Military Academy: Difference between revisions

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As soon as [[Rayman]] enters the level, [[Murfy]] flies in and warns Rayman about the [[walking shell]] on the other side of a [[nettle]] patch. Rayman tires the missile out, then rides it over the nettles. To access a [[cage]] outside of the Academy, Rayman must make the shell smash into a door. A sign outside the Academy, erected by [[Admiral Razorbeard]], reads 'Military Academy. Please respect the need for total silence for the cadets' concentration.' The four Robo-Pirates in the Academy are all sleeping, making it easy for Rayman to despatch them. He can then choose to go into the boiler room, or to access the next part of the level.
As soon as [[Rayman]] enters the level, [[Murfy]] flies in and warns Rayman about the [[walking shell]] on the other side of a [[nettle]] patch. Rayman tires the missile out, then rides it over the nettles. To access a [[cage]] outside of the Academy, Rayman must make the shell smash into a door. A sign outside the Academy, erected by [[Admiral Razorbeard]], reads 'Military Academy. Please respect the need for total silence for the cadets' concentration.' The four Robo-Pirates in the Academy are all sleeping, making it easy for Rayman to despatch them. He can then choose to go into the boiler room, or to access the next part of the level.


Once [[Rayman]] has beaten [[the Pirate Mines]] level, he can go back to the Military Academy and fully access the rest of it. In the boiler room is a sleeping [[purple Henchman 800]] that must be defeated in order to access the last few [[Lum]]s on the level. Rayman must do a [[rain dance]] on the boiler to deactivate a door and a set of lasers, behind which are two more sleeping purple [[Henchman 800]]s. Once these two have been defeated, all the [[Yellow Lum]]s can be accessed.
In ''[[Rayman Revolution]]'', once [[Rayman]] has beaten [[the Pirate Mines]] level, he can go back to the Military Academy and fully access the rest of it. In the boiler room is a sleeping [[purple Henchman 800]] that must be defeated in order to access the last few [[Lum]]s on the level. Rayman must do a [[rain dance]] on the boiler to deactivate a door and a set of lasers, behind which are two more sleeping purple [[Henchman 800]]s. Once these two have been defeated, all the [[Yellow Lum]]s can be accessed.


[[Category:Places]]
[[Category:Places]]
[[Category:Places from Rayman 2]]
[[Category:Places from Rayman 2]]
[[Category:Robo-Pirate installations]]
[[Category:Robo-Pirate installations]]