Rayman 2: The Great Escape/The Cave of Bad Dreams
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.
- If you stand on the stationary platform closest to the platform with the blue orb, you can throw the orb onto the skull closest to you. You can then helicopter to the skull and throw it the rest of the way. Video
- It is possible to throw the orange orb from the last high platform to the last low platform instead of making two throws. However, if the orb lands right on the edge of the platform, it can fall and respawn indefinitely without allowing you to pick it up. Video
- You can skip the second round of skulls in the boss encounter. After getting close enough to the boss to make him jump to the platform you were just on, quickly return to that platform using the existing skulls. Video (#2)
- If you avoid the second green Lum in the area, you don't even need to make it back to the first platform. As long as you get far enough so that the boss moves to the third platform, he will be on the third platform when you respawn. Video (#1)