Throughout the game, bottles containing a heart are found, and should a player break one, the heart inside will act as a shield until an enemy attacks, after which the heart will break. If every player in the game has a heart and they collect another one, they will get Lums for it too.
In multiplayer mode, if one player dies, they can float around and come back to life if they come to close enough contact with a surviving player. If all of the players die, then they will return to a previous checkpoint, normally a Darkblocker where the player had go through before, or the last place where the player broke a cage. In 31 levels of the game, there is a time trial mode, which the players can unlock by completing the level for the first time.
They will find a floating clock at the start of the level. If they hit it, they will activate time trial mode, and they can race to get Electoons or speed trophies. The Electoon requirements are easy, but the trophy requires the player to run through the level. At the halfway point in the game, the heroes can first acquire the Blue Punch , a rare item that increases the power of their attacks, and is usually well hidden.
Contact to any body of water do not cause instant death unlike previous Rayman games , though creatures that lurk in some of them can catch a player and kill them then. At certain points, the players will come across Betilla the Fairy and her sisters, each of whom is imprisoned inside the mouth of a Darktoon.
When one is encountered, the player must chase the Darktoon and free the nymph inside. Once she is free, she gives Rayman and his friends a new power. The players will also encounter runaway Tricky Treasures , which contain skull teeth , required to access to the Land of the Livid Dead , a bonus level. In the Sony PlayStation Vita version the player can tap bubbles and bubblized enemies to pop them.
In the Sony PlayStation Vita version the player can also zoom in and out by pinching with two fingers on the screen. Main article: List of Rayman records. Rayman Origins saves the total amount of Lums and the record time for each level. While featuring numerous original environments, Rayman Origins is the first game in the series to revisit locations explored in previous games. The game is divided into three phases. In the first phase, the player makes their way through five worlds — the Jibberish Jungle , the Desert of Dijiridoos , the Gourmand Land , the Sea of Serendipity , and Mystical Pique — in a pre-set order.
Each world starts with the player giving chase to a captured nymph , which when freed results in the characters gaining new powers, such as the ability to dive underwater or change their size. Once the first phase is complete, the second phase can be accessed: Another four new worlds become available, each linked to one of the previous four worlds, keeping true to the theme, and this time the player can play them in any order they want.
When this phase is complete, the player may access Moody Clouds , where the second to last final boss and the game's ending await. Collecting all 10 skull teeth will unlock the fourth and final phase: the Land of the Livid Dead which is both a single level and a whole new world. Each world is divided into many levels; there are a total of sixty-six levels in the game. It seems Rayman and his heroic gang of hilarious misfits have kicked off a war with just a little snoring!
Their nightmarish neighbors from the Land of the Livid Dead don't seem to share the same taste in music and have come to crash the party! Never ones to shy away from a challenge, Rayman and his friends are more than happy to knock these nasty killjoys back to oblivion, especially since it involves saving nymphs , making mischief, and earning fantastic new powers to make even more mischief.
And this won't be the first time! As it turns out, the fun-loving Creator of the Glade, known as Bubble Dreamer , is a highly sensitive being whose every mood impacts the Glade for good or bad Main article: Rayman Origins: Original Soundtrack.
The score was recorded by the Star Pop Orchestra, at the Davout Studios in Paris; this may be a first for the series , as the previous games' music seems to have been mainly synthesised. The game features interactive sound design; the player characters' actions within the game create diegetic musical sounds which blend with the game's score. Rayman Origins is the first game in the series whose soundtrack has been officially released, the other being Rayman Legends.
In August , a number of online department stores in Europe revealed a collector's edition for the PlayStation 3 and the Xbox versions of the game, which contains a page art book , a CD of the game's soundtrack and a 3D cardboard pop-up display.
The Collector's Edition was only available in Europe and Australia. In , a PC collector's edition was released exclusively in Russia. That version lacked the soundtrack and the 3D display, but included a sticker page and an exclusive magnet. The art book in the Russian edition is paperback and not hardcover, and most of the text in it has been translated to Russian. Main article: List of achievements in Rayman Origins. Throughout the PlayStation 3 and Xbox versions of the game, achievements are given for performing certain actions, such as rescuing each nymph , collecting a certain number of speed trophies , etc.
There are 37 achievements in total for PlayStation 3, while in Xbox it is 36 , including one that is hidden. The game is the first in the Rayman series to have PlayStation 3 trophies, though the second to have Xbox achievements the first being the Xbox version of Rayman Raving Rabbids.
