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RAYMAN 3: HOODLUM HAVOC
FAQ/Walkthrough
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By TSC
E-mail:
[email protected]
Version 1.63
This game was produced by Ubi Soft for the Sony PlayStation 2(tm)
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***********
Legal Stuff
***********
No Plagiarizing:
This walkthrough is intended for private and personal use ONLY. This
walkthrough, in whole or in part, can only be reproduced or distributed
with the permission of (me) the author. (TSC). This walkthrough has
been designed to aid you in the game [Rayman 3: Hoodlum Havoc] and not
to be used for profitable purposes. Anyone who wants my walkthrough on
his/her website will have to write and ask (me) unless I offer to let
them use it. Violation of this agreement is prohibited and punishable
by law.
Copyrights/Trademarks:
"Rayman 3: Hoodlum Havoc" Copyright ((c)) 2003 Ubi Soft Entertainment.
"Rayman 3: Hoodlum Havoc" "Ubi Soft" and the Ubi Soft logo are
trademarks of the Ubi Soft Entertainment Company.
"PlayStation 2(tm)" is a registered trademark of Sony.
"Rayman 3: Hoodlum Havoc Walkthrough" Copyright ((c)) 2003 Thomas
Chapman.
All copyrights and trademarks of things in this walkthrough that have
not been specifically mentioned in this section are acknowledged.
All Rights Reserved (r)
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Table of Contents
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+ Introduction
+ E-mail Guidelines
+ The Story
+ Game Basics
+ Controls
+ Rayman's Moves
+ Game Structure
+ Characters
+ Collectable Items
+ The Powerups
+ Scoring Points
+ Fighting the Hoodlum Army
+ Hoodlum List A-Z
+ FAQ
+ Walkthrough
+ The Fairy Council
+ Clearleaf Forest
+ The Bog of Murk
+ The Land of the Livid Dead
+ The Desert of the Knaaren
+ The Longest Shortcut
+ The Summit Beyond the Clouds
+ Hoodlum Headquarters
+ The Tower of the Leptys
+ Bonuses & Extras
+ Version History
+ Credits
************
Introduction
************
Hello, and welcome to my newest walkthrough. This is a funny game that
I really like, newest in a great series. (If you haven't played the
previous two Rayman adventures, you should, although the first is a
little "old school").
Oh, and if you want to see my other work, they are all available at -
in my humble opinion - one of the best gaming sites on the Internet,
GameFaqs.com!
+ CTR: Crash Team Racing for PlayStation
+ Dr. Brain - I.Q. Adventure for PC
+ Wario Land 4 for Game Boy Advance
+ The Curse of Monkey Island for PC
*****************
E-mail Guidelines
*****************
Just the usual token stuff.
1. Check the ENTIRE walkthrough before sending a question. Chances are
the answer is in there somewhere.
2. Be sure to put 'Rayman Question' or something similar as the
subject. I don't want to mistake your message for spam.
3. The only mail I will respond to is pointing out an error in the FAQ,
sending in a question, or telling me an alternate strategy or secret.
4. If I am sent threats, spam, insincere stuff, spam, bogus stuff,
spam, insults, or spam, it will be deleted and all further messages
from that author will be blocked.
5. I need to be able to understand your message. If I get a note like
"hey dud yur faq totaly rocks and fyi yu missd somethin..." I will ignore
it.
*********
The Story
*********
Once upon a time, there was peace and harmony in the world of Rayman.
But this was unbalanced when an innocent Red Lum, a health-bringing
spirit, named Andre saw something so terrible that it turned him black
with evil. So evil, in fact, that he decided to take over the world. He
found that he had the power to transform Red Lums into Dark Lums like
himself, and called himself Andre, the Dark Lum Lord. He also invented
something called Laser Washing Detergent which, when poured on ordinary
clothes, turned them into tough fighting outfits. When a Dark Lum was
wearing one of these, he became a Hoodlum. Soon Andre had a whole
Hoodlum Army, but it wasn't enough to rule the world. So, he decided to
go to the Heart of the World where there were enough lums to create a
gigantic army! He combined himself with lots of Dark Lums to form a
huge Hoodlum, and smashed his way into the jungle. Rayman and his
friend Globox were sleeping near a big mushroom, when Globox, a light
sleeper, was awoken by the noise. He tried to pull Rayman's hands to
wake him, but the armless hero's hands came right off! So Globox just
ran off with them. Murfy, Rayman's frog friend, woke Rayman up and
carried him off by the ears...
***********
Game Basics
***********
If you are already pretty far into the game, you obviously won't need
this part, but if you're only a beginner, it might be helpful. Even if
you are advanced, the enemies section might come in handy.
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Controls
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Menu Controls:
L1/R1: Scroll through menu screens. These are Game, Bonuses, and one
for each level you have been to.
Left Analog Stick: Select a choice within a screen
Square Button: Jump to Game screen. Here you can load, save, quit, or
modify options.
Circle Button: Jump to Bonuses screen. Here you can review cinematics
from the game, play bonus games, watch bonus movies, and
find out your Lums Race code once you beat the game.
X Button: Validate selection.
Triangle Button: Cancel selection/return to previous screen.
Game Controls:
Left Analog Stick: Move Rayman around.
Right Analog Stick: Control camera.
X Button: Jump
Square Button: Shoot/Use Powerup
Triangle Button: Enter Look Mode
Circle Button: View Health/Use Grimace
Start Button: Access Menu
Select Button: Enter Photograph Mode
L1 or L2 Button: Roll
R1 or R2 Button: Hold down to lock on.
Look Mode:
Hold Triangle to enter Look Mode.
L1 Button: Zoom Out
L2 Button: Lean Left
R1 Button: Zoom In
R2 Button: Lean Right
Left Analog Stick: Look Around
Release Triangle Button: Exit Look Mode
Photograph Mode:
A neat feature in Hoodlum Havoc is Photo Mode. Press Select to freeze
everything. Use the same controls as Look Mode to look around, and take
a picture with R3. You can save pictures you take. Also, if you lock on
to an enemy then enter Photo Mode, you can press Circle to see their
name and info.
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Rayman's Moves
--------------
Rayman has lots of moves that are slightly more complicated. For
fighting moves, see the "Fighting the Hoodlum Army" section.
HELICOPTER - X in mid-air
Use this move to get more air time while jumping. You can use it to go
further on jumps and stay in the air longer. You can also slow down
jumps with it to make precision landings.
ROLL - L1 or L2
This move allows you to better dodge enemy fire.
CLIMB - X
To climb, just jump on to a surface covered with vines or mesh, or a
ladder. Then use the analog stick to move up, down & around. Use X to
jump off again.
ROCK CLIMB - X
To climb up a narrow gap between two walls, jump then press X to hang
on. Then jump to a higher spot and hang on there. Repeat to reach the
top.
SWIM - Analog Stick in water.
This is pretty self explanatory. However, when you reach deep enough
water, Rayman automatically dives.
UNDERWATER SOMERSAULT - X or Square underwater.
Press X or Square to somersault underwater. This move comes in
surprisingly handy sometimes.
There are also some vehicles which Rayman can use.
FUNKYBOARD - Found in groovy tunnels between levels. It moves forward
automatically. Press X to jump, and the analog stick to move while
jumping.
SHOE - This is a little weird, but sometimes you must drive a shoe. Use
the analog stick to move around and Square or X for a turbo boost.
SNOWBOARD - Steer the snowboard with the analog stick, and jump with X.
JETBIKE - In the last level, Globox brings a jetbike. When in the
driver's seat, accelerate with X or Square and steer with the analog
stick. When at the gun turret, move the gun with the analog stick and
fire with Square.
--------------
Game Structure
--------------
This is very simple. To beat the game, you must get through nine
environments, or Worlds, that you go through in linear order. Within
the world are between three and six Stages, also linear. To beat the
game 100%, beat the last boss, free all the Teensies from their cages,
and get a Smile Stamp on every stage. To get a smile, you must get
enough points by collecting Gems, beating enemies, etc. Points also
unlock bonus movies and mini-games.
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Characters
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-- Good Guys --
RAYMAN - This odd hero has saved the World twice before, and he's ready
to do it again. He has a different personality than the last two games,
making him seem tougher. His most distinguishing features? Long rabbit-
like ears that spin and hands and feet that float in mid-air!
GLOBOX - Rayman's toad sidekick is definitely not the brightest bulb in
the chandelier, but he is good-natured and loyal. He has bad enough
luck to swallow the game's main villain, which will force him to drink
plum juice, which he is allergic to. He also manages to fall into traps
twice.
MURFY - In Rayman 2, Murfy the flying frog was Rayman's cheerful,
energetic advice bringer, never seen without a smile. But during the
game he was approached by a movie director who offered him a part in a
love story. But then they changed their minds. Furious at having to
play second fiddle to Rayman again, he becomes rude and sarcastic. Not
at all pleasant, but at least he helps you.
TEENSIES - The Teensies are the short, blue, big-nosed (and they have
the nerve to call Rayman "big nose") denizens of Rayman's world. They
have forgotten who is their King, and there are so many claimants to
the throne that it is hard to go anywhere without seeing a crowned
Teensie. They also have magical powers and will help you if you free
them from the cages where they are trapped. There are also Ghost
Teensies and Snow Teensies, who are the same but with different
clothes.
DR. OTTO - When Globox swallowed the Dark Lum Lord, Rayman will take
him to see this medical specialist. He has a German accent and a long
white coat, and is very skilled at playing the electric arm.
DR. ROMEO - This is the stomach specialist who Otto recommends you to.
He is a hippie who wears a headband and sunglasses, and can play
Globox's belly like a drum kit.
THE UNNAMED JAPANESE DOCTOR - When Romeo finds out that Andre is lodged
in Globox's brain, he sends the toad to a Japanese hollow cavity
specialist. Dr. Japanese (as I will call him in the walkthrough) floats
in the air uses his needle to eliminate "negative energy". The one
thing I can't imagine is why he, or anyone for that matter, would want
to live in the Desert of the Knaaren.
THE LEPTYS - Spooky mystical creatures who live in a tower far away.
They have lots of power, but they will only give it to whoever has a
certain Scepter.
-- Bad Guys --
ANDRE - Andre is the leader of the Dark Lums. He wants to rule the
world by gaining energy and multiplying infinitely to create a vast
army. Likes - plum juice. Hates - being eaten.
THE DARK LUMS - Completely brainless, the Dark Lums obey Andre's every
command. They were once Red Lums, but now fight for their Lord as
Hoodlums.
THE HOODLUMS - When Dark Lums put on their special fighting clothes
(and by this I mean clothes that fight) they become Hoodlums, who carry
rifles and will stop at nothing to kill Rayman and rip open Globox to
get Andre out.
RAZOFF - A hunter who lives in a huge mansion in the swamp. His species
is in doubt, but he looks like a reptile of some sort. He always wears
red, and thinks he is much better at hunting than he really is. He is
so vain that he fills his house with trophies and statues of himself.
BEGONIAX - A stereotypical "fairy tale" witch, only she wears a
cauldron on her head and carries a magic fork instead of a broomstick.
Go figure. She has a major thing for Razoff.
THE KNAARENS - Very, very bad. Stay out of their way. These guys are
extremely violent and totally invincible. They like to fight, torture
intruders in their tunnels, then fight some more.
REFLUX - Strongest of the Knaarens, he has magic powers and really,
really, REALLY hates Rayman ever since Rayman beat him in the Knaaren
arena.
KING GUMSI - He is a little wimp compared to all the other Knaarens,
and yet still rules them. He likes watching the bloodsport, but never
participates. I wonder why.
-----------------
Collectable Items
-----------------
CAGES - Break them and free the Teensies inside. They will reward you
with gems or powerups. Also, for every six cages, your maximum health
gets raised.
GEMS - The main way to score points. They come in three varieties -
Crystals are yellow and worth 10 points, Rubies are red and worth 30
points, and Emeralds are green and worth a whopping 1500 POINTS!!!
These are so rare and valuable that I will specifically list the
locations of them in the walkthrough.
RED LUMS - Pick them up to refuel your health gauge a little.
LASER WASHING DETERGENT - Comes in five colors. Every color yields a
different powerup. These are explained in detail later.
CROWN - Collect enough magic crowns to open a door.
JUICE BARREL - Get Globox to a barrel so he can drink plum juice and
quell Andre's tantrums.
MATUVU - A lizard who likes to hide. If you find him, center the Look
Mode camera on him, and earn 250 points.
