The Menhir Hills: Difference between revisions

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[[Image:Menhir Hills.jpg|thumb|[[Rayman (character)|Rayman]] and a [[Walking Bullet]]]]
[[Image:Menhir Hills.jpg|thumb|[[Rayman (character)|Rayman]] and a [[Walking Shell]]]]
'''The Menhir Hills''' is a location from ''[[Rayman 2: The Great Escape]]'', ''[[Rayman 2: Revolution]]'', and ''[[Rayman DS]]''.  It is characterized by its focus on riding [[Walking Bullet|Walking Bullets]], its short length (one of the shortest levels in all versions of ''Rayman 2''), being the only level other than the [[Fairy Glade]] and [[Marshes of Awakening]] that [[Rayman (character)|Rayman]] must re-visit at least once to complete the game, and being the first level in the game to give Rayman a sidekick--in this case, [[Clark]].
'''The Menhir Hills''' is a location from ''[[Rayman 2: The Great Escape]]'', ''[[Rayman 2: Revolution]]'', and ''[[Rayman DS]]''.  It is characterized by its focus on riding [[Walking Shell]]s, its short length (one of the shortest levels in all versions of ''Rayman 2''), being the only level other than the [[Fairy Glade]] and [[Marshes of Awakening]] that [[Rayman (character)|Rayman]] must re-visit at least once to complete the game, and being the first level in the game to give Rayman a sidekick--in this case, [[Clark]].


==Description==
==Description==
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Rayman enters the academy to find two [[Henchman 800|Henchman 800s]] asleep; though the sign outside hints at sneaking past them, the Robo-Pirates are of the weak variety and are fairly easy to defeat (though particularly in all versions but ''Revolution'' this is the first time multiple Robo-Pirates are encountered at the same time) (it should also be noted that there are more than two Robo-Pirates in the academy in ''Revolution'', some of which being hidden).  Whatever the player has Rayman do, the hero must continue on to leave the small academy.
Rayman enters the academy to find two [[Henchman 800|Henchman 800s]] asleep; though the sign outside hints at sneaking past them, the Robo-Pirates are of the weak variety and are fairly easy to defeat (though particularly in all versions but ''Revolution'' this is the first time multiple Robo-Pirates are encountered at the same time) (it should also be noted that there are more than two Robo-Pirates in the academy in ''Revolution'', some of which being hidden).  Whatever the player has Rayman do, the hero must continue on to leave the small academy.


After taming another Walking Bullet, Rayman crosses a root patch and must dodge and weave through crates and the thorned roots that protrude in the various tunnels he goes through.  The end of the ride leaves Rayman at the entrance of the Elite Troop Training Academy.  As intimidating as the name is, Rayman soon finds there's nothing to worry about: Clark has already taken care of the students inside.
After taming another Walking Shell, Rayman crosses a root patch and must dodge and weave through crates and the thorned roots that protrude in the various tunnels he goes through.  The end of the ride leaves Rayman at the entrance of the Elite Troop Training Academy.  As intimidating as the name is, Rayman soon finds there's nothing to worry about: Clark has already taken care of the students inside.


Clark is not feeling well; apparently, while fighting the Robo-Pirates he accidentally swallowed a robot part.  Clark's future will not be bright unless Rayman can bring him the [[Elixir of Life]] from the [[Cave of Bad Dreams]].
Clark is not feeling well; apparently, while fighting the Robo-Pirates he accidentally swallowed a robot part.  Clark's future will not be bright unless Rayman can bring him the [[Elixir of Life]] from the [[Cave of Bad Dreams]].
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Revived by the Elixir of Life, Clark busts a wooden wall in the Elite Troop Training Academy, allowing Rayman access to the empty school.  Rayman must lead Clark to other wooden walls so that he may break through them as well.  In the end Rayman leaves Clark and descends a staircase leading out of the academy.
Revived by the Elixir of Life, Clark busts a wooden wall in the Elite Troop Training Academy, allowing Rayman access to the empty school.  Rayman must lead Clark to other wooden walls so that he may break through them as well.  In the end Rayman leaves Clark and descends a staircase leading out of the academy.


In the final segment of the Menhir Hills, Rayman must once again tame a Walking Bullet.  After doing so, he must ride it up a steep slope and then through a tunnel full of rising menhirs.  The tunnel leads to a menhir "forest" full of toppling menhirs Rayman must dodge; the bridge he crosses has a similar set of obstacles.  Finally, after avoiding the many menhirs, Rayman and the Walking Bullet leap off a cliff and into a portal.  The level is now finished, though incomplete.
In the final segment of the Menhir Hills, Rayman must once again tame a Walking Shell.  After doing so, he must ride it up a steep slope and then through a tunnel full of rising menhirs.  The tunnel leads to a menhir "forest" full of toppling menhirs Rayman must dodge; the bridge he crosses has a similar set of obstacles.  Finally, after avoiding the many menhirs, Rayman and the Walking Bullet leap off a cliff and into a portal.  The level is now finished, though incomplete.


===The Final Visit===
===The Final Visit===
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==Trivia==
==Trivia==
*Admiral Razorbeard's bulletin about the Military Academy requests that visitors be quiet so as not to distract the cadets from their "deep concentration."  However, the cadets are actually sleeping.
*Admiral Razorbeard's bulletin about the Military Academy requests that visitors be quiet so as not to distract the cadets from their "deep concentration."  However, the cadets are actually sleeping.
*In the ''Rayman DS'' and the N64 and PC versions of ''Rayman 2'', a Walking Bullet runs by the [[Hall of Doors]] Menhir Hills portal.
*In the ''Rayman DS'' and the N64 and PC versions of ''Rayman 2'', a Walking Shell runs by the [[Hall of Doors]] Menhir Hills portal.


==See Also==
==See Also==