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. For these reasons, not touching anything while the cutscene plays is recommended. Video (#3)
- After completing the The Cave of Bad Dreams, you can jump into the water to warp back to the beginning of the level. Video (#3)