RAYMAN GUIDE
CAGES, BOSSES AND CHEAT CODES
For PC DOS Rayman v1.12
By cloakedthargoid.wordpress.com
Version 2.00.2019 (revised)
CONTENTS
NOTES ABOUT THE GUIDE
- Notes about the revision
INTRODUCTION
ELECTOON CAGES
- The Dream Forest
- Band Land
- Blue Mountains
- Picture City
- Caves of Skops
- Candy Chateau – walkthrough
BEATING THE BOSSES
- Moskito
- Sax
- Stone
- Space Mama
- Skops
- Dark
CHEATS AND TRICKS
- Ingame Cheats
- Map Screen Cheats
- Allegro Presto Virtually Infinite Lives Trick
NOTES ABOUT THIS GUIDE
I first wrote this guide when I was playing the game for the first time, sometime during the late nineties. The reason was mostly to provide possible future gamers, as well as myself, in case I wanted to replay, a complete list of all the electoon cages in the game. Many of the cages are tricky to find, and as you must collect them all to win the game, it could lead to many hours of frustration while playing and replaying levels. At that time (remember – late nineties!), game guides/FAQs/walkthroughs were far less abundant. I remember being stuck at some points and looking for answers in guides, but as different versions of Rayman had different cage placements, most of the info I could find was incomplete, or just wrong for the PC versions, which I was playing. This is also what led me to writing this guide.
Eventually I decided to supplement the guides with strategies to beat the bosses. I thought about doing additional sections (magicians, extra life locations), but never got around to it. Most of the information in this guide is things I found on my own while playing, some of which was cross-referenced against other sources I could find at the time. However, I never actually published this guide; nowadays, it is rather worthless, since far more complete documents, with cage maps and video walkthroughs, have sprouted in the past decade and a half. Still, I did not want to feel the effort was completely wasted, so I decided to post it here, slightly revised. As far as I know, the information contained here is completely accurate (for the PC version, that is), and so, on the chance that someone might find it useful – here it is.
Notes about the revision
The purpose of the revision was just to correct some English mistakes, typos and style. The content was left almost unchanged. Thus, some characters and items may not be named according to the Rayman canon, as this canon was not yet established at the time this guide was compiled.
Note that with the availability of much more detailed guides and walkthroughs, I see no point in spending more time on this one. Thus, it is unlikely there will ever be a major revision. However, if you spot an error worth correcting, feel free to point it out.
This guide was revised again in 2019, mostly to fix the text wrap-up, and a few additional typos / grammar / style errors.
INTRODUCTION
This Rayman guide attempts to give the players useful information about the game. It is divided into several parts:
Cages
The levels in Rayman are divided into different areas, each area represented by a medal and containing several levels. Each medal has 6 electoon cages scattered among the levels. You must find all the cages and free all the electoons for your final confrontation with Mr. Dark. The guide gives detailed information on finding every cage in the game.
Bosses
The boss levels do not contain cages, but beating them can still be a hard and challenging thing to do.
The guide includes tips on defeating each boss in the game.
Cheat Codes
For beginners who find the game hard or for those who are just stuck in some place there are cheat codes to help them pass almost any obstacle they can encounter. The guide lists all the available cheat codes for this version of Rayman.
FINDING THE ELECTOON CAGES
Foreword
To meet Mr. Dark, you have to find all of the electoon cages in all of the levels. There are 17 different areas, each containing 6 cages, bringing you to a total of 102 cages to find. Searching for them can be the most annoying thing to do, because you do not really know where they are, how many cages are on each level. Sometimes cages appear only if you do something special. Often you have to repeat a level to find a cage, and sometimes you can just become stuck in a certain point, where you just cannot find the darn Cage!
This part of the guide only include cages, and none of the other things on the level (lives, power-ups, magicians, secrets etc), unless they are needed for a cage to appear. The other things are covered in the other parts of the guide. Note, that this guide is specific to the PC version. Many locations are different in the other versions, such as the Playstation version.
There are certain levels that appear only once during the game process and do not reappear, if you re-enter the specific area. These are the levels where you fight/escape the bosses and the levels where you get special powers from Betilla. These levels never contain any cages, but I am listing them for a proper chronological order. Note: Sometimes if you play the game in order, you cannot reach a cage in a certain level, because it requires some special power that you only receive later in the game. I have ignored such cases, as I only refer to the location of the cages, and what should be done to get them. If you become stuck with a cage that you cannot reach, you should wait until you receive the needed power and then come back. Since there is no particular advantage in getting the cages early in the game, it may make sense to wait until you receive all the special powers (the last of which, the Running power is obtained at the end of Mr. Stone’s Peaks), and then come back for all the missed cages. Replaying the levels is generally easier this way.
THE DREAM FOREST
Pink Plant Woods
Level 1 (Jungle Level 1):
- There are 0 cages on this level.
Level 2 (Jungle Level 2):
- There are 3 cages on this level.
- After passing several little islands, you will see a big chunk of land above, with a Big PowerUp, and two short scouts that appear when you grab it. Jump to the top of the tree in that area, and a cage will appear beneath it.
- From that area, continue to the right. After passing the hunter and the floating lily, you will reach a place with a jumping antitoon and a cage. Alternatively, this cage can be reached from the other direction, by climbing the vines above the hellfish lake.
- After the photographer, when you reach the lake with the flying hellfish, knock the purple fruit into the water, and float on it to the right for another cage.
Level 3 (Jungle Level 3): BETILLA LEVEL
- On this level you get the Fist Power from Betilla the Fairy.
- There are no cages on this level.
Level 4 (Jungle Level 4):
- There are 3 cages on this level.
- Knock down one of the purple fruit, and push it to the right all the way to the next island, until it sits on the tall scout’s head. Jump on the fruit and get the Fist Speed-Up. A cage will appear on the next island.
- When you reach the hellfish lake, climb up and you see a small piece of land with a short scout and a cage.
- In front of the exit there is another cage, guarded by a hunter.
Anguish Lagoon
Level 1 (Jungle Level 5):
- There are 5 cages on this level.
- Use the swinging purple fruit to get to the top of the tree at the beginning, and a cage will appear beneath it.
- Jump on the ledge from which the swinging fruit is hanging, and jump from it to the left, to knock down the purple fruit. Use the fruit to reach the flying hook, which will lead you to a cage.
- When you reach the falling lilies, stay on the left one and follow the ting path down, where you find a cage guarded by a hunter.
- After the falling lilies, you see a ting above empty space. Jump there and a floating big lily will appear that will allow you to grab the Golden Fist. At the same time, a cage will appear to your left.
- Keep on to the left, and near the exit you will see a hunter guarding another cage.
