Rayman

Rayman

10.10.2013 08:53:33
RAYMAN TIPS (January 6, 1996)

Compiled by tpetersson@wineasy.se (Thomas Petersson)

SOME BASIC TIPS

Collect as many blue tings as you can. They not only give you free
lives, but also lead the way to hidden cages and power-ups. From
time to time, you may see a single ting enticing you to jump into
the unknown. Go for it! You never know what you may find.

At times you may hear a strange noise that means that something
special has appeared. You might not always be able to see this gift
immediately, but it won't be far away. Don't be afraid to retrace
your steps because it could be a cage of Electoons.

Even if you can't get all of the cages in a level, keep going and
try to finish it anyway. Often you will receive new powers at the
end of a level that will make the game much easier.

You can only get to Mr. Dark's Candy Chateau once you have freed all
of the Electoons.


DREAM FOREST WORLD

Pink Plant Woods

Jungle Level 1: Just after the red flower that bends, if you climb
the vines and go left you will find a free life.

Jungle Level 2: Jump on the flower at the very left of the screen
and then jump on the vine hanging above it. Grab all of the blue
tings around the vine, and then jump over to the platform on the
right. If you've collected 10 tings, the magician will take you to
the first bonus 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: To get special 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 can find another magician at the bottom right side of
this level.


Anguish Lagoon

Jungle Level 5: After the second floating platform, you'll 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: Try to stay in the middle of the screen so you can
see from which direction Mosquito is coming.


The Swamps of Forgetfulness

Jungle Level 9: Jump up and knock Tarayzan's clothes down which are
stuck on the vine. To thank you, he will give you a magic seed. You
can plant the seed repeatedly and then jump on the plants that grow
to advance through this level. You cannot, however, plant one seed
on top of another.

When you reach the exit to this level, a free life will appear on
the left side of the screen. Try to get if you have enough time left
before the water reaches you.

Jungle Level 10: Knock the purple grapes down and they will fall on
the heads of the enemies. You can then walk on 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 comes back, it will bump into the grape first and push you
along.) When you arrive at the next island, a cage will fall from
the sky.

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.


Moskito's Nest

Jungle Level 12: Climb up and get the tings on top of the mushroom
tree at the beginning of the level. A cage will appear on the
ground.

When you see the photographer while floating on a purple grape,
don't get off yet. Stay on the grape and it will take you to a cage.

The tentacle can only be stopped by punching it in the mouth.

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.

Going back: 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, 3 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 the
grape. Jump on top of the grape and swing over to the left with the
grapple until you see the cage. Then 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've beaten a boss, when you return to that level you will
not have to fight him again. Also you can exit a level by touching
the exit sign at the beginning or end of the level.


BAND LAND

Bongo Hills

Music Level 2: 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.

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.

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.

Music Level 5: When you arrive at the first photographer, instead of
continuing forward, jump back on the brown spinner and jump over to
the platform on the left. Shrink by touching the fairy, and follow
the tings. Fall down onto the brown spinner 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.


Allegro Presto

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. A little
lower down, just after you see an arrow-shaped group of tings
pointing upwards, pick up a lot of speed and with a big jump you
will reach another platform where there is a hidden cage.

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.

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 spinner will appear. Ride it and it will lead you 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.


Gong Heights

Music Level 12: 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.


Mr Sax's Hullabaloo

Music Level 14: 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,
brown spinning wheels will appear upon impact with the wall. Ride
them 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.

The flying hooks will lead you to another cage. Continue going up
and you will find a free life.

Music Levels 15&16: Mr Sax cannot feel your punches. To beat him,
punch his false notes back into the hole in his horn.

Going back: Once you get the helicopter power at the end of Allegro
Presto, go back to Bongo Hills. In the forth level (the one with the
lightning) the helicopter will allow you to grab a flying hook which
leads to a cage.


