Rayman 2: The Great Escape/The Hall of Doors
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
- After leaving The Woods of Light, press A repeatedly to skip the subsequent Murfy text. Note that if you skip the text, save while the selection Lum is on The Fairy Glade, then load the file, the Murfy text will play and cannot be avoided. Video (#2)
- You do not need to wait for the selection Lum to reach a level before pressing A to select the level.
- After leaving The Menhir Hills for the first time, you can enter The Marshes of Awakening more quickly than usual as follows:
- Move the selection Lum to The Sanctuary of Water and Ice.
- Wait for Rayman to cross the bridge and stop running.
- When Rayman stops, move back toward The Menhir Hills, then immediately turn around and move toward The Bayou. Rayman will continue running across the bridge as if he were going to The Menhir Hills.
- As soon as the selection Lum passes The Bayou, press A. Since Rayman was delayed on the bridge, he will be on solid ground and you'll be able to go straight to The Marshes of Awakening. Video (#1)