cage. You can move from left to right on the cymbals, but when they start to vibrate, move to the middle. It's the only spot to avoid getting squashed. If you grapple all the way up the flying rings next to the exit, you will find a free life.

Rayman after the fight....
Mr Sax's Hulabaloo
- Level 15
Punch all of the false notes that you see into the hole in Mr Sax. When you are running away from Mr Sax, keep punching all of the notes in your path. They will soar backwards and slow Mr Sax down.

Rayman fights Mr.Sax

Mr Sax's Hulabaloo
- Level 16 - Fight with Mr. Sax
Now you have a chance for a one on one with Mr Sax. When he launches the fat grenade notes at you, jump off the ground. As long as you are in the air, they will have no effect.


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


Seitenanfang / Page top


RaymanWorld III : Blue Mountains
Twilight Gulch
Flying hook

Die blauen Berge
World III : Blue Mountains
Rayman has to move forward, avoiding rock avalanches and stone
creatures. In these mountains, Rayman meets his musician friend
whose guitar he helps to recover. The big boss to defeat is Mister
Stone, a creature made of rock.

Twilight Gulch - Level 01
Before grabbing the first flying hook that you see, advance forward a little more and grab the fist for super
punching power. You will need this fist to grab the hook. Jump to the left of the exit panel at the beginning
of this level and fall down. Crawl right, past the rock monster and a cage will appear behind it. Go up and
you'll find another cage as well. You will see a blue ting hanging above empty space. Jump into the gulf and
it will lead you to more tings and a cage. There are 6 electoon cages on this level. You will need to get the
power to run however, to reach a flying ring and access one of the cages.

Twilight Gulch - Level 02
You can jump over or break the large rocks that block your way. Sometimes they have bonus surprises hidden within them. When you find yourself stuck in a narrow cavern with bouncing lava rocks and Mr Stone walking above, break the rocks and advance to the right.
A cloud will appear above. Break the rocks again and go back to the left side of the cavern and climb up. Jump on the cloud that appears to escape. Watch out for the hunter at the end of this level. One way to get around him is to jump off the last cloud and grab the ledge instead of landing on the ground directly in front of him. Once the hunter's bullet passes overhead, jump up on the ground and punch him.
There are no electoon cages on this level.


RaymanWorld III : Blue Mountains
The Hard Rocks
Flying hook

The hard Rocks - Level 03
There is only 1 electoon cage on this level. At the beginning of this level, if you crawl in the cavern to the left, then avoid the stone monster and ride the clouds, you will be taken to a power-up and then brought back to the beginning of the level. Once back at the beginning, jump down and to the right into a narrow cavern. It will lead to the only electoon cage on this level. Watch out for a hunter guarding the cage. There are two exits to this level. The first one comes after you ride the cloud and avoid a series of blue spikes. If instead of leaving by this exit, however, you walk down the hill and to the left, a cloud will appear taking you to another exit where you will also find an extra life. Be careful though, because once you grab this life, several enemies will suddenly appear.

The Hard Rocks - Level 04
Once you avoid the three floating blue spikes on this level, jump down into the following cavern and grab
the mini power-up. A cloud will appear next to the third blue spike you that you just avoided which leads
to another electoon cage. In the next cavern you will encounter a series of moving clouds. On the far right
side of this cavern there is another magician and a bonus level with a free life. At the top left side of this
cavern you will see a group of tings. If you jump towards them, clouds will appear to make the jump more
accessible. Grab the tings and you will see another electoon cage further to the left.
There are 2 electoon cages on this level.

The Hard Rocks - Level 05
The winding caverns in this level can become confusing, but it's important to remember that there is one electoon cage before the photographer and two after him. The two cages after the photographer both appear only after you have followed a certain path in the game. So definitely explore all of the cavern openings you see and follow all of the clouds. To avoid falling rocks, hang on the edge of platforms and let them bounce over you. At the end of the level (on the bottom right-hand side), fall in a hole following the path of tings. You will end up at the foot of two rock monsters. Get rid of them with a couple of hits to the head. Get the power up on the bottom left and a cloud will appear leading back the way you came to another cage. There are 3 electoon cages on this level.


