The Echoing Caves: Difference between revisions

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===Phase 2===
===Phase 2===
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Rayman enters from above, and can grab a keg with which he can break a door and access a cage. He is then introduced to the ability to fly a keg, by lighting it using a nearby torch. With this first flying keg he can reach a structure across an acid river. There lies another cage and a second keg to light. With this keg Rayman can reach the level's exit, however he must overcome a [[Gorilla Pirate]] and access a switch to open the door. If he is very good at flying the keg, he can also reach a second exit, which leads him back to the Fairy Glade.
Rayman enters from above, and can grab a keg with which he can break a door and access a cage. He is then introduced to the ability to fly a keg, by lighting it using a nearby torch. With this first flying keg he can reach a structure across an acid river. There lies another cage and a second keg to light. With this keg Rayman can reach the level's exit, however he must overcome a [[Gorilla Pirate]] and access a switch to open the door. If he is very good at flying the keg, he can also reach a second exit, which leads him back to the Fairy Glade.


===Back to the Fairy Glade===
===Back to the Fairy Glade===
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Rayman must ride a [[Plum]] through a river of slime, then climb on cobwebs above the slime, while shooting [[Mosquito (Rayman 2)|mosquitoes]], to reach a [[Green Lum]]. The next section involves swinging on [[Purple Lum]]s and jumping between wooden pillars standing over the slime. At the end, Rayman lands on a wooden bridge with a [[Henchman 800]] above, hurling explosive kegs at him. Rayman must get a keg to hit a weak part of the bridge, so that it collapses, leaving an opening into the building. Inside, Rayman will battle a [[Purple Henchman 800]] and break the last cage, which was inaccessible during his earlier trip through [[The Fairy Glade]]. This will also free the last two lums from that level. Having completed the task, Rayman will jump into a hole left by missing floorboards to return to the Echoing Caves.
Rayman must ride a [[Plum]] through a river of slime, then climb on cobwebs above the slime, while shooting [[Caterpillar]]s, to reach a [[Green Lum]]. The next section involves swinging on [[Purple Lum]]s and jumping between wooden pillars standing over the slime. At the end, Rayman lands on a wooden bridge with a [[Henchman 800]] above, hurling explosive kegs at him. Rayman must get a keg to hit a weak part of the bridge, so that it collapses, leaving an opening into the building. Inside, Rayman will battle a [[Purple Henchman 800]] and break the last cage, which was inaccessible during his earlier trip through [[The Fairy Glade]]. This will also free the last two lums from that level. Having completed the task, Rayman will jump into a hole left by missing floorboards to return to the Echoing Caves.


===Phase 3===
===Phase 3===
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Arriving through a large door, Rayman must once again light a keg and fly through a tunnel above an acid river. At the end, he comes across a small wooden building where a pirate awaits him with a prisoner. Once the pirate is beaten and the prisoner freed, Rayman must head back outside the building and hit a timer switch, to open a large door leading to the next tunnel. He then has a time limit to reach a keg, light it, and enter the tunnel before the aforementioned door closes. if he fails, he can try again. At the end of this tunnel lies the cage containing the Teensie which will take Rayman to the hall of doors. A pirate ship looms ominously outside the cave, watching, possibly in reference to the warship's appearance in the following level.
Arriving through a large door, Rayman must once again light a keg and fly through a tunnel above an acid river. At the end, he comes across a small wooden building where a pirate awaits him with a prisoner. Once the pirate is beaten and the prisoner freed, Rayman must head back outside the building and hit a timer switch, to open a large door leading to the next tunnel. He then has a time limit to reach a keg, light it, and enter the tunnel before the aforementioned door closes. if he fails, he can try again. At the end of this tunnel lies the cage containing the Teensie which will take Rayman to the hall of doors. A pirate ship looms ominously outside the cave, watching, possibly in reference to the warship's appearance in the following level.


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==PlayStation version==
==PlayStation version==
[[File:Echoing cavesPS.jpg|left|thumb|320px|[[Rayman]] jumping on floating platforms]]
[[File:Echoing cavesPS.jpg|left|thumb|320px|[[Rayman]] jumping on floating platforms]]


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==Trivia==
==Trivia==
*In ''[[Rayman Activity Centre]]'', there is an activity titled [[The Echoing Caves (Rayman Activity Centre)|The Echoing Caves]]. It does however, seem to have little connection to the Rayman 2 level and the fact that they share names appears to be a coincidence.  
*In ''[[Rayman Activity Centre]]'', there is an activity titled [[The Echoing Caves (Rayman Activity Centre)|The Echoing Caves]]. It does however, seem to have little connection to the Rayman 2 level and the fact that they share names appears to be a coincidence.