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Навигация

Читы для Rayman

Чит-файл для Rayman

Rayman

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Альтернативное название:Rayman Classic
Разработчик:Ubi Soft Entertainment
Издатель:Ubi Soft Entertainment
Модель распространения:розничная продажа/цифровая доставка
Официальный сайт:Открыть
Жанры:Arcade (Platform)
Похожие игры:Jazz Jackrabbit, Jazz Jackrabbit 2, Magic Pockets
Multiplayer:Отсутствует

Даты выхода игры

вышла 18 марта 2016 г.
вышла 19 февраля 2016 г.
вышла в 1995 г.

Solution [ENG]

Информация актуальна для
Pink Plant Woods

Jungle Level 1:
- Just after the red, bending flower, climb the vines and go left you will
find a free life.
- Avoid touching water or you will lose a life.


Jungle Level 2
- On this level, you will encounter for the first time in the game: magicians,
antitoons, photographers,scavengers and flying fish. - In order to visit the
magician's secret bonus levels, you must collect 10 blue tings and pay him.
One little trick you can try if you don't make it through the entire bonus
level in time, is to collect tings while in the secret level (all you need is
10) and then reenter the level once you've been kicked out. The bonus levels
are important because you earn valuable free lives by completing them.
- On your first time through this level, you will see scavengers and cages at
the top of the screen. They cannot be accessed until you get the power to hang
and punch.
- There are 3 electoon cages on this level.


Jungle Level 3
- Betilla the Fairy will give you the power to throw your fist. Go to the far
right side of the screen, jump and knock down the purple grape, jump on top of
the grape, and then jump onto the platform to exit the level.

Jungle Level 4
- You will see the first cage that you can actually punch to free the
electoons.
- Knock down the first grape you see on this level and let it bounce down the
hill towards you on the left. Jump on top of the bouncing grape and then jump
up to the hand on the left. You will then be able to jump to the platform on
the right and collect a free life.
- Grapes can be very useful to gain access to difficult to reach bonus items.
Practice punching grapes up and down hills. The longer you hold the punch
button, the harder you will strike the grape. A very useful trick is to stand
on top of a bouncing grape, hold and release the punch button, and then duck
as your flying fist comes back to you. The fist will punch the grape on which
you're standing and push you along. This is a good way to ride a grape into
water or avoid antitoons.
- To get special fists and powers that are suspended above water, find the
nearest purple grape, knock it down and push it with your fist into the water.
Once the grapes are in the water, you can jump on them and move (carefully!)
left and right. Using this technique, you will find another magician at the
bottom right side of this level.
- The small scavengers can be annoying since they often duck when you try to
punch them and then throw their hands to try to grab you. A useful trick is to
hold the punch button down and do a long punch that will go past the
scavenger. Duck as the fist comes back towards you and the trajectory of the
fist will lower as well, often punching a ducking scavenger.
- In the middle of this level, you will see a grape hanging at the top of the
screen (just past the place where the scavengers suddenly appear on the
screen). If you jump up and knock this grape down, then ride it to the right
side of the screen and into the water, you will soon see a free life and a
full power-up.
- On this level, you also meet the first hunter. Hunters can be very annoying
because not only do they shoot bullets at you, but their guns can also be used
as shields to block your punches. One way to quickly get past the hunters is
to jump and punch while you are in the air.Try to time the punches so that
they hit the hunter in the head, avoiding his gun.
- There are 3 electoon cages on this level.


Map Level
- Once you exit this level, you will return to the map of Rayman's world. A
new medallion will appear as well as a Save Game option. By using the
directional arrows, you can walk Rayman over to new stages of the game. If you
press the right arrow, Rayman will walk over to Anguish Lagoon. Notice that
Anguish Lagoon does not yet have any pink dots in it yet. This means you have
not yet freed any electoons in this stage. The pink dots let you know how many
electoon cages you have freed in each stage. Each stage (in other words, each
medallion) holds six pink dots.
- Make sure that each time you are on the map of Rayman's world that you are
not just pressing X and re-entering the first level everytime. When you are on
this map, use the arrow keys to walk Rayman over to another medallion (another
level in Rayman's world) and THEN press the X key to enter it. The map is your
way of choosing which level you
want to enter.


Anguish Lagoon

Jungle Level 5
- Whenever you see a trail of blue tings, even if they seem to lead towards a
dangerous gulf, you should always follow or jump after them. The tings are
often a hint that there may be hidden surprises or electoon cages nearby.
- There are 5 cages on this level. You will not be able to reach two of them
until you get the power to grapple. For instructions on how to reach these two
cages, see Going Back in the Dream Forest World (below).
- After the second floating platform, you will see a bunch of blue tings. Jump
off the platform and grab them, they'll lead to a cage of Electoons. Be ready
to duck though, because there's a hunter waiting.