Level 2 (Jungle Level 6): BOSS LEVEL
- On this level you get to fight Moskito for the first time.
- There are no cages on this level.
Level 3 (Jungle Level 7):
- There is 1 cage on this level.
- As you ride Moskito, you will soon reach a small island with several tings, a short scout and a spiky red fruit hanging above. Approach the island from the left and go near the water. A cage will appear above.
Level 4 (Jungle Level 8): BETILLA LEVEL
- On this level you get the Hanging Power from Betilla the Fairy.
- There are no cages on this level.
The Swamps of Forgetfulness
Level 1 (Jungle Level 9):
- There is 1 cage on this level.
- Use the seed to grow plants and move up. Above the first hunter, you will see a cage on the left. Grab it quickly, before the water covers it.
Level 2 (Jungle Level 10):
- There are 2 cages on this level.
- In the series of islands with the scouts, approach the leftmost island from the right and a cage will fall from the sky.
- After the big island with lots of antitoons and a scout, knock the purple fruit into the water, and use it to approach the next island with the two antitoons and the purple fruit from the left. Another cage will fall from the sky.
Level 3 (Jungle Level 11):
- There are 3 cages on this level.
- Jump on the purple fruit and climb up. Follow the ting path back down and a cage will appear near the beginning of the level.
- Climb up again and follow the tings to the right. Then follow the lilies and the swinging fruit to reach a small island with a cage.
- Continue to the right, follow the ting path to the falling lily and fall down with it to the island with the magician. On your right you will see a ting above empty space. Jump there and more lilies and a fruit will appear to take you to a cage.
Moskito’s Nest
Level 1 (Jungle Level 12):
- There are 3 cages on this level.
- Jump on the tree near the beginning and a cage will appear beneath you.
- After the photographer, knock down the purple fruit and push it to the right. Jump on it, and then jump and grab the first branch you see. Climb up, then go to the left. After the magician, jump to the left and some flying hooks will appear to lead you to a cage, guarded by a hunter and some scouts.
- After the tentacle, jump on the small lily and go up with it. Do not get down, until you reach a branch with some tings. Jump on to the branch to get the tings, and a cage will appear below you.
Level 2 (Jungle Level 13):
- There are 2 cages on this level.
- Jump on the first tree, then jump up again to grab the power-up. A cage will appear on the edge near the water.
- After the photographer, jump on the first branch to get the Big Power-Up. Some lilies will appear above the water flowers to the left of the photographer. Jump on the lilies and get to a branch with some tings. A purple fruit will appear below. Knock it into the water and float to the left to find a cage.
Level 3 (Jungle Level 14): BOSS LEVEL
- On this level you must run from Moskito, as he chases you with a big spiked fruit.
- There are no cages on this level.
Level 4 (Jungle Level 15):
- There is 1 cage on this level.
- After the big fallen tree and the hellfish, you will see a purple fruit. Knock it down, and push it to the right, without letting it into the water. When you reach the exit, knock the fruit into the water to your left and float on it to get the tings. A cage will fall near the exit sign.
Level 5 (Jungle Level 16): BOSS LEVEL
- On this level you get to fight Moskito again.
- There are no cages on this level.
Level 6 (Jungle Level 17): BETILLA LEVEL
- On this level you get the Grapple Power from Betilla the Fairy.
- There are no cages on this level.
BAND LAND
Bongo Hills
Level 1 (Music Level 1):
- There is 1 cage on this level.
- After the blue spike, you will see a ting between a drum and a flute.
Grab the ting and fall down, and you will get to a series of clouds that will take you to a cage.
Level 2 (Music Level 2):
- There is 1 cage on this level.
- When you reach the exit sign, jump over it. A cloud will appear to the right. Jump on it and it will take you to a cage.
Level 3 (Music Level 3):
- There is 1 cage on this level.
- Ride the first flying maracas. As you fly past the first photographer, you will see four tings forming an arrow that points to the top left. Follow that direction, pass between the two blue spikes and go to the left to reach a cage.
Level 4 (Music Level 4):
- There are 2 cages on this level.
- On the first drum, some tings form an arrow to the left. Take a running jump to the left, and some clouds will appear. Use them to go to the top, where tings form the message GREAT. Go to the right to find a cage (a hunter will appear behind you).
- As you approach to the right, you will see a flute between sets of spike-notes. On the next drum, take a running jump to grab a flying hook, and swing to the right where a cage is located.
Level 5 (Music Level 5):
- There is 1 cage on this level.
- Ride the brown maracas down, and above the spikes, when they turn to the right, jump to the left. Take the first cloud and go up, where an elf will shrink you. Go down again, and now you can pass through the small tunnel with the power-up, and get to another cloud. Ride it and it will take you to a cage.
Level 6 (Music Level 6):
- There are 0 cages on this level.
Allegro Presto
Level 1 (Music Level 7):
- There are 3 cages on this level.
- When you are on the second sub-level and moving to the left, you will see an arrow of tings pointing bottom left. Crawl beneath the spiked notes and jump to the top left. A series of tings will take you to a cage.
- On the third sub-level, as you approach to the right, after you make the big jump, crawl beneath the spiked notes and fall to the first hole you see, where a cage is hidden.
- Once again, on the third sub-level, start at its beginning, and take a big run to the right, jumping and ducking to avoid obstacles. When you see an arrow of tings pointing top right, jump off. If you build up enough speed, you will get to a small alcove with a cage on it.
Level 2 (Music Level 8):
- There is 1 cage on this level.
- After the photographer, jump on the flute and go up. A trumpet will appear and blow you to the left. Walk left, and go up again. Another trumpet will appear. Let it blow you to the right, where a cloud will appear. Go up again, and yet another trumpet will blow you through the path of tings to the left to reach a cage.
Level 3 (Music Level 9):
- There are 2 cages on this level.
- After the photographer, jump on the second bar to the right, and some brown maracas will appear, taking you up, where two shrinking – expanding elves will allow you to get a cage, guarded by a lightning drum.
- Keep moving to the right, and when you see an arrow pointing bottom right, fall there. Two clouds will appear, and a ting beneath them. Fall off the clouds and move to the left to get a cage.
Level 4 (Music Level 10): BOSS LEVEL
- On this level you avoid false notes and have your first fight with Mr. Sax.
- There are no cages on this level.
Level 5 (Music Level 11): BETILLA LEVEL
- On this level you get the Helicopter Power from Betilla the Fairy.
- There are no cages on this level.
Gong Heights
Level 1 (Music Level 12):
- There are 5 cages on this level.
- Jump on the first Tibetan monk, and then jump on the cloud above him. A series of clouds and two anti-toons will appear. Use the clouds to the left to reach the cage near the entrance of the level.