The Nintendo 3DS port of the game has many differences, while all other versions are relatively similar. The majority of the changes were made in order to make the game easier. These include changes to the level design usually the removal of existing enemies or obstacles , having Lums be easier to collect including Skull Coins being worth 40 Lums instead of 25 , making the times for speed trophies easier, and even removing the level Get Away!
This version is also the only version with an in-game achievement system, mimicking that available on the PlayStation 3, PlayStation Vita, and Xbox The player also has a profile, showing their play time and collected items, which can be shared using StreetPass.
The bottom screen is used to show the progress of the current level, also indicating the location of earned cages and sometimes Skull Coins. This version also uses the early textures for the helicopter bombs. This version also has several bugs and glitches not present in other versions. Most notably the animations run in an inconsistent speed, making the game appear to be lagging. The framerate is also limited to 30 frames per second, while all other versions run at 60 frames per second.
Some sound effects will also loop when they are not supposed to. In the Snoring Tree all of the Teensie characters have been removed as playable characters. Rayman Origins was released to critical acclaim. On the review aggregator Metacritic, the game has achieved scores of 88, 87 and 91 for the Xbox , PlayStation 3 and Wii versions respectively. Reviewers praised Rayman Origins for its vibrant and detailed cartoon graphics, as well as its fittingly whimsical soundtrack.
The gameplay was considered well-balanced, offering both an accessible experience for new players and a satisfying challenge for experienced ones. The decision to add co-operative multiplayer to the series was well-received. Criticism focused on the lack of a clear storyline in the game, and the chaotic nature of the gameplay when three or four people are playing simultaneously.
The game was initially thought to have been a commercial failure, as it sold an underwhelming 50, copies in the first month following its November release and this is mostly due for the game being release the same month as The Legend of Zelda Skyward Sword and Skyrim. However, sales later increased considerably, and in February , Ubisoft announced that the game had already become profitable, and had the capacity to become a long-term seller for the company. The nominees it defeated in this category were Batman: Arkham City , L.
Rayman and Globox fighting the pink sea-monster boss. Rayman and Globox getting their picture taken by the Teensie Photographer.
Rayman being woven from moonbeams by Betilla the Fairy. Betilla the Fairy getting her skirt blown up by the perverted Rayman. Rayman and Globox fighting the giant stone boss. Rayman and Globox slapping each other about immediately after their first meeting. Rayman and Globox slapping each other more after their first meeting. Rayman and Globox continuing to slap each other about after their first meeting. Rayman gathering Lums while running past spiky fruits.
Rayman and Globox running through a dark forest. Rayman and Globox come across gigantic statues of themselves in front of a waterfall. Rayman , Globox and two Teensies side to a Fakir. Rayman , Globox and two Teensies running away from Carnivora. Rayman , Globox and two Teensies swimming away from a Giant Eel. Use their beaks as stepping stones if you notice, the ones with shorter beaks often release Lums or Hearts when stepped on until you reach the end of the line.
Glide over to the switch on the wall and hit it to make another chain of birds fly down below you. Hop across them, then use Swingman to fly over to the doorway. Jump into the air stream and glide to be whisked high above. At the top of the air current, punch the flask for a Heart and glide over to the next current. The next air current travels horizontally, so hold down A when inside and you'll get pushed onto a platform.
The Bagpipe Bird here can create air streams of his own with a puff on his bagpipe, which can actually help you out in some situations. This one is a nuisance though, so finish it off before continuing to the right. As you ride the two vertical air currents, two horizontal ones will turn on and off, possibly preventing your ascent. There are also some Spiked Birds in place that act as hazards that you can be pushed into. Collect the Lum King and the other Lums, then ride up to the ledge.
Before going through the door, there is an air stream below you. Jump into it and avoid flying so you can fall down to the bottom of the current. Take it and ride the air stream back up to the door. Fly over the Spiked Birds and land in the water slide.
At the end of the ride, leap into the first of three vertical air streams. In order to reach it, you must be very careful when controlling your elevation. Glide to reach the top of the leftmost current, then fly over to the middle one. Let go of A so you start to slowly fall through the air stream and hold down A as soon as you get a hold of the coin, making sure that you don't fall too far into the spikes.
Once you have it, float over to the rightmost air stream and enter the dijiridoo. Rayman enters an extremely windy area, giving him the ability to float through the air like a feather. Since the whole area is filled with air streams, you can jump extra high and even fly upwards by holding down A.