RaymanWorld III : Blue Mountains
Mr Stone's Peaks
Flying hook

Mr Stone's Peaks - Level 06
Break the rock to free the musician's guitar and he will thank you by giving you a special vial that allows you to fly through a cavern filled with spikes. There are two electoon cages on this level. The first one is in a small cave below the first floating blue spike that you encounter. The second cage is in another cave below the following series of floating blue spikes. There is no real secret to getting past this level other than taking your time past the spikes. There is a free life in an alcove just beneath the exit sign.

Rayman, cutting the cordMr Stone's Peaks - Level 07
Cut the frayed section of the cords with your helicopter hair. Only at this spot can you cut the cords and keep the huge slab of stone from forcing you in to the water. It's best to try to cut in an up and down motion, cutting as much as possible in one spot. Once you've reached the grass, fly up into the first opening where there is another hidden cage .
There is only 1 electoon cage on this level.

Mr Stone's Peaks - Level 08
On this level you will lose the super helicopter power. Once you have passed the first round of rising water and see the giant bonsai, keep going left and a series of clouds will take you to a cage.
There is only 1 electoon cage on this level.

Mr Stone's Peaks - Level 09
After a long flat trek, fall down before you reach the grass and you'll find a magician. Jump into the next cavern, or the one after, and you'll find a group of tings. After the photographer, jump down to the left in the second cavern and you'll find a cage. - When you see the series of blue steel balls, jump into either the second or third cavern and you'll find another cage.

Mr Stone's Peaks - Level 10 - Fight with Mr. Stone
This level gives you a chance to fight Mr Stone one-on-one. In order to hurt him, you must jump up and punch the head of the silly looking totem pole in the middle of the screen.

Rayman fights again Mr. StoneBut the only way you can reach this high is by jumping on top of one of the rocks Mr Stone throws at you. Each time you hit Mr. Stone in this manner, run to the opposite side of the screen, avoid the obstacles he launches at you, and await the next stone. Be careful though because some of the more rapidly thrown stones cannot be used. You have to duck under them. Eventually clouds will appear which you can jump on as well. Donít forget to change sides each time Mr Stone is hit.


Rayman und Betilla

Mr Stone's Peaks
- Level
11
- Betilla
Betillia the Fairy will give you the power to run.

Betillia the Fairy will give you the power to run. Going Back in Band Land and Blue Mountains Now that you have the power to run, return to Bongo Hills in Band Land!

On Music Level 1, just after you fall down on the walking drum, go left and down until you reach a crawl space beneath a drum. Crawl left until you reach a gulf that seems to be a dead end. Using the running power, jump across the gulf as far as you can. If you jump far enough, clouds will appear to catch you. Jump upwards on the clouds until you reach one that moves. Ride this cloud to the right and it will take you to a group of tings. Once you grab the tings, a cage will appear.

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


Seitenanfang / Page top


RaymanWorld IV : Picture City
Eraser Plains
RadiergummiRadiergummi

Die Bilderstadt

World IV :
Picture City
This is the world of images, and also the world of mirages:
passing across the stage of a small theatre, Rayman can find on his
path beings straight from a pirate or a science fiction film. In particular, he meets Mama, an impressive shrew armed with a bizarre rolling pin..

Eraser Plains - Level 01
Before jumping on the pencils, knock down the yin-yang and jump on it. Jump up to the next platform and go right to find more tings and a cage. Retrace your steps. While on the first pencil after the photographer, jump up between the two pencils above you and a power-up will appear. Grab the power-up and a platform will appear to the right which gives you access to a cage that will appear later on. When you arrive at the end of this level you will see 8 yin-yangs. Climb to the left to get the golden fist. A platform will appear. Jump on it and jump left to get the ting. A cage will appear on the other side of the eraser. Retrace your steps until you've arrived at the platform that will take you up to the level with the cage. You should use a lot of patience when jumping on the pencils. The helicopter power helps to slow your jumps when your timing is a little off. There are 2 electoon cages on this level.