- After you ride the clouds beneath the flutes, jump on the next monk. Then take a running jump to the left to reach the top of the flutes. The right flute has some tings and the left one has a cage on it.
- From the point where you got the second cage, jump to get the tings that form a ? mark. Some clouds will appear. Follow them to the left, where you will see a power-up on a flute Jump on the cloud near the flute and it will carry you to the right, through the message COOL, to another cage.
- Between two monks you will see a series of tings above 4 clouds. Below these clouds is a photographer. Approach to the left edge of his cloud and you will see a ting above emptiness. Jump there and some clouds will appear, taking you back to the photographer, where you will find a cage.
- After the first monk with the cloud-balls, jump on the next flute.
Two antitoons will appear and a cage will fall from the sky.
Level 2 (Music Level 13):
- There is 1 cage on this level.
- As you begin your journey to the right, and jump above the first two spiked notes, you will see a cage on the next cloud.
Mr. Sax’s Hullaballoo
Level 1 (Music Level 14):
- There are 6 cages on this level.
- As you pass the two elves, and reach the first flute, proceed to the right. Beneath the second bar you will find a cage.
- After the photographer, take a run to the right, and as you reach the wall, jump up with full strength. Brown maracas will appear, taking you to a cage.
- When the elf shrinks you, you will run in a small tunnel between two long bars. On the top bar you will see a golden fist. Jump up there, and go to the right. Soon some clouds will appear taking you up to a cage.
- After the tunnel and the second elf, you will see a big power-up, and some tings in the shape of an arrow. Grab all the tings and some clouds will appear. Take a running jump to get to the clouds and they will lead you to a cage.
- When you get to the Tibetan monks, stand on the bongos of the last monk. You will see some tings to your left. Take a running jump there, grab the flying hook and swing to a cage.
- After the gong, before you exit the level, jump up to grab the flying hook. Keep going up all the time, and after two series of flying hooks you will get to a cage.
Level 2 (Music Level 15): BOSS LEVEL
- In this level you get to run away from Mr. Sax and his false notes
- There are no cages on this level.
Level 3 (Music Level 16): BOSS LEVEL
- In this level you get to fight Mr. Sax.
- There are no cages on this level.
BLUE MOUNTAINS
Twilight Gulch
Level 1 (Mountain Level 1):
- There are 6 cages on this level.
- From your starting point, jump to the left, over the entrance sign, and fall down. Go to the right. After you pass the rock monster, jump up, and a cage will appear.
- Grab the first cage, jump up and go to the left. After the ledge with the tings, go to the next ledge to the left, and hang down from its left side. A cage will appear on the ledge.
- Go back to the start and follow the ting path to grab the flying hooks. After the first rock monster, you will hear sound of something appearing. Retrace your steps, and you will find a cage on the plato.
- After the two rock monsters, you will see a spark on the right side of the next ledge. Hang down from it, and you will hear an appearance sound. To the left of that ledge you will see a ting. Fall down there to find a cage, which is guarded by a hunter.
- Proceed to the right, and you will see a path of tings. Follow the path and grab the flying hook. Go up and to the right. A cage will appear together with some baby stones.
- Fall straight down from that flying hook, and above the void to the right you will see some tings. Fall down there, and walk over the clouds to the ledge on the right, where you see a fist speed-up. To the right of the ledge you will see a ting hanging above emptyness. Jump to grab it and a cloud will appear, taking you to the right. Carefully avoid the blue spikes. Stay on the cloud, and when you return, you will see a cage on the ledge.
Level 2 (Mountain Level 2): BOSS LEVEL
- On this level you run away from Mr. Stone.
- There are no cages on this level.
The Hard Rocks
Level 1 (Mountain Level 3):
- There is 1 cage on this level.
- Ride the cloud to the right. After the first spinning mace you will jump on an ascending cloud. Stay on it until you reach another cloud with three tings and a mace near it. That second cloud will start moving to the right, as soon as you jump on it. Quickly jump on it, and then back to the ascending cloud. You will hear an appearance sound. Ride the cloud all the way to the top where you find a cage. Take the cloud near the cage to get down again.
Level 2 (Mountain Level 4):
- There are 2 cages on this level.
- When you reach the series of clouds moving up and down above emptyness, fall down and right. You will see some tings shaped like an arrow. Grab them and a cage will appear out of sight. Return to the clouds, move up and advance to the right through the series of blue spikes. After the photographer you will see a cloud to the left. Fall all the way beneath the cloud into a small pit where the cage is.
- After you climb up the serpentine with the blues spikes and the bouncing rocks you will reach a place with some clouds and a series of ledges to the right. To the left of the first ledge you will see a ting above empty space. Fall down there and some clouds will appear. Follow the clouds to the left and you will hear an appearance sound. Return to the right. A cage has appeared on that ledge.
Level 3 (Mountain Level 5):
- There are 3 cages on this level.
- Go right all the way to the end, climb up and then go left all the way to the end. You will see a ting path going down. Follow it. It will take you back to the beginning of the level, where a cage appears.
- Soon after the photographer, as you go up, you will find yourself on a ledge with a cloud to your left. Don’t go there yet. Instead take a long jump to the right. Go past the blue spike, the spinning mace and the big power-up. A cloud will appear. Jump on it and follow the clouds over the mace. Take the clouds up where there is a cage on a ledge, then follow the ting path and retrace your steps.
- When you fall into the pit with the two rock monsters and the exit, grab the big powerup beneath the left monster. A cage will appear. To get it, take the clouds out of the pit, go to the left and take the clouds down. When you reach a solid cloud, jump and go all the way to the right. You will see a place where you can jump up. Crawl beneath the spikes and you will fall down to the ledge where the cage is. Don’t miss it or you will have to do it all over again!
Mr. Stone’s Peaks
Level 1 (Mountain Level 6):
- There are 2 cages on this level.
- Grab the super helicopter potion and fly up to grab the two tings. You will hear an appearance sound. Return to the bottom and go right. You will find a cage on the edge.
- As you reach the end, fly to the bottom left to get the two tings.
A cage will appear on the ledge to the right.
Level 2 (Mountain Level 7):
- There is 1 cage on this level.
- When you reach the ground, take the three tings and fly through a narrow opening above to reach a cage.
Level 3 (Mountain Level 8):
- There is 1 cage on this level.
- As you are escaping the first flood, keep moving up until you see a small ledge with three tings below it. Jump on the cloud next to that ledge and a cage will appear on it. Grab it quickly before the water covers it.
Level 4 (Mountain Level 9):
- There are 2 cages on this level.