Jungle Level 6
- In this level you will meet the first of the crazy Bosses in Rayman,
Moskito. The key to beating Moskito is to stay towards the middle of the
screen in order to see in which direction he is coming. When Moskito is in the
air, try to jump up and punch him. When he flying at you low to the ground,
the safest strategy is to either jump over him or duck underneath him. If you
are quick though, Moskito can be punched when low to the ground as well.


Jungle Level 7
- In this level, Moskito becomes Rayman's friend and flies him past a
dangerous series of hanging plants. The key to this level is staying near the
middle of the screen in order to give yourself room to advance or retreat when
necessary.


Jungle Level 8
- Betilla the Fairy gives Rayman the power to hang.


The Swamps of Forgetfulness

Jungle Level 9
- In this level, if you jump up and knock Tarayzan's clothes down which are
stuck on a vine, he will give you a magic seed to help you escape from this
level. You can plant the seed repeatedly, and a plant will grow allowing you
to climb up and out of the cavern in which you are stuck. You cannot, however,
plant one seed on top of another.
- When you reach the exit, a free life will appear on the left side of the
screen. Try to reach it if the water isn't too close.
- There are 2 electoon cages on this level.


Jungle Level 10
- Knock the purple grapes down and they will fall on the heads of the
scavengers. You can then jump on top of these grapes.
- On the second large island, you will see one of the scavengers and a bunch
of Antitoons. Don't use the grape as a way of getting rid of the scavenger or
you'll miss a cage of Electoons. Instead, approach the island from the left by
water using another grape. Punch all of the Antitoons while still on top of
the grape. Then, knock down the grape that floats above the island. Push it to
the right and into the water. (One way to move grapes is to jump on top of
them, punch in the opposite direction you want to move, and then duck. When
your fist returns, it will hit the grape first, propelling it forward.) When
you arrive at the next island, a cage will fall from the sky.
- There are 2 electoon cages on this level.


Jungle Level 11
- Climb up the first vine that's holding up the purple grape. Go to the top
and then drop down and a cage will appear.
- Knock the grape down, jump on top of it, punch and then duck down so that it
moves in order to ride it down the hill.
- Before you get to the end of the hill, jump off the grape and onto a
floating platform. Jump over to the right again and you'll find another
magician. - On the right side of the platform with the magician you'll see a
blue ting. Jump off after it and platforms will appear leading you to another
cage.
- An electoon cage will appear if you ride the grape in the water just before
the two jumping antitoons.
- There are 2 electoon cages on this level.


Moskito's Nest

Jungle Level 12
- Climb up and get the tings on top of the mushroom tree at the beginning of
the level. A cage will then appear on the ground.
- When you see the photographer while floating on a purple grape, don't jump
off! Stay on the grape and it will take you to a cage.
- The tentacle can only be stopped by punching it in the mouth.
- There are 3 electoon cages on this level.


Jungle Level 13
- Climb up the tree to grab the tings and a cage will appear below.
- Before exiting this level, knock down the grape and push it to the left
until it falls in the water. Jump on it and float to the right and you will
find another cage.
- There are 3 electoon cages on this level.


Jungle Level 14
- You have to move quickly on this level to avoid the spiked purple fruit.
There really is no secret other than staying as far ahead of the fruit as
possible and not delaying your jumps from vine to vine.


Jungle Level 15
- There are no electoon cages on this level, but there is a free life that you
can grab once you're at the exit sign if you have the super punching power.


Jungle Level 16
- Once again you get to fight against Moskito. Try to remain in the middle of
the screen so that you can see in which direction he's coming. Try hitting him
while jumping in the air. Jump over Moskito when he dive bombs you low to the
ground. And duck underneath the large, spiked, purple fruit that he carries.


Jungle Level 17
- Betilla the Fairy gives Rayman the power to grapple.


Going Back in the Dream Forest World
- Once you acquire the power to hang and to punch, you can go back and pick up
a few more cages. In Jungle Level 2, three more cages will become accessible.
- In Jungle level 5, get on the falling platform at the very top of the
screen. As you are falling, wind up quickly and punch to the left to knock
down the grape. You will fall on a platform with a grape. Jump on top of the
grape and swing over to the left using your grappling power until you see the
cage. Jump down to the mushroom tree and another cage will appear.
- In Jungle Level 12, climb the vine just after the photographer and get rid
of the bad guys. You'll find a magician and a little bit further some flying
hooks that will lead to a hidden cage.
- Once you have beaten the Bosses once, you will not have to fight them again.



