The Fairy Glade
The Fairy Glade (The Fairy's Glade in Rayman 2: Revolution) is a location from Rayman 2: The Great Escape and its remakes. In all cases other than Revolution, the glade is the first world in which Rayman must swim, is introduced to multiple colors of Lums, and which has a Robo-Pirate stronghold, where Ly the Fairy is held captive.
When Rayman emerges through the Spiral door, he arrives in a small area of land which is connected by a wooden bridge to tiny island with a bouncy mushroom in the centre. Underwater, there is a little cave in which the first cage is found. If Rayman bounces on the mushroom, he'll be propelled to the underneath of a giant branch that grows right through the area, and hang onto the vines growing there. At the other side, there is a passage that leads to a body of water that is piranha infested, therefore Rayman cannot swim, but he can cross it with lily pads. There are then four ledges on the wall, which leads Rayman to the other end of the branch, where a switch is found. This opens a wooden gate, which two Baby Globoxes are standing by. This then leads to a small stream that takes Rayman to a lake of water that is being polluted by oil coming from a pump. In this version of the game, Rayman cannot turn it off, but he can climb on it and take the passage out of this area.
At first, this area seems short, but later on, a special part of the area can be accessed via the Echoing Caves. It starts with a giant tree covered with vines, and at the bottom is a set of wooden bars from which Shadow creatures emerge from. Rayman has to climb to the very top of the tree, and then slide down a stream, taking a passage that leads to another body of piranha infested water. Along one side of the wall is covered with a trail of vines, which Rayman must climb on to cross.
Rayman is now at the pirate stronghold in which [Ly the Fairy]] is imprisoned, and it is guarded by a Robo-pirate that constantly throws burning kegs at him. On the ground is a metal sparadrap, which can be broken by one of these. To the left is a small area with a piranha infested pond, in which another cage is hidden in. Once Rayman goes down the hole where the sparadrap was, he drops down into an underground passage. Rayman has to cross a pool of green acid by hopping on the wooden boxes, and then climb a wall covered with cobwebs (while avoiding falling kegs) to infiltrate the building.
Once inside, Rayman notices another switch, guarded by a sleeping pirate, but it is out of his reach, so he'll have to walk around the area to get up there. Murfy then arrives to warn Rayman about the pirates he'll face, and teaches him how to lock-on to them. Then a pirate arrives, and once it's defeated, Rayman will enter another room in which kegs are supplied. He can either use it to defeat another sleeping pirate, or find a secret room locked with a metal sparadrap, in which another cage is hidden in. Once that pirate is defeated, a metal grating will descend, which Rayman can climb on, and then he'll hang on to some netting on the ceiling.
Then there is a pit of acid, covered by some bouncy netting and guarded by an electric beam which can electrocute Rayman. Up the wall is a switch that will open the door at the top. Now he has found the other switch, and once he flicks it and defeats the pirate, he can proceed down the corridor.
Still in the corridor and having to avoid more moving electric beams, Rayman finds a clearing, in which Ly the Fairy is held prisoner in an electric forcefield. There is a tunnel at ground level which leads to a machine that is generating the electricity. It seems to have three weak spots, which are indicated by the metal sparadraps, but flying bombs will periodically spew from it to stop Rayman breaking the machine with kegs. Once the machine is destroyed, Ly will be free, and after a conversation with him, she'll give him a Silver Lum, which gives him the power to hang onto Purple Lums by simply shooting them, and then departs.
Rayman then has to climb back to the top of the netted ladder, shoot the Purple Lum to cross the gap, and then run into a building that leads to a giant metal pipe.
Several pipes are embedded in a deep chasm, and the pump oil into a pool at the bottom. Another cage is found there, guarded by a pirate. Once he's at the bottom, Rayman will enter a vast chamber full of swirling air currents that will help him fly higher when he activates his Helicopter. A couple of these are decoys, but will still contain Yellow Lums. At the very top of this area, there is a small wooden building in which the final cage is found, and it has a Teensie trapped inside. He will then open up an exit for Rayman.
This level is almost identical to that of the original version, but with a few differences:
There are many changes in the level design in this level.
In this area, there is no water to swim in other than a shallow pool, though the small bouncy mushroom island is still there, as is the giant branch with plant life growing underneath. But instead of the passage that leads to the switch at the top, there is another bouncy mushroom to use, and the switch opens the wooden gate as normal. A cage with a Ludiv is found, though there is no small waterfall to avoid. Then Rayman will go through the passage beyond the door, slide down a smaller stream than in the original version, and find the area with the oil pump.
This time, Ly will tell Rayman that this pump needs to be turned off, and the Rayman can swim in the water. But first he has to float on a giant barrel, and jump on bouncy mushroom to reach the switch that turns off the pump. Once Rayman is in the water, he has to swim through an underwater passage that leads to the giant vine-covered tree that he'll have to climb. Strangely enough, he encounters Antitoons in this area, perhaps as an allusion to the original Rayman. As he climbs up the tree, he'll find another Ludiv cage, then he'll come across the wall covered with vines just as before. The special area that is accessed through the Echoing Caves is not present in this version.
As before, there is the Pirate stronghold and the Pirate that throws burning kegs, though there is no secret passage. The underground passage and the wall of cobwebs is the same as before, but this time as Rayman climbs up, he has Yellow Lums to collect. After defeating the Pirate, he will enter a room that has a Deny cage at ground level, and Antitoons inside, and instead of grating, Rayman has to climb on giant wooden boxes to get to the netted ceiling. The rest of this phase is the same as before.
Instead of electric beams, the corridor in this area is guarded by red lasers that will just hurt Rayman. As before, he'll find the clearing in which Ly is imprisoned and destroy the machine that powers it. Once Rayman is given the Silver Lum and use the Purple Lum to cross the gap, instead of jumping between two walls, there is a ladder, and a Pirate. Once that is defeated, he will find the Teensie cage, and then exit the level.
PlayStation 2 version
A special part of the level can be accessed from the the Precipice.
Game Boy Color version