Scaleman's Keep: Difference between revisions
Jump to navigation
Jump to search
Spiraldoor (talk | contribs) |
|||
| Line 16: | Line 16: | ||
===Phase 2=== | ===Phase 2=== | ||
[[Ly]] gives [[Rayman]] the [[Super Fist]] power, which is [[Rayman 3 (Game Boy Advance)|this game]]'s equivalent to the [[Accumulation]] power from ''[[Rayman 2: The Great Escape|Rayman 2]]''. He can now break down doors and do more damage to enemies. | [[Ly]] gives [[Rayman]] the [[Super Fist]] power, which is [[Rayman 3 (Game Boy Advance)|this game]]'s equivalent to the [[Magic Well|Accumulation]] power from ''[[Rayman 2: The Great Escape|Rayman 2]]''. He can now break down doors and do more damage to enemies. | ||
===See also=== | ===See also=== | ||
Revision as of 14:12, 4 September 2011
| Scaleman's Keep | |
|---|---|
| ← Creeping Chaos | The Mettleworks → |
| Pirate Stronghold | |
Scaleman's Keep is the twenty-third level in the Game Boy Advance version of Rayman 3, and the second level of the Pirate Stronghold world. In this level, Rayman faces off against Scaleman, a unique and powerful Hoodlum boss, who bears some resemblance to the Hoodoos found in Rayman 3.
Level
Phase 1
There are no cages or Yellow Lums to be found. Rayman battles against Scaleman.
Phase 2
Ly gives Rayman the Super Fist power, which is this game's equivalent to the Accumulation power from Rayman 2. He can now break down doors and do more damage to enemies.