Eraser Plains - Level 02
After the first row of pencils you will see an electoon cage but you will not be able to reach it. If you jump
on top of the second row of pencils and collect all of the blue tings, an elf will appear to shrink you. You
will now be able to crawl between the erasers and reach the electoon cage.

Eraser Plains - Level 03
When you see the first elf, don't touch it yet. Go above to the yin-yangs and punch away the pointed ones. Jump on the normal one and platforms will appear to take you to bonus power-ups. Another elf will appear allowing you to become small and access more bonuses below. Retrace your steps to the first elf you saw. Become big in order to get the next cage. There is a square bouncing eraser just past the jumping Antitoon. Jump onto it and then jump over to the moving platform to the right. From this platform you can wind up and punch the yin-yang to the left. Go back to the bouncing eraser, jump on top of the yin- yang, and then punch the cage.
The second half of this level must be done twice: once large in order to get the last cage which is up high, and once small in order to get out. When you arrive at the very end of the level, Rayman will be large. Grab the flying hook and touch the fairy to become small again and get to the exit. Before you reach the maze that you can only pass when small, there is a narrow vertical passage after the oil slick that Rayman can climb up to reach some blue tings. Once you grab the tings a cage will appear to the left. Free the electoons and then retrace your steps to become small again and exit this level.

Eraser Plains - Level 04 - Fight with Pirate Mama
Here's your first chance to fight Space Mama. But first, you have to get past a couple of her pirate guards. The secret to getting past the first pirate is to move to the right of the screen and punch him in the corner. This way you won't have to dodge the second pirate's bombs, and the first pirate won't be able to duck underneath your punches. Once you've gotten rid of the first pirate, jump up and knock the second pirate out of the ship. Move to the left side of the screen this time so that you can see his bombs coming. It takes 3 hits to knock him out of the ship.Space Mama can only be hit by jumping on top of the knives once they get stuck in the floor and then hitting her while she is in the air.

Rayman and Space Mama



Make sure that you use your running power to avoid the knives
that come darting at you from above, and duck underneath the
spinning knives that are low to the ground.


RaymanWorld IV : Picture City
Pencil Pentathlon
RadiergummiRadiergummi

Pencil Pentathlon - Level 05
At the beginning of this level, if you jump left onto the ink bottle a moving steel girder will appear to aid you in moving right towards a cage. It may be easier, however, to avoid this girder and just jump from eraser to eraser, using a run- ning jump from the last eraser to reach the pens. Bounce from pen to pen until you reach some more erasers. Follow the tings until you reach the electoon cage. If you throw your punch and let it return to you, it will hit the cage en route. Retrace your steps past the pens and find an entry where you can go upwards. There are 2 electoon cages on this level.

Pencil Pentathlon - Level 06
On this level, you get the super helicopter power once again. The first cage on this level is above and to the left of the first series of colored pencils. To get past the spikes pointing down, it helps to use the helicopter power to slow your bounce. Jump over the exit sign at the end of this level, but don't touch it. A cage will appear beneath you. There are 2 electoon cages on this level.

Pencil Pentathlon - Level 07
The secret to getting through the bouncing erasers is to follow the blue tings and to use the helicopter power to coast between the gaps in the erasers. The tings indicate a route to follow to find the cage at the bottom of the bouncing erasers. After the photographer, in order to get past the two rows of pencils, let yourself fall down the oily hill and you should be able to get past everything without having to jump or fly. Once you've catapulted past the rows of pencils, grabbed the power-up, and made the steel girders appear, fall down in the last hole (before getting on the oil slick). A series of steel girders will appear leading you back to an electoon cage that was hidden on top of the cavern of the pencils. When you slide down the oil slick, a running jump will take you to the highest level of erasers where you can get a free life.
There are 2 electoon cages on this level.


