The Chamber of the Teensies: Difference between revisions
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'''The Chamber of the Teensies''' is a location from ''[[Rayman 2: The Great Escape|Rayman 2]]''. It is not found in the PlayStation version of ''[[Rayman 2: The Great Escape|Rayman 2]]'' (in which its functions are essentially given to [[the Hall of Doors]]), and it is only mentioned in the manual of ''[[Rayman Revolution]]''. The Chamber of the Teensies is shown as a rectangular stone platform in an empty abyss. At one end, there is a [[Magic Spiral Door]] which allows [[Rayman]] to enter the Chamber. Once there, Rayman meets the [[Grand Minimus]], who give him instructions as to what to do next. At the far end of the Chamber, there is a stone door which, when [[Rayman]] has gathered enough [[Yellow Lums]], can take him to the locations of the [[Four Masks of Polokus|Four Masks]]. Rayman visits the Chamber a total of four times. | '''The Chamber of the Teensies''' is a location from ''[[Rayman 2: The Great Escape|Rayman 2]]''. It is not found in the PlayStation version of ''[[Rayman 2: The Great Escape|Rayman 2]]'' (in which its functions are essentially given to [[the Hall of Doors]]), and it is only mentioned in the manual of ''[[Rayman Revolution]]''. The Chamber of the Teensies is shown as a rectangular stone platform in an empty abyss. At one end, there is a [[Magic Spiral Door]] which allows [[Rayman]] to enter the Chamber. Once there, Rayman meets the [[Grand Minimus]], who give him instructions as to what to do next. At the far end of the Chamber, there is a stone door which, when [[Rayman]] has gathered enough [[Yellow Lums]], can take him to the locations of the [[Four Masks of Polokus|Four Masks]]. Rayman visits the Chamber a total of four times. The first time, he must have at least 100 [[Yellow Lum]]s to open the door. The second time, 300 Yellow Lums are required. On the third visit, Rayman must have 475 Lums, and on the fourth and final visit he must have 550 Lums. | ||
The Chamber of the Teensies is alluded to in ''[[Rayman 2: The Great Escape|Rayman 2]]'''s manual. A short story found within the manual which serves as the backdrop for the game tells us that the invasion of the [[Robo-Pirate army]] caused an outbreak of panic in both the Chamber of the Teensies and [[the Fairy Council]]. It seems that the Chamber serves as a base or meeting-place for the [[Teensie]]s in the same manner that the Fairy Council appears to form the centre of operations for the [[fairy|fairies]]. In fact, the [[Grand Minimus]] calls it ‘the Council Chamber of the Teensies’ when first welcoming [[Rayman]] there. | The Chamber of the Teensies is alluded to in ''[[Rayman 2: The Great Escape|Rayman 2]]'''s manual. A short story found within the manual which serves as the backdrop for the game tells us that the invasion of the [[Robo-Pirate army]] caused an outbreak of panic in both the Chamber of the Teensies and [[the Fairy Council]]. It seems that the Chamber serves as a base or meeting-place for the [[Teensie]]s in the same manner that the Fairy Council appears to form the centre of operations for the [[fairy|fairies]]. In fact, the [[Grand Minimus]] calls it ‘the Council Chamber of the Teensies’ when first welcoming [[Rayman]] there. | ||
[[Image:Chamber_of_the_Teensies_4.jpg|thumb|right|320px|[[Rayman]] approaches the door]] | [[Image:Chamber_of_the_Teensies_4.jpg|thumb|right|320px|[[Rayman]] approaches the door]] | ||
Revision as of 13:15, 31 August 2010
‘Panic in the Chamber of the Teensies and the Fairy Council: Robot-Pirates from deep in space have arrived, determined to conquer and enslave their entire world.’ — Rayman Revolution manual


The Chamber of the Teensies is a location from Rayman 2. It is not found in the PlayStation version of Rayman 2 (in which its functions are essentially given to the Hall of Doors), and it is only mentioned in the manual of Rayman Revolution. The Chamber of the Teensies is shown as a rectangular stone platform in an empty abyss. At one end, there is a Magic Spiral Door which allows Rayman to enter the Chamber. Once there, Rayman meets the Grand Minimus, who give him instructions as to what to do next. At the far end of the Chamber, there is a stone door which, when Rayman has gathered enough Yellow Lums, can take him to the locations of the Four Masks. Rayman visits the Chamber a total of four times. The first time, he must have at least 100 Yellow Lums to open the door. The second time, 300 Yellow Lums are required. On the third visit, Rayman must have 475 Lums, and on the fourth and final visit he must have 550 Lums.
The Chamber of the Teensies is alluded to in Rayman 2's manual. A short story found within the manual which serves as the backdrop for the game tells us that the invasion of the Robo-Pirate army caused an outbreak of panic in both the Chamber of the Teensies and the Fairy Council. It seems that the Chamber serves as a base or meeting-place for the Teensies in the same manner that the Fairy Council appears to form the centre of operations for the fairies. In fact, the Grand Minimus calls it ‘the Council Chamber of the Teensies’ when first welcoming Rayman there.