TRIBELLE - A sleeping butterfly who gives off a red glow. Walk up to it
very slowly - if you are too fast it will wake up and vanish. Walk up
to it without waking it up to receive 250 points.
PLUM - Found growing on trees. Knock it down and throw it on a stake.
You can then use it as a platform.
------------
The Powerups
------------
Throughout the game, you will find powerups, either out in the open,
dropped by an enemy, or given by a Teensie for freeing it. You can
recognize a powerup by the rings coming out of the top and the bottom.
Powerups only last a limited time, and you can tell when they will run
out by the meter next to your life bar. Two things worth saying:
+ If an enemy has a $ over its head, it's carrying a powerup.
+ While you have a powerup, ANY points earned for any reason count
double.
VORTEX - Found in green cans of Laser Washing Detergent, this allows
you to shoot a tornado that will shrink enemies and lower corkscrew
platforms.
HEAVY METAL FIST - Found in red cans, it gives you a much stronger
attack. You can even smash Hoodlum Barricades by charging it.
LOCKJAW - Found in blue cans, this shoots what looks like a bear trap
on a chain from your fist. It clamps on to enemies and hurts them.
While it is clamped on them, you can tap Square repeatedly and quickly
to send electric charges through it. It can also be used to swing from
Flying Rings.
SHOCK ROCKET - Found in orange cans. To use this rocket, press Square
to arm it. You can aim it while it's armed with the analog stick. Then
press Square again to fire it. You can guide it in the air with the
Analog Stick. It can be used to smash faraway targets and it will
either destroy an enemy in one hit or not destroy it at all.
THROTTLE COPTER - Found in yellow cans. This power lets you temporarily
use your helicopter to fly. However, it runs out very fast.
SHOE SHRINK - This powerup looks like a small shoe. When you use it,
you will shrink, and fall into one of your shoes. (See "Rayman's Moves"
to find out how to drive it.) The other shoe will drive off. Keep
ramming it, and eventually you will grow, put your shoes back on, and
the rogue shoe will yield an item. Also, some Gems can be accessed only
while you're a shoe.
GRIMACE - The only permanent power, you receive Grimace after beating
Reflux for the first time. Press Circle to turn Dark Lums into Red Lums
again.
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Scoring Points
--------------
Throughout the game, you will find ways to score points. Points will
unlock extras (movies or mini-games) when you find a certain number,
and also, collecting enough points in a level earns you a Smile Stamp.
There is also a thing called "Combo Mode". When you collect even one
point, Combo Mode begins. Keep collecting more and more points to rack
up huge Combos. Beware, when the collecting stops for even a couple of
seconds, Combo Mode ends.
So, these are the ways to score, listed in order of least to most
points:
Pick up a Crystal = 10 Points
Pick up a Crown = 10 Points
Pick up a Ruby = 30 Points
Defeat a Hoodlum = 100 Points
Defeat a Hoodlum in a Special Way (i.e. squash it with Mecha-Legs) =
130 Points
Spot a Matuvu = 250 Points
Approach a Tribelle = 250 Points
Defeat a Boss = 1500 Points
Pick up an Emerald = 1500 Points
There are also ways to lose points. I don't know them all, but here are
a few:
Get Damaged = -1 Point
Crash Into a Wall while driving a Shoe = -1 Point
Fall Off the Track on a Funkyboard = -1 Point
-------------------------
Fighting the Hoodlum Army
-------------------------
In the game, there will be almost nowhere you are safe from Hoodlums.
So naturally you need to know ways to dispose of these pests. Well,
here they are...
NORMAL SHOT - Square Button
Press Square to shoot an enemy. This is Rayman's standard attack.
CHARGED SHOT - Hold down Square Button
Hold down Square for long enough to charge a shot that's three times as
powerful. Release Square to fire.
LOCK ON - R1
Knowing how to lock on is vitally important. When a red circle appears
on an enemy, hold R1 to lock on. While locked on, you can move around,
sidestep, jump, helicopter, roll, attack, or fire lateral shots, while
always facing the enemy. To disengage Lock On, release R1
SIDESTEP - Analog Stick while locked on
While locked on, you can move normally but always face the enemy. This
is sidestepping and is very handy for avoiding hostile projectiles.
LATERAL SHOT - Square while sidestepping
To fire a shot that travels in a curve, press Square while
sidestepping. The shot will curve in whatever direction you're moving
when you fire. This is the best way to shoot around enemies with
shields.
----------------
Hoodlum List A-Z
----------------
Know your foes! Mostly, these are the actual enemy names from the game.
ENEMY JETBIKE - They will attack when you are manning the laser cannon
in the jetbike stage (Stage 9-3). Shoot them twice with the laser.
GRIM KEEPER - Grim Keeper has a shield that blocks all but lateral
shots, and even these sometimes do not work - you must confuse him into
letting you shoot around his shield. He attacks by releasing a walking
exploding thing from under his cloak.
HECKLER - This is actually a boss. See either The Land of the Livid
Dead, Hoodlum Headquarters or The Tower of the Leptys to find out how
to kill him.
HERMIT CRAB - Throws starfish at you. Not much of a threat though.
Killing him with a charged fist nets you a 30 point bonus.
HOODBOOM - He lobs grenades from a distance. Just get up close and kill
him.
HOODMONGER OFFICER - The toughest of the Hoodmonger line, he fires
three shots at the same time - one that travels straight ahead, one
that goes left, and one that goes right. Kill him like the other
Hoodmongers.
HOODMONGER PRIVATE FIRST CLASS - The most common enemy. He shoots
easily dodged energy balls. To kill him, you must use lateral shots,
because he spins his rifle to knock away your fire if you shoot
straight ahead. You can also use charged shots or Heavy Metal Fist -
these go right through his shield.
HOODMONGER SOLDIER - He fires energy arrows at you, which are not too
hard to sidestep away from. Kill him like the Private First Class.
HOODOO - Hoodoo cannot attack directly, but he creates shields around
other Hoodlums. If you get too close, he disappears. Shoot at whatever
he's protecting to make him appear, then attack him. Repeat the process
until he is gone.
HOODSTORMER - A very annoying flying Hoodlum who shoots energy balls
from above. It is very hard to hurt him unless you lock on. Lateral
shots are best, but not necessary.
KNAAREN - Completely invincible. Don't even try to kill them. They
smash you with magic if you invade their personal space.
LAVOMATRIX - This is also a boss, who never travels alone. See either
The Desert of the Knaaren or The Summit Beyond the Clouds to find out
how to kill him.
MUDDIBOG - He pops out of the ground to hurl rocks at you. One shot is
all it takes. According to the game's info screen, it's not mud he's
covered in. Ewww...
PIRAHNA - These leap out of the water in an arc. It's best to just
avoid them, but you can also shoot them in mid-air.
ROBO-FISH - On the stage where you are sailing in a ship, these will
attack constantly. You must destroy them by using your ship's cannons.
SLAPDASH - The game's weakest enemy. He shoots easy-to-avoid shots,
cannot block you, and will die with one hit from anything.
SPIKER - Hangs out in a group. Touching it is very painful, so
continually hit the group with charged shots to get them out of your
way.
SPINNEROO - This enemy will spin around quickly if you get too close.
What you must do is keep shooting him (this pushes him backward) until
you knock him into something deadly, like fire or slime. A Charged
Heavy Metal Fist will also beat him.
STUMBLEBOOM - A Hoodboom on stilts. Use Vortex to knock him down, then
kill him like a Hoodboom.
ZOMBIE CHICKEN - Making a reappearance from Rayman 2, the Zombie
Chicken enemy flies out of walls at you in a group. Hit it once to
destroy. But, beware, if a wall is "haunted" another group will come
from it soon.
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FAQ: Frequently Asked Questions
*******************************
Q. Can I use your guide, or part of it, on my website?
A. Feel free to. Be sure to write and ask me first though, and if you
want to borrow part of it, say the Hoodlum List, to use in a guide of
your own, fine.
Q. Why can't I score any big combos on Combo Mode?
A. You must quickly perform point-giving actions. If you aren't fast
enough, Combo Mode goes away.
Q. I can't find <insert cage number here> on <insert world name here>!
Where is it?
A. Check the cage guide.
Q. I found an <emerald, treasure trove of gems, secret area, etc.> that
you didn't mention!
A. Good! Send in what and where it is. I'll be happy to include it.
Q. I got the Heavy Metal Fist but I still can't break barricades! Why
not?
A. You need to charge it first.
Q. In the Desert of the Knaaren, one of the rock-dispensing vending
machines is covered over, and I can't get the rock out! What should I
do?
A. At least ten people (whose names elude me, or I'd thank them for
bringing the problem to my attention) have notified me of this glitch.
It seems that the solution is just to reset the console and reload the
game at the last point you saved.
Q. How do I make the platforms with hand-shaped marks on them move?
A. Hold R2 to lock on to the hand-shaped mark, then shoot it, quickly
sidestep to the other side of the platform without letting go of R2,
and shoot it again. Repeat until the platform has completed its
journey.
-----------------------------------------------------------------------
And now, ladies and gentleman, the moment you've all been waiting for...
put your hands together for the amazing...
$$$$$$$$$$$
Walkthrough
$$$$$$$$$$$
Just a note here - I do not know what the Smile Stamp requirements are
on all the levels. I'd appreciate it if you would send them in - my e-
mail is at the top.
*****************
World 1
The Fairy Council
*****************
Cages - Stage 1-1 - 0
Stage 1-2 - 0
Stage 1-3 - 0
Stage 1-4 - 0
Stage 1-5 - 0
Stage 1-6 - 0
Total - 0
Smile Stamp Requirement - 21,000 Points
Enemies - Hermit Crab, Hoodmonger Private First Class, Spikers,
Slapdash
-----------------------
Stage 1-1
The Flight of the Murfy
-----------------------
You will be hanging by your ears from Murfy - steer him with the analog
stick. You will continuously circle one area until you get all the Red
Lums. Then you will enter a new area. Complete it and you'll be dropped
into a pit.
-------------
Stage 1-2
Hand and Seek
-------------
When you arrive, Murfy will tell you about the story and scoring
points, both of which you probably already know about. In this area,
there are plenty of red lums and crystals for the taking. Smash the
gnomes for more crystals. Once you get tired of it or get everything,
go through the hollow log. Jump up the mushrooms and continue. When you
get out in the open again, your first ruby is to the left. Go right and
down the hill to get some crystals in the water and rubies from the
mushrooms. Go back up and cross the bridge. Bounce over the mushrooms,
and go up the cliff. Go up another bridge, and cross over to where the
bouncy blankets are. You will see a cliff to the right of the blanket
bridge. Ignore it for now and go to the end of the blanket bridge where
some crystals are. Now go back, and jump to the cliff you saw before.
There are crystals on the mushrooms. Go into the cave. On the other
side is the Fairy Council.
When you come out, go left for a stash of crystals. Now go over to the
barrel of plum juice. It runs off. Hmmm... Better follow it. Step on the
switch as you go, raising the wall. When the barrel gets there, it is
stuck. Destroy it with several kicks to find Globox, who returns your
hands. If the wall lowers before you destroy the barrel, it will run
off again and the cycle starts over. Once Globox is free, go to the
large building. Collect the crystals around the dolmen. Over by the
wall, the game's first enemy, a Hermit Crab, shows up. Beat it, then go
to where Globox and Murfy are. Shoot the switch. Now Andre shows up
with a couple of Hoodlums. Globox smashes through the door, and Andre
follows behind. Follow him.
-----------------
Stage 1-3
The Fairy Council
-----------------
When you get in, grab the crystals around the room. Now jump on the
platform. Every time you shoot the switch it gets a little higher. Keep
shooting it until you're at the top. Get the gems on the ledge running
around the ceiling, look at the Matuvu above the doorway, then enter
it.
In this room, run on the spiral ramp, destroying all the PigPots as you
go. When they are all gone, a door opens at the top of the room. Go
through. Drop down and get all the crystals, then go back up and get on
the platform. Use your lateral shot on alternating sides of the
platform to reach the top. Once you are there, head for the bridge -
but Andre raises it! Kill his clothes using lateral shots to shoot
around the bridge. Then it will lower and the Dark Lum Lord flies off.
Grab your first powerup - Vortex! Use it to shoot all the mushrooms in
the next room, then jump up them. A Slapdash is on the top one - take
him out. Then run into the passage.
---------------------------
Stage 1-4
The Way to a World's Heart...