RaymanWorld IV : Picture City
Space Mama's Crater
RadiergummiRadiergummi

Space Mama's Crater - Level 08
At the beginning of this level, if, instead of continuing right past the pointed bird head, you go up and to the left, this path will lead you to a free life. After you get the first cage, fall down and walk all the way to the far left side of the eraser. A series of flying hooks will appear leading you to the second cage by the exit sign.

Space Mama's Crater - Level 09
On this level, by choosing the path that tends to descend (jump on the two disappearing clouds), you will eventually run into a space creature who is guarding a magician. If you do not have enough tings for the magician, you can retrace your steps and continue a little further to collect enough tings and then return to visit the magician. Before you arrive at the bouncing erasers, there is a narrow passage going down, which, after you grab the red flying hook, will lead to an electoon cage. Towards the end of this level, you will see a slick V shaped hill, will a narrow passage full of tings at the bottom of this V. Don't fall down it yet or you will not be able to get back up and find the last electoon cage on this level. Instead, go to the right side of the V, run down and then up the left side of the V and then jump. If you have gathered enough speed you will jump up to the next platform which leads to a cage. There are 2 electoon cages on this level.

Space Mama's Crater - Level 10
Warning: this level has been known to send Rayman owners into fits of passion and destroy their game machines!
Dexterity and a lot of patience is the key to getting through this one. The obstacles are pretty straight forward, you just have to be really quick with your hand movements. Once you've made it past the two photographers and onto the wood colored platform (just past the yin-yang balls you had to knock out of your way), well then congratulate yourself and get ready for the hard part. First, go to the right edge of the platform, jump on the steel girder (get ready because it moves to the right!), jump over the spikes and onto the same steel girder. You will then hear that wonderful sound that tells you something has just appeared. Immediately, jump back left over the spikes and coast onto the wood colored platform you just left. You should now see a flying hook. Grab the hook, keep jumping and grabbing to inch your way up as close to the hook as possible. Jump over the spike and onto the cloud. Jump up to the moving girder. Jump right onto the clouds and they will lead you to some tings. Once you grab the tings an electoon cage will appear on the other side of the wall. You must now retrace your steps and the moving girder will take you to a disappearing cloud which will then lead to this cage. There is also a free life just a little further left if you use the other moving girders that suddenly appeared.

Now return to the girder that you thought you had gotten rid of, and use it to advance further to the right. The key to getting past this section is to avoid using your running or helicopter powers until the very last jump. You will be tempted to try to helicopter over some of the spikes, but more often than not it will slow you down enough to miss the girder. You can make it over these obstacles with normal jumps and then by ducking rapidly once you've landed on the girder. On the last jump, you can use the helicopter power to coast to the platform with the exit sign, but don't touch it or you'll miss the last cage! Instead, jump over the sign and onto the pink eraser. Once again, you'll hear the sound of something appearing. Guess what, it's time to get back on the girder again! This time you won't have to ride it as far though. Once you jump over the first row of spikes and then duck under the next obstacle, a new girder will have appeared for you to jump up on. This path will lead to a couple of flying hooks and the last electoon cage in this world.
There are 2 electoon cages in this world.

Space Mama's Crater - Level 11 - Fight with Space Mama
In this level you get another chance to fight Space Mama.
The secret to beating her is to hit her in the head, but throw your fist carefully because she can block punches with her rolling pin. When she first appears, it may seem like she is trying to corner you. But if you hit her in the head and then duck as she fires her laser, after 3 or 4 hits she'll let you out of the corner. Duck, crawl or use the running power to avoid the various objects that come flying after you.





When Space Mama hides behind the washing machine, jump
over her lasers and keep punching the machine until she throws
it away. Then, start aiming for her head once more.


Seitenanfang / Page top


RaymanWorld V : Caves of Skops
Crystal Palace
Skops

Skops Höhle
World V - Caves of Skops
This is a troubling underground world to which we access through Rayman's friend Joe the extraterrestrial's cheerful snack bar. First
of all, Rayman has to plug in Joe's shop sign avoiding the spiders,
then he will work his way around the stalactites to the den of Skops
the Scorpion.
Versteck von Skops dem Skorpion zu bahnen . . .

