Rayman 2: The Great Escape/The Marshes of Awakening
From SDA Knowledge Base
- Main page
- The Hall of Doors
- The Woods of Light
- The Fairy Glade
- The Marshes of Awakening
- The Bayou
- The Walk of Life
- The Sanctuary of Water and Ice
- The Menhir Hills
- The Cave of Bad Dreams
- The Canopy
- Whale Bay
- The Sanctuary of Stone and Fire
- The Echoing Caves
- The Precipice
- The Top of the World
- The Sanctuary of Rock and Lava
- The Walk of Power
- Beneath the Sanctuary of Rock and Lava
- Tomb of the Ancients
- The Iron Mountains
- The Prison Ship
- The Crow's Nest
For information about tricks this page might refer to, see the main Rayman 2 page.
- You can jump from the first wooden platform and helicopter directly to the climbable net. Video (at about 0:23)
- Holding Z in the waterskiing section lets you move faster and hit enemies without dying.
- In the cutscene after The Cave of Bad Dreams, pressing A can send you back to the Hall of Doors without the Life Potion. Moving the control stick can also have strange results; if you move the control stick in a certain way, Rayman will be stuck in the air for a while after the cutscene ends. Video (#3)
- Holding up on the control stick during this cutscene lets you fall through the floor and quickly death warp to the exit. Make sure you hold up for the entirety of the cutscene; the easiest way to do this is to already be holding up before the cutscene starts. Video (#1)