---------------------------
Go down the ramp on the left and defeat the Hoodlum behind the Globox
painting. He gives you a green can, so go up the ramp and shoot all the
mushrooms to go up further. Swing over the vines. Once you reach the
other side, you can helicopter left for a crystals and a passage that
leads to some crystals and rubies hanging from the ceiling. Go back to
the other side of the vines again. Slowly approach the Tribelle, then
climb the ladder behind it.
Now, use the bouncy mushrooms to cross the ice. On the other side is a
ruby and some crystals. Climb up again and go to the big room. Shoot
the Slapdash. Now, look around. Notice that there are several holes
around the walls. These can be reached by vines and bouncing mushrooms.
The fourth one you look in always contains Andre, who flees through the
door. A fairy shows up and opens it for you. Use the green can left by
the Slapdash to reach it, then go through it. Rock climb up and head up
the stairs. Do it fast, because they fall apart, making it harder to
reach the top. At the top, go through the tunnel. At the end is one
Hermit Crab - well, two, but one is crushed by a rock. Jump on that
rock, then up again for gems. There are also gems to the left of the
other Hermit Crab. Get the green can in the middle, then rock climb up
the platform on the left of the room. Vortex the mushroom, and jump to
the top. Swing over the vines, then go into the tunnel. Now pay
attention, everyone, this is very important to the plot...pay
attention...Globox will accidentally swallow the Dark Lum Lord.
----------------------------
Stage 1-5
The Great Heart of the World
----------------------------
Go through the strange door to the Heart of the World. The Teensies
think Andre is dead, but sadly they are wrong. One of the kings tells
Rayman to take Globox to the doctor in Clearleaf Forest. Don't jump
into the portal just yet. Look at all the pillars. One will have a
small ledge protruding from it. Jump on then jump to the ledge near the
ceiling. Go left to find a secret sliding area with gems and an
EMERALD. At the bottom, you will be warped to the Heart again. Now jump
in the portal.
------------
Stage 1-6
Groovy, Man!
------------
You will be in a disco tunnel on your Funkyboard (see "Rayman's Moves
for how to use it). I can't really say much except - if you are going
for gems, watch carefully; if you aren't stick to the center; there's
an EMERALD at the top of the last big jump; and beware, every fall
costs you 1 point.
****************
World 2
Clearleaf Forest
****************
Cages - Stage 2-1 - 2
Stage 2-2 - 3
Stage 2-3 - 4
Stage 2-4 - 1
Stage 2-5 - 0
Total - 10
Smile Stamp Requirement - 45,000 Points
Enemies - Hoodmonger Private First Class, Pirahna, Hoodmonger Soldier,
Hoodboom, Slapdash
NOTE: From this point on, I won't list gems that are in obvious places
because - well - they're obvious. I will only list hard to find gems,
out of the way gems, and all emeralds.
--------------
Stage 2-1
Into the Woods
--------------
Head toward the big building and kill the two Hoodmonger Privates
guarding it. There are several PigPots around to smash. When you're
done, enter the door on the far right. Shoot the switch to activate the
moving platform, hop on, then jump to the grating. When you see the
next switch, shoot it to deactivate the laser gate. On the other side
of the gate is a safe floor; drop off the grate. Take note of the
closed door to your left, then shoot CAGE 1. The Teensie inside will
give you a green can. Get it, and the door will open. Jump through it
and run along the ledge to the beginning of the room. The gate at the
other side of the ledge will open, and you'll be back in front of the
building. Enter the central door. Shoot the mushroom down to size, and
jump up to a new room. In here, go left, then out on to the bridge. A
Barricade will cut off your progress. Two Hoodmonger Privates will show
up and cut off your retreat. Kill them both for your first Red Can. To
test it out, go past Globox to the Barricade near the beginning of the
room, smash it, and break all the PigPots for combo fun! Then go back
to the other end of the room through the now open gate, ignoring the
bridge. Smash CAGE 2 at the end for a bunch of gems. Then get the red
can again, go out on the bridge, charge your fist, and break the
barricade. Go through and drop into the tree trunk.
Now, head for the waterwheel! Kill all the Hoodlums guarding it. Then
ascend the crates. Globox will come, drink the plum juice, and pull you
both into the waterfall.
To swim, tap X or Square as fast as you can. Use the analog stick to
move side to side. Pirahnas will leap out of the water - move to the
side to get out of their way. If they hit you, or if you stop swimming
for even a second, you'll slide down. It isn't too hard to reach the
top.
--------------
Stage 2-2
Got Detergent?
--------------
Run down the path and drop over the cliff, collecting the red lums on
the crates if necessary. Now head over the bridge and drop further to
the valley floor. To your left are a corkscrew mushroom and an area
with a few crystals; to your right is a Barricade. Beat all the
Hoodlums in the valley for a green can. Hit the mushroom, and jump up,
run around, and bounce over to a spot with two more Hoodmongers. Beat
both for a red can. You can now smash the three Barricades in the area.
The one at the bottom of the valley that you saw before has two PigPots
behind it, the one you come to after jumping up from the mushroom has
CAGE 3 (the Teensie gives you an EMERALD), and the one next to the red
can has a passage to the next area. Collect all the spoils then head
through the tunnel to the next area.
You will come out in a river valley. Under the waterfall on the right
are two crystals, partially obscured by the spray. Jump over the cliff
on the left for some gems, red lums and a PigPot at the bottom. Now
climb the ladder near the waterfall. From the ledge at the top you can
helicopter to CAGE 4, who leaves a blue can. Run up the small bridge
and shoot the ring to swing over. Jump to the rock ledge. Go up the
next bridge and bounce to the waiting Hoodmonger. If you want, you can
kill him the old fashioned way, or you can try using the Lockjaw to
give him electric shocks. He leaves another blue can. Use the can to
swing across the rings and cliffs to the end of the canyon. If you fall
at any time, go back to find a ladder that lets to climb to the first
blue can. At the end of the canyon, go up the ramp and jump to the
tunnel to meet a Hoodlum. He runs back to his camp. Kill all three
Hoodmongers there, then go right to the small gate with a hole in it.
Shoot through the hole and the Hoodlum on the other side raises the
gate, admitting you to the picnic area. Beat all the Hoodlums, then
jump onto a table and break open CAGE 5. You receive a red can. Three
more Hoodmonger Privates appear in the main camp. Use the Heavy Fist to
beat them, and get the PigPots to the left of the Barricade. Now go
refill your red can power, and break the barricade.
In the next area is a plum tree. Shoot the plum to knock it down, then
walk into it to pick it up. Press Square to throw it onto the stake.
Then jump on it and run into the corridor.
-----------------
Stage 2-3
Simply Shock-ing!
-----------------
Run into the main room and kill the Hoodmonger Soldier for an Orange
Can. Grab the Shock Rocket and look around. In the room are three
grates, each with a hole in the middle. In addition, according to
block717, there is a hole in the ceiling with a switch at the end that
opens a gem cache in the floor. Shoot through each hole and navigate
each corridor, avoiding the Hoodlum and Andre portraits. At the end of
each is a portrait of either Rayman or Globox. Blow that up to raise
one of the three gates obstructing the path. Raise all the gates, and
kill the Soldier who enters the corridor. Run past him, and kill the
Hoodmonger for a Red Can. Smash all the PigPots as fast as you can,
then gather the gems for a big combo! Load up your Heavy Metal Fist
power again and enter the tunnel that leads outside. You'll be
introduced to Mr. Hoodboom. Run around the left wall to quickly find
and smash a small Barricade before time runs out. There is a PigPot
behind it. Now kill every Hoodlum in front of the fort. The last one
leaves a green can. Shoot the nearby mushroom and use the blue can
above it to swing into the fort.
Beat both Hoodmongers inside. Hoodboom now starts lobbing bombs. Look
around until you find a Slapdash on the ground. Beat him and take his
orange can. Now shoot Hoodboom with the Shock Rocket to kill him. Look
around for a ladder. Climb that, then climb the one next to it to find
a lever. Shoot it to open the gate and admit Globox, who drinks the
plum juice in the fort. He will leap to a high ledge and belch a purple
bubble. Find the Shock Rocket again and blow open CAGE 6, which is
above where Globox is. If you want, you can collect all the gems around
the fort. When you're done, bounce on the bubble Globox belched to
reach him. Go into the passage behind him to find a room with several
Hoodlums and a giant stack of crates. Climb the crates, noting the
location of the Barricade as you go up. From the top of the stack you
can access several awnings around the room, each of which has two
crystals and a ruby. At the top, there is a hall that leads to a room
with a net on the ceiling. Swing over to a platform with a lever.
Hitting the lever opens a trapdoor below. Drop through to find CAGE 7.
You will receive a red can for breaking the cage. Take it and go
through the door back into the crate room. Climb the stack again and
smash the barricade you saw before. CAGE 8 is behind it. You get
another red can for opening this one. Take it and go back to the net
room. Break the Barricade next to the trapdoor for CAGE 9 and a third
can. Take this and go to the small stack of crates at the back of the
room. Climb it, smash the Barricade, then go through the hallway.
---------------
Stage 2-4
Mecha-Legs' Pit
---------------
Welcome back to the outdoors. Beat the Soldier and break CAGE 10 for a
bunch of crystals. Drop into any of the three pits then head through
the tunnel to come out in the first boss arena!
-----------------------------------------------------------------------
XXXXXXXXXX
BOSS ONE
MECHA-LEGS
XXXXXXXXXX
You are in a large area with five hexagons arranged in a circle. Each
has a button on it. At the center is another hexagon, with three lights
on it. One of the buttons in the outer ring will be lit. Step on it to
activate a light in the middle. Step on two more lighted buttons to
light the other lights in the center. Once all three lights are lit, an
orange can appears. You must do all this while being pursued by a
Hoodlum and his gigantic legs. If he steps on you, not only will you be
damaged but also crushed - press X repeatedly to escape that state.
Also, when the orange can appears you must get to it quickly - if
Mecha-Legs gets there first, he will crush it out of existence and you
must activate the light all over again. Get the Shock Rocket and shoot
it at the Hoodlum (NOT the legs - they are invincible). Repeat this
twice to take the boss out of commission. Be wary that sometimes on the
third life he will summon Slapdashes to cover the lighted buttons, but
this shouldn't be a problem.
-----------------------------------------------------------------------
Once Mecha-Legs is defeated, Rayman will take control of the legs.
Hoodmonger Soldiers will pour into the arena. You must crush them by
pressing X to stomp on them. Every time you kill one, the yellow health
bar goes down a little. Deplete it and the Hoodlums will stop coming.
Rayman will now jump off the legs again.
Go through the gate the Hoodlums came through, then the small door.
Cross the meadow and enter the next doorway.
-------------------
Stage 2-5
The Doctor's Office
-------------------
As soon as you enter, turn around and follow the corridor to a hole in
the wall (this secret contributed by David Gandon). Jump into the hole
and fall down into the pit for several gems, including an EMERALD.
Enter the warp portal. Jump down and defeat all the Hoodmonger
Privates. Once you do it, the portal will open. Follow Globox through
the portal. After a scene in which Dr. Otto fails to flush out Andre,
you are on the Funkyboard again. This stage is harder, with falling and
moving rails. As before, there is an EMERALD hovering over the final
big jump. But you never reach the end - Rayman will come to a spot with
no rails! You fall off the track and into...
***************
World 3
The Bog of Murk
***************
Cages - Stage 3-1 - 2
Stage 3-2 - 2
Stage 3-3 - 1
Stage 3-4 - 2
Stage 3-5 - 1
Stage 3-6 - 1
Total - 9
Smile Stamp Requirement - 26,000 Points
Enemies - Hoodmonger Private First Class, Stumbleboom, Spinneroo,
Slapdash, Muddibog
--------------
Stage 3-1
Begoniax Marsh
--------------
After an awkward scene with Rayman and Begoniax, grab the ruby in the
outhouse and jump off the end of the bridge onto the mudhill. Open CAGE
1, who leaves a yellow can - the Throttle Copter! Fly over to the tree
which is farther from Begoniax's house. Get the crystals around it,
then helicopter to the bridge. Get the crystals around the other tree,
then use the mud hills and mushrooms to go round to the side of the
house. You will see a bridge with another outhouse at the end. Jump on
the roof of the outhouse then jump to the roof of Begoniax's house.
CAGE 2 is nearby - shoot it for three rubies. Now go back around to the
front of the house and go inside.
-----------------------------------------------------------------------
XXXXXXXX
BOSS TWO
BEGONIAX
XXXXXXXX
The arena for this is a narrow walkway around a huge cauldron. Begoniax
uses her fork to lob potion at you. If it hits you, you become a frog.
