The first half of Whale Bay takes place in the Whale Bay Fortress, with [[Rayman]] attempting to locate the prison where [[Carmen]] the Whale is being held. In some versions of the game, one area in particular has respawning [[Robo-Pirate]]s, making for some interesting challenges.
[[Rayman]] must first go through an aquarium right next to the [[spiral door]] and come out at the other side to activate a switch opening the door at the side
, coming out to a room with a net for a floor. Outside, Rayman will encounter a [[purple Henchman 800]]. After defeating him, Rayman must climb a barrel and a net to reach another barrel and shoot a switch on the opposite wall to open the nearby door, barred with electricity. Inside the door, rolling [[keg]]s will try to harm him. Rayman must avoid them, while collecting the [[lums]] overhead. Outside the room, Rayman will encounter a [[purple Henchman 800]] sleeping underneath a palm tree. Once the pirate has been defeated, the player can take a [[keg]] from a room to the right and use it to break a sparadrap holding a [[cage]] containing a [[purple lum]]. After that, Rayman enters a passage to end the first half.
[[File:R2TGE-PC-WhaleBay-HallOfDoors.jpg|thumb|left|320px|The entrance to Whale Bay in [[the Hall of Doors]]]]
The second half of Whale Bay revolves around the lake itself, and [[Rayman]] 's attempts to free [[Carmen]] the Whale. After [[Carmen]] is freed, [[Rayman]] must follow [[Carmen]] into the extensive underwater cave network of Whale Bay, using [[Carmen]]'s bubbles for air (considering the [[ piranha]] s don't reach them first). [[Carmen]] leads [[ Rayman]] to a secret grotto, where the remains of a submarine mark the way for escape. In most versions of ''[[ Rayman 2]]'', the level closes with [[Rayman]] exiting a beached ship, sliding down a watery slope, and evading a [[Gorilla Pirate]].