The Marshes of Awakening: Difference between revisions
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[[Category:Places|Marshes of Awakening, The]] | [[Category:Places|Marshes of Awakening, The]] | ||
[[Category:Places from Rayman 2|Marshes of Awakening, The]] | [[Category:Places from Rayman 2|Marshes of Awakening, The]] | ||
Revision as of 13:10, 18 August 2009
The Marshes of Awakening is a location in the world of Rayman 2: The Great Escape and its remakes. It has a darker, more foreboding mood than other levels in the games, and it is where the Cave of Bad Dreams is hidden away, in which the Elixir of Life, as needed by Clark the Giant, can be found.
Original versionPhase 1Around a large body of swamp water, Rayman must climb over some netting and jump on the lily pads for Yellow Lums. On the other side of the netting, there is a large cage, in which Sssssam the Snake is imprisoned in. Rayman then asks him if he knew anything about the Four Masks of Polokus, but he doesn't know, and confirms that Globox has been recaptured by the Pirates and taken beyond the Marshes. He then offers the limbless hero to water ski across the swamp water by shooting his scarf and holding on with a beam similar to that when Rayman swings on a Purple Lum. Across the water, there are Yellow Lums to catch, and several piranhas, Zombie Chickens and a pendulum to avoid, as well as a switch to flick that reveals more Yellow Lums. Sssssam will then go round in a circle, giving Rayman more than one chance to break the cages and collect the Lums there, before moving on. Phase 2The water skiing carries on, and now there are more things to dodge while collecting the Lums, such as bombs and even Pirates. At one point, there is a wooden ledge that Rayman can hop onto the catch more Lums, and then he can reattach himself to Sssssam. Defeating the Pirate on the boat is optional, though risky. Rayman then arrives at a patch of land near a crashed fishing boat. Scrambling onto land, Rayman says farewell to Sssam, who is not at all happy to say good-bye. Sssam ends his trip as the game hints at Rayman needing to return to the Marshes later in the game, as Sssam requests Rayman return soon. ReturnRayman must enter the Marshes for a second time after meeting Clark in the Menhir Hills. Clark, in need of the Elixir of Life, requests Rayman to seek out the Cave of Bad Dreams hidden in the Marshes. At the Marshes entrance, Rayman must take a side trail up a tree root and into a hidden grotto off-limits to Robo-Pirates. Here, Rayman encounters the Guardian of the Cave of Bad Dreams. Provided that Rayman can remember the name of the place, the Guardian will grant access - if not, then he will simply shoo Rayman away. After completing the Cave of Bad Dreams, Rayman is warped back to the grotto. He then has the option of paying Sssssam a visit and racing through the Marshes (therefore securing the Yellow Lums found on the trail towards the Cave) or taking the entry portal back to the Hall of Doors. | ||||||||||||||||||||
Dreamcast versionThis level is identical to that of the original version apart from graphical enhancements. In this version, around the log that leads to the Cave of Bad Dreams' entrance, a strange but unreachable sparkling object can be seen in the marshes to the left of the log. What it is and does is currently unknown. | ||||||||||||||||||||
Playstation version... | ||||||||||||||||||||
Playstation 2 version (Rayman Revolution)Unlike all the other versions of the game, this place does not need a second visit to find the Cave of Bad Dreams, as the path to this is found at the end of the level. Though it can be accessed before Rayman visits the Menhir Hills, it is more convenient to go there after Clark tells Rayman of the name of the cave.
CharactersGood Guys
Neutral
Enemies
See Also |
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