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Mystic Marsh: Difference between revisions
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{| class="infobox bordered" style="background:#efefef;" width="300px" text-align="center" font-size="95%" border="1" cellpadding="0" cellspacing="0" align="right" | {| class="infobox bordered" style="background:#efefef;" width="300px" text-align="center" font-size="95%" border="1" cellpadding="0" cellspacing="0" align="right" | ||
| colspan="2" style="text-align:center; font-size: large;" | '''Mystic Marsh''' | | colspan="2" style="text-align:center; font-size: large;" | '''Mystic Marsh''' | ||
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| colspan="2" style="text-align:center;" | [[Image:Mysticmarsh.jpg|250px]] | | colspan="2" style="text-align:center;" | [[Image:Mysticmarsh.jpg|250px]] | ||
|- | |- | ||
! World Type: | ! World Type: | ||
| [[Realm]] | | [[Realm]] | ||
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! Collectibles: | ! Collectibles: | ||
| [[Image:gem.gif]] 400 <br> [[Image:orb.gif]] 3 | | [[Image:gem.gif]] 400<br />[[Image:orb.gif]] 3 | ||
| colspan="2" style="font-size: smaller;" | | | colspan="2" style="font-size: smaller;" | | ||
|- | |- | ||
! [[Fodder]]: | ! [[Fodder]]: | ||
| Frogs | | Frogs | ||
| colspan="2" style="font-size: smaller;" | | | colspan="2" style="font-size: smaller;" | | ||
|} | |} | ||
'''Mystic Marsh''' is a Realm in [[Winter Tundra]] of [[Spyro 2: Ripto's Rage]] There is trouble in the marsh. A fountain that once kept the creatures calm has now stopped working and the creatures have become violent and hostile towards their marsh-mates. It is [[Spyro]]'s job to figure out why the fountain has stopped as well as turn it on again. | '''Mystic Marsh''' is a Realm in [[Winter Tundra]] of [[Spyro 2: Ripto's Rage]] There is trouble in the marsh. A fountain that once kept the creatures calm has now stopped working and the creatures have become violent and hostile towards their marsh-mates. It is [[Spyro]]'s job to figure out why the fountain has stopped as well as turn it on again. | ||
==Setting== | ==Setting== | ||
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==Closing Scene== | ==Closing Scene== | ||
The Water Wizard, in charge of controlling the fountain, is seen controlling it for a few seconds. However, he soon starts to get bored, and falls asleep. He is soon abruptly awaken by another wizard who bangs on a gong behind the 1st Water Wizard. He hits the first Wizard on his head with the gong stick, to wake him up and warn him not to go back to sleep. The first one shakes his head, and continues controlling the fountain, before he starts drifting back to sleep. | The Water Wizard, in charge of controlling the fountain, is seen controlling it for a few seconds. However, he soon starts to get bored, and falls asleep. He is soon abruptly awaken by another wizard who bangs on a gong behind the 1st Water Wizard. He hits the first Wizard on his head with the gong stick, to wake him up and warn him not to go back to sleep. The first one shakes his head, and continues controlling the fountain, before he starts drifting back to sleep. | ||
==Mystic Marsh Intro and Closing Video Scene== | |||
[[Video:Spyro Ripto's Rage: Mystic Marsh Intro and Extro|thumb|300px|left]] | |||
==Orbs== | ==Orbs== |
Revision as of 20:35, April 3, 2010
Mystic Marsh | |||
File:Mysticmarsh.jpg | |||
World Type: | Realm | ||
---|---|---|---|
Homeworld: | Winter Tundra | ||
Native Species: | Water Wizards, Frogs (fodder) | ||
Collectibles: | File:Gem.gif 400 File:Orb.gif 3 |
||
Fodder: | Frogs |
Mystic Marsh is a Realm in Winter Tundra of Spyro 2: Ripto's Rage There is trouble in the marsh. A fountain that once kept the creatures calm has now stopped working and the creatures have become violent and hostile towards their marsh-mates. It is Spyro's job to figure out why the fountain has stopped as well as turn it on again.
Setting
Mystic Marsh is set in an Australian style setting. It is evident that Australian wildlife had influenced the design of the creatures in this world as some are similar to platypus, while others are similar to kangaroos as well as other marsupials. Elephants and rhino type creatures also make appearances so it is apparent that Australia was not the only influence here.
Opening Scene
The scene opens with three Water Wizards controlling three Snail Elephants, due to the power of the fountain. The fountain, suddenly turns off, mysteriously. The Water Wizards have lost their power, and sink to the ground. The Snail Elephants raise out of their shells, and look at the three wizards, meancingly. The wizards shake their heads no, in a failed attempt to stop them. The Snail Elephants then charge at the three wizards, who scream, before being trampled upon.
Closing Scene
The Water Wizard, in charge of controlling the fountain, is seen controlling it for a few seconds. However, he soon starts to get bored, and falls asleep. He is soon abruptly awaken by another wizard who bangs on a gong behind the 1st Water Wizard. He hits the first Wizard on his head with the gong stick, to wake him up and warn him not to go back to sleep. The first one shakes his head, and continues controlling the fountain, before he starts drifting back to sleep.
Mystic Marsh Intro and Closing Video Scene
Orbs
Orb Challenge #1: The main challenge of this level, the water-wizards have lost control as a result of their fountain being shut off. By defeating enough enemies you can activate the spring power gate and jump to the wizard in charge of powering the fountain. Turns out said wizard was slacking, and the switch to the fountain was powered down.
Orb Challenge #2: An explorer named Bazil request your help! His car has broken down due to missing spark plugs, and it's up to Spyro to retrive them. The four plugs are held captive by four kangaroo like thieves. The thieves run in simple trails so it is easy for Spyro to catch up to them. Upon collecting all four, Bazil rewards Spyro with an orb.
Orb Challenge #3: The Professor is missing his trusty pencil, misplacing it somewhere in the marsh, and Spyro must assist him. He entrusts Spyro with an egg and instructs the player to trade it with another creature in the marsh in exchange for the pencil. Spyro trades the egg with a bird, who gives him a seed. he plants the seed and a resulting flytrap gives him a Duck. Continue trading at various locations around the marsh and Spyro will eventually locate the missing pencil.
Characters
Friendly Characters
Water Wizards, the Professor, Bazil the Explorer