Bongo Hills

Music Level 1
- There is a free life if you jump down in the space to the left of the exit
panel.
- There is 1 electoon cage on this level, but you will need the power to run
in order to get it. Running power is given by Betillia the Fairy once you have
finished Mr Stone's Peaks.


Music Level 2
- Watch out on this level because the clouds tend to drop very quickly from
beneath your feet. Always be ready to quickly jump to the next cloud or bongo
for safety.
- Advance forward to the end of the bongo, then retrace your steps, jumping
over the cloud and you will find a free life.
- Jump above the exit panel at the end of the level. When you land on the left
side of the panel, a cloud will appear off to the right side of the screen.
Get on the cloud and it will take you to a cage.
- There is one 1 electoon cage on this level.


Music Level 3
- At the second flying maracas, just after the photographer, don't get on it
right away. Instead, fall beneath it. Continue going down until you find a
cage. Retrace your steps.
- There is only 1 electoon cage on this level.


Music Level 4
- Go after the lone power-up hanging over the edge and you will find a hidden
reserve of power-ups, tings, and a golden fist.
- There is only 1 electoon cage on this level, but you will not be able to
reach it until you get the helicopter power from Betillia the Fairy at the end
of Allegro Presto.
- The secret to this level is to pay attention to when the drums blink,
because lightening is always sure to follow. - After you pass a series of
drums throwing lightening at you (the ones just past the jumping antitoons),
retrace your steps and a cloud will appear. Jump on the cloud and go left to
fight a grasshopper. The secret to beating the grasshoppers is to
move close to them, punch and then duck. When your fist comes back to you it
will hit the grasshopper. Repeat this procedure rapidly. Once you've gotten
rid of the grasshopper, walk all the way to the left and a series of clouds
will appear allowing you to escape, as well as gain a free life.


Music Level 5
- When you arrive at the first photographer, instead of continuing forward,
jump back on the brown maracas and jump over to the platform on the left.
Shrink by touching the elf, and follow the tings. Fall down onto the brown
maracas and descend until you see the notes and then jump off to the left.
Take the second ascending cloud and you will see a cage. After freeing the
Electoons, get back on the cloud and retrace your steps.
- At the exit, jump over to the other side of the panel and fall down to the
bottom. Go left and you will find another cage. Retrace your steps and on the
far right side jump and a cloud will appear to take you to the exit.
- The brown maracas on this level can be very challenging. When you are on a
maracas, jump from spinner to spinner in order to avoid the blue spikes in
your path.
- There are 2 electoon cages on this level.


Music Level 6
- Avoid touching the mad red drummers by using the clouds to go around them.
To get past the second mad drummer, you can ride the cloud between its knees.
- There are no electoon cages on this level.


Allegro Presto

Music Level 7
- At the second arrow-shaped group of tings, just after the false notes (which
you must get past by ducking) instead of continuing down, jump up to the ledge
on the far left side of the screen, then jump over the right and you will find
a cage.
- There are 3 electoon cages on this level, but one of them you will not be
able to reach until you acquire the power to run, which Betillia the Fairy
gives you at the end of Mr Stone's Peaks.


Music Level 8
- Timing is everything when the trumpets blow you back and forth. Try to jump
early enough to reach higher platforms.
- After the photographer, instead of descending, climb up the platforms to
find the free life.
- Once you've passed the photographer and begin going left again, you will see
another trumpet. Crawl beneath this trumpet, and on the next ledge of ice
above you there will be another cage of electoons.
- There is one electoon cage on this level.


Music Level 9
- Move toward the right, jump on the first bongo, and then retrace your steps
and you will find a cage.
- After the photographer, jump on the two small platforms and then retrace
your steps. A brown maracas will appear. Ride it and you will be led to a
cage.
- Once you've reached the walking drum, jump off onto one of the sliding
platforms. You'll hear a noise which means that something has appeared. Jump
back left to get to the bonus level.
- At the end of the level, you will seem stuck because the exit panel is not
in sight. Jump on the upper slippery platform, and a cloud will appear. Jump
on the cloud and the exit panel will appear.
- The sliding ice can be very dangerous to walk on. One secret when jumping
between icy platforms is to jump and grab on to the ledges. Rayman doesn't
slide when he's hanging on a ledge. This can be a very effective strategy when
jumping between small platforms.
- There are 2 electoon cages on this level.

Music Level 10
- There are no electoon cages on this level.
- This is the first time you will meet the second Boss of the game: Mr Sax.
When Mr Sax blows false notes at you, punch them back into the hole in his
horn.

Music Level 11
- Betilla the Fairy will give you the power to use your hair as a helicopter
for short periods of time.


