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[[Image:Marshes of Awakening.jpg|thumb|[[Rayman (character)|Rayman]] passing the [[Swamp Monster]]]]
{{quote|text=I did see [[Globox]] get captured by two [[Robo-Pirate|Piratesss]]. They took him somewhere out beyond the Marshes.|sign=[[Ssssam]] the Watersnake|source=''[[Rayman 2]]''}}
The '''Marshes of Awakening''' is a location from ''[[Rayman 2: The Great Escape]]'' and its remakes, ''[[Rayman 2: Revolution]]'' and ''[[Rayman DS]]''.  It has a darker, more foreboding mood than other levels in the games.


==Description==
'''The Marshes of Awakening''' is a location in ''[[Rayman 2]]''. It follows [[the Fairy Glade]] in all versions of the game except for ''[[Rayman Revolution]]'', in which is follows the first visit of [[the Menhir Hills]], and features the entrance to [[the Cave of Bad Dreams]] in all versions except for [[Rayman 2 Forever|the Game Boy Color]] and the [[Rayman 2 (PlayStation)|PlayStation]] versions. This is where [[Rayman]] encounters and rescues [[Ssssam]] the Watersnake, who helps him to pass through the marshes by water-skiing.
The Marshes of Awakening lie deep in the [[Marshlands]], hidden in the exact opposite direction from the [[Bayou]].  The waters of the marsh are green with algae and lilypads, and are infested with [[Piranha|piranhas]], making swimming dangerous.


The Marshes have a strange connection to the dead and bad dreams; in fact, the swamp's name corresponds with the name of the nearby [[Cave of Bad Dreams]], suggesting that the Cave is a nightmare and the Marshes are both the prelude and the finale of the nightmare. The Marshes in any case have a dark mood hanging over them and are haunted by [[Zombie Chicken|Zombie Chickens]].
The Marshes of Awakening were originally called "The Marshlands of Awakening".<ref>This name comes from [[Rayman 2 (early production)|early demos]] of the game.</ref>


The Marshes of Awakening are home to three elusive characters that only appear in the level all in the same game in ''Rayman 2: Revolution'': [[Sssam the Snake]], the [[Guardian of the Cave of Bad Dreams]] (absent in the PS version), and the [[Swamp Monster]] (''Revolution'' only). Both Sssam and the Swamp Monster prowl the murky waters of the Marsh; the Guardian, on the other hand, sits in a cobweb-filled grotto guarding his cave.
==Original version==
{{R2PCLevel
| name = The Marshes of Awakening
| image = [[File:Themarshesofawakeningpc.JPG|320px|The Marshes of Awakening]]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| connected to = [[The Cave of Bad Dreams]]
| lums = [[File:Icon5.png|5]][[File:Icon0.png|0]]
| cages = [[File:Icon5.png|5]]
}}


According to a sign near the Cave of Bad Dreams, [[Admiral Razorbeard]] believed that at some point during his reign, the Marshes would be a particular tourism location. Razorbeard warns on the sign that the road leading to the Guardian is uncharted and therefore dangerous. This explains the lack of [[Robo-Pirate|Robo-Pirates]] in the Cave of Bad Dreams.
===Phase 1===
Around a large body of swamp water, [[Rayman]] must climb over some netting and jump on the lily pads for [[Yellow Lum]]s. On the other side of the netting, there is a [[cage]] floating in the waters, larger than most other [[cage]]s, in which [[Ssssam]] is imprisoned in. When [[Rayman]] releases him from this [[cage]]s he then asks him if he knew anything about the [[Four Masks of Polokus]], but he doesn't know, and confirms that [[Globox]] has been recaptured by the [[Robo-Pirate]]s and taken beyond the Marshes. He then offers the limbless hero to water-ski across the swamp water by shooting his scarf and holding on with a beam similar to that when [[Rayman]] swings on a [[Purple Lum]].


Large lily pads, bridges, and tree roots are the only pieces of solid footing throughout most of the marsh. Without a boat or some other way of water transportation, it is impossible to get from one side of the marsh to the other.
Across the water, there are [[Yellow Lum]]s to catch, and several [[piranha]]s, [[Zombie Chicken]]s and an axe pendulum to avoid, as well as a [[switch]] to flick that reveals more [[Yellow Lum]]s. [[Ssssam]] will then go round in a circle a few times, giving [[Rayman]] more than one chance to break the [[cage]]s and collect the [[Yellow Lum]]s there, before moving on.


