Whale Bay: Difference between revisions

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The first half of Whale Bay takes place in the Whale Bay Fortress, with [[Rayman]] attempting to locate the prison where [[Carmen]] the Whale is being held. In some versions of the game, one area in particular has respawning [[Robo-Pirate]]s, making for some interesting challenges.
The first half of Whale Bay takes place in the Whale Bay Fortress, with [[Rayman]] attempting to locate the prison where [[Carmen]] the Whale is being held. In some versions of the game, one area in particular has respawning [[Robo-Pirate]]s, making for some interesting challenges.


[[Rayman]] must first go through an aquarium right next to the [[spiral door]] and come out at the other side to activate a switch opening the door at the side, coming out to a room with a net for a floor. Outside, Rayman will encounter a [[purple Henchman 800]]. After defeating him, Rayman must climb a barrel and a net to reach another barrel and shoot a switch on the opposite wall to open the nearby door, barred with electricity. Inside the door, rolling [[keg]]s will try to harm him. Rayman must avoid them, while collecting the [[lums]] overhead. Outside the room, Rayman will encounter a [[purple Henchman 800]] sleeping underneath a palm tree. Once the pirate has been defeated, the player can take a [[keg]] from a room to the right and use it to break a sparadrap holding a [[cage]] containing a [[purple lum]]. After that, Rayman enters a passage to end the first half.
===Phase 1===
[[Rayman]] must first go through an aquarium right next to the [[spiral door]] and come out at the other side to activate a switch opening the door at the side. The Barrel Pirate in the room next to the aquarium exit can be fought or avoided. The door leads Rayman to a room with a net for a floor, which he passes to get outside. There, Rayman will encounter a [[purple Henchman 800]]. After defeating him, Rayman must climb a barrel and a net to reach another barrel and shoot a switch on the opposite wall to open the nearby door, which leads to a passage with rolling [[keg]]s. Rayman must avoid them, while collecting the [[lums]] overhead. Following this passage, Rayman once again finds himself in a small outdoor area, with a [[purple Henchman 800]] sleeping underneath a palm tree. Once the pirate has been defeated, Rayman can take a [[keg]] from a room to the right and use it to break a sparadrap holding a [[cage]] containing a [[purple lum]]. The purple lum allows Rayman to reach the top entrance to the building and finish the first part.


[[File:R2TGE-PC-WhaleBay-HallOfDoors.jpg|thumb|left|320px|The entrance to Whale Bay in [[the Hall of Doors]]]]
[[File:R2TGE-PC-WhaleBay-HallOfDoors.jpg|thumb|left|320px|The entrance to Whale Bay in [[the Hall of Doors]]]]


The second half of Whale Bay revolves around the lake itself, and [[Rayman]]'s attempts to free [[Carmen]] the Whale. After [[Carmen]] is freed, [[Rayman]] must follow [[Carmen]] into the extensive underwater cave network of Whale Bay, using [[Carmen]]'s bubbles for air (considering the [[piranha]]s don't reach them first). [[Carmen]] leads [[Rayman]] to a secret grotto, where the remains of a submarine mark the way for escape. In most versions of ''[[Rayman 2]]'', the level closes with [[Rayman]] exiting a beached ship, sliding down a watery slope, and evading a [[Gorilla Pirate]].
===Phase 2===
[[Rayman]] starts at a large lake. He must free [[Carmen]] the whale by following an underwater tunnel into the fortress, where he will find a switch shutting off the electric force field keeping her trapped. Flipping the switch also activates a generator spawning a [[walking shell]] that Rayman can use to break a door blocked by a sparadrap, where he will find some [[red lum]]s and a cage. After [[Carmen]] is freed, [[Rayman]] follows her into the extensive underwater cave network of Whale Bay, using [[Carmen]]'s bubbles for air.
 
===Phase 3===
This phase starts underwater with [[Rayman]] still following [[Carmen]] and using her air bubbles for air. In this section there are [[piranha]]s trying to destroy the bubbles, so Rayman must be quick. Carmen leads Rayman to a grotto, where the remains of a sunken ship mark the way for escape. Carmen stays underwater, while Rayman enters the ship and swims through the hull up to the surface.
 
Rayman exits the grounded ship and finds himself in a sunny lagoon with water sliding over a gentle slope at the edges. He can climb the netting to reach the top of the ship's mast, where a cage is hidden, and then use another net on one of the lagoon's walls to reach a cave guarded by an [[Gorilla Pirate]]. Disposing of him allows Rayman to break the last cage and free the [[Teensie]]. Finally, Rayman must slide down the water slope to reach the ledge where the Teensie opens the spiral door to end the level.


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