Gong Heights

Music Level 12
- On this level you see the Tibetan Monks for the first time.
- Jump on the clouds above the first Tibetan and a cage will appear near the
entrance to the level.
- When you see a series of 4 clouds underneath a group of tings, drop down
beneath the clouds to find another cage.
- There are 4 electoon cages on this level. You will not be able to reach one
of the cages until you get the power to run, which Betillia the Fairy gives
you at the end of Mr Stone's Peaks.

Music Level 13
- There are two electoon cages on this level.


Mr Sax's Hulabaloo

Music Level 14
- There are 6 electoon cages on this level.
- At the far right side of the level, you will see a cage beneath you that's
inaccessible for the moment. Take the steps going up which will lead you to
another cage.
- After your picture is taken by the photographer, you will begin a long
downward slide. Pick up a lot of speed (be careful to duck underneath the
notes) and run all the way into the wall on the far right side of the level
(you will see some sparkling stars). If you picked up enough speed, a brown
maracas will appear upon impact with the wall. Ride it up to another cage.
- You can move from left to right on the cymbals, but when they start to
vibrate, move to the middle. It's the only spot to avoid getting squashed.
- If you grapple all the way up the flying rings next to the exit, you will
find a free life.

Music Level 15
- Punch all of the false notes that you see into the hole in Mr Sax. When you
are running away from Mr Sax, keep punching all of the notes in your path.
They will soar backwards and slow Mr Sax down.

Music Level 16
- Now you have a chance for a one on one with Mr Sax. When he launches the fat
grenade notes at you, jump off the ground. As long as you are in the air, they
will have no effect.


Going Back in Band Land
- Once you get the helicopter power at the end of Allegro Presto, go back to
Bongo Hills. In the fourth level (the one with the lightning) the helicopter
will allow you to grab a flying hook which leads to a cage. - (There are more
going back hints for this level below.)


Twilight Gulch

Mountain Level 1
- Before grabbing the first flying hook that you see, advance forward a little
more and grab the fist for super punching power. You will need this fist to
grab the hook.
- Jump to the left of the exit panel at the beginning of this level and fall
down. Crawl right, past the rock monster and a cage will appear behind it. Go
up and you'll find another cage as well.
- You will see a blue ting hanging above empty space. Jump into the gulf and
it will lead you to more tings and a cage.
- There are 6 electoon cages on this level. You will need to get the power to
run however, to reach a flying ring and access one of the cages.

Mountain Level 2
- You can jump over or break the large rocks that block your way. Sometimes
they have bonus surprises hidden within them.
- When you find yourself stuck in a narrow cavern with bouncing lava rocks and
Mr Stone walking above, break the rocks and advance to the right. A cloud will
appear above. Break the rocks again and go back to the left side of the cavern
and climb up. Jump on the cloud that appears to escape.
- Watch out for the hunter at the end of this level. One way to get around him
is to jump off the last cloud and grab the ledge instead of landing on the
ground directly in front of him. Once the hunter's bullet passes overhead,
jump up on the ground and punch him.
- There are no electoon cages on this level.


The Hard Rocks

Mountain Level 3
- There is only 1 electoon cage on this level.
- At the beginning of this level, if you crawl in the cavern to the left, then
avoid the stone monster and ride the clouds, you will be taken to a power-up
and then brought back to the beginning of the level. Once back at the
beginning, jump down and to the right into a narrow cavern. It will lead to
the only electoon cage on this level. Watch out for a hunter guarding the
cage.
- There are two exits to this level. The first one comes after you ride the
cloud and avoid a series of blue spikes. If instead of leaving by this exit,
however, you walk down the hill and to the left, a cloud will appear taking
you to another exit where you will also find an extra life. Be careful though,
because once you grab this life, several enemies will suddenly appear.

Mountain Level 4
- Once you avoid the three floating blue spikes on this level, jump down into
the following cavern and grab the mini power-up. A cloud will appear next to
the third blue spike you that you just avoided which leads to another electoon
cage.
- In the next cavern you will encounter a series of moving clouds. On the far
right side of this cavern there is another magician and a bonus level with a
free life. At the top left side of this cavern you will see a group of tings.
If you jump towards them, clouds will appear to make the jump more accessible.
Grab the tings and you will see another electoon cage
further to the left.
- There are 2 electoon cages on this level.

Mountain Level 5
- The winding caverns in this level can become confusing, but it's important
to remember that there is one electoon cage before the photographer and two
after him. The two cages after the photographer both appear only after you
have followed a certain path in the game. So definitely explore all of the
cavern openings you see and follow all of the clouds.
- To avoid falling rocks, hang on the edge of platforms and let them bounce
over you.
- At the end of the level (on the bottom right-hand side), fall in a hole
following the path of tings. You will end up at the foot of two rock monsters.
Get rid of them with a couple of hits to the head. Get the power up on the
bottom left and a cloud will appear leading back the way you came to another
cage.
- There are 3 electoon cages on this level.


