Rayman 2: The Great Escape/The Fairy Glade
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.
- In the room before the first loading zone, you can get the Lum without riding the barrel. Grab the nearby edge, drop down, and use your helicopter to reach the Lum. You will die from falling into the water, but it's still faster than riding the barrel. Video (#1)
- After getting the Lums in the side area near the barrel-throwing pirate, jump into the water to warp back. Video (#2)
- You can skip the Murfy text in the area with a few pirates by performing two trigger hops. Video
- You can skip bouncing on the net in the area with a few pirates. Jump off the platform at the entrance to the room, shoot the switch in midair, and grab the edge near the now-disabled lasers. Video (#2)
- If you throw the barrels with good timing, you can destroy the machine with only three upward tosses. Video (#3)
- You can skip the Murfy text in the wind tunnel room by jumping over the trigger zone. Video (#1)
- In the final wind tunnel, stay as far from the purple Lum as possible. When you shoot it, your "rope" will be extra long and you can grab a Lum from one of the optional wind tunnels.