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If you want to try the pcversion there is a testversion available for download. The testversion contain one level of action and some none interactive previews of other levels in the complete game. The level you'll be able to try is the fourth jungle level. Anyway click here to download.
To enter a cheat code press the grey pause key on your keybord. When you've entered the code press the pause key again to resume. Enter the code without any special key like (ALT, SHIFT, CTRL etc) pressed. When entering numbers these may NOT be entered on the numeric pad. Anyway here are the codes.
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kom0ogdk |
The lifepoint will automatically go back to 5. |
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power |
Full invisibility and invisiblity to any enemy. |
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raylives |
Instant 99 lives. |
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raypoint |
Get 10 tings. |
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winmap |
Win current level (Map screen only). |
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alworld |
get every level in the game instantly (Map screen only). |
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b76b7081 |
Play a hidden breakout game. |
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86e40g91 |
Get 10 tings. |
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2x2rmfmf |
Golden Fist power. |
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4ctrepfj |
Access to all six worlds. (Map screen only). |
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en5gol2g |
All powers. |
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o8feh |
Skip to next level. (Map screen only). |
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trj8p |
99 lives. |
When you start a new level, turn around and walk. There are usually power-ups or lives. Also look up for others.
Purple grapes are great. Use them to bounce higher and sail accross water, make enemies dizzy.
Save often if you don't want to cheat.
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Jungle Level 1:
- 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.
Jungle Level 2
- 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.
Jungle Level 3
- 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.
Jungle Level 4
- 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. 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.
Map 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.
Jungle Level 5
- 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.
- There are 5 cages on this level. 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.
Jungle Level 6
- In this level you will meet the first of the crazy Bosses in Rayman, 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.
Jungle Level 7
- In this level, Moskito becomes Rayman's friend and flies him past a dangerous
series of hanging plants. 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.
Jungle Level 8
- Betilla the Fairy gives Rayman the power to hang.
Jungle Level 9
- 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.
- 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.
Jungle 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.
Jungle 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.
Jungle 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.
- 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.
Jungle 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.
Jungle 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.
Jungle Level 15
- There are no electoon cages on this level, but there is a free life that you can
grab once you're at the exit sign if you have the super punching power.
Jungle Level 16
- 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.
Jungle Level 17
- 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.
Music Level 1
- 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.
Music Level 2
- 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.
Music Level 3
- 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.
Music Level 4
- Go after the lone power-up hanging over the edge and you will find a hidden
reserve of power-ups, tings, and a golden fist.
- 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.
Music Level 5
- 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.
Music Level 6
- 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.
Music Level 7
- At the second arrow-shaped group of tings, just after the false notes (which
you must get past by ducking) instead of continuing down, jump 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.
Music Level 8
- 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.
Music Level 9
- Move toward the right, jump on the first bongo, and then retrace your steps
and you will find a cage.
- After the photographer, jump on the two small platforms and then retrace your
steps. A brown 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.
Music Level 10
- There are no electoon cages on this level.
- 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.
Music Level 11
- Betilla the Fairy will give you the power to use your hair as a helicopter for
short periods of time.
Music 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.
Music Level 13
- There are two electoon cages on this level.
Music 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.
Music 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.
Music Level 16
- 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.)
Mountain Level 1
- 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.
Mountain Level 2
- 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.
Mountain Level 3
- 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.
Mountain Level 4
- 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.
Mountain Level 5
- 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.
Mountain Level 6
- 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.
Mountain Level 7
- 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 into 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.
Mountain Level 8
- 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.
Mountain Level 9
- 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.
Mountain Level 10
- 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. But 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. Don’t forget to
change sides each time Mr Stone is hit.
Mountain Level 11
- 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.
Image Level 1
- 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.
Image Level 2
- 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.
Image Level 3
- 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.
Image Level 4
- 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. 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.
Image Level 5
- 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 running
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.
Image Level 6
- 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.
Image Level 7
- 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.
Image Level 8
- 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.
Image Level 9
- 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.
Image 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.
Image Level 11
- 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.
Cave Level 1
- 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.
Cave Level 2
- 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.
Cave Level 3
- To beat the Skops, keep jumping on the falling platforms while avoiding the his
claw until all of the platforms are gone. As the last platform falls, jump and hang
on the ledge on which Skops is sitting. He will then move backwards. Jump up
on the ground. He'll then advance a couple of times more while throwing his
claw. Each time he does so, jump and hang over the edge until Skops retreats.
After about three times, he'll retreat all the way to the right. When this happens
move quickly to avoid the lava.
Cave Level 4
- Joe will give you a firefly to light your way through the next level.
- There are 0 electoon cages on this level.
Cave Level 5
- 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.
Cave Level 6
- 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.
Cave Level 7
- 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.
Cave Level 8
- 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.
Cave Level 9
- 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. 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.
Cake Level 1
- 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.
Cake Level 2
- 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. 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.
Cake Level 3
- 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.
Cake Level 4
- This is the final level of Rayman and you get to fight three bosses. 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. 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. 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.
THE END
Congratulations! You’ve finished Rayman!
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