When you are a frog, run from Begoniax who will try to smash you with
her huge fork. What you must do is when a red circle appears around on
the potion, jump up and shoot the potion itself (NOT the cauldron) to
turn Begoniax into a frog. Chase her and hit her with any attacks you
like to drain her health. Later in the battle, she charges at you -
jump over her as she goes by. Just keep turning Begoniax into a frog
and whacking her to score a victory.
-----------------------------------------------------------------------
Once Begoniax is beaten, she will flee into the downstairs room. Follow
her and pick up the numerous crystals and rubies. Once you are
satisfied with your gem count, jump into the magic mirror in front of
Begoniax.
-------------
Stage 3-2
Pirahna Swamp
-------------
Cross the mud hills to the bridge. At the end of the bridge is a
Spinneroo - keep shooting him until he falls in the swamp and dies. Now
jump over to the main island and defeat the card-playing Hoodmongers.
They leave a green can behind. Get the gems around the island, then get
the green can. Shoot the Stumbleboom patrolling around the island, and
he will sink into the swamp and leave a Flying Ring which goes to the
end of the bridge where the Spinneroo was. Now shoot the mushrooms
which are on the opposite side of the island from the card table. Jump
up them and kill the two Slapdashes who appear in the small building.
Open CAGE 3 for a blue can. Get Lockjaw and go back to where the
Spinneroo was. Swing over to the other side and jump into the hollow
log for several crystals and CAGE 4. For opening the cage you get a
Yellow Can which you can use to fly back out of the hollow log. Now go
through the doorway to end this very short stage.
----------
Stage 3-3
Boggy Cove
----------
Cross the mushrooms to the small bridge and kill the Hoodmonger at the
end of it. Defeat the Muddibog to get a blue can then use the mushroom
to cross to the next island. Beat the Muddibogs for a ruby. If you
still have Lockjaw power, jump up the tall mushrooms and swing into the
building. If not, go back to the blue can. Once inside, walk left a
little and turn around to find a Hoodmonger Private and CAGE 5. Open
the cage for a ruby, then continue deeper into the building by shooting
the spiky tentacles to make them retract. Kill the two Muddibogs as you
go. Once outside, cross the bridge to the left and kill the Hoodmonger.
There are red lums on the raised boat and PigPots underneath it. Go up
the next bridge, dodging Pirahnas, and kill the Hoodmonger for a green
can. Take it and go back to the exit of the building. Shoot the three
corkscrew mushrooms and cross to the walkway, where the Hoodlum runs
off. Kill the other Hoodlum sleeping in the boat for a green can. Cross
over to the island near where the Stumbleboom is, and kill him and both
Hoodmongers. Now jump on the boat. Another boat with two more
Hoodmongers comes. Beat them both for a Blue Can. First, though,
helicopter over to the far-off boat behind the big ship. It will take
to and back from an island with several crystals and an EMERALD. Once
you're back, get the blue can and swing over to the big ship. Destroy
yet another Hoodmonger, and drop into the hollow stump at the end of
the ship.
------------------
Stage 3-4
Hoodlum Swamp Fort
------------------
Drop to ground level to get some lums and crystals on the mushrooms.
Then jump back up and cross the plants, killing Hoodlums along the way.
At the end, cross the bridge and go through the tunnel, noting the
raised mushroom to the right. At the end, kill the Spinneroo for a
Flying Ring and the Hoodmonger for a green can. Take the can and use it
to lower the mushroom in the tunnel. Jump up to a new area, and kill
the Hoodlums - they will try to hide behind the tree. Break CAGE 6 for
a blue can. Take it and go back to the area with the Spineroo and
Hoodmonger. At the entrance, jump and break CAGE 7 for an Emerald, and
continue to the Flying Ring. Swing over to the fort exit, killing two
Slapdashes who are cutting off the exit. Once outside, jump to the
island on the left and beat all the Muddibogs for a green can. Use it
to get rid of the Stumblebooms and then jump up to the big doors and
beat the Hoodmongers. The doors now will open...
----------------
Stage 3-5
Razoff's Mansion
----------------
Move forward into the entrance hall to be confronted by the great (and
in my opinion, a little insane) hunter Razoff...
-----------------------------------------------------------------------
XXXXXXXXXX
BOSS THREE
RAZOFF
XXXXXXXXXX
To beat Razoff, you must chase him through the rooms of his house. To
damage him, simply shoot him as you chase him. Sometimes he will come
to a large room, shut the doors, and counterattack you. He has two ways
of doing this; he shoots arrows from his arrow gun and drops mines. You
can still attack him when he does this. Sometimes you will come to a
room and suddenly see yourself through the scope of a sniper rifle.
When he snipes you, the only way to avoid it is to hide behind the
furniture. CAGE 8 is in the largest room, behind the hanging clock.
Just shoot him until his life bar is depleted. He will then run off to
the basement.
-----------------------------------------------------------------------
Go to the entrance hall and go through the door Razoff went through.
----------------
Stage 3-6
Razoff's Dungeon
----------------
Walk forward to begin the next battle.
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXXXXXXXX
BOSS FOUR
RAZOFF'S WRECKING BALL
XXXXXXXXXXXXXXXXXXXXXX
The arena for this one is a stone grid with lots of pits between the
walkways. Razoff swings back and forth, trying to hurt you. Don't worry
about the pits - if you fall in, a tentacle lifts you out. Shoot Razoff
with charged shots (normal ones hardly do any damage). Occasionally the
tentacle lifts out a red can. Use this to do even more damage. CAGE 9
is off on the far right - shoot through the bars to get it.
-----------------------------------------------------------------------
Once Razoff is defeated, watch the amusing cinematic. Rayman and Globox
jump in the magic mirror to go to the next world.
**************************
World 4
The Land of the Livid Dead
**************************
Cages - Stage 4-1 - 4
Stage 4-2 - 2
Stage 4-3 - 3
Stage 4-4 - 0
Stage 4-5 - 0
Total - 9
Smile Stamp Requirement - 60,000 (?) (Thanks, David Gandon)
Enemies - Spikers, Slapdash, Hoodmonger Soldier, Hoodstormer,
Hoodmonger Private First Class, Grim Keeper, Hoodoo, Hoodboom
---------------
Stage 4-1
Cemetery Meadow
---------------
Raise your hand if you thought this would be a "haunted" type
environment? Yes? Me too. The first area is littered with gems all over
the place. What's even better is, they're laid out in lines so you can
rack up big combos. Jump on the balancing rock at the start, and from
there jump to the dolmen. Free the Ghost Teensie in CAGE 1 then drop to
where he is. He will create a green can for you. Run into the tunnel
near Globox, destroying the groups of Spikers as you go. Once you get
out, lower the whitish mushroom. Get the gems in the pool and on the
grass, then jump on the dolmen via the mushroom. Grab the orange can.
CAGE 2 is near the waterfall and CAGE 3 is in a small hole in the rock
to the right of the waterfall. Both should be destroyed with the Shock
Rocket. The ghost from Cage 2 leaves a yellow can near the waterfall.
Use it to fly up behind the fall for some crystals and a plum. Take the
plum to the nearby stake, killing the Slapdashes that appear. Jump on
it, then up to the cliff. Head down past the fence and into the
corridor, killing enemies in your way.
Once you reach the end, Globox will drink the plum juice and belch
another bouncy bubble. Use the bubble to get up to a secret hole in the
wall, which leads to a crypt filled with crystals and one EMERALD. Go
back and use the bubble to bounce to the ledge and go back outside. In
this area you must kill several Hoodlums including your first
Hoodstormer. Oh joy. Beat them all for a green can which you should use
to shrink the nearby mushroom. Jump up to the cliff, beat the two
Hoodmongers, and smash CAGE 4. He leaves a Shoe Shrink powerup. Battle
your shoe and you will receive a red can for winning. Take it, then go
back to where Cage 4 was. Break the Barricade and go through.
--------------
Stage 4-2
Hoodlum Harbor
--------------
First order of business - kill lots and lots of Hoodlums, which will
net you a blue can. Go over to the chain of balloons, swing up, and
bounce across them to solid ground. Then jump over and open CAGE 5 for
a green can. Use it to lower the nearby mushroom, which you can use to
reach the cliff.
Dispose of both Hoodmongers, then enter the cave. There is a Matuvu on
the wall and a Tribelle in the corner in here. Plus there are many gems
which can be obtained by bouncing on the balloons. Once you're done, go
down the stairs and fight a Grim Keeper. When he's gone, Globox will
run in and drink plum juice, belching two bubbles to get you up to the
platform. Go right and collect a crystal in a alcove in the wall. The
alcove leads to a passage. Follow it to a room with many crystals and
an EMERALD (thanks to David Gandon). Now return to the ledge you
bounced off the bubble to reach. Open CAGE 6 for a red can. Run out of
the room and smash the Barricade with it.
Prepare for a Hoodlum battle. First, you must defeat two Hoodmonger
Privates, one of which is protected by a Hoodoo. Then a Hoodboom starts
flying around and two Hoodmonger Soldiers drop down. Kill them and a
third parachutes in. Defeat the third to get a Shock Rocket which you
can use to destroy the Hoodboom in the flying ship.
When that's all taken care of, a Hoodmonger shows up in the corner.
Waste him and he'll leave a yellow can behind. Fly up to the cliff,
where there are some gems and an arch. Go through the arch.
--------------
Stage 4-3
The Two Towers
--------------
When you come in, you'll see a scene where a Hoodmonger shuts the gate
of the fort and jumps down. Destroy him, and he'll leave a red can. Use
it to destroy the barricade near the entrance. Run through the passage
to the tower. A Hoodstormer shows up on the bridge - eliminate it. Get
the gems in front of the tower, then go in. Hit the switch to make the
pillars rise. Jump up until you reach CAGE 7, who leaves a blue can on
the bottom semitransparent stair. Beware- the pillars sink when you
step on them. Grab the can, go up the stairs, swing over and get
another can. Continue up the stairs like this until you reach the top
and CAGE 8. Cage 8 gives you a green can, but you have to helicopter
down to the very bottom. Get the can, then jump down into the canyon.
Lower the mushrooms over the water and get a plum from the tree at the
end of the canyon (the right side when facing the tower). Throw it to
the first mushroom, get it, throw it to the second, get it, then throw
it to the other side. Take it to the stake at the other end of the
canyon, and jump on it for CAGE 9. The ghost creates a portal in the
door of the tower. When you go in, it takes you to a different tower.
In the lobby, defeat all the Hoodlums for a red can. Use it to break
the Barricade at the top of the ramp. Go up the next corridor to find a
Hoodmonger protected by a Hoodoo. Defeat them for a orange can. Shoot
the Shock Rocket into the hole between the two barred doors to hit a
switch that opens both. Go up into yet another room with yet another
Hoodmonger. This one leaves a yellow can that lets you fly up to a blue
can. Swing up the rings to a ledge. Run up the ledge, avoid the
grenades that are bouncing down. At the top, you must beat a Hoodboom
and Hoodoo pairing. They leave a red can. Smash the barrier with it,
and watch a scene where the Teensies destroy the fort guards. When you
regain control, take the Shoe Shrink powerup. Follow your shoe to the
bottom of the tower. Fight it there and when it's beaten, go through
the portal and return to the fort at the start of the stage. When you
get there, a big menace comes through the gate...
-----------------------------------------------------------------------
XXXXXXXXX
BOSS FIVE
HECKLER I
XXXXXXXXX
Heckler has two attacks - one where he rapidly shoots orbs from the
cannon on his shoulder, and an unavoidable one where he grabs you and
throws you on the ground (this is only when you get too close). To beat
him, take the red can, charge it, and shoot at him to knock his armor
up in the air. While its in the air, hit his exposed body as many times
as you can before it falls back on. Rinse and repeat.
-----------------------------------------------------------------------
When he's gone, find the orange can he left behind. Shoot the Shock
Rocket at the lever to open the Fort Gate. Go through the tunnel behind
it.
-------------------
Stage 4-4
Mega-Squid's Depths
-------------------
Head forward on to the beach and jump in the water. Swim toward the
tunnel and you automatically dive. Swim through the passage and
eventually you'll come to a large arena. Let the second battle in five
minutes commence!
-----------------------------------------------------------------------
XXXXXXXXXX
BOSS SIX
MEGA-SQUID
XXXXXXXXXX
Mega-Squid's attacks are:
+ He drops a homing missile at you from the ceiling.
+ He opens his mouth, and a cannon inside fires energy balls. To avoid
them, get in the gaps between them.