- After the rock monster look up. You will see a ting path in the sky. Follow it with a helicopter jump and grab the flying hook. Use the hooks and the clouds to reach an extra life on the top right of that area. As you fall down, a cage will appear on the ledge to the right.
- After the first blue spinning mace, fall into the first opening. After you fall down for some time, a cage and some clouds will appear. Use the clouds to get out of the pit, and then fall into the next opening to the right to reach the cage (some stone puppies will appear).
Level 5 (Mountain Level 10): BOSS LEVEL
- On this level you get to fight Mr. Stone.
- There are no cages on this level.
Level 6 (Mountain Level 11): BETILLA LEVEL
- On this level you get the Run Power from Betilla the Fairy.
- There are no cages on this level.
PICTURE CITY
Eraser Plains
Level 1 (Image Level 1):
- There are 2 cages on this level.
- Knock down the yin-yang ball, and use it to grab the big powerup above the entrance sign. Some sharpeners will appear to the right. Use the yin-yang to get on them, then proceed to the right. You will see another yin-yang above some spikes. Knock it down and use it to grab the 6-tings pyramid on the left. Return to the sharpeners above the starting point and you will see a cage on the eraser to the left.
- After you pass all the pencils and the spikes, jump to the ledge above you to get the golden fist. A sharpener will appear on the right. Use it to get to the ledge with the lone ting. From there, take a running jump to the right, and you will hear an appearance sound. Be careful not to exit the level yet. Return to the lone-ting ledge, where you will find a cage.
Level 2 (Image Level 2):
- There is 1 cage on this level.
- After the three pan-riders, you will see a ting arrow pointing down.
Hang down from the eraser at that area (don’t fall, however, because it is death). Sharpeners will start going up from the next hole to the right. Jump on a sharpener and ride up until you see a flying hook on the left. Grab it and get the ting on the ledge. A cage will fall down to your left.
Level 3 (Image Level 3):
- There are 3 cages on this level.
- In the area with the bouncing spiked yin-yangs, knock them down, and use the non-spiked yin-yang to get on a sharpener. Ride it to the left until you see an elf that will shrink you. Now you can fall down and enter the area with the fist speed-up, 3 anti-toons and 3 tings. Going to the left through that area will bring you back to the starting point, where a cage has appeared.
- Beneath the area with the bouncing yin-yangs there is another elf. Let it shrink you so that you can squeeze through the tight opening, and then let it expand you again. Kill the anti-toons and jump on the bouncy eraser above them. A sharpener will appear on the right. Jump on it, and as it goes up and down, throw your fist into the opening on the left, to knock the yin-yang down. Then you can use it to get a cage above the bouncy eraser.
- When you see the exit sign, you need to shrink so that you can squeeze in there. A flying hook will appear above you. Don’t go right and shrink just yet. Instead, jump left and grab the tings on the pencils. At that point fall to the hole at the left where a cage has appeared beneath the pencils.
Level 4 (Image Level 4): BOSS LEVEL
- On this level you get to fight Space Mama and her pirates.
- There are no cages on this level.
Pencil Pentathlon
Level 1 (Image Level 5):
- There are 2 cages on this level.
- As you progress right from your starting point, you see a ting to the right, hanging above emptiness. The ting indicates an area to the right. Don’t go there yet, instead go up and continue to a different part of the level. When you reach the falling hook, stay on it all the way as it moves down, and a cage will appear to your left. You must now return to the starting point. Hang from the ledge to grab the ting, and a cloud will appear. Use the cloud to access the area to the right, where the cage is (there is also an extra life there). You must now return back to the main part of the level.
- After the photographer, take a running jump to grab the 3 tings. You will reach the 4 pens. Drop down before the rightmost pen, and grab the flying hook below it. A sharpener will appear to your right. Jump on that sharpener, and go up. Knock down the yin-yang above the bouncy eraser, stand on it, and take a running jump to the left, grab the tings and use the flying hooks to get to a cage.
Level 2 (Image Level 6):
- There is 1 cage on this level.
- As you approach the exit sign, some spikes and a cage will appear on the bouncy eraser below you.
Level 3 (Image Level 7):
- There are 3 cages on this level.
- Use your helicopter hair and the hanging fist to carefully navigate between the bouncy erasers. Get to the top of the erasers and move to the right. Follow the first ting path down to get to a cage.
- After the photographer, when you pass between the rows of pencils, you will get to an area with 4 clouds. Grab the power-up above the rightmost cloud and a sharpener will appear. Fall to the hole beneath it where another sharpener is. As you move to the left, you will see yet another sharpener. Jump on it and it will start moving up. As you ride on it, jump to the left on top of the rows of pencils and keep going left. As you reach the leftmost row, two lightning shooters will appear, as well as a cloud and a cage on the eraser above you.
- Return to the area with the four clouds and fall to the sharpener below it once again. This time stay on it as it goes left and then right. It will bring you to an area with a cage. There is another sharpener there to return you to the left.
Space Mama’s Crater
Level 1 (Image Level 8):
- There are 2 cages on this level.
- After the photographer, pass the spikes and you will get to an area with some sharpeners. Use the sharpeners to go up as high as you can, and you will see some inked erasers to your left. Proceed in that direction, grab the hook and you will see a cage blocked by some spiked yin-yangs. To get the cage you need to knock at least one of the yin-yangs. The trick is to release the hook, quickly throw your punch, and then turn around and grab the hook again. After a few times you should do it.
- Note: There are two exits at this level. One of the exits is located beneath the first cage, and you can get to it by jumping left from an eraser and grabbing some hooks. There are some tings near that exit. You MUST NOT EXIT through that exit sign, or you will miss a cage.
- When you reach the bottom of the level and escape the pan-riders, you will pass the 4 pens and see a yin-yang. Jump on top of it to get the ting, and some pencils will appear. Use the pencils to get the big powerup, and a cage will appear below. Then use the yin-yang to reach the exit sign.
Level 2 (Image Level 9):
- There are 2 cages on this level.
- The flying hooks will lead you to an area with two sharpeners moving up and down. From the leftmost sharpener, jump to the left and some flying hooks will lead you to a cage.
- After the photographer, you will see two clouds. Go under them, and keep moving down and to the right until you see the pan-rider. Hang from the edge to get the ting and a sharpener will appear. Jump on it and grab the fist speed-up above. You will hear an appearance sound. Return to the photographer and go to the right. After the two sharpeners you will soon reach the cage that appeared.
Level 3 (Image Level 10):
- There are 2 cages on this level.
