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- Rayman 2 Walkthrough
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1. Rayman2
FAQ/Patches 2. Guide
de Solucion - 3. Rayman2
Trucos/Cheats 4. Rayman 2 Guias/Walkthrough 5. Ubisoft España |
Click on the link for the part of the game you want help on 1) The Woods of Light
- 2) The Fairy Glade - 3) The Marshes
of Awakening |
Location
of the 6 Crystals |
To
access the secret multiplayer level you need to collect all six crystals. Here's
where they are. |
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1.
The Woods of Light |
1.
The Woods of Light
This level helps the player get the feel of controlling the character and assimilate
certain information that's essential to understand in the subsequent development
of the game, such as: |
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2. The fairy glade |
2.
The Fairy Glade |
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3. Marshes of awakening |
3. Marshes of awakening |
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4. The Cave of bad
Dreams |
4. The Cave of Bad Dreams
This level cannot be accessed the first time Rayman passes through. It is located facing the guardian of the Cave of Bad Dreams who asks Rayman for a password to gain entrance. Rayman has to go and find this password a few worlds later, in the 'Menhir Hills' level. But it is not just a question of gaining entry. He also has to defeat the cave's guardian. If Rayman succeeds in doing this, he will be able to acquire the elixir which will save his friend Clark (cf. the 'Menhir Hills' level), and the guardian will make him a tempting offer ... But should Rayman really accept? MISSIONS: Beating the Guardian * 50 Lumz to pick up. Level 1: Encounter with the small guardians to acquire the keys to the magic door. After a path that is full of pitfalls, go up to the small guardians and defeat them in order to earn the first key. Use it on the yellow plinth. Next, go and get the 2 keys which will open the magic door. The blue one to the left, the yellow one to the right. * No cages to break. Level 2: Defeat the guardian of the Cave of Bad Dreams and find the elixir to save Clark. Slide along and shoot at the crystals to destroy them. Shoot at the skulls flung by the guardian in order to jump over them. Go from skull to skull so as to access the guardian's cave. Give the correct response to his offer, by choosing 'I don't want the treasure'. * Lumz to pick up on the slippery path. * No cages to break. TRICKS: Level 2: * Be careful to take into account the speed at which the skulls are thrown between each passage. |
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5. The bayou |
5. The bayou Razorbeard has sent a pirate ship after Rayman in the bayou swamps, where he comes up against a new kind of pirate, the gorilla pirate. Level 1 in this game gives access to a bonus level, provided Rayman has a sufficient number of lumz. MISSIONS: Level 1: Avoiding the cannon-balls launched from the pirate ship. There is a passage immediately to the left which provides access to Ly's Bonus Level, on condition that you have the number of lumz required (60). Jump on the kegs and shoot at the flying bombs dropped by the pirate ship. *1 cage to pick up, while passing over the left-hand root. Climb the ladder and fire at the switch to activate the gangway and go over the pontoons and the planks. Free the grapnel lumz, held prisoner in the cage, and confront the pirate henchman. Using the grapnel lumz, jump on the keg and shoot the zombie chickens (there are 5 yellow lumz in this passage). At the end of this course, jump on the root: there is a cage under the right-hand tip. Jump on the lowest planks while picking up 4 yellow lumz. Follow the planks as far as the terreplein earthbank. To the left, a grapnel lumz helps you access a 4th cage. Return to the path: the 5th cage is under the last pontoon. Level 2: Set the Teensies free to active the lozenge to return to the Hall of Doors. Watch out for the piranha at the end of the trunk. Jump opposite: there are 2 yellow lumz to the right. Carry on jumping until you get to the pirate henchman. Operate the switch on the right-hand tree: the gangway is deployed. Avoid the kegs. 1 red lumz can be reached by bouncing on the rolling kegs. Jump over the holes of deadly water while watching out for the kegs. After the 3 kegs (with 3 yellow lumz to collect), operate the switch to the left: there is a yellow lumz. When the gorilla charges, wait until the last moment and jump over the empty space so that the gorilla falls in. Then catch hold of the edge. Operate the switch to de-activate the lasers. Look out for the swinging blades in this passage. Jump over the rolling kegs. There is a cage (1 yellow lumz) at the end. To the left, take the trampolines and break the cage to set the Teensie free. Follow him to reach the exit. TRICKS Level 2: You can bounce on the rolling kegs. |
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6. The Walk of Life |
6.