+ He closes his mouth and fires a giant laser. Somersault over it to
avoid being hurt.
When his mouth is open, wait until a homing missile is coming at you.
Swim toward Mega-Squid so the missile goes that way too. Then
somersault over it so the missile hits the cannon in the mouth, Mega-
Squid's weak spot. Just do this until he becomes scrap metal.
-----------------------------------------------------------------------
Once you're done, swim through the doorway at the opposite end of the
arena. Swim up to the surface, and jump across the wooden platforms.
Enter the passage.
----------------------
Stage 4-5
The Doctor's Office II
----------------------
Grab the orange can and shoot the Shock Rocket through the hole. The
aim is to destroy all the Hoodlums as this will open the door and give
you access to the portal. There are also two holes in the ceiling with
buttons in them. Shoot both buttons to open a lucrative secret area
with four rubies and two emeralds!(You can even DOUBLE your score by
getting it with shock rocket power still on you.) When all the Hoodlums
are dead, enter the portal. Dr. Romeo cannot flush out Andre either,
and since Andre is in Globox's brain, Romeo sends you to an empty
cavity specialist in the Desert of the Knaaren. Good luck!
Sadly, this is the last Funkyboard stage in the game, with more widely
spread rails and falling platforms. Reach the end in one piece and
you'll be in...
*************************
World 5
The Desert of the Knaaren
*************************
Cages - Stage 5-1 - 2
Stage 5-2 - 2
Stage 5-3 - 5
Stage 5-4 - 1
Stage 5-5 - 2
Stage 5-6 - 0
Total - 12
Smile Stamp Requirement - 45,000
Enemies - Knaaren, Zombie Chicken, Slapdash, Hoodmonger Private First
Class, Hoodoo, Hoodmonger Officer, Stumbleboom, Hoodstormer, Spinneroo
-------------
Stage 5-1
Slime Canyon
-------------
Head forward and jump across the bones, collecting gems on the way, and
making sure not to touch the ground (it's so hot, it's deadly). On the
ribcage, you'll fight some Slapdashes. Once you reach the skull, jump
in. Globox will swallow plum juice and float away. Reach the end of the
canyon by jumping over the solid platforms and the wooden ones which
rise and sink. At the end, you'll find a Throttle Copter. Use it to fly
to another one further back in the direcion you just came but higher,
and use that and use it to fly to a higher one than that. With the
third, fly almost straight up to get the fourth, then fly over the
bridge for the fifth. From here, helicopter to two platforms, one above
the other, connected by bones. Helicopter to the bottom one, collect
the crystals, and go up to the top one. Get the blue can and swing as
far left as you can go on the rings. Then swing right again, but to the
ring on a higher level than you were on before. Jump down and enter the
doorway. Use the Shock Rocket to open CAGE 1, then go down to the
doorway where the Teensies are, under the furthest ring to the left.
The Teensies will tell you about the Knaarens, then leave you with a
red can. Take it, then climb down the bones to the left, break the
Barricade, but don't go through yet. First, kill the Hoodlum so Globox
will follow you, then go through. The floor will crumble beneath you.
Globox will be grabbed and carried off by a Knaaren, so collect the
gems around the room and leave by the doorway in the upper left of the
room. Run forward and drop into the pit. The Knaaren will ring the gong
to let the others know you are coming.
Run forward, then drop onto the island down below in the slime to avoid
the Knaaren. Climb up the ladder near the ramp, then go up the ramp and
open CAGE 2 for a blue can. Drop back to the island in the slime again,
but this time take the orange can there. Shoot the Shock Rocket at the
gong, then quickly climb the ladder near the ramp, take the blue can,
run up the ramp, swing over, and run into the alcove. When the Knaaren
goes past, run and drop into the pit.
In this room, take the rock from the vending machine. You now must
cross the room and put it on the button. Sounds simple, huh? Not
really. Zombie chickens come in through the walls. When a group comes,
put the rock down with X and shoot them. Then pick it up and carry it a
little further before the next group comes. Once the button is pushed
down, the gate opens. Go through and get the gems, then shoot the Shock
Rocket at the gong. Drop into the hallway, run forward, and jump into
the alcove in the wall so the Knaaren can't get you. Now jump into the
next room. (You can also continue along to the end, past the alcove, to
an area with gems and an EMERALD - thanks to Bart Thompson and
block717, who both pointed this out to me.) You have to carry the rock
to the button again, but you have more distance to cover this time.
When the rock is on the button, a door opens at the end of the room. Go
through it.
--------------
Stage 5-2
The Great Hall
--------------
Move toward a Knaaren to get it to start pursuing you. Run up to the
button with the footprint picture on it (it's near the huge statue),
and get the Knaaren to step on it. This activates the moving platforms
above. Go to the entrance, run up the nearby ramp, and jump to the
first one as it comes toward you. Jump to the stationary platform, then
jump to the moving one on the left. It will take you to CAGE 3 - open
it for a green can. Get the green can and run over to the mushroom in
the opposite corner, which gives you access to a gem cache that
includes an EMERALD. Now go to the moving platforms again, but this
time when you get to the stationary platform jump to the moving
platform on the right. From there jump to another one on the right, and
from there jump to a blue can. Use it to swing up to another stationery
platform above the blue can. Cross three platforms to the left for
another blue can, which lets you swing to a platform to the right of
the giant eagle statue. From there jump to the statue itself and CAGE
4, which gives you a yellow can. Use it to fly up to a passage. Run
into the passage.
-----------------
Stage 5-3
The Knaaren Tower
-----------------
DON'T go left - although that arch may look like the way, it leads to a
place with five unpassable Knaarens. Instead, go right, and rock climb
up between the narrow walls. Go left at the top and use the platforms
and bone-covered walls to pass over the heads of the Knaarens. Once you
reach the last platform, helicopter down to the ledge next to the slime
lake. Go through the room, and you'll come out on a ledge. Go left and
drop down to the ledge running around the gong. Jump to the small hole
with the orange can opposite the gong and hit the gong with the Shock
Rocket. Then helicopter down to the ground, and run over to the
Throttle Copter. Fly up to the first ledge you come to. Grab the blue
can before the Knaaren comes back, then use the bone ladder to reach
the highest ledge. Go left, swing over, and run around the circle. Then
go over the bridge and through the cave. In the next room, ignore the
tower for now and helicopter to the T-shaped walkway and go forward for
CAGE 5. Now follow the walkway to a ladder leading back up to a tower.
Drop to the Throttle Copter and use it to fly up to the roof of the
tower for CAGE 6 and an EMERALD. Drop to the walkway again, and this
time follow it all the way to another open cave and another tower with
a corkscrew path leading up it. Go to the orange can, then hit CAGE 7
with the Shock Rocket, followed by the gong to dodge the first pair of
Knaarens and go up further. To dodge the second Knaaren pair, go around
the small pillar, and they'll follow you around. Do this for the third
pair also. For the fourth pair, do the same thing you did with the
first - hit CAGE 8, then the gong. At the top, rock climb up, and hit
CAGE 9 once you're at the top. Now follow the bridge to the next stage.
---------------
Stage 5-4
Reflux's Arena
---------------
Go in any direction you like - you'll end up surrounded by Knaarens!
The only way to escape is to jump into what looks like a bottomless
pit. You'll slide into another room. Collect the crystals and look at
the Matuvu on the ceiling. Then jump on to the grave, and to the ledge
above it. You will find another carry-the-rock-to-the-button section,
but this one is a grid of rickety walks where you must figure out which
is safe. I can't really explain this - you must figure it out by trial
and error. Once you reach the button, a door nearby opens. Go through
it. Once you reach a dead end, drop to the left, then turn around and
go that way. You'll come to an area with pillars that rise and sink in
the slime. When the path makes a U-turn, helicopter left instead of
going to the next pillar and climb the bone ladder, then drop down to a
secret area with lots of gems and an EMERALD. Then go through the door,
jump to the ledge, then to the bone ladder above the door. Climb up and
follow the passage for another EMERALD. You'll be back on the bridge
over the corridor to the slime area. Return to the slime area and go to
the end this time for CAGE 10, then helicopter to the hallway with the
red lums. Follow the hall to a room with a cracked floor and jump onto
the ledge. Several Knaarens will arrive and the floor will break. Jump
into the pit. So long, suckers...!
..or not. Reflux, the strongest Knaaren, will now corner you and
challenge you to a battle. It's an offer you literally can't refuse.
-----------------------------------------------------------------------
XXXXXXXXXX
BOSS SEVEN
REFLUX I
XXXXXXXXXX
You fight Reflux in a small arena surrounded by lava with a net hanging
off the side. On the net are red lums and red cans. Reflux has six,
count 'em, SIX attacks...
1) He will surround himself with a shield, enabling him to kill you on
contact.
2) He will send energy bars that stretch from the center of the arena
to the edge, and whirl them around.
3) He will make energy rings and waves.
4) He will make flaming boulders fall. These create permanent flames.
5) He will make flames appear on the net if you stay on it too long.
6) He will make orbs that move along the ground at you.
He performs these at random. Only on #6 is he unshielded. This is your
chance - lock on to his staff and attack it. Heavy Metal Fist kills him
faster. It will take a while to bring him down - always.
-----------------------------------------------------------------------
For winning this battle, you receive the Grimace power, which lets you
turn Dark Lums into Red Lums by pressing Circle. You'll be in a room
with lots of crystals around the walls, perfectly lined up for a combo.
Beat two Hoodmongers to receive a green can. Use that to lower the
mushroom and jump into the hallway.
-------------
Stage 5-5
Sand and Fire
-------------
You'll be back outside. Jump across the bones, collecting gems. On the
way, you'll have to beat a Hoodoo guarding a Hoodmonger Officer. Once
you reach solid ground, it's time to fight another boss.
-----------------------------------------------------------------------
XXXXXXXXXXXXXX
BOSS EIGHT
LAVOMATRIXES I
XXXXXXXXXXXXXX
This is really a pair of bosses, but they share one health bar. When
half of it is gone, one of them dies. To hurt them, simply shoot at
them. They have two attacks - they will shoot flames at you, and (while
there are two of them) they shoot bubbles at you which will lift you
up. If one lifts you up, he'll smash you into the other. To avoid being
picked up, shoot them if you get lifted to make them drop you.
-----------------------------------------------------------------------
When they are dead, Globox will drink the plum juice and belch two
bubbles. Use them to bounce up to CAGE 11. It will give you a red can -
smash the nearby barricade with it. Go into the cave, run past the
enemies, and smash CAGE 12 for a green can. Kill all four Stumblebooms
with it.
Mikael Johansson sends me this helpful tip:
"In Desert of the Knaaren, part 7, when you're in the large area with
the four Stumblebooms, you should NOT break Cage 12! Absolutely not! To
get access to another EMERALD, you should instead do this:
Place yourself right under a Stumbleboom, and wait for a bunch of
grenades to come. When they hit you, run away quickly, they will
explode and the Stumbleboom will fall down. Do this with all of them,
kill them and NOW break Cage 12. Because when the Stumblebooms are
gone, the Teensie will not give you a green can, but an EMERALD!"
Now, four Hoodstormers will arrive. Defeat them all for a blue can. Use
that to swing over the crates. On the other side of the crates is a
Spinneroo protected by a Hoodoo. Beat the Hoodoo, then kill the
Spinneroo by pushing him into the flames. Go past the flames to find a
gem-filled passage and EMERALD (thanks to Daniel Normington). Cross the
bridge and enter the door.
-----------------------
Stage 5-6
The Doctor's Office III
-----------------------
To get to the doctor here, you have to step on the buttons to make
pillars slam down. Your aim is to crush the Hoodlums on the other side.
When they are dead, hop over and into the portal. You can also drop
into the gap and turn around for an area with several gems and an
EMERALD. (Thanks go out to Geoff Hankinson.) In a cutscene, Dr.
Japanese gets Andre out of Globox, but he escapes, allies with Reflux,
and steals the scepter from Gumsi. You have to follow them via a
"shortcut".
