The Fairy Glade: Difference between revisions

Dr_st (talk | contribs)
Dr_st (talk | contribs)
Line 23: Line 23:


===Phase 3===
===Phase 3===
[[Rayman]] is now at the pirate stronghold in which [[Ly the Fairy]] is imprisoned, and it is guarded by a [[Robo-pirate]] that constantly throws burning [[keg]]s at him.  On the ground is a metal [[sparadrap]], which can be broken by one of these. To the left is a small area with a [[piranha]] infested pond, in which another [[cage]] is hidden in. Once [[Rayman]] goes down the hole where the [[sparadrap]] was, he drops down into an underground passage. [[Rayman]] has to cross a pool of green liquid by hopping on the wooden boxes, and then climb a wall covered with cobwebs (while avoiding falling [[keg]]s) to infiltrate the building.   
[[Rayman]] is now at the pirate stronghold in which [[Ly the Fairy]] is imprisoned, and it is guarded by a [[Robo-pirate]] that constantly throws burning [[keg]]s at him.  On the ground is a metal [[sparadrap]], which can be broken by one of these. To the left is a small area with a [[piranha]] infested pond, where another [[cage]] is hidden. Once [[Rayman]] goes down the hole where the [[sparadrap]] was, he drops down into an underground passage. [[Rayman]] has to cross a pool of green liquid by hopping on the wooden boxes, and then climb a wall covered with cobwebs (while avoiding falling [[keg]]s) to infiltrate the building.   


Once inside, [[Rayman]] notices another switch, guarded by a sleeping [[pirate]], but it is out of his reach, so he'll have to walk around the area to get up there. [[Murfy]] then arrives to warn [[Rayman]] about the [[pirate]]s he'll face, and teaches him how to lock-on to them. Then a [[purple Henchman 800]] arrives, and once it's defeated, [[Rayman]] will enter another room in which kegs are supplied. He can either use it to defeat another sleeping [[purple Henchman 800]], or find a secret room locked with a metal [[sparadrap]], in which another [[cage]] is hidden in. Once that [[pirate]] is defeated, a metal grating will descend, which [[Rayman]] can climb on, and then he'll hang on to some netting on the ceiling.   
Once inside, [[Rayman]] notices another switch, guarded by a sleeping [[pirate]], but it is out of his reach, so he'll have to walk around the area to get up there. [[Murfy]] then arrives to warn [[Rayman]] about the [[pirate]]s he'll face, and teaches him how to lock-on to them. Then a [[purple Henchman 800]] arrives, and once it's defeated, [[Rayman]] will enter another room in which kegs are supplied. He can either use it to defeat another sleeping [[purple Henchman 800]], or find a secret room locked with a metal [[sparadrap]], in which another [[cage]] is hidden. Once that [[pirate]] is defeated, a metal grating will descend, which [[Rayman]] can climb on, and then he'll hang on to some netting on the ceiling.   


Then there is a pit of acid, covered by some bouncy netting and guarded by an electric beam which can electrocute [[Rayman]]. Up the wall is a switch that will open the door at the top.  Now he has found the other switch, and once he flicks it and defeats the [[purple Henchman 800]] guarding it, he can proceed down the corridor.   
Then there is a pit of acid, covered by some bouncy netting and guarded by an electric beam which can electrocute [[Rayman]]. Up the wall is a switch that will open the door at the top.  Now he has found the other switch, and once he flicks it and defeats the [[purple Henchman 800]] guarding it, he can proceed down the corridor.   


[[File:Forcefield.jpg|thumb|left|320px|Ly is imprisoned in a pirate stronghold deep in the Glade.]]
[[File:Forcefield.jpg|thumb|left|320px|Ly is imprisoned in a pirate stronghold deep in the Glade.]]
===Phase 4===
===Phase 4===
Still in the corridor and having to avoid more moving electric beams, [[Rayman]] finds a clearing, in which [[Ly the Fairy]] is held prisoner in an electric forcefield.  There is a tunnel at ground level which leads to a machine that is generating the electricity. It seems to have three weak spots, which are indicated by the metal [[sparadrap]]s, but [[flying bomb]]s will periodically spew from it to stop [[Rayman]] breaking the machine with kegs. Once the machine is destroyed, [[Ly the Fairy|Ly]] will be free, and after a conversation with him, she'll give him a [[Silver Lum]], which gives him the power to hang onto [[Purple Lum]]s by simply shooting them, and then departs.
Still in the corridor and having to avoid more moving electric beams, [[Rayman]] finds a clearing, in which [[Ly the Fairy]] is held prisoner in an electric forcefield.  There is a tunnel at ground level which leads to a machine that is generating the electricity. It seems to have three weak spots, which are indicated by the metal [[sparadrap]]s, but [[flying bomb]]s will periodically spew from it to stop [[Rayman]] breaking the machine with kegs. Once the machine is destroyed, [[Ly the Fairy|Ly]] will be free, and after a conversation with him, she'll give him a [[Silver Lum]], which gives him the power to hang onto [[Purple Lum]]s by simply shooting them, and then departs.