==As a Level==
<gallery widths="320px" heights="240px">
===Before the Level===
R2TGE-PC-TheMarshesOfAwakening-HallOfDoors.jpg|The [[Spiral Door]] in [[the Hall of Doors]] which takes [[Rayman]] to the Marshes of Awakening.
It is confirmed by [[Sssam the Snake]] that, while [[Rayman (character)|Rayman]] fell into the [[Forest of Light]] in the beginning of the game, [[Globox]] landed in the Marshes of Awakening. However, he was apprehended by Robo-Pirates and was carried off to the [[Canopy]], Sssam being locked in a cage in the process.
</gallery>


===Water Skiing===
===Phase 2===
After climbing over a rope fence, Rayman discovers a [[Cage|cage]] floating in the water. Inside the cage is Sssam the Snake.  Rayman asks Sssam whether he knows where the [[Four Masks of Polokus]] are; however, Sssam doesn't know what Rayman is talking about. Rayman then asks if Sssam had seen Globox; Sssam nods and says that the Robo-Pirates carried Globox across the marshes.  Sssam then offers to take Rayman across the Marshes too, and Rayman agrees.
The water-skiing carries on, and now there are more things to dodge while collecting the [[Yellow Lum]]s, such as [[helicopter bomb]]s and even [[Robo-Pirate]]s. At one point, there is a wooden ledge that [[Rayman]] can hop onto to catch more [[Yellow Lum]]s, and then he can reattach himself to [[Ssssam]]. Defeating the [[Robo-Pirate|pirate]] on the boat is optional, though risky. [[Rayman]] then arrives at a patch of land near a crashed fishing boat. Scrambling onto land, [[Rayman]] says farewell to [[Ssssam]], who is visibly sad to say good-bye. [[Ssssam]] ends his trip as the game hints at [[Rayman]] needing to return to the Marshes later, as [[Ssssam]] requests [[Rayman]] to return soon.


By grabbing onto Sssam's scarf a la [[Purple Lum]] style, Rayman is able to hang on to Sssam's fast body as the snake speeds through the swamp. The remainder of the level simply requires Rayman to hold onto Sssam; if Rayman hits anything or if the connection between the two is cut, Rayman sinks into the marshes and must start over again.
===Return===
[[Rayman]] must enter the Marshes for a second time after meeting [[Clark]] in [[the Menhir Hills]]. [[Clark]], in need of the [[Elixir of Life]] after swallowing something that has made him ill, requests [[Rayman]] to seek out [[the Cave of Bad Dreams]] hidden in the Marshes. At the Marshes' entrance, [[Rayman]] must take a side trail up a tree root and into a hidden grotto off-limits to [[Robo-Pirate]]s. Here, [[Rayman]] encounters the Guardian of the Cave of Bad Dreams, [[Jano]]. Provided that [[Rayman]] can remember the name of the place as [[Clark]] had told him, [[Jano]] will grant access - if not, then he will simply shoo [[Rayman]] away.


During the first segment, Rayman has in most versions very little enemies to dodge other than [[Piranha|piranhas]], [[Zombie Chicken|Zombie Chickens]], and a [[Pendulum|pendulum]].  However, as in ''Revolution'' the Marshes are the ''sixth'' level instead of the ''third'', the difficulty of the ride is increased via the addition of the [[Swamp Monster]].  At multiple points in Rayman's ride through the marshes, the Swamp Monster stalks Rayman through the water and then bursts out occasionally (similar to Blargg and Nep-Enut from the ''Yoshi'' game series).
After completing [[the Cave of Bad Dreams]], [[Rayman]] is warped back to the grotto. He then has the option of paying [[Ssssam]] a visit and racing through the Marshes or taking the [[Spiral Door]] back to [[the Hall of Doors]].


The second segment calls in the return of the Robo-Pirates.  Rayman must leap over and dive under bombs hovering directly above the water while weaving around wooden poles.  Near the very end of the level, a single Robo-Pirate sits atop a fishing boat; unable to fight back, Rayman must dodge the boat and the laser blasts.
After finishing [[the Cave of Bad Dreams]], the player can spot a smaller version of [[Jano]] around the log that leads to [[the Cave of Bad Dreams]]' entrance. He is unreachable through normal gameplay, though he can be approached using a moonjump cheat.