Mr Stone's Peaks

Mountain Level 6
- Break the rock to free the musician's guitar and he will thank you by giving
you a special vial that allows you to fly through a cavern filled with spikes.
There are two electoon cages on this level. The first one is in a small cave
below the first floating blue spike that you encounter. The second cage is in
another cave below the following series of floating blue spikes. There is no
real secret to getting past this level other than taking your time past the
spikes.
- There is a free life in an alcove just beneath the exit sign.

Mountain Level 7
- Cut the frayed section of the cords with your helicopter hair. Only at this
spot can you cut the cords and keep the huge slab of stone from forcing you
into the water. It's best to try to cut in an up and down motion, cutting as
much as possible in one spot.
- Once you've reached the grass, fly up into the first opening where there is
another hidden cage.
- There is only 1 electoon cage on this level.

Mountain Level 8
- On this level you will lose the super helicopter power.
- Once you have passed the first round of rising water and see the giant
bonsai, keep going left and a series of clouds will take you to a cage.
- There is only 1 electoon cage on this level.

Mountain Level 9
- After a long flat trek, fall down before you reach the grass and you'll find
a magician.
- Jump into the next cavern, or the one after, and you'll find a group of
tings.
- After the photographer, jump down to the left in the second cavern and
you'll find a cage.
- When you see the series of blue steel balls, jump into either the second or
third cavern and you'll find another cage.

Mountain Level 10
- This level gives you a chance to fight Mr Stone one-on-one. In order to hurt
him, you must jump up and punch the head of the silly looking totem pole in
the middle of the screen. But the only way you can reach this high is by
jumping on top of one of the rocks Mr Stone throws at you. Each time you hit
Mr Stone in this manner, run to the opposite side of the screen, avoid the
obstacles he launches at you, and await the next stone. Be careful though
because some of the more rapidly thrown stones cannot be used. You have to
duck under them. Eventually clouds will appear which you can jump on as well.
Don't forget to change sides each time Mr Stone is hit.

Mountain Level 11
- Betillia the Fairy will give you the power to run. Going Back in Band Land
and Blue Mountains
- Now that you have the power to run, return to Bongo Hills in Band Land. On
Music Level 1, just after you fall down on the walking drum, go left and down
until you reach a crawl space beneath a drum. Crawl left until you reach a
gulf that seems to be a dead end. Using the running power, jump across the
gulf as far as you can. If you jump far enough, clouds will appear to catch
you. Jump upwards on the clouds until you reach one that moves. Ride this
cloud to the right and it will take you to a group of tings. Once you grab the
tings, a cage will appear.
- You can also now reach another electoon cage in Music Level 4 of Bongo Hills
(the one with the lightening). Once you pass the upper level of drums shooting
lightening at you, you will see a series of "steps" leading downwards, each
with an antitoon on it. Above these steps there is a flying hook. From the
first step, use your running power (it is possible to reach this ring without
the running power) to run and grab the hook. Then, swing once again to the
right, and coast with the helicopter power to the electoon cage.
- With the power to run, you can also reach the remaining cage in Allegro
Presto on Music Level 7. In the middle of this level, just after you see an
arrow-shaped group of tings pointing upwards, pick up a lot of speed (by
sliding downwards from the far left side of the screen to the far right side
and then pressing the run button) and jump up to an icy ledge on the right
side of the screen where you will find a hidden cage of electoons.
- In Gong Heights, you can now free the last cage of electoons which is on top
of the second of the three flutes at the beginning of Music Level 12. Jump
past the three flutes and onto the bongo that the Tibetan is holding. Then,
with the running power, jump left towards the group of tings on the third
flute. You will then be able to reach the electoon cage.
- In Twilight Gulch, just past the second rock monster, you will see a series
of three downward sloping ledges. If you have the running power and the "super
golden fist", you can run from this first ledge, jump off to the right, coast
with your helicopter power, and then punch and grab a flying hook. This ring
will then lead to a cage not far above it. Reaching the flying hook can be
challenging. We recommend picking up enough speed on the first ledge, but
jumping before you pass a tiny rock near the middle of this same ledge. If you
coast and punch at just the right moment, you'll make it.


