Rayman 2: The Great Escape/The Prison Ship
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.
- During the miniboss battle, if you stay on the platform just below the climbable wall and move while jumping, the miniboss usually won't hit you. You can bounce shots off the wall to hit him almost every time he lands. Video (at about 5:10)
- After fighting the miniboss and shooting the switch, you can jump into the spikes to warp back to the top of the room. However, if you don't let the "Yeah" text play, you might have to fight the miniboss again. Video (#2)
- In the miniboss room, if you hang on the edge right next to five Lums, drop off, and helicopter, you can get the Lums before dying. Video (#1)
- You can also fly to those Lums without dying. Video (#8)