===A Sad Farewell===
==Dreamcast version==
Winding up the Marshes of Awakening, Rayman arrives at a patch of land near a crashed fishing boat. Scrambling onto land, Rayman says farewell to Sssam, who is not at all happy to say good-bye. Sssam ends his trip as the game hints at Rayman needing to return to the Marshes later in the game, as Sssam requests Rayman return soon.  In all versions other than ''Revolution'', this is the end of the level.
{{R2DCLevel
| name = The Marshes of Awakening
| image = [[File:TheMarshesofAwakeningDC.jpg|320px|The Marshes of Awakening]]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| connected to = [[The Cave of Bad Dreams]]
| lums = [[File:Icon5.png|5]][[File:Icon0.png|0]]
| cages = [[File:Icon5.png|5]]
}}


===The Return Visit===
This level is identical to that of the original version apart from graphical enhancements.
====''Rayman 2''====
In all versions other than ''Revolution'' and the PS version of ''Rayman 2'', Rayman must enter the Marshes a second time after meeting [[Clark]] in the [[Menhir Hills]].  Clark, in need of the [[Elixir of Life]], requested Rayman to seek out the [[Cave of Bad Dreams]] hidden in the Marshes.  At the Marshes entrance, Rayman must take a side trail up a tree root and into a hidden grotto off-limits to Robo-Pirates.  Here, Rayman encounters the [[Guardian of the Cave of Bad Dreams]].  Though the Guardian denied Rayman entry before the Menhir Hills encounter, the Guardian teleports him to the undead realm of nightmares.


After completing the Cave of Bad Dreams, Rayman is warped back to the grotto.  He then has the option of paying Sssam a visit and racing through the Marshes (therefore securing the [[Yellow Lum|Yellow Lums]] found on the trail towards the Cave) or taking the entry portal back to the [[Hall of Doors]].
[[Eig]] briefly appears at the beginning of phase 2, but does not approach [[Rayman]].


====''Revolution''====
<gallery widths="320px" heights="240px">
In ''Rayman 2: Revolution'', the Marshes of Awakening is an optional level at first, and Rayman is able to pass the Marshes and swing straight to the [[Bayou]].  It only becomes a required level following the encounter with Clark in the Menhir Hills.
The Marshes of Awakening (Dreamcast).jpg|The [[Spiral Door]] in [[the Isle of Doors]] which leads to the Marshes of Awakening.
TheMarshesofAwakeningDCEig.jpg|[[Eig]] popping out of the water.
</gallery>


Instead of hiding at the entry of the marshes, the Cave of Bad Dreams is hidden beyond the fishing boat wreckage at the end of Sssam's journey.  Upon accessing the grotto, however, ''Revolution'' returns once again to ''Rayman 2'''s storyline.
{{clear}}


==Characters==
==[[Rayman 2 (PlayStation)|PlayStation version]]==
===Good Guys===
{{R2PSLevel
*[[Sssam the Snake]] (debut)
| name = The Marshes of Awakening
| image = [[File:Rayman 2 PS1 Loading Screen 3.png|320px|The Marshes of Awakening]]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| lums = [[File:Icon3PS.png|3]][[File:Icon5PS.png|5]]
| denys = [[File:Icon0PS.png|0]]
| ludivs = [[File:Icon0PS.png|0]]
| murphys = [[File:Icon2PS.png|2]]
}}


===Neutral===
Before entering the Marshes, [[Rayman]] meets the four [[Teensie]]s in [[the Hall of Doors]], oddly enough, to tell him that the [[Robo-Pirate]]s have blocked access to [[Four Masks of Polokus|the first mask of Polokus]]. He needs 50 [[Yellow Lum]]s to pass through the door in [[The Hall of Doors|the Hall]], and if he does, the [[Teensie]]s will open it, and then warn him about the guards that protect [[Four Masks of Polokus|the masks]]. He will then move on, and enter the Marshes.
*[[Guardian of the Cave of Bad Dreams]] (non-PS debut) (non-PS only)