Eraser Plains

Image Level 1
- Before jumping on the pencils, knock down the yin-yang and jump on it. Jump
up to the next platform and go right to find more tings and a cage. Retrace
your steps.
- While on the first pencil after the photographer, jump up between the two
pencils above you and a power-up will appear. Grab the power-up and a platform
will appear to the right which gives you access to a cage that will appear
later on.
- When you arrive at the end of this level you will see 8 yin-yangs. Climb to
the left to get the golden fist. A platform will appear. Jump on it and jump
left to get the ting. A cage will appear on the other side of the eraser.
Retrace your steps until you've arrived at the platform that will take you up
to the level with the cage.
- You should use a lot of patience when jumping on the pencils. The helicopter
power helps to slow your jumps when your timing is a little off.
- There are 2 electoon cages on this level.

Image Level 2
- After the first row of pencils you will see an electoon cage but you will
not be able to reach it. If you jump on top of the second row of pencils and
collect all of the blue tings, an elf will appear to shrink you. You will now
be able to crawl between the erasers and reach the electoon cage.

Image Level 3
- When you see the first elf, don't touch it yet. Go above to the yin-yangs
and punch away the pointed ones. Jump on the normal one and platforms will
appear to take you to bonus power-ups. Another elf will appear allowing you to
become small and access more bonuses below.
- Retrace your steps to the first elf you saw. Become big in order to get the
next cage. There is a square bouncing eraser just past the jumping Antitoon.
Jump onto it and then jump over to the moving platform to the right. From this
platform you can wind up and punch the yin-yang to the left. Go back to the
bouncing eraser, jump on top of the yin-yang, and then punch the cage.
- The second half of this level must be done twice: once large in order to get
the last cage which is up high, and once small in order to get out.
- When you arrive at the very end of the level, Rayman will be large. Grab the
flying hook and touch the fairy to become small again and get to the exit.
Before you reach the maze that you can only pass when small, there is a narrow
vertical passage after the oil slick that Rayman can climb up to reach some
blue tings. Once you grab the tings a cage will appear to the left. Free the
electoons and then retrace your steps to become small again and exit this
level.

Image Level 4
- Here's your first chance to fight Space Mama. But first, you have to get
past a couple of her pirate guards. The secret to getting past the first
pirate is to move to the right of the screen and punch him in the corner. This
way you won't have to dodge the second pirate's bombs, and the first pirate
won't be able to duck underneath your punches. Once you've gotten rid of the
first pirate, jump up and knock the second pirate out of the ship. Move to the
left side of the screen this time so that you can see his bombs coming. It
takes 3 hits to knock him out of the ship.
- Space Mama can only be hit by jumping on top of the knives once they get
stuck in the floor and then hitting her while she is in the air. Make sure
that you use your running power to avoid the knives that come darting at you
from above, and duck underneath the spinning knives that are low to the
ground.


Pencil Pentathlon

Image Level 5
- At the beginning of this level, if you jump left onto the ink bottle a
moving steel girder will appear to aid you in moving right towards a cage. It
may be easier, however, to avoid this girder and just jump from eraser to
eraser, using a running jump from the last eraser to reach the pens. Bounce
from pen to pen until you reach some more erasers. Follow the tings until you
reach the electoon cage. If you throw your punch and let it return to you, it
will hit the cage en route. Retrace your steps past the pens and find an entry
where you can go upwards.
- There are 2 electoon cages on this level.

Image Level 6
- On this level, you get the super helicopter power once again. The first cage
on this level is above and to the left of the first series of colored pencils.

- To get past the spikes pointing down, it helps to use the helicopter power
to slow your bounce.
- Jump over the exit sign at the end of this level, but don't touch it. A cage
will appear beneath you.
- There are 2 electoon cages on this level.

Image Level 7
- The secret to getting through the bouncing erasers is to follow the blue
tings and to use the helicopter power to coast between the gaps in the
erasers.
- The tings indicate a route to follow to find the cage at the bottom of the
bouncing erasers.
- After the photographer, in order to get past the two rows of pencils, let
yourself fall down the oily hill and you should be able to get past everything
without having to jump or fly.
- Once you've catapulted past the rows of pencils, grabbed the power-up, and
made the steel girders appear, fall down in the last hole (before getting on
the oil slick). A series of steel girders will appear leading you back to an
electoon cage that was hidden on top of the cavern of the pencils.
- When you slide down the oil slick, a running jump will take you to the
highest level of erasers where you can get a free life.
- There are 2 electoon cages on this level.


Space Mama's Crater

Image Level 8
- At the beginning of this level, if, instead of continuing right past the
pointed bird head, you go up and to the left, this path will lead you to a
free life.
- After you get the first cage, fall down and walk all the way to the far left
side of the eraser. A series of flying hooks will appear leading you to the
second cage by the exit sign.

