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Rayman 2 the great escape the fairy glade
Rayman 2 the great escape the fairy glade











rayman 2 the great escape the fairy glade

Rayman enters from above, and can grab a keg with which he can break a door and access a cage. Not only are all four switches turned on, Rayman is back to where he started, so now he can go through the door. Inside there is a timed switch that opens the door before him, leading him out to a wooden ledge at the side of the wooden building where the last switch can be found. At the other side, there is a little pond with a water mill spinning next to a building that Rayman has to go into. The only way to cross this safely is to use the floating platforms that rise a certain height, turns itself upside down and comes back down again, while taking care not to be tipped over. Opposite that switch, Rayman finds a timed switch that triggers the rise of wooden pillars of varying sizes, which Rayman needs to climb to get to the ledge above and climb a rope ladder, leading him down a passage into an area with a vast chasm. Rayman then has to cross a pit using two pillars that stand, and jump down a cliff that leads to a misty pond half surrounded by a wooden building, where a purple Henchman 800 sleeps. Then he can jump on that, climb the rope ladders and return to where he started. Back in the clearing, there is a plum tree - Rayman has to knock a plum down, take it down a corridor, and throw it at the head of a Gorilla Pirate. In the centre of that, there is another hole filled with clean water - this is a tunnel which leads to a wooden room in which the second switch is found. Opposite that is a wooden drawbridge that Rayman must jump from in order to reach the ledge on the other side and drop down the hole in the ground into a small clearing. The first switch is situated in a small wooden stronghold nearby the battle area. Any switch can be turned on in no particular order. When it is defeated, Rayman then has to find four switches to unlock the door and go through. Rayman then arrives in the area, jumping off a high ledge, and engages into battle with said Henchman. Phase 1īefore the level starts, a cutscene set in a rainy part of the forest starts, in which a red Henchman 800 surveys the area, and walks into an automatic door which is then locked. The Spiral Door in the Hall of Doors which takes Rayman to the Echoing Caves.













Rayman 2 the great escape the fairy glade