- After the second photographer, jump on the sharpener. As it starts moving to the right, you will hear an appearance sound. Quickly jump back to the photographer. A flying hook has appeared. Grab it, then use the sharpener and the clouds on the right to get the 6-ting pyramid and a cage will appear on your left. You can use the sharpener and the cloud to get it.
- As you approach the exit sign, jump over it to the small rubber ledge. You will hear an appearance sound. Wait for the sharpener and return with it a bit to the left, where some more sharpeners have appeared. Go up, grab the flying hook and another hook will appear. Use it to access the area above where there are lots of tings and a cage.
Level 4 (Image Level 11): BOSS LEVEL
- On this level you get to fight Space Mama with her washing machine.
- There are no cages on this level.
CAVES OF SKOPS
Crystal Palace
Level 1 (Cave Level 1):
- There are 3 cages on this level.
- Grab the first hook next to your starting point. You will see three tings above you. Grab the second hook and get the tings. A stalactite platform will appear to the left of your starting point, behind the three stones. Jump on the platform to get the golden fist, and a cage will appear at your starting point.
- When you arrive to the ledge where the photographer is, a cage will appear on the ledge to your left. Use the flying hooks to go back and get it.
- When you reach the area with 4 vertically-aligned flying hooks between blue spikes, carefully jump between the spikes to get the lone ting on the left. A stalactite will appear, with a cage on it.
Level 2 (Cave Level 2):
- There are 3 cages on this level.
- On the second rising stalactite (3rd overall), do not jump to the right on your first opportunity. Instead, remain on the stalactite and follow the ting path up. Jump over the spikes to the right and a cage will appear.
- When you reach the series of falling stalactites with tings above them, you will notice that one of them (the 4th) has a ting below it. Fall down and right there and you will get to an area with some lightning shooters and a cage.
- Soon after the photographer, you will arrive to an area with three ledges with blue spikes circling them. At the leftmost ledge, take a long jump to the left, grab the big powerup on your way, and you will get to some ledges with antitoons. Keep going left and when you jump on the last ledge, a cloud will appear. Jump on it and ride. You will hear an appearance sound. Stay on the cloud. When you return to the ledge you will see another cloud. Jump on it. As it moves to the right, it will take you through a narrow opening to a pit with some clouds and a cage at the bottom.
Eat at Joe’s
Level 1 (Cave Level 3): JOE LEVEL
- On this level Joe gives you a firefly to light the darkness.
- There are no cages on this level.
Level 2 (Cave Level 4):
- There is 1 cage on this level.
- After the two flying anti-toons you will start climbing a stairway of clouds above water. On the fourth cloud jump up and throw your fist to the left to light the darkness. You will see a ledge. Jump there and carefully crawl under the spikes. Collect the tings on your way. Above the 4th ting you will see a narrow opening with no spikes. Jump up there and a cage will appear to your right.
Level 3 (Cave Level 5):
- There are 3 cages on this level.
- At the area with three floating blue spikes, jump and get the lonely ting. Some stalactites will appear to the right. Jump on them to reach some flying hooks that will take you to a cage.
- After you swing the hook above the area with 11 walking anti-toons, you will see a big powerup. Above it is a ledge with a photographer. Go up from the photographer and the flying hooks will take you to an area above. Keep going to the left. When you reach the clouds beneath the three blue spikes, fall below the clouds and advance to the left where you will find a cage.
- You will reach an edge to the left of which you will see many clouds and tings (the exit sign will appear below). Take a running jump to the left from that ledge, and grab the flying hook (this might be a bit difficult). Swing the hook and a cage will appear on the edge.
Level 4 (Cave Level 6):
- There are 0 cages on this level.
Level 5 (Cave Level 7):
- There is 1 cage on this level.
- As you ride the spaceship up towards the exit, you will notice three tings on a small ledge to your left. Jump on that ledge and a cage will appear to the right along with some clouds that will take you up to the exit, once you grab the cage.
Level 6 (Cave Level 8):
- There is 1 cage on this level.
- When you reach the 5 stalactites with a big powerup on them, walk to the right edge and a cage will appear behind you.
Mr. Skops’ Stalactites
Level 1 (Cave Level 9):
- There are 6 cages on this level.
- Run left from your starting point and some clouds will appear above the water to the right. The clouds will take you to a cage on a spiked ledge.
- On the left ledge above the photographer there is a cage.
- Get the powerup on the right edge above the photographer, and some hooks will appear to the left of the photographer. The hooks will take you to another cage on a spiked ledge.
- Go right from the photographer and after two flying hooks you will reach a falling stalactite. Stay on the stalactite and fall down. You will see another cage. You must quickly jump on the cloud to avoid falling into the water. The cloud will return you to the photographer.
- Return to the falling stalactite, and use your helicopter power to navigate yourself down the spiked slope. Grab the flying hook and fall directly below it to a small island in the water. A cage will appear to your left.
- If you stand on the stalactite that is moving up and down to the left of the exit you will see a spark to your left. Jump there and a cloud will appear, as well as a flying hook above the exit sign. Swing the hook and a cage will appear to the right of the sign.
Level 2 (Cave Level 10): BOSS LEVEL
- On this level you chase Mr. Skops and avoid his perilous attacks.
- There are no cages on this level.
Level 3 (Cave Level 11): BOSS LEVEL
- On this level you get to fight Mr. Skops face to face.
- There are no cages on this level.
CANDY CHATEAU
The 4 levels of the Candy Chateau can only be accessed after you collect all 102 cages of the game. These levels do not contain any cages themselves, and their purpose is to let you have a confrontation with the evil Mr. Dark himself. No cheat codes work in these levels, and they do not reappear after you pass them once. However, once you defeat Mr. Dark, you can type the code CBRAY on the map screen to access the hidden breakout game.
Mr. Dark’s Dare
Candy Level 1:
- On this level you get to ride a pan up and down creamy slopes. Time your jumps right so you don’t lose too much speed. If you stop, just throw your fist left and you will move to the right again. In the end, jump over the two lakes to reach the exit sign.
Candy Level 2:
- On this level you must escape your evil twin created by Mr. Dark. Don’t let him touch you or you die and restart the level. He follows all your steps, so be careful not to retrace them. When you reach the rightmost part of the level, you will hear a sound meaning that the exit sign has appeared to the left. Carefully avoid your twin and return to the left to exit the level.
Candy Level 3:
- On this level you chase Mr. Dark as he pulls different tricks on you. First he flips your left/right direction, so be careful while moving around (hint: if you change the left/right keys in the options menu, you can make things a lot easier. Just don’t forget to change them back as things return to normal). After that, Mr. Dark will put you in constant run mode, so jump over those holes! Near the exit sign Mr. Dark will confiscate your fist, and disappear. Exit the level and prepare for the final confrontation.