Watch out for the spinning wind barrel ahead, since it'll jet you out into various directions if you come in contact with it. Float around it while grabbing the Lums, then begin flying towards the ceiling immediately past the barrel.
Go through the hole in the top and you'll land next to a door. You cannot reach them from below, so glide over the Spiked Birds and step on the two switches to activate the air currents below you. The Lividstones will be pushed into the ceiling and killed. Use the aforementioned currents to reach the cage. Back in the wind chamber, slowly float to the right while collecting Lums and avoiding Spiked Birds.
Do not touch the ground, since you will just land in a river and be whisked back to the entrance of the chamber. Once you exit the wind chamber, jump to the right and defeat the three Bagpipe Birds; make sure to time your jumps, since one of them will use the bagpipes to blow you into a set of Spiked Birds. On the other side is a door.
In the following room, step on the first big drum and ground pound it. Drop back down and traverse to the right. There is a row of Spiked Birds in the central current with the coin just below them. What you must do is time when the currents turn on and off, reach the bottom of the central current and rise up to the coin, then start to float either to the left or right so you can catch the air stream to safety.
It takes a bit of practice and you may die a few times, but at least there is no penalty for kicking the bucket in this game. Float over to the Swingman to the right of the rightmost air current and swing over to a door.
What makes this hard is the constant wave of Spiked Birds that travel upwards through the chamber. You must navigate the wind chamber while avoiding them, float underneath your starting position to kill the Red Bird, then glide to the cage on the opposite end. Back outside, drop off the ledge below Swingman and head through the door. It's more or less the same up ahead with the wind currents, but things are a bit more dangerous with a higher inclusion of Spiked Birds.
When you reach a boarded-up drum, smash through and bounce up to the pillar. Grab the Lum King and glide to the right and use the air currents to snatch up the red Lums. Before you jump up towards the resting Red Bird on the pillar, jump at the wall of said pillar and begin to slide down. To get back, hit the switch next to you to activate another air stream.
Defeat the Red Bird and traverse the Spiked Bird-ridden area. There are a lot of well-placed Lums here, so make sure to take them all on your journey. When you reach the door, wall jump above it and break down the wooden barrier to reach a Bulb-o-Lums. Now go through. Back inside another huge wind chamber. Jump up and punch open the flask for good measures, then start movin' along. Just like a moonbounce kinda! The next area isn't so fun: the floor and ceiling consist of long, thorny branches, so be careful where you float reminds me of the bramble levels from DKC2.
Up ahead, float through the patch of red feathers to make a Lum King appear, then collect him and go through the dijiridoo hole and snag the other Lums. The exit is just off to the right. For the final Cage Challenge, you are in another wind chamber. There are Spiked Birds on the floor and ceiling in addition to some just floatin' around , so be careful here. Kill the Red Bird here and break through the floor panel to reach the door. As you run along the clouds taking down Red Birds, they will begin to dissipate from under you.
Luckily, a flying Flute Snake swoops in from under and breaks your fall. As the Flute Snake rides through the air, stay on his back and collect the Lums along the way. Can't go wrong with free transportation! Eventually, the Flute Snake flies away and forces you to disembark.
Wall jump above the doorway to find a hidden door leading you to a Cage Challenge. The drums on the top and bottom of the screen move in towards the center, which can lead to some wild and crazy bounces. Wait for them to separate before you jump to the next pair. Go through the door below you to the next area. Wall jump and smash down the wooden gate, then drop onto the Flute Snake.
If you want to collect the two coins ahead, you must be very quick, so stand on the head of the Flute Snake and don't lag behind. Jump on the floating water slide and leap to the nearby wall. Walk forwards until he passes underneath a narrow opening and wall jump to the top. Go across the ledges above the Flute Snake and over the wall, then drop back down on him when you reach the area with the crushers.
Stand on the Flute Snake and go underneath each crusher when they are raised. Hop onto the platform and say goodbye to your free ride once again.
Punch the Red Bird hopping on the drum, then use it yourself to find a hidden door. Wait until the snakes pass, then jump in the small boxes and kill off the enemies. Fall down to the platform next to the drum and run through the door. You can expect to find a third Flute Snake in this area.
Hop on and take the ride to the first ledge. Use the miniature drums to bounce up to a Heart, then wait for the Flute Snake to pass underneath.
There is a Lum King and some Lums just on the other side: wait for the snake to pass through the Lums before picking up the Lum King.