The Walk of Life A little race against Ly won't do you any harm - above all if your hope is to pick up all the lumz and a full life. On your marks, get set, go! BONUS LEVEL: The race with Ly entitles you to a full life. The checkpoints provide more time and also repositioning points if Rayman goes out of the race (a fall). * There are 50 lumz in this level, spread out over the route. Note: this is a bonus level, so it does not entail any loss of life points. |
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7. The
Sanctuary of Water and Ice |
7. The Sanctuary of Water
and Ice After the dangerous swamps, Rayman arrives in the world of Water and Ice. The boss of this sanctuary has no intention of being pushed around, so it looks like being a difficult fight. But there's a reward at the end of it: Polokus's first mask. *Defeating the Sanctuary's big boss. *The first mask and the first meeting with the magician Polokus. MISSIONS: Level 1: 100 lumz are required to enter the Sanctuary. Find the 2 keys which will open the door of the Sanctuary of Water and Ice. 1 cage to pick up at the end of the pontoon located behind you. 1 secret underwater passage and, at the end of it, 1 cage. Blow up the 2 wooden doors using the kegs to one side of the right-hand bastion, pick up the 2 magic spheres and put them on the pyramidal plinths of the corresponding color that stand in front of the door to the Sanctuary. * 40 lumz, in total, to pick up. Level 2: Picking up the 1st mask of Polokus, guarded by the boss, after a series of slides through the Sanctuary of Water and Ice, and an encounter with Polokus. No secret passage. *No cages to break at this level. * 10 lumz to collect: during the slide phase, some lumz can be acquired by braking when taking a bend on the inside, others by jumping. When facing the boss, move along on the grapnel lumz then pull on the stalactite so that it crashes down on the boss's head. Go back using the grapnel lumz. Before going straight ahead, you will have to go round above to pick up the lumz. Return to the passage below and carry on to acquire the mask. TRICKS: Level 2: * To move along on the lumz and avoid the boss's shots, the lumz should be approached diagonally. |
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8. The Menhir Hills |
8. The Menhir Hills Back on the verdant earth, Rayman discovers the joys of the leg-missile, thanks to which he can go uphill and downhill faster and find his friend Clark. Clark is a little weak, but his health can be restored by drinking a certain elixir of youth. MISSIONS: Level 1: By straddling the leg-missle, you will discover a new means of transport. To do this, you have to lure it towards you and make it run around for a while until it gets tired. Then, you can sit astride it and race around the hills. 1st secret passage: you have to operate the switch behind the menhir - a standing stone positioned at a slight distance behind the tree. This opens the trap-door between the 3 menhirs. Inside, there's 1 cage. 2nd secret passage: the leg-missile should be fired at the metallic sparadrap door on the other side of the bramble field. Behind, there's 1 cage. 3rd secret passage: the 2 henchmen in the bastion are protecting a passage that leads to a small laboratory where the 3rd cage is to be found. There are 2 ways of getting there: kill the 2 henchmen or get in by walking softly into the laboratory without waking them (otherwise the door closes again). *3 cages and 15 lumz (5 in each cage). Level 2: Getting inside the bastion where Clark is to be found. 1st secret passage: you can jump on the 2 mushrooms and use the grapnel lumz to land on the bastion at the start of the level. From that position, the cage can be seen concealed in the small bastion opposite. 2nd secret passage: using the turbo on the bridge, you take the left-hand passage (the broken bridge) where a series of red lumz can be found (they increase the Life Bar). 3rd secret passage: using the powder keg over the flame in the small tunnel under the bastion after the course, you can reach the other side and find the hanging cage. To get it, you will have to throw the keg vertically onto it. *2 cages and 20 lumz. Look out for the yellow lumz behind the tree in the clearing at the beginning. Level 3: The first time Rayman accesses this level, an animated sequence sends him back to the 'Hall of Doors' and provides him with the password to access the 'Cave of Bad Dreams'. There he finds the elixir that will save Clark. The second time, Rayman has to bring the elixir and go on a little journey, helped by Clark. 1st blockage: Clark and Rayman end up stuck in front of a big metallic gate. Rayman has to climb onto the small box and swing from one grapnel lumz to another to reach the small balcony and go through the little hole. On the other side there is the switch which opens the gate. 1st secret: in the small clearing outside there are 3 red lumz. 2nd secret: using the (4) grapnel lumz, Rayman can reach a cavity in the upper part of the grapnel-lumz room. A cage awaits him there. *1 cage and 3 lumz (in the cage). Level 4: Using the missile,Rayman must get to the end of this level. Rayman cannot climb up this passage because the slope is too steep. He has to climb on to the missile. 1st secret passage: he has to climb onto the tree stump and grab hold of the grapnel lumz to land on the mushroom and break the cage there. 2nd secret passage: behind the missile's 'burrow', one can climb the creeper and see the 2nd cage at this level. *2 cages and 12 lumz. |
