The Marshes of Awakening
From RayWiki
The Marshes of Awakening is a location in Rayman 2. It follows the Fairy Glade in all versions of the game but Rayman Revolution and features the entrance to the Cave of Bad Dreams in the original version. This is where Rayman frees Sssssam the Snake, who helps him to pass through the marshes.
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. Eig popping out of the water
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. Eig also briefly appears at the beginning of Phase 2, but does not approach Rayman. | ||||||||||||||||||||
PlayStation versionBefore 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. | ||||||||||||||||||||
PlayStation 2 versionMuch 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 Chickens and piranhas. 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. | ||||||||||||||||||||
Game Boy Color versionPhase 1This level is the second in this version of the game, and follows that of the original quite loosely. There are many nets and wooden bridges to cross the marshes with in this area, and eventually Rayman will meet Sssssam, uncaged, who will move when Rayman stands on his head. Phase 2This part of the level consists mostly of climbing nets, though there are electric bars to avoid and switches to hit in order to progress. Phase 3This part of the level is similar to The Bayou, with small trampolines, pendulums and bombs to avoid. There are also pipes which Rayman slides on, similar to those in Airy Tunes in the Game boy Color version of Rayman, and planks that give way when Rayman steps on them. |
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