« Les Marais de l'Éveil » : différence entre les versions

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Replaced content with "'''Les Marais de l'Éveil''' est un lieu de ''Rayman 2''. Il suit La Clairière de la fée dans toutes les versions du jeu sauf dans [[R..."
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'''Les Marais de l'Éveil''' est un lieu de ''[[Rayman 2: The Great Escape|Rayman 2]]''. Il suit [[La Clairière de la fée]] dans toutes les versions du jeu sauf dans [[Rayman Revolution]], dans lequel il suit la première visite des Collines aux Menhirs, car il contient l'entrée de la Caverne des Mauvais Rêves.  
'''Les Marais de l'Éveil''' est un lieu de ''[[Rayman 2: The Great Escape|Rayman 2]]''. Il suit [[La Clairière de la fée]] dans toutes les versions du jeu sauf dans [[Rayman Revolution]], dans lequel il suit la première visite des Collines aux Menhirs, car il contient l'entrée de la Caverne des Mauvais Rêves.  
C'est ici que Rayman libère Sssssam, le serpent aquatique qui l'aidera en faisant traverser les marais à Rayman, via une séquence de ski nautique.
C'est ici que Rayman libère Sssssam, le serpent aquatique qui l'aidera en faisant traverser les marais à Rayman, via une séquence de ski nautique.
__NOTOC__
{| width="100%"
|-
|{{Nom:R2PCLevel
| name = The Marshes of Awakening
| image = [[File:Themarshesofawakeningpc.JPG|center|320px|''The Marshes of Awakening'']]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| connected to = [[The Cave of Bad Dreams]]
| lums = [[Image:Icon5.png|5]][[Image:Icon0.png|0]]
| cages = [[Image:Icon5.png|5]]
}}
==Original version==
[[File:R2TGE-PC-TheMarshesOfAwakening-HallOfDoors.jpg|left|thumb|320px|The [[Spiral Door]] in [[the Hall of Doors]] which takes [[Rayman]] to the Marshes of Awakening]]
===Phase 1===
Around 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 [[cage]] floating in the waters, larger than most other cages, in which [[Sssssam the Snake]] is imprisoned in. When Rayman releases him from this cage, he 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 [[Pirate]]s 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 Lum]]s to catch, and several [[piranha]]s, [[Zombie Chicken]]s 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 a few times, giving Rayman more than one chance to break the cages and collect the [[Lum]]s there, before moving on.
===Phase 2===
The water skiing carries on, and now there are more things to dodge while collecting the Lums, such as [[helicopter bomb]]s and even [[Robo-Pirate]]s.  At one point, there is a wooden ledge that Rayman can hop onto to 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 to return soon.
===Return===
Rayman must enter the Marshes for a second time after meeting [[Clark]] in the Menhir Hills. Clark, in need of the [[Elixir of Life]] after swallowing something that has made him ill, 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 as Clark had told him, 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.
|-
|{{Template:R2DCLevel
| name = The Marshes of Awakening
| image = [[Image:TheMarshesofAwakeningDC.jpg|center|320px|''The Marshes of Awakening'']]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| connected to = [[The Cave of Bad Dreams]]
| lums = [[Image:Icon5.png|5]][[Image:Icon0.png|0]]
| cages = [[Image:Icon5.png|5]]
}}
==Version Dreamcast==
Sur Dreamcast, ce niveau est identique à la version originale, si on excepte quelques amélioration graphiques mineures, comme par exemple la présence d'[[Eig]], la mystérieuse créature aquatique.
[[Image:TheMarshesofAwakeningDCEig.jpg|thumb|320px|left|[[Eig]] sortant de l'eau]]
In this version, around the log that leads to [[the Cave of Bad Dreams]]' entrance, the Guardian of the Cave of Bad Dreams is somehow misplaced far out on top of the water; this occurs only when Rayman defeats the Guardian and obtains the Elixer of Life.  He is unreachable through normal gameplay, though he can be approached using a moonjump cheat.  Why this occurs, and whether or not this is a glitch, is currently unknown. 
[[Eig]] also briefly appears at the beginning of Phase 2, but does not approach [[Rayman]].
|-
|{{Template:R2PSLevel
| name = The Marshes of Awakening
| image = [[Image:TheMarshesofAwakeningPS.jpg|center|320px|''The Marshes of Awakening'']]
| preceded by = [[The Fairy Glade]]
| followed by = [[The Bayou]]
| lums = [[Image:Icon3PS.png|3]][[Image:Icon5PS.png|5]]
| denys = [[Image:Icon0PS.png|0]]
| ludivs = [[Image:Icon0PS.png|0]]
| murphys = [[Image:Icon2PS.png|2]]
}}
==PlayStation version==
[[File:The Hall of Doors PS1 03 The Marshes of Awakening.jpg|thumb|left|320px|The entrance to the Marshes of Awakening in [[the Hall of Doors]]]]
Before entering the Marshes, [[Rayman]] meets the four [[Teensies]] in the [[Hall of Doors]], oddly enough, to tell him that the Pirates and blocked access to the first mask of [[Polokus]].  He needs 50 [[Yellow Lums]] to pass through the door in the Hall, and if he does, the [[Teensies]] will open it, and then warn him about the guards that protect the masks.  He will then move on, and enter the [[Marshes of Awakening]].
Strangely, despite this level's splash screen showing the log that leads to [[the Cave of Bad Dreams]], in-game it is not there, though the lily pads and the climbing nets are, as well as [[Sssssam]] the snake, who appears to have a longer and thinner snout in this version.  Some of the water skiing stays the same as that in the original version, though there are more obstacles such as boxes, bombs, and even cages, plus there is no switch that reveals some [[Yellow Lums]]. [[Sssssam]] will also not go round in circles at the end of the first phase, but rather just head straight on.  The second phase remains the same as in previous versions of the game. 
 
|-
|{{Template:R2PS2Level
| name = The Marshes of Awakening
| image = [[File:RR-PS2-TheMarshesOfAwakening.jpg|center|320px|''The Marshes of Awakening'']]
| preceded by = [[The Menhir Hills]]
| followed by = [[The Cave of Bad Dreams]]
| hub = [[The Minisaurus Plain]]
| lums = [[Image:Icon5.png|5]][[Image:Icon0.png|0]]
| familiarspirits = [[Image:Icon4.png|4]]
}}
==PlayStation 2 version==
Much of this level remains the same, though like the PlayStation version, the log that leads to [[the Cave of Bad Dreams]] is absent.  Also, during the first water ski ride, [[Eig]] the swamp monster shows up to follow [[Rayman]] and [[Ssssam]] while they also have to avoid [[Zombie Chicken]]s and [[piranha]]s. 
Unlike all the other versions of the game, this level 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, as like in previous versions the Guardian of the Cave of Bad Dreams will only allow Rayman to enter the cave once he knows the name of the area.

Version du 14 avril 2012 à 18:57

Les Marais de l'Éveil est un lieu de Rayman 2. Il suit La Clairière de la fée dans toutes les versions du jeu sauf dans Rayman Revolution, dans lequel il suit la première visite des Collines aux Menhirs, car il contient l'entrée de la Caverne des Mauvais Rêves. C'est ici que Rayman libère Sssssam, le serpent aquatique qui l'aidera en faisant traverser les marais à Rayman, via une séquence de ski nautique.