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9. The Canopy |
9. The Canopy At last Rayman finds his friend Globox, but he's being held prisoner by the pirates, and Razorbeard, their boss, has sent a ship after our hero. They are in for an eventful escape! *Rayman acquires a new power: accumulation MISSIONS: Level 1: Reaching the passage just beyond the second cage while avoiding getting caught by a spider. *2 cages: one hanging under the last platform, another just beyond the hole that leads to the next level. *20 lumz, most of which are on the path. Level 2: Setting Globox free and covering the level with him. Learning about accumulation. 1st obstacle: a pirate is waiting at the level of the mushroom. If he is killed, you can climb onto the wooden plank and shoot at the switch to set Globox free. 2nd obstacle: a laser door. To short-circuit it, you have to use Globox's rain-making power. 3rd obstacle: to get across the empty space, you have to bring Globox close to the buds so that he can call down the rain. The buds open and create a platform in the shape of a flower. By jumping on it, Rayman can reach the other side. 4th obstacle: a wall of flame prevents them from moving on. Rayman must fell the tree by shooting at the sparadrap to allow Globox to cross the precipice. Globox can then dance around the fire and reduce it to nothing. Lastly, a henchman blocks the passage and Globox takes fright. Once the henchman has been defeated, an animated sequence starts in which Rayman acquires the power of accumulation. *15 lumz to gather. Level 3: Fleeing with Globox. 1st obstacle: after the animated sequence, they have to avoid the shots from the pirate ship. Once the ship crashes into the tree, the pirate who is thrown out of it has to be killed. When he is defeated, Globox is no longer frightened and can go on to short-circuit the laser door which is holding them up. 2nd obstacle: the pirate hidden in the corridor has to be killed so that Globox can follow Rayman. In the next room, the door detects Rayman and prevents him from reaching the end of the lozenge. A disguise has to be found for him so that he can hoodwink the pirates' security system. If Globox makes it rain on the purple bush, the latter grows and Rayman can hide inside it. With this camouflage, he can trick the security system and reach the end of the lozenge. *2 cages and 15 lumz. *On the last bastion, 5 yellow lumz are hidden. The grapnel lumz must be used to reach it, and the same goes for the second cage. TRICKS: Level 3: * To avoid the ship's cannon-balls, it is best to move in large circles on the plain, without stopping once. * By using accumulation during the fight with the henchman who is thrown out of the ship, you can destroy him very quickly. |
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10.The whale Bay |
10. The whale Bay Rayman must free Carmen the Whale. She becomes his guide and his
source of air in the course of this fabulous journey through a watery world.
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11. The
Sanctuary of Stone and Fire |
11. The Sanctuary of
Stone and Fire Rayman makes use of one of the oddest means of transport ever: a plum. With the help of the plum, he can clear lava flows to reach the second temple and pick up a new mask. *One boss to defeat and 1 mask to acquire. *Another meeting with Polokus. MISSIONS: Level 1: Find the entrance to the Sanctuary of Stone and Fire ... but you'll need 300 lumz. 1st Part * Jump to the lower part of the cliff road. At the top of the radar tower, destroy the sparadrap, thus setting free a purple lumz. You can collect a megashoot by destroying another sparadrap on the other side of the tower. A purple lumz comes out. Turn round on the radar tower and use it to reach the platform where the megashoot can be found. * After the radar tower, go to the left. When you have destroyed the henchman who emerges from the ground, continue along the platforms in the cave until a plum grows. Make it drop onto the lava by shooting at it. Jump onto the plum. Jump up high to hang onto the spider web. Keep on till you get to the small dam and shoot down the other plum. Jump on it and destroy the horde of bellowing Kapouehs which descends on Rayman. Rayman's shots move the plum! To reach the 2 cages, return to the first plum and use it to go to the place where the 2nd henchman came out. In this room, there is a second opening high up that Rayman is now able to reach. A gorilla pirate is guarding a cage there. Throw a plum at his head and jump on him to set free the big imprisoned lumz. The second cage is under the net, at the foot of the radar tower. Stand on the plum and travel up the expanse of lava as far as you can go (towards the start of the