********************
World 6
The Longest Shortcut
********************
Cages - Stage 6-1 - 0
Stage 6-2 - 0
Stage 6-3 - 0
Total - 0
Smile Stamp Requirement - 25,000
Enemies - None :)
------------------
Stage 6-1
Collect the Crowns
------------------
In this stage, you must obtain all the crowns to open the door. The
first CROWN is behind you at the start. Now head forward into the level
proper. Jump in the magic portal, then grab the Shoe Shrink. While you
fight your shoe, it's worth pointing out that at the opposite end of
the room from the powerup is a low arch that only a shoe can access,
leading to an area with several rubies. When you beat your shoe, you
get a blue can. Also in this room, can you find a reflection of a
window in the floor that does not appear on the real wall? Jump through
the wall at the point where the window is reflected to find a secret
room with two EMERALDS. (Thanks to Bart Thompson.) Now, step on the
switch (this opens the doorways in the wall, but they close again after
a while), then start swinging upward. You will come to some doorways in
the wall. You can't enter the first so go in the second for several
crowns. Slide down the ramp. You'll slide out of the first and back to
the start. Step on the switch again, refuel your can power, then swing
up to the third door for some more crowns. Climb the ladder, then swing
across to the last three crowns and the portal back to Globox. Step on
the crown button to open the door. Now step on the switch (there's a
Tribelle near it) to create a stairway down to the next stage.
---------------------
Stage 6-2
More Crown Collecting
---------------------
Head forward and to the left, into a room with up-and-down moving
platforms. Hit the switch and jump to the platforms. You only need to
jump on two to access the first crown room. Now step on the switch
again. This time, you need to go up a little further to access another
room with more crowns. In this room, you may notice a stone which is
darker than all the others - give it the ol' charged one-two to access
a room four crystals and an EMERALD (thank you once again, Bart
Thompson.) Step on the gate switch again. The third time, you must go
up all the way. The warp portal is at the top - it takes to a room
where the platform is invisible. Use the reflection on the floor to
guide you, get all the crowns, and go to the next portal. This room has
several invisible platforms reflected on the wall - cross them, too. In
the next room, the door to the portal is invisible as well as the
platforms. Get the crowns, then use the reflection to reach the door.
The portal here takes you back to Globox, where the last crown is on
the button. Go up the stairs to the next area.
---------------------------------
Stage 6-3
Enough With the Crowns, Already!!
---------------------------------
Go forward and to the left. Step on the switch, and jump across all the
platforms to reach the end. After obtaining the crowns, go right and
bounce on the bouncy platform above the ramp. David Gandon has alerted
me to a secret here. While bouncing on this platform, shoot the small
stained glass circle to open a secret door in the wall. After shooting
it, jump down to the ground. In the next area, jump on the switch, then
jump to the platform. Continuously shoot the hand switch, then when the
platform gets high enough, jump to the next one. Repeat until you reach
the top. (On the way, you can enter the secret door in the wall that
you opened earlier for gems and an EMERALD around a statue of Ly.) Get
the crowns, then slide down. In the next area, jump to the ladder to
the right of the bridge for some crowns. There are two ways to go here.
Jump to the right of the bridge for an area with moving platforms. Jump
to the left to bounce over to a series of platforms at intervals. You
must step on the switch then jump to the top and helicopter to the door
before it closes. Once you have all the crowns in both areas, go
forward on the bridge. Step on the switch. To get to the other side you
must use the lateral shot platform (like the one in Stage 1-3). On the
other side are the last crowns in the level. Go back to the bridge area
and jump off the right side. You are now very close to the start - just
go forward, climb the ladder, go forward, and turn left to find Globox.
The last crown, as usual, is on the button. Go through the final door
and down the passage to find the Doctors. They tell you to use the ship
to follow Andre and Reflux.
*************************
World 7
Summit Beyond the Clouds
*************************
Cages - Stage 7-1 - 0
Stage 7-2 - 2
Stage 7-3 - 1
Total - 3
Smile Stamp Requirement - 25,000
Enemies - Robo-Fish, Spinneroo, Hoodmonger Private First Class,
Hoodmonger Officer, Hoodboom, Stumbleboom, Hoodoo, Slapdash
-----------
Stage 7-1
Bon Voyage!
-----------
You are in a boat sailing to the Summit. Naturally, Andre wants to stop
you, so he sends robo-fish to sink the ship. If you don't know nautical
terms, these are the parts of the ship that I'll refer to -
Stern - The part you need the Throttle Copter to reach.
Bow - The part opposite the stern.
Port - The left side when facing the bow.
Starboard - The right side when facing the bow.
Near Globox are a yellow can and a blue can. The yellow can is to reach
the stern, and I'm not sure what the blue one is for. There are
crystals on the bow, stern, and the rigging on starboard side. For some
extra points, go up to the stern then helicopter down on the port side
for three gems, one of which is an EMERALD (thanks to Geoff Hankinson
for this secret). There are cannons on the port side, starboard side,
bow, and stern. Shoot them to fire. You can look at the map to see when
the Robo-Fish are coming - on the map, the top is the stern, and the
bottom is the bow. Yellow dots represent the fish. All you must do to
complete this section is survive the journey.
------------------
Stage 7-2
Snow Hoodlum Havoc
------------------
Head forward, and hit the Spinneroo to push him back until he is past
the red can. Take the can and shoot Spinneroo with a charged Heavy
Metal Fist to kill him. Then make your way to the cliff, dodging
rolling snowballs (you can smash the small ones with a Heavy Metal
Fist, and the big ones with a charged Heavy Metal Fist - thanks to
Daniel Normington for that info), and climb it via the crates. Now you
must push a Spinneroo into the fire WHILE dodging snowballs. When you
succeed, you will get a yellow can. Throttle Copter up the next cliff,
then jump to where CAGE 1 is. When you smash it, the snowballs will
stop, and you'll get a blue can. Swing up to the balloon and bounce to
the snow-covered ledge where a Hoodmonger Private is waiting. Kill him
then bounce across the balloons to the wooden circle.
There are lots of red lums around here, which will regenerate if you
get too low on health. This will help, as you must fight two Hoodmonger
Officers at the same time. When they are dead, guess who shows up to
bug you again...
-----------------------------------------------------------------------
XXXXXXXXXXXXXXX
BOSS NINE
LAVOMATRIXES II
XXXXXXXXXXXXXXX
This is really a pair of bosses, but they share one health bar. When
half of it is gone, one of them dies. To hurt them, simply shoot at
them. They have two attacks - they will shoot flames at you, and (while
there are two of them) they shoot bubbles at you which will lift you
up. If one lifts you up, he'll smash you into the other. To avoid being
picked up, shoot them if you get lifted to make them drop you.
-----------------------------------------------------------------------
When they are dead, they leave behind a yellow can. Use it to fly up to
the wooden platforms. Cross them to the balloons, and use the balloons
to bounce up to the next cliff. (Here you can access the third emerald
area shown to me by Geoff Hankinson. From the second balloon, bounce to
the small ledge on the left instead of the next balloon. Go through the
trees and follow the path for gems, an EMERALD and a HUGE combo. Return
to the balloons and bounce to the top.) Here there are two snowman, one
of which is apparently sticking up the other. It takes three charged
shots to destroy the one holding the gun, and two to destroy the one
raising his hands. Both drop a large amount of crystals. Go through the
tunnel.
In the next room, swing on the net, get the red can, and smash the
Barricade with it. Go through and break the PigPot for a orange can.
Use Shock Rocket on the Hoodboom, then destroy the snowman (use the
Shock Rocket for extra points) and get his crystals. Now use the crate
to bounce on the balloons to the top level of the now vacated fort.
Jump on the roof and bounce on the balloons for a blue can. Swing over
to the next cliff. The red can here is not necessary, but beat the
enemy with it if you want. Go up the snow-covered ledges to the small
building, climb the ladder, and bounce up the balloons, taking the
green can as you go. At the top, kill all the enemies including the
Stumbleboom, who you needed the green can for. Now jump and helicopter
into the canyon.
Go right and kill the Hoodmonger Officer. Take his red can and destroy
the Barricade with it. Go through the hallway - be sure you have plenty
of health. In this next room, you must fight two Hoodmonger Privates,
followed by a Hoodboom. Take the Hoodboom's yellow can to fly up to the
next bridge. Here, destroy another Hoodboom, followed by a Hoodmonger
Private and a Hoodmonger Officer. Take the Officer's can to fly up to
the next level. Here, beat an Officer and several Privates for another
yellow can. Fly up to the top for CAGE 2. Now take the blue can and
return to the canyon you were in before. Jump to the balloons via the
crates, bounce up, and swing over the door.
------------------
Stage 7-3
Snowboard Insanity
------------------
Immediately in front of you is a Slapdash who is guarded by a Hoodoo.
Kill both of them. CAGE 3 is nearby, also guarded by a Hoodoo. Once you
get it, enter the small building. Rayman will jump on his snowboard.
The object of this game is to reach the bottom of the giant hill before
Globox, who has somehow become an ice cube. I can't really say much,
except - watch out for the fences which will slow you down and the
vents which will spin you around so you're sliding down backward. (If
this happens, go in another vent to be spun the right way around
again.) There are lots of gems on the track, and some Spinneroos which
can be killed simply by ramming them. If you lose, you'll be taken back
to the top in a ski lift, and if you win, you and Globox both fall into
the Hoodlum Headquarters...
********************
World 8
Hoodlum Headquarters
********************
Cages - Stage 8-1 - 3
Stage 8-2 - 2
Stage 8-3 - 2
Stage 8-4 - 0
Stage 8-5 - 0
Total - 7
Smile Stamp Requirement - 43,000 Points
Enemies - Grim Keeper, Hoodmonger Private First Class, Spinneroo,
Hoodoo, Hoodmonger Officer, Hoodboom, Stumbleboom, Hoodmonger Soldier,
Hoodstormer, Slapdash
--------------
Stage 8-1
Into the Abyss
--------------
Follow Globox and jump down to the floor. Head over to the left where
you will find crates you can jump on and crystals. Go as far as you can
on the stack of crates then jump to the ledge above the crates. Take
the orange can, shoot the Rocket through the hole in front of you, and
navigate the corridor to open CAGE 1. Also, if you shoot it the other
way, CAGE 2 is near the huge gear. Go down and meet the Teensie you
freed from Cage 1, who will give you a red can. Smash the Barricade
with it and hit the button to lower the bridge.
On the other side, kill the Grim Keeper and the Hoodmonger Private.
There are two rubies behind the stack of crates to the right. Go left
and take the EMERALD that the Teensie of Cage 2 left. Then jump the the
crate in the lava near the big gear (there is a Matuvu on the machine
turning the gear), then to the ledge. Near the ledge on a crate are
some rubies. Drop into the hole near the ledge for a room with lots of
gems and a warp portal that takes you back to the main area. Now go to
the door where Globox is standing on one of the buttons. Step on the
other one to open the door.
Go through the corridor, killing the Hoodmonger Private who blocks your
way. At the end, you'll see the path onward is blocked by a Spinneroo
protected by a Hoodoo who's too high to reach. Instead of going that
way, go to the smaller passage on the left. The floor will break and
drop you into the warehouse. You'll immediately be assaulted by a
Hoodmonger Officer. Once you dispose of him, you'll get a green can.
There is a mushroom on the side of the room opposite the side with the
wire grating. The mushroom gives you access to an area with a Tribelle
and three rubies. Now go back to the suspended crates. Start climbing
up them, beating all the Hoodlums who stand in your way. At the top,
jump to the stacks of crates next to the wire wall. On the far right
stack is CAGE 3. When you have it, go left and jump to the ramp. You
must carry the rock to the button, avoiding the bouncing grenades.
Luckily for you, darker patches of floor show you where the grenades
land, so stay off them. At the top, put the rock on the button to open
a gate which gives you access to another ramp. Now carry another rock
up the ramp, but for this one it is harder to see the dark spots - you
must use your judgement. At the top, put the rock on the second switch.
Run up the third ramp and kill the Hoodboom for a red can. Smash the
Barricade and run through the hallway. Hit the button. This will
readmit you to the room with the Spinneroo and the Hoodoo, and it will
lower the Hoodoo's platform. Now that you can kill the Hoodoo, do so,
then push the Spinneroo into the lava. Go through the hallway that was
behind him. Globox will fall into Andre's trap.
Jump on the net, and swing over. When you reach the other side, jump to
the top of the net. Bounce across it. Swing over on the next net, then
jump to the top of it. Take the green can, kill the Stumbleboom, and
use his red can to smash the Barricade.
------------------------
Stage 8-2
A Little Target Practice
------------------------
Kill all the enemies in the room (A Hoodboom, a Hoodmonger Soldier, a
Hoodmonger Officer and a Hoodmonger Private followed by two
Hoodstormers. The Officer will leave a red can) and get the gems
scattered around. Then move over to the grate. It will open and the
boss will come out.
