Rayman 2: The Great Escape/The Top of the World
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.
- After breaking the door leading to the Teensy, die by falling into the nearby pit. This will open the portal at the end of the level immediately so that you don't have to wait for the Teensy. Video (#2)
- The moving platform near the Teensy starts moving when you enter a certain part of the previous room. In a 100% run, you can spend less time waiting for the platform if you do the following (Video):
- After climbing out of the hallway with the rolling barrels, jump over the pit on the left side of the next room.
- Jump onto the boxes, get the lum, and kill the barrel pirate.
- Destroy the cage and get the lums inside.
- Grab a barrel and walk to the platform.