Image Level 9
- On this level, by choosing the path that tends to descend (jump on the two
disappearing clouds), you will eventually run into a space creature who is
guarding a magician. If you do not have enough tings for the magician, you can
retrace your steps and continue a little further to collect enough tings and
then return to visit the magician.
- Before you arrive at the bouncing erasers, there is a narrow passage going
down, which, after you grab the red flying hook, will lead to an electoon
cage.
- Towards the end of this level, you will see a slick V shaped hill, will a
narrow passage full of tings at the bottom of this V. Don't fall down it yet
or you will not be able to get back up and find the last electoon cage on this
level. Instead, go to the right side of the V, run down and then up the left
side of the V and then jump. If you have gathered enough speed you will jump
up to the next platform which leads to a cage.
- There are 2 electoon cages on this level.

Image Level 10
- Warning: this level has been known to send Rayman owners into fits of
passion and destroy their game machines! Dexterity and a lot of patience is
the key to getting through this one. The obstacles are pretty straight
forward, you just have to be really quick with your hand movements. Once
you've made it past the two photographers and onto the wood colored platform
(just past the yin-yang balls you had to knock out of your way), well then
congratulate yourself and get ready for the hard part.
- First, go to the right edge of the platform, jump on the steel girder (get
ready because it moves to the right!), jump over the spikes and onto the same
steel girder. You will then hear that wonderful sound that tells you something
has just appeared. Immediately, jump back left over the spikes and coast onto
the wood colored platform you just left. You should now see a flying hook.
Grab the hook, keep jumping and grabbing to inch your way up as close to the
hook as possible. Jump over the spike and onto the cloud. Jump up to the
moving girder. Jump right onto the clouds and they will lead you to some
tings.
- Once you grab the tings an electoon cage will appear on the other side of
the wall. You must now retrace your steps and the moving girder will take you
to a disappearing cloud which will then lead to this cage. There is also a
free life just a little further left if you use the other moving girders that
suddenly appeared.
- Now return to the girder that you thought you had gotten rid of, and use it
to advance further to the right. The key to getting past this section is to
avoid using your running or helicopter powers until the very last jump. You
will be tempted to try to helicopter over some of the spikes, but more often
than not it will slow you down enough to miss the girder. You can make it over
these obstacles with normal jumps and then by ducking rapidly once you've
landed on the girder.
- On the last jump, you can use the helicopter power to coast to the platform
with the exit sign, but don't touch it or you'll miss the last cage! Instead,
jump over the sign and onto the pink eraser. Once again, you'll hear the sound
of something appearing. Guess what, it's time to get back on the girder again!
This time you won't have to ride it as far though. Once you jump over the
first row of spikes and then duck under the next obstacle, a new girder will
have appeared for you to jump up on. This path will lead to a couple of flying
hooks and the last electoon cage in this world.
- There are 2 electoon cages in this world.

Image Level 11
- In this level you get another chance to fight Space Mama. The secret to
beating her is to hit her in the head, but throw your fist carefully because
she can block punches with her rolling pin. When she first appears, it may
seem like she is trying to corner you. But if you hit her in the head and then
duck as she fires her laser, after 3 or 4 hits she'll let you out of the
corner. Duck, crawl or use the running power to avoid the various objects that
come flying after you. When Space Mama hides behind the washing machine, jump
over her lasers and keep punching the machine until she throws it away. Then,
start aiming for her head once more.


Crystal Palace

Cave Level 1
- Jump above the exit sign and a moving red rock will appear on the other side
of the wall. Make your way over to this rock and it will lead to a power-up.
Walk along the very bottom of this level until you reach the tings in the form
of a question mark. Retrace your steps and you'll see a blue steel spike.
Punch it and shortly afterwards you'll see the first electoon cage in this
world.
- Once you have your picture taken by the clown, the second electoon cage will
appear on the other side of the wall.
- Ride the flying hook until you see a floating blue spike. You'll hear the
magic noise signaling that something has just appeared. Swing back 1 or 2
hooks and you'll see the last cage on this level.
- There are 3 electoon cages on this level.

Cave Level 2
- You will jump on a series of falling platforms. The ninth platform (the
second from the end) leads to the first cage on this level.
- Avoid the spikes that the bug throws after you by ducking just before
they're about to touch you.
- After you pass the photographer, and jump past the two moving blue spikes,
you will see a power-up hanging above a gulf. Make a long jump after it and
you'll land on a series of steps leading to a cage. A cloud will appear once
you free the electoons. Ride this cloud all the way to the right, but don't
get off just yet. Return on the cloud to the spot where you just freed the
electoons. Another cloud will have appeared. Ride this cloud as it takes you
to a narrow cavern (be prepared to duck) that holds the last electoon cage of
this level.
- If you follow the flying hooks all the way to the top left side of the
cavern, you'll find a free life.
- Be careful once you land on the falling platform near the end of this level.
There is a lake at the bottom, so be prepared to jump off either to the left,
where there is a magician, or to the right to get to the exit. The exit sign
will appear once you break the boulder.
- There are 3 electoon cages on this level.