Candy Level 4: BOSS LEVEL
- On this level you get to fight Mr. Dark in his three forms:
- Skops with the body of Mr. Stone
- Two Space Mamas with the body of Moskito
- Huge Moskito with the body of Space Mama
- Read the boss sections for walkthrough.
YOU’VE DONE IT! YOU’VE SAVED THE WORLD!
BEATING THE BOSSES
The levels of Rayman are divided into several worlds:
The Dream Forest: 4 Medals Band Land: 4 Medals Blue Mountains: 3 Medals Picture City: 3 Medals Caves of Skops: 3 Medals Candy Chateau: 1 Medal
Each world has its own boss character that you encounter (usually more than once) in the course of the game. However, once you beat the boss, he will not bug you anymore in case you have to return to collect some cages you’ve missed. Beating the bosses requires a combination of playing skills: speed, coordination, timing, position. Sometimes there is a special trick that you must use to beat the boss.
The bosses start up quite easy but they get harder and harder towards the end. I have prepared some tips to help the players beat them. However, it is not enough to know what you must do, you also need to do it well, and for that you need those playing skills. Remember: save your game before going for the boss, and practice, practice, practice!
THE DREAM FOREST
Moskito, First Encounter
Area: Anguish Lagoon
Level: 2 (Jungle Level 6)
Synopsis: Here you fight Moskito face to face.
Enemy Hitpoints: 5
Strategy
- Use the swinging purple fruit to get to the fist speed-up at the top right corner. Then follow the ting path down, where Moskito awaits.
- When Moskito comes to sting you from above, jump and throw your punch at him.
- When Moskito crosses the battle area from side to side, you should either duck (if he is crossing high) or jump (if he is crossing low).
Once you beat Moskito he temporary becomes Rayman’s friend and flies you through the next level. The next level will appear each time you visit Anguish Lagoon, but you will not have to fight Moskito again.
Moskito, Second Encounter
Area: Moskito’s Nest
Level: 3 (Jungle Level 14)
Synopsis: Moskito is chasing you with a big spiked red fruit. You must walk to the right without stopping, because if he gets you, you die. You must reach the exit sign.
Strategy
- Stay away from the red fruit, and keep moving right, but make sure you know what is coming, as the screen scrolls, to avoid falling into water.
- When you walk below the falling spiked fruits, keep close to the right edge, and they will not hit you.
- Avoid delays, especially when you jump from vine to vine. Do not let Moskito get close.
- Avoid the anti-toons, as they will delay you if they hit you or if you try killing them.
Once you reach the exit, Moskito will stop moving. Now exit the level. There is one more level for you to pass before the final battle.
Moskito, Third Encounter
Area: Moskito’s Nest
Level: 5 (Jungle Level 16)
Synopsis: Moskito has betrayed Rayman, and now challenges him for another fight face-to-face.
Enemy Hitpoints: 12
Strategy
- Punch Moskito when he tries to sting you.
- Duck or jump when Moskito crosses the area from side to side.
- Moskito carries 3 types of spiked red fruit:
- Small: these bounce in place and go away, so simply move aside when he releases them.
- Medium: these actually bounce across the screen, so walk under them as they rise to mid-air.
- Big: Moskito carries this fruit from side to side, so duck below it.
BAND LAND
Mr. Sax, First Encounter
Area: Allegro Presto
Level: 4 (Music Level 10)
Synopsis: You have to make your way through the false note maze to find Mr. Sax.
Tips
- Follow the tings and keep going down.
- While still on the top bar, you will reach a place where you can go above a drum where some tings and clouds will take you to a big powerup.
- Duck below the spiked notes and jump over the moving false notes.
- After the photographer keep going right. You will find yourself on the top of three bars with false notes moving on them. The bottom bar has a place where a cloud leads you to an extra life, but be careful not to fall down to your death – it is difficult.
- Once you see Mr. Sax, he throws one false note at you and walks away. Avoid this note and exit through the sign.
Mr. Sax, Second Encounter
Area: Mr. Sax’s Hullaballoo
Level: 2 (Music Level 15)
Synopsis: You fight Mr. Sax for a while and then escape from him before the final encounter.
Enemy Hitpoints: 12
Strategy
- Sax will spit false notes out of his horn at you. When he does that punch the notes back to his horn. It is the only way to harm him.
- After Mr. Sax loses 3 hitpoints, he starts walking and jumping towards you. When he jumps, walk below him, so that he lands behind you. He then starts chasing you.
- Use jumping and helicopter hair to bypass the obstacles on your way.
- Punch the false notes you encounter back into Mr. Sax’s horn. They delay him a bit, and also harm him, which will later make your final fight with him easier, as he will have less hitpoints to start with.
- Follow the tings and stay close to the right edge of the screen to keep Mr. Sax as far as possible.
- When you reach the end of the road, jump into the pit to end the level.
Mr. Sax, Third Encounter
Area: Mr. Sax’s Hullaballoo
Level: 3 (Music Level 16)
Synopsis: Mr. Sax has trapped you in a corner and now you must have a one-on-one fight with him.
Enemy Hitpoints: 12-x (number of times you hurt Mr. Sax in the previous level)
Strategy
- Sax has three possible weapons that he fires out of his horn:
- False Notes: punch these back into his horn to cause him damage.
- Air Bombs: these explode in mid-air to many tiny false notes. Avoid the notes by walking, ducking or jumping.
- Ground Bombs: these explode when they hit the ground and cause you damage, so you better jump just as they are about to land.
- Sometimes Mr. Sax combines weapons or fires more than one at once, so beware!
- When Mr. Sax jumps in your direction, quickly walk to the other side.
- When he walks towards you stay in the corner. He will jump before he gets there, allowing you to get out of it.
BLUE MOUNTAINS
Mr. Stone, First Encounter
Area: Twilight Gulch
Level: 2 (Mountain Level 2)
Synopsis: Mr. Stone will chase you in some parts of the level.
Walkthrough
Advance right, jumping on the ledges and the clouds. Kill the stone-puppies or simply avoid them. After the ledge with the tings, jump to the right and continue walking. After the big rock, Mr. Stone will start walking behind you. Take the clouds over the spikes, jump over the big blue spikes. Swing the flying hooks and follow the tingpath down to another area with some tings and a cloud. Crawl beneath the ledge in the right of that area and a big powerup will appear. Then use the cloud to go up and move right again. Break the three rocks to get the fist power-ups inside, then follow the tings down. Mr. Stone will start chasing you again. When four rock block your way, you can jump over some of them, but make sure to break the last, as it contains an extra life.