===Enemies===
The main difference to the level is that the entrance to [[the Cave of Bad Dreams]] is not found here, with the cave having become its own, full level in this version. However, the level's loading screen still shows the log that led to [[the Cave of Bad Dreams]] in [[Rayman 2|the original version]], despite it being removed in-game. The lily pads and the climbing nets are still there though, as well as [[Ssssam]], who appears to have a longer and thinner snout in this version. Some of the water-skiing stays the same as that in the original version, though there are more obstacles such as boxes, bombs, and even [[cage]]s, plus there is no [[switch]] that reveals some [[Yellow Lum]]s. The island that [[Ssssam]] circles at the end of the first phase is also missing, and he will instead just head straight on. The second phase remains the same as in previous versions of the game.
*[[Zombie Chicken]] (non-''Revolution'' debut)
*[[Piranha]]
*[[Little Piranha]] (debut) (non-''Revolution'' only)
*[[Swamp Monster]] (debut) (''Revolution'' only)
*[[Henchman 800]]


==See Also==
<gallery widths="320px" heights="240px">
*[[Menhir Hills]]
The Hall of Doors PS1 03 The Marshes of Awakening.jpg|The entrance to the Marshes of Awakening in [[the Hall of Doors]].
*[[Cave of Bad Dreams]]
</gallery>
*[[Canopy]]


==Level Details==
==[[Rayman Revolution|PlayStation 2 version]]==
===''Rayman 2''/''Rayman DS''===
{{R2PS2Level
[[The Fairy Glade]] => '''Marshes of Awakening''' => [[The Bayou]]<br>
| name = The Marshes of Awakening
[[Menhir Hills]] -> '''Marshes of Awakening''' -> [[Cave of Bad Dreams]]
| image = [[File:RR-PS2-TheMarshesOfAwakening.jpg|320px|The Marshes of Awakening]]
| preceded by = [[The Menhir Hills]]
| followed by = [[The Cave of Bad Dreams]]
| hub = [[The Minisaurus Plain]]
| lums = [[File:Icon5.png|5]][[File:Icon0.png|0]]
| familiarspirits = [[File:Icon4.png|4]]
}}


*Level Type: Swamp
Much of this level remains the same, though like the PlayStation version, the log that leads to [[the Cave of Bad Dreams]] is absent, as the path to this is found at the end of the level. Also, during the first water ski ride, [[Eig]] the swamp monster shows up to follow [[Rayman]] and [[Ssssam]] while they also have to avoid [[Zombie Chicken]]s and [[piranha]]s.
*Number of Lums: 50
*Number of Cages: 4


===''Revolution''===
One of the most notable differences in this version is not even a part of the level. Whilst in every other version of the game this level was obligatory between [[the Fairy Glade]] and [[the Bayou]] this time, although it can be accessed from completion of [[the Fairy Glade]] onwards, [[Rayman]] does not actually need to go there until he has met up with [[Clark]]. For this reason the player doesn't need to visit the level twice.
[[Menhir Hills]] => '''Marshes of Awakening''' => [[Cave of Bad Dreams]]


*Level Type: Swamp
{{clear}}
*Number of Lums: 50
*Number of Fairy Familiars: 3
*Lighting: Sunset
*Location: [[Minisaurus Plains]] - [[Marshlands]]


===PS Version===
==[[Rayman 2 Forever|Game Boy Color version]]==
[[The Fairy Glade]] => '''Marshes of Awakening''' => [[The Bayou]]
{{R2GBCLevel
| name = Marshes of Awakening
| image = [[File:gbc225.png|160px|class=sprite|Marshes of Awakening]]
| preceded by = [[The Fairy Glade#Game Boy Color version|Fairy Glade]]
| followed by = [[Whale Bay#Game Boy Color version|Whale Bay]]
| lums = [[File:Icon7GBC.png|7]][[File:Icon9GBC.png|9]]
| cages = [[File:Icon3GBC.png|3]]
}}


*Level Type: Swamp
This level is the second in this version of the game, and follows that of the original quite loosely. The music is an edited version of [[the Cave of Bad Dreams]].
*Number of Greenbottles: 3


[[Category:Places]]
===Part 1===
[[Category:Places from Rayman 2]]
There are many nets and wooden bridges to cross the marshes with in this area, and eventually [[Rayman]] will meet [[Ssssam]], uncaged, who will move when [[Rayman]] stands on his head.
 
<gallery widths="800px" heights="267px">
Rayman2GBCUS - 13.png
</gallery>
 
===Part 2===
This part of the level consists mostly of climbing nets, though there are electric bars to avoid and [[switch]]es to hit in order to progress.
 