level). When you get to a small cave, throw a plum at a metal post. Jump on it. From the next platform, throw a plum at the further post, to the left. Before the plum falls, position yourself under it to catch it. At the end of this lava cave, a corridor high up leads to the cage. Return to the end of the level and come out into the open air. 2nd Part: * When going up the lava stream, Rayman finds the entrance to the secret temple, the sole legacy of an ancient city whose inhabitants went mad (see the secret level). But when he travels down the steep-sided stream, he can hang on to a large pipe to reach the high cage on the gangway that overhangs the lava. * In the next, disturbing room, a Janod - without an ounce of courage in him - hides from Rayman but attacks him from behind. He has to be fought to the end when he spits out the plum he has swallowed which allows Rayman to leave by the opening overhead. * In the magnificent valley he travels down, there are traces of a ruined Sanctuary. It is in such a sorry state that a stone slab collapses under Rayman's weight. Secret Level: Mission: To get out alive! Here we access the start of the 2nd part of Level 1. Jump from platform to platform while avoiding the fire-eaters. A 1st cage (1 yellow lumz) is located on the right-hand pylon. Blow up the wall. Shoot at the stalactite. Part of it breaks off and can be used as a temporary platform. Shoot at the sparadrap on the columns to make them fall down. Take the platform and let yourself be guided to a large room full of lava flows. Jump from platform to platform, avoiding the fire worm. There is a cage under one of the platforms. Watch out for the little spiders!! Use the grapnel lumz and continue along on the left. A platform leads to a staircase. The stalactites can come in useful to avoid the fire-eaters. You reach a large room with 3 walls to destroy: *behind the left-hand wall, a big spider blocks the passage. * behind the middle wall, there is a cage (4 yellow lumz), a megashoot and 4 red lumz. * behind the right-hand wall, there is a series of red lumz. Go left and straddle the leg-missile (Button A = Jump, B = Turbo) to exit from this level. Level 2: Collect the 2nd mask and take it to Polokus. * Stand on a plum to go down the subterranean river of lava. Avoid the 3rd lava hole by climbing onto the left-hand wall. Rayman comes to the remains of a breathtaking hall where two monumental columns still stand. He can jump off the plum from the top of the cascade of lava, collecting things in flight and landing softly on the plum which is jammed between the columns. * After avoiding the aggressive brambles which spring up out of the walls as he passes, Rayman falls into a huge semi-cylindrical room that is overrun with lava. He must slalom between the lava holes. He passes to the left of a small lava hole and collects a yellow lumz. A few meters further, on the right, a rift in the wall leads him (using the spider webs) to a hanging cage which has crossed the ceiling of the Sanctuary. * At the end of the room, go through the circular door to slide towards a mysterious, bottomless place where where 5 columns are standing. Pick up the magic sphere on the first column and take it down to the channel of lava at the end of which a plum is bouncing. When he fires at it, the plum bounces against the end of the channel and comes back towards Rayman. When it reaches the edge, climb onto it with the magic sphere in your arms and work out how to cross over. * In the next room, throw the magic sphere onto the plinth to the right of the stone Colossus. Exit by the circular door which has just turned round. * Rayman ends up beside the gully of lava again. But the door at the end of it also turns. Go through it. * In the room where he lands up, there is a wall that must be broken. Rayman must stand on the bouncing plum, in the middle of the lava, and shoot at it 3 times. * Follow the purple lumz which guide Rayman into a labyrinth of slippery slopes. Slow down to take each bend correctly. On landing, you will find the 2nd magic sphere. * Back in the room of the Colossus, use the purple lumz to place the 2nd magic sphere on its plinth. When the two spheres are in place, the Colossus wakes up. Jump on his head. By sacrificing the stone Colossus to the lava, Rayman reaches his goal. Yellow lumz in the altar room. TRICKS: Secret Level: * Avoid spending too much time on the stalactites. * Accumulate shots to break the wall down faster (1 blow instead of 3). * Pick up the megashoot before attacking the big spider. * Rayman is ejected automatically on the leg-missile at the end of the course. |
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12. The Echoing Caves |