Avoid the falling rock and follow the tings to a ledge with more tings and bouncing rocks. Mr. Stone will walk on the spiked bed above for a while and then will go away. Break the bouncing rocks and carefully continue right. When you are close to the spikes, a cloud will appear above. Stand on the edge of the spiked bed, jump and use helicopter hair to land on the cloud, because the spikes are instant death. Swing the hooks and go to the right jumping from ledge to ledge. Finally, some clouds will take you to the exit.
Mr. Stone, Second Encounter
Area: Mr. Stone’s Peaks
Level: 5 (Mountain Level 10)
Synopsis: Here you have yet another face-to-face fight, this time with Mr. Stone.
Enemy Hitpoints: 8
Tips
- Stone can be a real pain in the neck. His attacks are fast and dangerous, and the only thing that can hurt him is the head of the silly-looking totem pole in the center of the screen.
- Stone uses various attacks:
- Falling Rock: you can know when that is coming when Mr. Stone shakes the screen. Best way is to stand in the center when he does so, then quickly move aside. That will make it easier to avoid the pieces.
- Throwing Rock: dropping a rock into his hands, then throwing it on you. If he does that immediately, duck and crawl under it. If he holds it for a while, come close, punch the rock. It will start bouncing towards you. Be careful not to get hit, jump on the rock when it reaches the other side and use it to punch the totem head. Timing is important here to make the head actually hit Mr. Stone. My suggestion is to wait until Mr. Stone walks towards you. When he is somewhere in the middle of the screen, jump, throw your punch, and use the helicopter hair to land behind Mr. Stone. That way you will be safe and the head will hit him when he reaches the other side.
- Jumping: from side to side. When he jumps, move to the other side to prevent him from landing on you (ouch!).
- Summoning Stone puppies: three stone-puppies actually. Kill them quickly, as they distract you from other attacks.
- Double Fireblast: jump or duck beneath these.
- Triple Falling Rock: the nastiest trick of his. Lucky he does not use it much. Best strategy is to walk closer to Mr. Stone when the rocks fall and shatter, then jump between the pieces (helicopter hair can be useful here as well).
- Lone Fireblast: jump over it. As it reaches the other side, it turns into a cloud that floats a bit above. Jump on the cloud to punch the totem head. Remember about the timing!
- When you first land in the level, jump to the rock on the left. Wait for Mr. Stone to drop a rock, avoid the pieces, then jump to get the big powerup and punch the totem head. After Mr. Stone recovers from the hit, the fun starts!
- Stone combines his attacks and delivers them fast, so be alert all the time. It might take you some time to learn the order of Mr. Stone’s attacks, so that you know what is coming and can avoid it.
PICTURE CITY
Space Mama, First Encounter
Area: Eraser Plains
Level: 4 (Image Level 4)
Synopsis: Here you have a chance to fight Space Mama, but first you must defeat her pirates.
Enemy Hitpoints: 6
Walkthrough
When the curtain rises, the pirate ship will arrive from the right. Stand beneath the bucket that is located on the top of the ship’s pole. When the first pirate comes down, corner him and keep punching until he is beaten. In the meanwhile, the second pirate will throw bombs from above, which will not hit you while you are close to the right corner. When you overcome the first pirate, run to the left corner. The pirate will not throw bombs when you are too far. Now jump towards the pirate and throw your fist at his bucket. He will toss several bombs to the ground. If they come near you, jump to avoid them. Keep punching the bucket, and on the third time the pirate will come down to you. Make sure you stand in the proper distance from him: close enough to punch him rapidly, but not too close. Keep punching him until he is gone too. At that point, Space Mama will arrive. She is armed with a rolling pin and an arsenal of knives that she uses against you. When Space Mama is about to attack, the best thing to do is to stand in the left corner, because there you always have time to prepare the proper retaliation.
Space Mama has several attacks:
- 3 Ground Knives: she simply throws them to the air and they fall to the ground and plunge into it. Make sure you are not hit by the blades, then jump on top of the rightmost knife and jump to punch Space Mama’s head. That is the only way she can be hit. When Space Mama is hit, the knives will go away. Sometimes they just bounce off the screen, in that case just walk beneath them so they do not hit you. Sometimes they start spinning and moving. Duck until they stop moving. The knives will aim and fly at you one by one. Jump or duck to avoid them.
- 4 Air Knives: these spin while in the air and then aim and fly at you one by one. Wait for a knife to aim and then move from its way.
- 5 Ground Knives: they float in the air for a while to give you the time so you can run to a safe spot before they fall down and plunge into the ground. Jump on the rightmost knife and punch Space Mama.
When Space Mama loses all her hitpoints she will fly up into the space, but you will meet her again later in the game.
Space Mama, Second Encounter
Area: Space Mama’s Crater
Level: 4 (Image Level 11)
Synopsis: This time you fight Space Mama one on one, when she is armed with a laser and a washing machine.
Enemy Hitpoints: 12
Walkthrough
Go into the left corner and duck. When the curtain rises, Space Mama will come flying in her washing machine. Wait for the machine to land, and Space Mama will emerge from it. This time Space Mama’s rolling pin fires laser blasts at you. You can only hit her in the head, but it takes timing and careful aiming, as she protects it with her pin. At first, she will try to corner you, so keep jumping and punching repeatedly and duck when she fires her lasers. If you can hit her 3 or 4 times before she reaches you, she will let you out of the corner. A useful strategy could be jumping high and throwing the punch above her head, so that it hits her as it returns to you. That way she will be pushed back a bit which can be crucial.
At that point, Space Mama will start jumping and attacking you with her laser. When she jumps up, you will soon hear a sound indicating that she is about to land. When you hear it, move aside so she does not land on you. You can then punch hear in the head and duck at her laser, or time your punches exactly as she tries to fire – that way she won’t fire at all. She will keep the jumping and firing tactics until she has 5 or 6 hitpoints left. At that point she will start crossing the screen from side to side leaving steaming pots around the place. The pots will explode after several seconds. To avoid being hit you need to run, duck or crawl to reach a safe position. It will take you some time to learn exactly what you have to do and when. After a while Space Mama will land again, trying to attack you with the laser, and then jump away and land behind her washing machine. From behind the machine, she will fire high and low laser blasts in turns, so time your ducking and jumping. As you jump, punch the washing machine until Space Mama throws it away. It takes six hits (there is an indicator on the machine), but you must have a certain delay between punches. Timing is important here, so make sure you learn it. When the washing machine bounces away, run underneath it to avoid being hit.
At the final phase of the battle Space Mama will combine the jump-and-fire tactics with her steaming pots. Avoid the pots and keep punching Space Mama in the head, when she comes to fire her laser at you.