<gallery widths="120px" heights="600px">
Rayman2GBCUS - 14.png
</gallery>
 
====[[Bonus level (Rayman 2)|Bonus level]]====
<gallery widths="320px" heights="320px">
Rayman2GBCUS - 16.png
</gallery>
 
===Part 3===
This part of the level is similar to [[the Bayou]], with small trampolines, pendulums and bombs to avoid. There are also pipes which [[Rayman]] slides on, similar to those in [[Airy Tunes]] in [[Rayman (Game Boy Color)|the Game Boy Color version of ''Rayman'']], and planks that give way when [[Rayman]] steps on them.
 
<gallery widths="800px" heights="267px">
Rayman2GBCUS - 15.png
</gallery>
 
==External links==
*[https://www.youtube.com/watch?v=ZhvaXQ81zt0 The Marshes of Awakening playthrough at YouTube (PC version)]
*[https://www.youtube.com/watch?v=NLhpykwPuOE The Marshes of Awakening playthrough at YouTube (Sega Dreamcast version)]
*[https://www.youtube.com/watch?v=ikrDJKmDJ4g The Marshes of Awakening playthrough at YouTube (Sony PlayStation version)]
*[https://www.youtube.com/watch?v=mCyYKcJzU4w The Marshes of Awakening playthrough at YouTube (Sony PlayStation 2 version) (Part 1/2)]
*[https://www.youtube.com/watch?v=WZbx0cruFho The Marshes of Awakening playthrough at YouTube (Sony PlayStation 2 version) (Part 2/2)]
*[https://www.youtube.com/watch?v=XjCIpUxwFu0 The Marshes of Awakening playthrough at YouTube (Game Boy Color version) (Part 1/2)]
*[https://www.youtube.com/watch?v=_7hr6JALPa8 The Marshes of Awakening playthrough at YouTube (Game Boy Color version) (Part 2/2)]
 
==References==
<references/>
 
{{Rayman2worlds}}
 
[[fr:Les Marais de l'Éveil]]
[[de:Die Sümpfe des Erwachens]]
[[hu:Az Ébredés Mocsarai]]
[[pl:Moczary przebudzenia]]
[[es:El Pantano del Despertar]]
[[ru:Болота Пробуждения]]
[[zh:复苏沼泽]]
 
[[Category:Places from Rayman 2|Marshes of Awakening, The]]
[[Category:Places from Rayman 2 Forever|Marshes of Awakening, The]]

Latest revision as of 02:32, 25 February 2026

I did see Globox get captured by two Piratesss. They took him somewhere out beyond the Marshes.
Ssssam the Watersnake, Rayman 2

The Marshes of Awakening is a location in Rayman 2. It follows the Fairy Glade in all versions of the game except for Rayman Revolution, in which is follows the first visit of the Menhir Hills, and features the entrance to the Cave of Bad Dreams in all versions except for the Game Boy Color and the PlayStation versions. This is where Rayman encounters and rescues Ssssam the Watersnake, who helps him to pass through the marshes by water-skiing.

The Marshes of Awakening were originally called "The Marshlands of Awakening".[1]

Original version

The Marshes of Awakening
The Marshes of Awakening
The Fairy Glade The Bayou
Connected to The Cave of Bad Dreams

Lums 50 Cages 5

Phase 1

Around a large body of swamp water, Rayman must climb over some netting and jump on the lily pads for Yellow Lums. On the other side of the netting, there is a cage floating in the waters, larger than most other cages, in which Ssssam is imprisoned in. When Rayman releases him from this cages he then asks him if he knew anything about the Four Masks of Polokus, but he doesn't know, and confirms that Globox has been recaptured by the Robo-Pirates and taken beyond the Marshes. He then offers the limbless hero to water-ski across the swamp water by shooting his scarf and holding on with a beam similar to that when Rayman swings on a Purple Lum.

Across the water, there are Yellow Lums to catch, and several piranhas, Zombie Chickens and an axe pendulum to avoid, as well as a switch to flick that reveals more Yellow Lums. Ssssam will then go round in a circle a few times, giving Rayman more than one chance to break the cages and collect the Yellow Lums there, before moving on.

Phase 2

The water-skiing carries on, and now there are more things to dodge while collecting the Yellow Lums, such as helicopter bombs and even Robo-Pirates. At one point, there is a wooden ledge that Rayman can hop onto to catch more Yellow Lums, and then he can reattach himself to Ssssam. Defeating the pirate on the boat is optional, though risky. Rayman then arrives at a patch of land near a crashed fishing boat. Scrambling onto land, Rayman says farewell to Ssssam, who is visibly sad to say good-bye. Ssssam ends his trip as the game hints at Rayman needing to return to the Marshes later, as Ssssam requests Rayman to return soon.