BLUE MOUNTAIN

Twilight Gulch

Mountain Level 1: Before grabbing the first flying hook that you
see, advance forward a little more and get the fist that allows you
to punch further. 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.

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.


The Hard Rocks

Mountain Level 3: At the beginning of the level, crawl left and you
will find a power up. When the blue steel balls block your route
while traveling on the cloud, punch them to push them out of the
way. At the end of this level on the right hand side, in order to
get the exit you must jump into the empty space following the trail
of tings and then grab the flying hook that will take you to the
end.

Mountain Level 4: To break the protected cage, try to throw your
fist. At the exit sign, get rid of the hunter and then jump to the
same spot where he stood. Clouds will appear leading you to a free
life.

Mountain Level 5: 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.


Mr Stone's Peaks

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. After the first photographer, walk and fall down in the hole to
the right where a cage is hidden. After the second photographer, fly
a little longer and you will see a power-up. In the hole beneath the
power-up there is another hidden cage. There's a free life hidden
underneath the platform with 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.

Mountain level 8: Once you 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.

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. Throw your fist at the lava balls while jumping into
the air. This will help keep you from sliding. When you see the
series of blue steel balls, jump into either the second or third
cavern and you'll find another cage.


PICTURE CITY

Eraser Plains

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 you'll see a power-up appear. Grab the power-up and a
platform will appear to the right which give 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.

Image Level 2: At the end of the level, knock the yin-yangs and you
can get access to a free life.

Image Level 3: When you see the first fairy, 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.
You will also see another fairy and become small in order to get
more bonuses below.

Retrace your steps to the first fairy 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.

Image level 4: You cannot hit Space Mama when she protects herself
with her rolling pin. Hit her while she is in the air.


Pencil Pentathlon

Image level 5: Once you've reached the second series of red pens,
drop down between them and grab on to one of the hooks. Swing over
to a rising platform, past the hunter (who you can't kill) and jump
on to the bouncing erasers with the yin-yang. You must knock the
yin-yang loose, push it over to the right slightly, jump on top, and
with a slight running start, jump across to the next platform. You
can also take the harder route by pushing the yin-yang into the gulf
and use it to climb out on the other side.

Once you've reached the flying hooks, swing across them to find the
power-up. Once you grab it a cloud of flying hooks will appear to
the right. Swing carefully on them to get to the exit map.

Image level 6: 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.

Image level 7: 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. There is a cage in this section though. Once
you get the power-up at the end, platforms will appear to take you
to the end.


Space Mama's Crater

Image level 8: To get the cage trapped between the yin-yangs with
spikes, you have to swing off the flying hook, punch the yin-yang
while in the air turn around quickly, and grab the hook once more.
At the end of the level, jump over the exit panel and you'll see a
cage.

There are two exits to this level, if you end up in the lower level
exit, you will not be able to return and reach the upper level to
find the cages. To get these cages, you will have to reenter Space
Mama's Crater from the beginning.

Image level 9: By choosing the path that always descends, you'll
eventually see a magician. After the magician, keep going right
until you reach a dead end. A free life will appear on the other
side that you can get later after a long slide. Once you've gotten
the life, go back up and then jump down into the next hole. You'll
see a cage guarded by two hunters. After the photographer, you will
see a cage high up. To reach it, keep going and slide down a V
shaped hill: from the extreme right side, slide back to gain speed
and then jump from the left edge to reach a higher level. Keep going
left and you'll reach the cage. To find the exit, follow the tings
down the middle of the V shaped hill.

Image level 10: Try to move around on the platform and punch to
avoid objects in your path. At the exit, jump over the sign and onto
the can of paint. A platform will appear taking you up to a cage.

Image level 11: Space Mama can be hit except when she's pointing to
shoot with her rolling-pin laser, and except when she's protected by
the washing machine. When she's behind the washing machine, try to
avoid the lasers and punch the machine. The vibrations from your
punches will break the machine (you can see how many hits it takes
by looking at the dial on the machine).

 
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