Mr. Skops, First Encounter
Area: Mr. Skops’ Stalactites
Level: 2 (Cave Level 10)
Synopsis: You have to avoid Skops’ various attacks and chase him to his lair as he retreats.
Walkthrough
You start on a row of 5 stalactites with Mr. Skops sleeping on the ledge to the right. Move to the leftmost stalactite, because Skops will be knocking them down and this will be one of the last to fall. When Skops fires his claw at you, jump to avoid it and then jump again as it goes back. Get the timing right here, it’s not hard. Eventually there will be two stalactites left. If the other one is he rightmost stalactite, jump on it, because the leftmost will fall first, otherwise remain on the leftmost. When Skops drops the last stalactite and moves back, jump and hang on the ledge where the blue ting is to be safe when he comes to the edge again. When he retreats, jump up, otherwise you will fall into the lava as he pounds the ground, then quickly walk off the left and grab the ledge again as he returns. Do it a couple of times, and Skops will hit the ground twice to raise the lava level. Run after him and jump on the leftmost stalactite above the lava. He will shoot the other two and as he shoots the one you are standing on, jump up and use the helicopter to get on the ledge, then chase Skops again, and use the flying hooks to swing to the exit. Do it fast before the lava covers it, but be careful not to run into Skops!
Mr. Skops, Second Encounter
Area: Mr. Skops’ Stalactites
Level: 3 (Cave Level 11)
Synopsis: The Final 1-on-1 against Mr. Skops.
Enemy Hitpoints: 8
Tips
- Skops uses two attacks: his claw and the fireballs he shoots at you out of his tail. As soon as the level begins move all the way to the left. This is the best strategic position.
- You cannot hurt Skops with your fist, only his fireballs can hurt him. The fireballs target on your fist and not on your body, so if you throw your fist at him as he fires them, they will return to him and hurt him. Timing is very important here. Jump into the air when you see that he is about to fire, and as he releases the fireball, release your fist immediately. That way his fireballs will hurt him but not you.
- Skops will fire almost immediately after the level begins, so be quick.
- When Skops throws his claw, jump twice to avoid it, but with longer delay between jumps than in the previous level, because it takes more time for the claw to return.
- When Mr. Skops has one hitpoint left, he will move towards you. At that point you should have more than one hitpoint left, because it is very hard to avoid getting hit here. If you have enough hitpoints, stand and wait for his claw to hurt you, then wait for the fireball, and release your fist so it hits Skops.
Mr. Dark, First and Only Confrontation
Area: Mr. Dark’s Dare
Level: 4 (Candy Level 4)
Synopsis: First survive all of Mr. Dark’s traps, then battle him thrice as he wears different shapes.
Enemy Hitpoints: 8 * 3 = 24
Walkthrough
Mr. Dark has confiscated your fist, so you must retake it. Move left to the rope where your fist is. After teasing you a bit, Mr. Dark will summon traps to kill you. Move carefully to avoid the fireballs and the dancing fires. Timing and position are crucial here, so learn them well. When the fires close on you, move as close as you can to the right fire and wait for your friends, the electoons, to bring you back your fist. At that point Mr. Dark will disappear and will come back to fight you.
Mr. Skops with the body of Mr. Stone:
- Stay in your initial position below the rope. It is the best one. You can only hurt your enemy in the head, and since he is protecting it with his claw, you can only do it when he throws that claw at you. As he does so, jump, quickly throw your fist to hit him, then use the helicopter power to land without being hit by the claw as it returns. Repeat it until he is beaten.
Space Mamas with the bodies of Moskitos:
- The only way for your enemy to take damage is by one of the space mamas hitting the other with the laser. Best strategy is staying near the middle of the screen, ducking, getting up to make them fire the laser and ducking again to avoid being hit. If you get the timing right, one of them will eventually start hitting the other. Avoiding the shots at the beginning can be hard, though. Better have some spare hitpoints.
Moskito with the body of Space Mama and the legs of Mr. Sax:
- When Moskito arrives you will be shrunk. Run to either side when he arrives so he does not land on you. Do the same when he jumps. As he lands you will be thrown into the air. Throw your fist while in air to hit your enemy in the head. Repeat the process until he is beaten. That’s it.
“You’ve done it! You’ve saved the world!”
CHEAT CODES AND TRICKS
Foreword
The game does not seem to be very hard even without cheating. You can save your game before you enter any level, you have many lives you can find in the levels themselves, and you have the Allegro Presto trick (read below) that provides virtually infinite lives for you. So I recommend playing fair. But for those who still want to use the cheat codes, I have included this section. Note that I have been getting reports on some other cheat codes in Rayman. I have checked them in the game and they do not seem to work. Perhaps different version use different codes. The following cheats work 100% on my version, PC RAYMAN 1.12.
Codes available during level play
RAYLIVES: 99 Lives RAYPOINT: Maximum Hitpoints (5) RAYWIZ: Adds 10 Tings (does not go beyond 99) POWERS: All Powers from Betilla (Fist, Hang, Grapple, Helicopter, Run) GOLDFIST: Golden Fist + Highest Fist Speed WINMAP: Advances to Next Level (must stand on a solid surface to work)
Codes available at the map screen
ALWORLD: Makes All Levels Available (except Mr. Dark’s Dare) CBRAY: Access to Rayman Breakout Game (only after you defeat Mr. Dark)
The Allegro Presto
This is not a cheat; rather it is a very good and relatively easy way of gaining as many lives as you wish or restoring lives that you lost. It is very important, as it takes the pressure of losing lives completely off you. For every life you lose while playing, you can gain another one and more, if you are good enough.
As you know, you can replay sections in the game repeatedly, except the special levels, which do not reappear. The Allegro Presto section in the Band Land includes 3 normal levels, which you can replay over and over again.
You also know that every 100 blue tings that you take give you an extra life.
However, if you die, you lose all the tings and start from 0. So what is the trick? If you want more lives, enter the Allegro Presto. You need to pass its 3 levels without dying, which is not so hard, especially once you have the helicopter hair and running powers.
The first level has exactly 100 tings. Collect them all, and you have an extra life! The second and third levels combined have even more than 100 tings. That means that you can gain at least 1 life in them, or maybe 2, if you had some tings to start with.
As you can see, each successful visit in Allegro Presto gives you 2-3 lives. It is quite easy to master this level so you learn how not to die and come out with more lives than you came in with. With virtually infinite lives, you can beat any level!
Of course, as you understand, there is nothing special in Allegro Presto. The trick of collecting tings and lives by entering levels repeatedly can be done on any level. I recommend Allegro Presto, because it is relatively easy and offers you a decent amount of extra lives, thus making the process as efficient as possible.
Good Luck!