Return

Rayman must enter the Marshes for a second time after meeting Clark in the Menhir Hills. Clark, in need of the Elixir of Life after swallowing something that has made him ill, requests Rayman to seek out the Cave of Bad Dreams hidden in the Marshes. At the Marshes' entrance, Rayman must take a side trail up a tree root and into a hidden grotto off-limits to Robo-Pirates. Here, Rayman encounters the Guardian of the Cave of Bad Dreams, Jano. Provided that Rayman can remember the name of the place as Clark had told him, Jano will grant access - if not, then he will simply shoo Rayman away.

After completing the Cave of Bad Dreams, Rayman is warped back to the grotto. He then has the option of paying Ssssam a visit and racing through the Marshes or taking the Spiral Door back to the Hall of Doors.

After finishing the Cave of Bad Dreams, the player can spot a smaller version of Jano around the log that leads to the Cave of Bad Dreams' entrance. He is unreachable through normal gameplay, though he can be approached using a moonjump cheat.

Dreamcast version

The Marshes of Awakening
The Marshes of Awakening
The Fairy Glade The Bayou
Connected to The Cave of Bad Dreams

Lums 50 Cages 5

This level is identical to that of the original version apart from graphical enhancements.

Eig briefly appears at the beginning of phase 2, but does not approach Rayman.


PlayStation version

The Marshes of Awakening
The Marshes of Awakening
The Fairy Glade The Bayou
Connected to {{{connected to}}}

Lums 35 Denys 0 Ludivs 0 Murphys 2

Before entering the Marshes, Rayman meets the four Teensies in the Hall of Doors, oddly enough, to tell him that the Robo-Pirates have blocked access to the first mask of Polokus. He needs 50 Yellow Lums to pass through the door in the Hall, and if he does, the Teensies will open it, and then warn him about the guards that protect the masks. He will then move on, and enter the Marshes.

The main difference to the level is that the entrance to the Cave of Bad Dreams is not found here, with the cave having become its own, full level in this version. However, the level's loading screen still shows the log that led to the Cave of Bad Dreams in the original version, despite it being removed in-game. The lily pads and the climbing nets are still there though, as well as Ssssam, who appears to have a longer and thinner snout in this version. Some of the water-skiing stays the same as that in the original version, though there are more obstacles such as boxes, bombs, and even cages, plus there is no switch that reveals some Yellow Lums. The island that Ssssam circles at the end of the first phase is also missing, and he will instead just head straight on. The second phase remains the same as in previous versions of the game.

PlayStation 2 version

The Marshes of Awakening
The Marshes of Awakening
The Menhir Hills The Cave of Bad Dreams
Hub The Minisaurus Plain

Lums 50 Familiar Spirits 4

Much of this level remains the same, though like the PlayStation version, the log that leads to the Cave of Bad Dreams is absent, as the path to this is found at the end of the level. Also, during the first water ski ride, Eig the swamp monster shows up to follow Rayman and Ssssam while they also have to avoid Zombie Chickens and piranhas.

One of the most notable differences in this version is not even a part of the level. Whilst in every other version of the game this level was obligatory between the Fairy Glade and the Bayou this time, although it can be accessed from completion of the Fairy Glade onwards, Rayman does not actually need to go there until he has met up with Clark. For this reason the player doesn't need to visit the level twice.


Game Boy Color version

Marshes of Awakening
Marshes of Awakening
Fairy Glade Whale Bay

Lums 79 Cages 3

This level is the second in this version of the game, and follows that of the original quite loosely. The music is an edited version of the Cave of Bad Dreams.

Part 1

There are many nets and wooden bridges to cross the marshes with in this area, and eventually Rayman will meet Ssssam, uncaged, who will move when Rayman stands on his head.

Part 2

This part of the level consists mostly of climbing nets, though there are electric bars to avoid and switches to hit in order to progress.

Bonus level

Part 3

This part of the level is similar to the Bayou, with small trampolines, pendulums and bombs to avoid. There are also pipes which Rayman slides on, similar to those in Airy Tunes in the Game Boy Color version of Rayman, and planks that give way when Rayman steps on them.

External links

References

  1. This name comes from early demos of the game.