Shuffle Rayman 2 sub-levels and progression through Lums, cages, masks and story rewards, with optional movement unlocks and detailed portal information.
The release defines 880 named locations and 356 generated Lum-bundle address variants; these are alternatives, not checks that appear together. Standard options include 146 checks. Lumsanity, bundle size, fragmented Silver Lums and movement settings change the active pool. No seed or game session was tested.
Actions and milestones that can send a check to your multiworld.
1,236 locationsDefault marks checks from configurations selected by standard options; the generated set can still vary with logic and seed.
The Woods of Light - Lum above Murfy stone
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Woods of Light - Lum between stone walls
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Woods of Light - Lum on grass next to waterfall
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Woods of Light - Lum from cage above wooden grate
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Woods of Light - Cage above wooden grate
Default
Breaking a cage sends a check; Cage items count toward 100% and All Cages goals.
Cages
The Woods of Light - Talking to Murfy #1
Story milestones and selected movement unlock pickups can send checks.
Story and ability checks
The Woods of Light - Talking to Murfy #2
Story milestones and selected movement unlock pickups can send checks.
Story and ability checks
The Woods of Light - Lum underneath waterfall
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Woods of Light - Cage with Teensies
Default
Breaking a cage sends a check; Cage items count toward 100% and All Cages goals.
Cages
The Woods of Light - Talking to Baby Globoxes
Silver Lum pickups contribute to the swing-access progression in the World logic.
Silver Lum checks
Hall of Doors - Completing the Woods of Light
Completing the named level can send a fragmented movement or shot reward when that setting is enabled.
Level completion rewards
The Fairy Glade #1 - Lum above mushroom
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Fairy Glade #1 - Lum on tree branch
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Fairy Glade #1 - Lum in cage on tree branch
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Fairy Glade #1 - Cage on tree branch
Default
Breaking a cage sends a check; Cage items count toward 100% and All Cages goals.
Cages
The Fairy Glade #1 - Super lum in underwater cage
Default
Each Super Lum pickup can send a check and contributes five Lums to portal-gate logic.
Super Yellow Lums
The Fairy Glade #1 - Underwater cage
Default
Breaking a cage sends a check; Cage items count toward 100% and All Cages goals.
Cages
The Fairy Glade #1 - Lum under bridge
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Fairy Glade #2 - Lum on vines
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
The Fairy Glade #3 - Lum on lily pad #1
Individual Yellow Lum pickups are checks when Lumsanity is enabled with bundle size 1.
Yellow Lums
Playing with others
Session format and multiplayer behavior follow the maintainer documentation linked on this page.
Known scope and limitations
Use the owned GOG PC edition, preferably its standalone installer, with Ray2Fix, Twofold, R2Console and the required Visual C++ runtime. Install both v1.2.4 packages, launch Ray2x.exe, connect in the console and start a new game after connection. The APWorld requires Archipelago 0.6.4 or newer.
Version 1.2.4 records completed rooms in previously unused native-save flags. Older saves need each room completed again before its information and direct portal access appear; back up saves before changing the build.
The mod now requires completing the Prison Ship portal before opening the Crow's Nest. The examined World still models the earlier final-portal prerequisite, so generated logic does not fully account for this added gate. Generation errors at high Lum gates are also documented; begin with the default thresholds.
Lumsanity adds individual Lum checks and can bundle them; fragmented Silver Lums and movement unlocks are optional. The DeathLink Amnesty value is not preserved as the configured integer by the native callback. Prefer its default value when enabling DeathLink.
Native collectible and completed-room state is stored in the game save, but association with the AP seed/slot and reliable offline check, victory and duplicate-item recovery are not established. Keep saves attached to their original room and slot; keep the connection active.
The examined packages do not contain game data, but omit the source/dependency notices. Complete native rebuild and external-loader version correspondence remain unestablished; network transport and received-text handling also retain review limits.