Space Mama's Crater
Image Level 8
There are 2 Electoon cages on this
level.
- At the beginning of this level, if, instead of
continuing right past the pointed bird head, you go up and to the left, you will
find a free life.
- Go down under the first moving pencil for another
free life.
- Look for a gap in the spikes beneath the second set of pink rings. Go down for
bonuses.
- (1) After you pass the photographer, go up on the pencil
sharpener platforms for the first cage. To punch the cage behind the yin-yangs with
spikes, you have to jump off the flying hook, punch the yin-yang while in the air, turn
around quickly and grab the hook once more.
- There are two exits to this level. If you follow the
flying rings to the exit at the top left of the level, you will miss the second cage.
After getting the first cage, continue back to the right side of the level and drop down
under the pencil sharpener platforms.
- After the three moving pencils, do not follow the
trail of tings. Be ready to jump up and grab the ring that appears for a life and other
bonuses.
- (2) The exit is at the bottom left of the level. Just before the exit you will find
a yin-yang suspended in mid-air. Jump on it and get the power-up to the left. This will
trigger the appearance of the second cage.
Image Level 9
There are 2 Electoon cages on this
level. There is a magician on this level.
- (1) Go right on the rings, and then all the way to the left. The
cage is above the entrance.
- (2) After the photographer, drop down through the two disappearing clouds. You will
eventually run into a space pirate. Duck under the space pirate, then hang over the edge
to get the ting. A pencil sharpener platform appears, giving you access to a glove. Get
the glove, and the cage appears above you. You will not be able to reach the cage at this
point.
- Continue to your right for the magician. If you do not have enough tings for the magician, you can retrace your steps
and continue a little further to collect enough tings and then return to visit the
magician.
- Return to the two disappearing clouds and go to the
right for the cage that you saw above you, but could not reach.
- After a glove, but before you arrive at the bouncing
erasers, there is a narrow passage going down, which, after you grab the red flying hook,
will lead to a power-up.
- Towards the end of this level, you will see a slick
V shaped hill, will a narrow passage full of tings at the bottom of this V. Don't fall
down it yet or you will not be able to get back up and find a life. Instead, go to the
right side of the V, run down and then up the left side of the V and then jump. If you
have gathered enough speed you will jump up to the next platform which gives access to a
life.
- To find the exit, follow the tings down the middle
of the V shaped hill. First go left up the slippery hill for a free life, then right for
the exit.
Image Level 10
There are 2 Electoon cages on this
level.
- Warning: this level has been known to send Rayman
owners into fits of passion and destroy their game machines! Dexterity and a lot of
patience is the key to getting through this one. The obstacles are pretty straight
forward, you just have to be really quick with your hand movements.
- Once you've made it past the two photographers and
onto the wood colored platform (just past the yin-yang balls you had to knock out of your
way), well then congratulate yourself and get ready for the hard part.
- First, go to the right edge of the platform, jump on
the pencil sharpener platform (get ready because it moves to the right!), jump over the
spikes and land back onto the pencil sharpener. You will then hear that wonderful sound
that tells you something has just appeared. Immediately, jump back left over the spikes
and coast onto the photographer's wood colored platform you just left. You should now see
a flying hook.
- (1) Grab the hook, jump over the spike and onto the cloud. Jump up to the moving
pencil sharpener. Jump right onto the clouds and they will lead you up to some tings. Once
you grab the tings an Electoon cage will appear on the other side of the wall. You must
now retrace your steps and the moving pencil sharpener will take you to a disappearing
cloud which will then lead to this cage.
- There is also a free life just a little further left
if you use the other moving pencil sharpener that suddenly appeared.
- Go back to the photographer's platform and return to
the pencil sharpener that you thought you had gotten rid of. Use it to go to the right.
The key to getting past this section is to avoid using your running or helicopter powers
until the very last jump. You will be tempted to try to helicopter over some of the
spikes, but more often than not it will slow you down enough to miss the pencil sharpener.
You can make it over these obstacles with normal jumps and then by ducking rapidly once
you've landed on the girder.
- On the last jump, you can use the helicopter power
to coast to the platform with the exit sign, but don't touch the exit sign or you'll miss
the last cage! Instead, jump over the sign and onto the pink eraser. Once again, you'll
hear the sound of something appearing. Guess what, it's time to get back on the pencil
sharpener again! This time you won't have to ride it as far though.
- (2) Once you jump over the first row of spikes and then duck under the next
obstacle, a new pencil sharpener will have appeared for you to jump up on. This path will
lead to a couple of flying hooks and the last Electoon cage.
Image Level 11
There are no Electoon cages on this
level.
- In this level you get another chance to fight Space
Mama.
- The secret to beating her is to hit her in the head,
but throw your fist carefully because she can block punches with her rolling pin.
- When she first appears, it may seem like she is
trying to corner you. But if you hit her in the head and then duck as she fires her laser,
after 3 or 4 hits she'll let you out of the corner.
- Duck, crawl or use the running power to avoid the
various objects that come flying at you.
- When Space Mama hides behind the washing machine,
jump over her laser shots and keep punching the machine until she throws it away. You can
see how many hits its takes by looking at the dial on the washing machine.
- After Space Mama abandons the washing machine, start
aiming for her head once more.
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