Crystal Palace - Level 01
Jump above the exit sign and a moving red rock will appear on the other side of the wall. Make your way over to this rock and it will lead to a power-up. Walk along the very bottom of this level until you reach the tings in the form of a question mark. Retrace your steps and you'll see a blue steel spike. Punch it and shortly afterwards you'll see the first electoon cage in this world. Once you have your picture taken by the clown, the second electoon cage will appear on the other side of the wall. Ride the flying hook until you see a floating blue spike. You'll hear the magic noise signaling that something has just appeared. Swing back 1 or 2 hooks and you'll see the last cage on this level. There are 3 electoon cages on this level.

Crystal Palace - Level 02
You will jump on a series of falling platforms. The ninth platform (the second from the end) leads to the first cage on this level. Avoid the spikes that the bug throws after you by ducking just before they're about to touch you. After you pass the photographer, and jump past the two moving blue spikes, you will see a power-up hanging above a gulf. Make a long jump after it and you'll land on a series of steps leading to a cage. A cloud will appear once you free the electoons. Ride this cloud all the way to the right, but don't get off just yet.
Return on the cloud to the spot where you just freed the electoons. Another cloud will have appeared. Ride this cloud as it takes you to a narrow cavern (be prepared to duck) that holds the last electoon cage of this level. If you follow the flying hooks all the way to the top left side of the cavern, you'll find a free life. Be careful once you land on the falling platform near the end of this level. There is a lake at the bottom, so be prepared to jump off either to the left, where there is a magician, or to the right to get to the exit. The exit sign will appear once you break the boulder. There are 3 electoon cages on this level.


RaymanWorld V : Caves of Skops
Eat at Joe's
Joe's sign

Eat at Joe's - Level 04
Joe will give you a firefly to light your way through the next level. There are 0 electoon cages on this level.

Eat at Joe's - Level 05
Use your fist to punch in front of you so that you can see what obstacles may be ahead. - Once you get
past the first few electoons and on to solid ground, a cloud will appear behind you. Jump on the cloud
and it will lead to an electoon cage. There is one electoon cage on this level.

Eat at Joe's - Level 06
Walk carefully on this level because there are many prickly areas that can hurt Rayman. After you use the helicopter power to coast down a diagonal chute, you will see a red stationary rock. Jump on it and then jump up again. Clouds will appear leading you to a free life. Once you get past the boulders guarding the lone power-up, look up and to the right for the photographer. Once you get your picture taken you will see the first cage on this level. Jump up again and you will see a series of flying hooks leading to the second cage and a free life. Reaching the last flying hook can be difficult without the super punching power, but it can be done. The last electoon cage is at the bottom of this level. Punch it and the exit sign will appear.
There are 3 electoon cages on this level.

Eat at Joe's - Level 07
There are no electoon cages on this level, but getting through it can still be a challenge. Make sure you use your running power to outrun the bugs and the thorns they throw at you. Also, try crawling off the bouncing red rock and through the narrow cavern at the end. Once you arrive at the plug, jump on top of the space ship and it will take you to the exit.

Eat at Joe's - Level 08
On this level you get a chance ride the space ship with some very cool music playing in the background. Make sure you punch all of the levers in your path or you'll never make it through this maze. When you arrive at a section with two space ships side by side, hop on the lower one which will take you to a free life. Another space ship will take you back to this same spot. Hop on the space ship that takes you up towards the exit, but keep an eye out for a group of blue tings on the left. When you see them, jump over and grab them and an electoon cage will appear. There is only 1 electoon cage on this level.

Eat at Joe's - Level 09
Once you grab the power-up on the island in the middle of this level, the last electoon cage in the game will appear. Jump on the first buoy after this island but then wait until you see the shark come and go.

Rayman looking for the shark Once the shark leaves, then jump to the next buoy and be prepared to duck. If you are standing up, the sharks will jump for your head allowing you to duck under them. If you remain ducking, however, the sharks will jump for your body and knock you into the water where you'll be shark bait.If you are on the bouncing blue rock, you can jump up and down on it and stay high enough so that the sharks won't even notice you.
There is 1 electoon cage on this level.