12. The Echoing Caves A door secured with four bolts - but what on earth is it hiding? MISSIONS: Level 1: Mission: to find the 4 switches to open the exit door. * The first switch is just after the entrance to the level, on the bastion (get rid of the guard). * For the second switch, go straight on after the bastion of the first switch, then right, then straight on, jump and kill the guard. * For the third switch, activate the gangways after the second switch, take the corridor, go past the propellor platforms, past the mill and open the door. * For the last switch, climb onto the bastion at the start of the level (where the guard is), use the gangway and jump onto the mound facing the bastion. Throw yourself into the hole (with a directional arrow) and jump into the water. The 4th switch is in the room after the water. *4 x 5 lumz (20) *2 lumz that are harder to find: - One behind a tree when you go towards the 2nd switch. *Another one on one of the propellor platforms: you have to climb on and take it. Level 2: Open the exit door; travel on a rocket keg. *2 cages, one of which - at the start, behind the door - has a metal sparadrap. Use the keg to open the door. The second is at the top of the tower. To reach it, you have to use the trampoline to the left. *15 lumz, 2 of which are hidden at the top of the tower. To open the exit door, you have to use the keg to operate the high switch. There is a secret passage that leads to the level of the Fairy Glade. After the tower, follow the series of lumz with the keg and, when you arrive at the top, jump into the hole. You can now grab hold of a cage that was inaccessible when you first went through the Fairy Glade. To return to the Echoing Caves, jump into the hole in front of the henchman's throne. Level 3: 1 secret passage: to the left of the henchman, jump on the trampoline and break the cage to activate the series of red lumz. *3 cages: when you are at the top, 1 cage is behind you and can be broken by throwing a keg into the air; another is in the secret passage (cf. above); the third serves to set the Teensies free to the left of the exit. *15 lumz to collect. TRICKS: Level 1: * If you want to reach the hole leading to the 4th switch more quickly, go via the roofs of the small huts rather than through the bastion where the henchman is at the beginning. |
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13. The precipice |
13. The precipice |
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14. The top of the
World |
14. The top of the
world |
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15. Sanctuary:
Rock and Lava |
15. Sanctuary: Rock
and Lava Rayman arrives in the 3rd Sanctuary.
It is next to the marshes and does not inspire confidence. However, Rayman musters
his courage and goes in, for he has to collect the third mask of Polokus. |
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16. The walk of power |
16. The
walk of power |
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17. Beneath
the sanctuary of rock and lava |
17.
Beneath the sanctuary of rock and lava Ly gives
Rayman a new power: the 'super-helicopter', with which he can visit the lowest
depths of the temple and collect the mask. |
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18. Tomb of ancients |
18.
Tomb of ancients |
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19. The iron Mountains |
19.
The iron mountains |
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20. The prison ship |
20.
The prison ship At last, here we are in the
last boss's den. Rayman has almost reached the end of his quest! |
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21. The crow's nest |
21.
The crow's nest Congratulations!!
You've Completed Congratulations!!
You've
Completed
Congratulations!!
You've Completed |
Enlaces/Links :: Rayman 2/Rayman Revolution Walkthrough/FAQ |
Análisis de Joan Isern - Española |
http://www.meristation.com/analisis/1999/2-Semestre/Rayman2.htm |
Soluciones para Rayman 2: The Great Escape by Juegomania - Española |
http://www.juegomania.org/solucion/pc/1875 |
Locke Wong's Rayman 2 walkthrough - English | Locke Wong's Rayman 2 walkthrough >>> |
ign guides - Rayman 2 Walkthrough (English) |
http://guidesarchive.ign.com/guides/12005/ |
The
IGN Rayman 2 strategy guide is also available as a downloadable PDF (Adobe¨ Acrobat¨)
file. http://guidesarchive.ign.com/guides/12005/content/downloads/download_pdf.htm |
DAVID WOUTERS's Rayman 2 Walkthrough/FAQ (English) on www.cheatcc.com |
http://www.cheatcc.com/dc/sg/rayman_2.txt |
Rayman 2: The Great Escape Boss FAQ |
http://faqs.ign.com/articles/449/449432p1.html |
Komplettlösung Rayman 2 (Nintendo) von mag64 - Deutsch |
http://www.nintendo2000.de/rayman/rayguide.htm |
Rayman 2 Solution complète - Français |
http://membres.lycos.fr/astucesoluce/Astuce%20Soluce/JeuxVideo/Dreamcast/Jeux/RAYMAN%202.htm |
Ubi Soft Soluces Rayman 2 - Français |
http://soluces.ubisoft.fr/soluces/rayman2/ |
Rayman 2 solution complète by jeuxvideo.com - Français |
http://www.jeuxvideo.com/btajv99/etajvhtm/00102274.htm |
Rayman Revolution - PS 2 - Ubi - Solution - Français |
http://www.gameplayshop.ch/upload/soluces/RaymanRevolution.html |
Rayman 2 Revolution (PS 2) FAQ/Walkthrough on www.gamefaqs.com - English |
http://www.gamefaqs.com/console/ps2/game/27625.html |
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Ayuda
- Rayman 2 Walkthrough
|
1. Rayman2
FAQ/Patches 2. Guide
de Solucion - 3. Rayman2
Trucos/Cheats 4. Rayman 2 Guias/Walkthrough 5. Ubisoft España |
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