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).