Cave Level 3
- To beat the Skops, keep jumping on the falling platforms while avoiding the
his claw until all of the platforms are gone. As the last platform falls, jump
and hang on the ledge on which Skops is sitting. He will then move backwards.
Jump up on the ground. He'll then advance a couple of times more while
throwing his claw. Each time he does so, jump and hang over the edge until
Skops retreats. After about three times, he'll retreat all the way to the
right. When this happens move quickly to avoid the lava.


Eat at Joe's

Cave Level 4
- Joe will give you a firefly to light your way through the next level.
- There are 0 electoon cages on this level.

Cave Level 5
- Use your fist to punch in front of you so that you can see what obstacles
may be ahead.
-Once you get past the first few electoons and on to solid ground, a cloud
will appear behind you. Jump on the cloud and it will lead to an electoon
cage.
- There is one electoon cage on this level.

Cave Level 6
- Walk carefully on this level because there are many prickly areas that can
hurt Rayman. After you use the helicopter power to coast down a diagonal
chute, you will see a red stationary rock. Jump on it and then jump up again.
Clouds will appear leading you to a free life.
- Once you get past the boulders guarding the lone power-up, look up and to
the right for the photographer. Once you get your picture taken you will see
the first cage on this level. Jump up again and you will see a series of
flying hooks leading to the second cage and a free life. Reaching the last
flying hook can be difficult without the super punching power, but it can be
done.
- The last electoon cage is at the bottom of this level. Punch it and the exit
sign will appear.
- There are 3 electoon cages on this level.

Cave Level 7
- There are no electoon cages on this level, but getting through it can still
be a challenge. Make sure you use your running power to outrun the bugs and
the thorns they throw at you. Also, try crawling off the bouncing red rock and
through the narrow cavern at the end. Once you arrive at the plug, jump on top
of the space ship and it will take you to the exit.

Cave Level 8
- On this level you get a chance ride the space ship with some very cool music
playing in the background. Make sure you punch all of the levers in your path
or you'll never make it through this maze.
- When you arrive at a section with two space ships side by side, hop on the
lower one which will take you to a free life. Another space ship will take you
back to this same spot. Hop on the space ship that takes you up towards the
exit, but keep an eye out for a group of blue tings on the left. When you see
them, jump over and grab them and an electoon cage will appear.
- There is only 1 electoon cage on this level.

Cave Level 9
- Once you grab the power-up on the island in the middle of this level, the
last electoon cage in the game will appear.
- Jump on the first buoy after this island but then wait until you see the
shark come and go. Once the shark leaves, then jump to the next buoy and be
prepared to duck. If you are standing up, the sharks will jump for your head
allowing you to duck under them. If you remain ducking, however, the sharks
will jump for your body and knock you into the water where you'll be shark
bait. If you are on the bouncing blue rock, you can jump up and down on it and
stay high enough so that the sharks won't even notice you. - There is 1
electoon cage on this level.


Mr Dark's Chateau
                                        
Cake Level 1
- This level is pretty straightforward. There are no enemies to fight and no
electoon cages to find. Just make sure you have picked up enough speed to make
it up the hills.

Cake Level 2
- In this level, Mr Dark creates an evil Rayman whose touch you must avoid.
Try to stay as far ahead of Rayman as possible, but remember, if he does catch
up to you, it is possible to jump over him and gain some more time. There are
two free lives on this level if you hunt them down. In the middle of this
level, there is a chasm in which you will fall. If you touch the far left
wall, a cloud will appear to help you escape. The exit sign will appear if you
go all the way to the far wall of this level and touch it.

Cake Level 3
- You now have another opportunity to meet Mr. Dark face to face. Stay in
between the balls of fire, even when they begin to shrink on you.

Cake Level 4
- This is the final level of Rayman and you get to fight three bosses. First
you will fight Skops. Getting past him is a matter of jumping over the claw
that he throws and punching him in the head. Next, you will encounter two
Space Mama's. Try to stay towards the middle and duck when one of them shoots
so that they fire upon each other. Finally, Moskito will appear and shrink
you. Stay near his feet. Each time he jumps in the air, use your running power
to avoid getting stepped on, jump in the air before he hits the ground, and
punch him in the head.

Congratulations! You've finished Rayman!

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