Technical Check-up: Difference between revisions

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At the end of the level, [[Rayman]] finds a door with a [[Robo-Pirate]] sign beside it, reading ‘Technical Check-up’. Once inside, he finds himself in the large chamber described above. [[Clark]] is lying slouched against the far wall. The two friends enjoy their reunion for a moment, then Clark begins acting strangely. It is revealed that the Robo-Pirates implanted a mechanical device on Clark's back which allows them to control him, turning him against his friend Rayman. The [[Spyglass Pirate]] lurks in a hidden room behind the chamber's overlooking window; in his hand he holds the remote control with which he manipulates Clark. During the ensuing battle, Rayman must use the [[switch]]-activated laser to trip the attacking Clark, then bombard the controlling implant with his [[magic fist]]. Once the implant is destroyed, Clark is returned to his normal self and thanks Rayman. Rayman must then climb onto Clark's back so that he can reach and destroy the overhanging [[cage]], freeing the imprsoned [[Teensie]], who then conjures a [[Spiral Door]] which Rayman can enter to finish the level.
At the end of the level, [[Rayman]] finds a door with a [[Robo-Pirate]] sign beside it, reading ‘Technical Check-up’. Once inside, he finds himself in the large chamber described above. [[Clark]] is lying slouched against the far wall. The two friends enjoy their reunion for a moment, then Clark begins acting strangely. It is revealed that the Robo-Pirates implanted a mechanical device on Clark's back which allows them to control him, turning him against his friend Rayman. The [[Spyglass Pirate]] lurks in a hidden room behind the chamber's overlooking window; in his hand he holds the remote control with which he manipulates Clark. During the ensuing battle, Rayman must use the [[switch]]-activated laser to trip the attacking Clark, then bombard the controlling implant with his [[magic fist]]. Once the implant is destroyed, Clark is returned to his normal self and thanks Rayman. Rayman must then climb onto Clark's back so that he can reach and destroy the overhanging [[cage]], freeing the imprsoned [[Teensie]], who then conjures a [[Spiral Door]] which Rayman can enter to finish the level.
[[File:Room Annex Tomb of the Ancient.jpg|thumb|320px|The room next to the Technical Check-up in ''[[Rayman Revolution]]'']]


In ''[[Rayman Revolution]]'', once [[Rayman]] defeats and rescues [[Clark]], the giant informs him that there is another room at the back of the chamber. This room is where the [[Robo-Pirate]]s store their inventions. Rayman can enter the room, where he finds numerous Robo-Pirate artefacts; however, all but one of them are unusable. Rayman finds a treasure chest containing a device which resembles a horseshoe magnet – this is the [[Lums Radar]]. Rayman can activate it at will, and it appears on the game's heads-up display and points in the direction of the nearest [[Yellow Lum]]. In the same treasure chest, Rayman also finds the [[1000th Yellow Lum]], which was eaten by [[Admiral Razorbeard]] earlier in the game.
In ''[[Rayman Revolution]]'', once [[Rayman]] defeats and rescues [[Clark]], the giant informs him that there is another room at the back of the chamber. This room is where the [[Robo-Pirate]]s store their inventions. Rayman can enter the room, where he finds numerous Robo-Pirate artefacts; however, all but one of them are unusable. Rayman finds a treasure chest containing a device which resembles a horseshoe magnet – this is the [[Lums Radar]]. Rayman can activate it at will, and it appears on the game's heads-up display and points in the direction of the nearest [[Yellow Lum]]. In the same treasure chest, Rayman also finds the [[1000th Yellow Lum]], which was eaten by [[Admiral Razorbeard]] earlier in the game.