RaymanWorld V : Caves of Skops
Skops Stalactites
Skops


Skops Stalactites
- Level 10
After Skops wakes up, he will hit the ground, causing one of five
crystaline platforms to drop into the lava. Then he will shoot out his
claw and repeat the pattern again. To avoid the first, stay out on the
left most platform, which will be one of the last ones to go. When he
fires his claw, jump straight up over it.

Once you land wait a second-then jump again. His claw should go right under you. Repeat until there
2 platforms left. When Skops smacks the ground this time, leap over to him and he will back away. Jump
over his claw in the familiar pattern and wait for him to smack the again. Once he does, walk off the edge
and do an about face so that you grab onto the ledge. Skops will then walk back and smack the ground
again -repeat this 2 more times until he smacks the ground twice, then run after him and leap onto the left
most platform that appears. Skops will shoot the first 2 and he fires the third, leap at him and run after him
again. Finally grab the O rings and swing to the exit.


Rayman und Skops


Skops Stalactites
- Level 10 - Fight with Skops
Now it's time to go one-on-one with Skops. You can hurt Skops only while he is shooting the fireballs at you.


Seitenanfang / Page top


RaymanWorld VI : Candy Chateau
Mr. Dark's Chateau
Bonbon

Mr. Dark's Chateau - Level 01
This level is pretty straightforward. There are no enemies to fight and no electoon cages to find. Just make sure you have picked up enough speed to make it up the hills.
Rayman
 

Bad  Rayman and Rayman Mr. Dark's Chateau - Level 02
In this level, Mr Dark creates an evil Rayman whose touch you must avoid. Try to stay as far ahead of Rayman as possible, but remember, if he does catch up to you, it is possible to jump over him and gain some more time. There are two free lives on this level if you hunt them down. In the middle of this level, there is a chasm in which you will fall.
Bad Rayman

If you touch the far left wall, a cloud will appear to help you escape. The exit sign will appear if you go all the way to the far wall of this level and touch it.

Mr. Dark's Chateau - Level 03
Mr. Dark places a spell on Rayman which reverses is left/right directions. This will last until halfway through the level. After the photographer, look down to find a wall made of cherries. Drop down to the left of the wall, and a free life appears to the right of the cherries. Retrace your steps back to the photographer. Mr. Dark is lurking in wait after the third photographer. His spell forces Rayman to run. Watch for a power-up on an upper path of chocolate. You will need the health points!

Rayman and Mr. Dark

You now have another opportunity to meet
Mr. Dark face to face.


Stay in between the balls of fire, even when they begin to shrink on you.


Rayman and Skops



First you will fight Skops. Getting past him is a matter of
jumping over the claw that he throws and punching him in
the head.


Rayman and the two Space Mamas



Next, you will encounter two Space Mama's. Try to stay
towards the middle and duck when one of them shoots so
that they fire upon each other.


Monster fight
Monster fight


Monster


Rayman
Finally, Moskito will appear and shrink you. Stay near his feet. Each time he jumps
in the air, use your running power to avoid getting stepped on, jump in the air before
he hits the ground, and punch him in the head.
Rayman


Congratulations! You've finished Rayman! Stay tuned for the awesome sequel...
You/Rayman free all the Electoons, and Raymans nature and
people could live together in peace.


The End ...





Karen's Rayman 1 website's

Can't find what you are looking for?
Try Karen's Rayman 1 Website's!
http://www.kmgassociates.com/rayman
Karen's Rayman 1 website's



update 25.12.2006



BlumeGo back to the fanpageAntitoon


Zur Rayman Fanpage Startseite

Mobile Rayman Fanpage für Pocket PC's

The logo and character of Rayman are trademarks of Ubisoft Entertainment.
Mail an/to: Rayman-Fanpage - Impressum - Sitemap - Copyright © Matthias Franke 2000-2008