-----------------------------------------------------------------------
XXXXXXXXXXX
BOSS TEN
HECKLER II
XXXXXXXXXXX
Heckler has two attacks - one where he rapidly shoots orbs from the
cannon on his shoulder, and an unavoidable one where he grabs you and
throws you on the ground (this is only when you get too close). To beat
him, take the red can, charge it, and shoot at him to knock his armor
up in the air. While it's in the air, hit his exposed body as many
times as you can before it falls back on. Rinse and repeat.
-----------------------------------------------------------------------
When he is dead, go through the corridor he came in by.
You'll now be in a big room with a small building in it. Get the Shock
Rocket and look to the left. You'll see CAGE 4, which is in a larger
cage. To open cage 4, shoot the Shock Rocket through the bottom of the
larger cage. You get an EMERALD for this. Also in the corner at the
back of the room is a Tribelle. To progress, you need to shoot the
Shock Rocket through the small window right beside the can. Navigate
around the fort and shoot the lever. This has no effect, but it will
summon the Hoodlum who always resets the lever. Shoot the Hoodlum with
the Shock Rocket to stop him resetting the lever, then hit the lever
again to lower the elevator. Use the crates on the elevator to get on
the roof. You now are confronted by two Hoodmongers - a Soldier and an
Officer. Both of them are protected by Hoodoos. Kill them both (this is
harder than it sounds) and take the red can. Smash the Barricade with
it and go through.
You will come out in the Hoodlum Firing Range. Kill the Hoodmonger
Officer, then cross the bridge. The dark spots on the ground will tell
you where the shots go by. On the other side is CAGE 5. Open it for a
green can. Return to the other side of the bridge and shoot the
mushroom to gain access to a gem cache that includes an EMERALD. Now
you must cross the bridge again, but this time, take a rock. Wait by
each dark spot as you come to it until after a shot has gone by - then
walk to the next one. At the end, put the rock on the button. Enter the
firing room and kill all the trainee Hoodlums. You will now be locked
in until you know how to shoot. Go to the larger window in the center.
A health bar will appear and targets will go by. Every Rayman or Globox
you shoot depletes the bar a little, but every Hoodlum you shoot adds
to it. Deplete the bar completely, and the gates will open. Go through
the exit.
----------------
Stage 8-3
The Lava Foundry
----------------
Hop across the rising and sinking crates to the ladder. Climb the
ladder and defeat the Hoodboom. Jump on one of the moving metal
platforms to let it carry you left. Jump on top of the tube for some
gems. After that, you must go the other way on the platforms, jumping
constantly from platform to platform to avoid being taken left. Not
only are you moving against the platforms, there are red hot rollers to
avoid as well. Once you finally reach the other side, climb the ladder.
The furnace doors will open. Jump across them, killing the Hoodlums who
leap out of the furnaces. Hit the lever next to the control panel on
the other side. The platforms way above you will now start moving.
There is also a Matuvu under the nearby pipe.
Now jump to the conveyor belt. Move against it to the left, avoiding
the smoke, which hurts you. Jump from here to the platforms moving
down. Jump up them and jump to the ledge around the huge boiler. Run
left for CAGE 6. Return to the downward moving platforms and this time
go even higher to a second conveyor belt. But don't stop there!
Continue up all the way and you'll see a hole in the side of the boiler
(thanks to Daniel Normington for this secret). Helicopter to the hole
and follow the passage to find tons of crystals, rubies, and statues of
all the robo-pirates from Rayman 2, including Admiral Razorbeard!
Return to the conveyor belt you passed up earlier. At the other end of
the belt, run along the walkway to the platforms that revolve around
the big machines. Go against their direction, as usual. You will see a
walkway on your left - ignore it for now. Go to the very last
revolving platform and jump to CAGE 7. Now go back to that other
walkway. Move forward to fight another boss.
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXXXXXX
BOSS ELEVEN
HECKLER III & HOODOO
XXXXXXXXXXXXXXXXXXXX
Avoid Heckler's shots and shoot at him to make Hoodoo appear. Then
shoot Hoodoo, who will vanish after he is damaged. Repeat three more
times, and Hoodoo will die and leave a red can. Now it's just you vs.
Heckler.
Heckler has two attacks - one where he rapidly shoots orbs from the
cannon on his shoulder, and an unavoidable one where he grabs you and
throws you on the ground (this is only when you get too close). To beat
him, take the red can, charge it, and shoot at him to knock his armor
up in the air. While it's in the air, hit his exposed body as many
times as you can before it falls back on. Rinse and repeat.
-----------------------------------------------------------------------
Once Heckler is dead, go through the door he came in by.
-----------------------------
Stage 8-4
The Heart of the Headquarters
-----------------------------
Jump down for several PigPots containing gems, lums, even an EMERALD.
Climb the ladder again and jump to the platform. As always, you must
jump in the opposite direction to them - away from the screen, in other
words. Keep going until you reach a doorway on the left. Jump to it and
run through the corridor.
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXXXXXX
BOSS TWELVE
THE HORRIBLE MACHINE
XXXXXXXXXXXXXXXXXXXX
To defeat the Horrible Machine, avoid the fireballs it constantly fires
at you and move to the front of the platform. A circle will appear
around the red and white target. Charge your shot, jump, and fire at
it. The meter will go up. If you go too long without hitting the target
again, the machine will go down again. Repeat until the meter reaches
the top. Sirens will sound and the machine will be damaged. It will now
summon two Hoodlums of a random type - defeat them. Repeat this until
eventually the machine is destroyed.
-----------------------------------------------------------------------
----------
Stage 8-5
Escape!
----------
The Headquarters will now begin to fill with lava. You must simply
climb to the top of the Headquarters while staying above the deadly
lava. All your skills will be put to the test - rock climbing, grate
climbing, balloon bouncing, jumping, and even Hoodlum killing (some
Slapdashes will appear to block you). Make it to the top alive to
complete this stage.
***********************
World 9
The Tower of the Leptys
***********************
Cages - Stage 9-1 - 4
Stage 9-2 - 6
Stage 9-3 - 0
Stage 9-4 - 0
Stage 9-5 - 0
Total - 10
Smile Stamp Requirement - 45,000
Enemies - Hoodmonger Private First Class, Hoodmonger Officer,
Hoodstormer, Hoodmonger Soldier, Hoodoo, Slapdash, Enemy Jetbike
------------------------
Stage 9-1
The Hall of the Hoodlums
------------------------
Every game needs at least one nightmarishly hard world, and for Rayman
3, this is it. Climb the ladder, then head through the green corridor
and climb another ladder. In the large room, go behind the pillars for
several gems, and up the broken stairway for several more. After that,
go down and fight all the Hoodlums. Once you win, you get a red can -
smash the Barricade with it. Jump on the grate over the lava. When you
reach the end, jump to the one on the other wall, then jump into the
corridor. The next room has tons of crates floating in the lava, and a
crystal on each one. If you do it right, you can get a massive combo in
here, as well as CAGE 1. When you are done, run down the ramp in the
right - hand corner. Follow the corridor to what I call the Hall of the
Hoodlums. As soon as you get there, go to the crates to the right of
the entrance. Here there are two PigPots with five red lums between
them. Smash them even if you have full health - they can come in very
handy later if you get low, because they regenerate.
First off, there are two Hoodstormers and a Heckler in the room. Don't
worry about the Heckler just yet. Beat the Hoodstormers, then two more,
then a Hoodmonger Officer to receive a red can. You can now fight -
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXX
BOSS THIRTEEN
HECKLER SQUADRON
XXXXXXXXXXXXXXXX
I am sure by now you know how to beat a Heckler. Be sure to take
advantage of those five red lums during the battle. After you defeat
him, (he leaves a second red can to help fight what's coming) THREE
Hecklers come in at the same time! Defeat them one by one to finish off
the squadron.
-----------------------------------------------------------------------
Once every member of the squadron is reduced to a pile of rust, a
Hoodmonger Soldier guarded by a Hoodoo appears. This might not seem
unusual, but the Hoodoo is guarded by a second Hoodoo! When this odd
combination of Hoodlums is gone, they leave a Shoe Shrink powerup.
Defeat your shoe for a yellow can. After this, lots of Slapdashes will
pop up, one at a time. Meet their unbelievably easy challenge for an
orange can. Shoot the Shock Rocket through the hole in the bottom of
the large cage CAGE 2 is in.
Now use Throttle Copter to get up to the net near the yellow can. Grab
the blue can there and swing to a door above the entrance. Run through
a corridor where two Slapdashes appear (pffft - last level and there
are still Slapdashes) to reach more rings over the crate & lava room.
Swing over to another corridor with CAGE 3. Run through and slide down
the ramp to be back in the first large room. Kill a Hoodstormer there
for a Throttle Copter. You can fly to the doorway near the broken
stairs for some gems, but you are meant to go to the wooden platform
beside the doorway with the ramp. Swing over the net, avoiding the
smoke that comes from the wall, and jump down to another previously
unaccessable door. Go through the hallway and get the blue can on the
first rising and sinking pillar. Go to the topmost pillar then swing
over to the net. Jump to another net, then to three platforms. Jump to
the odd rising and falling platform from the one on the far left. From
there jump to a wall-mounted net, from there to a ceiling mounted net,
and swing over.
Go through another corridor, and go right when the path splits. Break
open CAGE 4 for a red can. Use it to smash the nearby Barricade, then
head forward and jump to the crate, then to the shelf. Run along it to
the net and swing to the end of the corridor.
-------------------
Stage 9-2
The Towers of Power
-------------------
No peace for the wicked. Time for another boss.
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXX
BOSS FOURTEEN
LAVOMATRIXES III
XXXXXXXXXXXXXXXX
This is really a pair of bosses, but they share one health bar. When
half of it is gone, one of them dies. To hurt them, simply shoot at
them. They have two attacks - they will shoot flames at you, and (while
there are two of them) they shoot bubbles at you which will lift you
up. If one lifts you up, he'll smash you into the other. To avoid being
picked up, shoot them if you get lifted to make them drop you.
-----------------------------------------------------------------------
When the last Lavomatrixes in the game (finally) are dead, get all the
gems on the floor (there's quite a few) taking note of the two
Barricades and the balloon chain which goes up much higher but which
you can't reach yet. Go to the tower with the spiral staircase and go
as high as you can on the staircase, taking the blue can on the way.
Beat the Hoodlums at the top, then swing on the rings to the wooden
platform with the yellow can. Fly up to the second wooden platform, and
jump over to the stone ledge. Beware - if you go to those wooden
platforms again, they'll be gone, and you'll have to use the balloons
that were under them. Jump from the stone platform to the walkway which
revolves around the other tower. Let it revolve until you see a
platform with an orange can and a button, then helicopter down there.
Grab the orange can, then run and stand on the button. Fire the Shock
Rocket at CAGE 5 in the spiral tower. You cannot get it unless you're
on the button, because the button opens the impenetrable door in front
of the cage. Cage 5's teensie gives you a red can that you can smash
the Barricades with that you saw earlier. Behind one are several
PigPots, and behind the other is a lever that rotates a Knaaren statue
to reveal an EMERALD.
Now go back to the revolving walkway. This time let it take you to a
section of spiral stair you could not reach before. At the top is CAGE
6. The Snow Teensie inside it gives you a blue can. Use it to swing and
bounce on the balloons to an even higher section of spiral stair. Jump
to a higher series of revolving platforms, which takes you to a yellow
can. Fly up to the top of the revolving walkway tower, ignore the
enemies, take the blue can, swing over to the platform, and helicopter
to a new area.
Climb the ladder and helicopter to another ladder. Grab the horizontal
ladder and swing over to where the Hoodmonger Officer is. When he's
down, rock climb up to the blue can and swing over to a wood platform.
The lava in the room will now begin to rise. Oh joy. Helicopter to
another platform and climb a series of ladders to a yellow can. Fly to
the rock climbing walls and climb up. Use the blue can to swing to the
ladder and climb to a yellow can. At the top of the room are tons of
yellow cans. Use them to reach the top. Follow the hall to a large room
with a Hoodstormer and platforms moving - you guessed it - the wrong
way. Reach the other side, avoiding enemy fire and pausing to bounce on
two ruby-laden balloons along the way, to find a ring. Hope you bounced
on the second balloon, it has a blue can over it. Swing up for CAGE 7,
who gives you a red can. The only point of the red can is to score
combos, you can use it to quickly break all the PigPots litered around.
Now get the blue can and bounce across the balloons, avoiding the
Hoodmonger Private's fire. At the end, swing to a pit. Drop in for CAGE
8. Now head forward. You will be in a high, narrow room with tons of
balloons going up and several Hoodmonger Privates on the balloons. As
if that wasn't tough enough (and it wasn't) the room will start filling
with lava. Gee, what a surprise. Bounce up the balloons, breaking CAGE
9 on the way. CAGE 10 is in the corridor at the very top.
Congratulations, you just got the last cage in the game! Go through the
corridor.
---------------
Stage 9-3
Jetbike Madness
---------------
Globox will now show up on the jetbike. Accelerate with Square or X and
steer with the analog stick. Follow the tunnels until you reach the
Gear Room. Now, Enemy Jetbikes will attack. Rayman will man the laser
cannon. Shoot them all down before they get you, and continue following
the tunnels until you reach another room with large pillars. The Enemy
Jetbikes will attack again, in bigger groups this time. Beat them all
then fly through the tunnels. You'll come to a large purple tunnel with
spikes. Wait right next to the spikes. After one goes by, accelerate
past that spot and don't stop until you reach the next row of spikes.
At the end of the purple tunnel, you just need to fly a little farther
to reach the end.
--------------
Stage 9-4
Reflux's Tower
--------------
Time for the final fight(s). Look at the Matuvu near the spiral stairs
then go up them. Collect all the red lums in the corridor then go up
another flight of stairs. According to the ever-helpful Bart Thompson,
a chamber between the statues leads to a room with gems galore
including four, count 'em, FOUR EMERALDS. Bart Thompson says that this
room does not always appear, and perhaps you need to already have a
large number of points in the Tower to get in. Climb another flight of
stairs. The next corridor has several PigPots. Head for the third
flight of stairs, and Rayman automatically heads up onto the roof.
-----------------------------------------------------------------------
XXXXXXXXXXXX
BOSS FIFTEEN
REFLUX II
XXXXXXXXXXXX
This is, without question, the hardest fight in the game when you
consider that it's really three fights rolled into one. If you die on
any phase, you'll have to start over at Phase I, so watch out.
-------
Phase I
-------
Reflux will stay in the center of the arena and create a shield around
himself. Scattered around the arena are several blue cans, red cans,
and red lums. Reflux will summon bolts of lightning from above. Avoid
the dots on the ground, because lightning will hit them after a couple
of seconds. Run in a curving path because the dots always appear right
in front of you. Grab a blue can. Now Reflux will start using the same
orbs-that-move-along-the-ground attack he used in the Desert of the
Knaaren. Lock on to him and shoot his shield with Lockjaw. Send
electrical pulses through it into the shield, which will slowly
disappear. Once it is totally gone, he'll start using lightning again.
Get a red can, lock on, and pummel him until he regenerates his shield.
Later on into the battle, he'll start attacking twice as fast. When his
health meter is depleted, it's on to Phase II.
TIP: If you just finished hurting him with Heavy Metal Fist and decide
to get some red lums before getting the blue can and trying to hurt him
again, you may end up with less health than you started with rather
than more because of how hard the lightning is to dodge. The best thing
to do is take a blue can, even if you don't intend to hurt him yet. As
long as you have blue can power, he'll use the much easier to avoid orb
attack. Then, when you're done getting lums, you can just move in and
attack.
--------
Phase II
--------
Reflux will now grow himself to gigantic size. You will be confined to
the outer edge of the arena, which has raised sections and lowered
sections. At one side of the arena is a floating red can with rings
either side, and on the other side is a blue can on the ground.
What you have to do is make it to the blue can while avoiding his
attacks. There are lots of red lums in the low sections so take
advantage of them if you need too. Then, get back to the other side.
Swing up to the red can. Reflux will get tired and leave his hand on
the ground as he recovers. You must jump on to his hand, run up his
arm, and continuously shoot the crystal ball on his back until he
throws you to the outer edge again. His attacks are -
+ He swipes at you with his giant claw. When you see him rear back to
do this, get to one of the lowered sections and it'll go right over
your head
+ He smashes his fist into the ground. If you are on the ground when he
does this, you'll be flung into the air. He always follows it up with a
claw swipe, so helicopter if you don't want to fall right into its
path. To avoid being flung into the air at all, jump and helicopter
when you see him get ready to slam the ground - if you aren't touching
the ground, it can't affect you.
+ When you have the blue can and are getting close to the red one, he
shoots mines onto the ground. Just jump over them.
----------
Phase III
----------
The arena is now a series of blocks floating at different levels in the
air. The only red lums are at the very bottom so if you need to heal
you'll have to drop all the way down. There are yellow cans everywhere.
You can also drop off the arena to a secret ledge with a yellow can and
an EMERALD, thanks to Dafne and Ruth Freese. Reflux's only attack is a
sonic scream where he shoots rings from his mouth. To avoid it, just
move out from in front of his face when you hear him inhale very
loudly. Your objective is to use the Throttle Copters to reach the very
highest block, which has a Shock Rocket. Once you reach a higher level,
the platforms below will vanish (the cans will remain). If you fall
past where they were, they'll reappear. When you fire the Shock Rocket,
it'll home in on Reflux's crystal ball. He will now sprout wings and
fly up into the air.
-----------------------------------------------------------------------
Globox will show up with his jetbike again, because he wants to find
Andre (geez, that lum really did grow on him). You will follow Reflux
into the sky.
--------------
Stage 9-5
The Final Boss
--------------
You're in a very weird setting now - don't let it distract you. Try to
concentrate on the grotesque, twisted, freakish demon that was once
Reflux (not that he was that good-looking in his original state).
-----------------------------------------------------------------------
XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
BOSS SIXTEEN
THE FINAL BATTLE - REFLUX III
XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
In this battle, Phases I and II will alternate until Reflux is dead.
-------
Phase I
-------
You will be manning the laser cannon of the jetbike again. Reflux will
toss red energy clouds at you - just shoot them to destroy them before
they hit you. Reflux will be protecting his crystal ball with a shield
- keep shooting it to overload and destroy. He'll then create another.
When you blow it up, he'll come screaming at you with a claw attack.
Shoot his unprotected crystal ball to knock him back before he can hit
you AND damage him. Every time you miss him you'll be punished by being
hit by his claw swipe.
--------
Phase II
--------
Reflux will be down to almost zero health. He will summon lots of
Hoodlums, who start walking toward him. You are armed with grenades of
sorts - every one you shoot creates a wave that incinerates every
Hoodlum in the vicinity. Every time one touches Reflux, he regains a
little more health. Just make sure as few Hoodlums reach him as
possible. Also avoid the energy clouds orbiting him.
Phase I and Phase II continue to alternate - damaging him on Phase I,
making sure he regains as little as possible on Phase II. The more
times you reach Phase II, the fewer Hoodlums he can summon, and the
maximum he can regain is less. It may take a while, but he will go
down.
-----------------------------------------------------------------------
Once Reflux is dead (or, should I say, shattered) you'll be on the
ground, face to face with Andre. Just press Circle and Grimace him to
turn him into a red lum again (a little anticlimactic, if you ask me).
Great! You just beat the game!
-----------------------------------------------------------------------
******************
Bonuses and Extras
******************
You have undoubtedly noticed that every time you beat a stage it says
"<insert number here> points until next bonus." Every time you finish a
stage, the number of points you earned gets subtracted from the total
until next bonus. When it reaches zero, it will say "New bonus
unlocked!" Every time it says that, you'll get a new arcade game and a
movie.
-----------
Bonus Games
-----------
-- 2D MADNESS --
Sometimes Rayman remembers being a kid, when everything was in 2D.
A pretty fun parody of the original Rayman, only with Hoodlums and
crystals. One hit from a Hoodlum or plunge into the water and you're
finished.
-- RACKET JUMP --
The Hoodlums get bored on Sundays. So they dream up stupid games.
This game is similar to tennis, only much more simple - you're just
whacking the ball back and forth. You can put spin on it though.
-- CRUSH --
Begoniax cast a spell on Razoff's cave. Ever since, the toads have been
multiplying. Try to stop the invasion by squashing toads with the ball
and chain.
The game's description says it all. Just make sure Globox isn't
watching. :)
-- RAZOFF CIRCUS --
Razoff didn't become a crack shot overnight. He was in training for
ages. The main thing is to only shoot at the right targets.
Not very fun, mainly because it's already such a cliche. You want
target practice? Go to Hoodlum Headquarters.
-- SENTINEL --
A pioneer Hoodlum is having a few problems with the local inhabitants.
To drive them back, he throws explosive cocktails at them.
I don't know about you, but I hate the kind of "enemies on all sides
what are you going to do" game. It is satisfying to finally get a
chance to hurt those Knaarens, or at least Knaaren look-alikes, though.
-- MISSILE COMMAND --
The missile is in love with its target, but it can't find it anymore.
Can you help?
If you liked using the Shock Rocket, you'll love this. It's really no
more than a very, very long Shock Rocket stage full of obstacles.
-- BALLOONS --
The Hoodlums love traveling by balloon. It's exotic, it's sporty and it
weeds out the clumsier soldiers.
Another game that takes a small concept from the main game to the next
level. It involves not only balloon bouncing but lockjaw swinging and
throttle coptering as well. The only downside is, there's a time limit.
-- SPECIAL INVADERS --
Driving without a driver's license is possible, but it's not always a
good idea.
This one is for those of you who loved the jetbike. Sadly, there's no
shooting, only steering. It's still quite good fun though.
-- COMMANDO --
Razoff doesn't like intruders - he loves them! There's nothing quite
like taking potshots at moving targets! Just make sure you don't get
submerged...
A very simple game - follow the path, and kill the Hoodmonger Privates
and the occasional Hoodboom on the way. You can shoot, and also throw
bombs but watch out - one hit, and Razoff's history.
----------------
The Bonus Movies
----------------
For every bonus game you unlock you will also receive one of these.
They are very funny. I will not spoil them for you, but I will tell you
it is 9 excerpts from a 547 video and DVD series of instructional
videos called "Wanna Kick Rayman?" in which a Hoodlum teaches all sorts
of exotic methods of killing you. All of them are quite hilarious.
***************
Version History
***************
Version 1.63 - Completed August 12, 2004
Added a new question to the FAQ, explain how to use the strafing
platforms, and changed my E-mail address to
[email protected].
Version 1.6 - Completed April 11, 2004
Two new Emerald locations from Mikael Johansson and Ruth Freese. In
addition, an answer to the "blocked vending machine" glitch that many
people seem to be having.
Version 1.5 - Completed December 13, 2003
My biggest update since the creation of this guide. Thanks to the
contributions of Bart Thompson, Block717, and Dafne, I was able to add
SIX new Emeralds, FOUR smile stamp requirements, and confirm two other
emeralds.
Version 1.2 - Completed August 23, 2003
Added two smile stamp requirements - one sent by David Gandon, and one
of my own discovery. Also added one helpful bit of info and FIVE secret
gem locations, all thanks to David Gandon and Daniel Normington.
Version 1.1 - Completed July 27, 2003
Added three Emerald locations (thanks, Geoff) corrected the Fairy
Council smile stamp requirement, and added information on the ninth
mini-game, Commando.
Version 1.0 - Completed June 6, 2003
First draft of the walkthrough. I foresee updating it many times, at
the very least adding Smile Stamp requirements once I found them out.
*******
Credits
*******
TSC - Me of course. Who did you think wrote this?
(Check out my Contribution Page at
http://www.gamefaqs.com/features/recognition/8667.html)
Ubi Soft - For producing the game.
CJayC - For setting up as cool a website as GameFAQs.com BY HIMSELF,
and posting my other guides.
Grenade Guzzler and Miss Lufia - For their cool Rayman 3 Walkthroughs.
Bart Thompson - So far, he wins the award for most helpful missed info
contributor I have ever seen. He sent not one or two emerald locations,
but FOUR new emerald locations, FOUR smile stamp requirements, AND he
confirmed two emeralds I was unsure of. He shall always be honored
within this guide.
Block717 - For his contribution of two new Emeralds I had missed.
Dafne - For sending me an EMERALD on Stage 9-4.
Ruth Freese- See above.
Geoff Hankinson - For sending me info on several Emeralds.
David Gandon - For sending me a Smile Stamp requirement and three
secrets.
Daniel Normington - For sending me two secrets and one helpful piece of
info.
Mikael Johansson - For his contribution of a tip which simultaneously
allows easy destruction of some Desert stumblebooms AND gives you an
emerald!
You - For reading this guide and living to tell the tale.
-----------------------------------------------------------------------
"Globox, will you stop eating your boogers? I feel like I'm sitting in
a Quiche Lorraine!"