Just ahead, you have the choice of going under or over the platform. There's a Bulb-o-Lums at the top of the platform, but the coin is of more worth to you. Afterwards, hop along the tiny platforms to climb over the pillar and regroup with the Flute Snake again.
Once you disembark, crack open the Bulb-o-Lums and eliminate the Red Bird standing in front of the door. Off to the next room! Make your way over to the Flute Snake flying under you. This coure is another case where you have to be very quick and stay at the front of the snake if you want all the collectibles.
Pass through the crushers and take the Heart, then wait until you reach the Lum King. Quickly pick him up and the other Lums, then ground pound through the line of Lums onto the snake. Smash open another Heart flask and wall jump over the obstacles.
Stay on the head of the snake and quickly jump onto the miniature drums. While in midair, hold down A to float until the gate opens back up before dropping through and back onto the Flute Snake. For the next section, stay crouched to dodge the shifting ceiling, which is lined with spiny Darktoons. Once you reach the end, use the drum to grab a few more Lums and exit. It's an easy ride from beginning to end.
Here, your task is to collect as many Lums as you can while crossing the Electoon bridge. The ziplines prevent you from backtracking, so try not to miss a lot. Once you hitch a ride with him, proceed out into the open. A few Helmet Birds and regular yellow birds are found here, so inhale them and spit 'em out for a Lum bonus.
Throughout most of this level, you will be challenged by air currents and inconspicuously-placed drums. Occasionally, the air currents will be blocking your path and you must target switches to deactivate them. In order to reach many of the Bulb-o-Lums and other treasures, you must shoot at the drums placed on the walls to create ricochet bounces When you come to an ancient pyramid scene, you must enlist in the help of bronze lights in order to proceed through.
The dark tomb is filled with tiny Locusts that swarm the place. Shoot the bronze circles to turn on the lights and create a barrier for you to cross through.
Again, target the many Bulb-o-Lums for some nice rewards. Once you exit out into the open, you end up in a minefield. Either avoid or suck up the Flying Bombs. You ultimately pass into an arctic environment as Moskito and Rayman pass through a series of glaciers. Evil Spiked Oranges roam the area, with most of them being sessile, but some bounce around inside the tunnels and must be inhaled. Eventually, the walls start to move in, but by then you're in the home stretch.
Once you reach the Moskito sign, leave your pal behind and enter the doorway. No boss this time! As you immediately notice, Rayman is prone to slipping when walking on ice, so watch your footing. Run through the purple ferns for some bubble Lums and follow the ice slide. Avoid the Spiked Oranges hanging overhead and proceed to the right.
Smash apart the piller and slide down the ramp into the cold water. Immediately swim to the right to find a row of Psyclopes. You must be quick though, since the Psychlopes fly to the left and you may end up being out of reach of the coin. You can get the "Boing! On the other side of the lake, punch the colorful Bulb-o-Lums and collect your reward before jumping across the fragile umbrella platform. Just ahead is a big blob of a dragon kickin' back and relaxing.
Jump on his huge stomach to make him vomit a stream of gross green liquid. Just like a geyser or air stream, ride the puke up to the exit.
Next up, grab some more Lums hanging out and slip and slide your way down the icy slopes. Hop across the Spiked Orange pit either by using the umbrella as a stepping stone or swinging across with the the bug holding the instrument up. Hop on the lemon wedge skewered on the fork, but don't stay on too long or the fork will prick you.
Slide down towards the fruit punch pool and jump on top of the Blue Dragon. Ride the stream of green liquid emanating from his mouth and leap across the series of lemons and umbrellas. Rayman encounters another imprisoned Nymph. When you chase after her, the Darktoon will occasionally shrink in size in order to get away a bit of foreshadowing for the near future Once you enter a second cave, you'll find a Lum King. Eventually, you corner the Darktoon in a room with a pair of ramps.
Wait for him to become normal-sized before crushing him. The Gourmet Fairy, Edith Up, grants you the power to change size when either entering a funnel shape or by jumping inside a Funnel Bug.
To escape the room, walk through the funnel shape to the right to shrink down in size and squeeze through the crack in the wall. Now shrink down into the crack and walk through the door. There is another crack to enter to the right, but there is a second one above you. Wall jump up the crack in the ceiling to find a secret door.
There are five sleeping Psychlopes to deal with, so naturally they should not pose much of a threat. Head to the right to find two Darktoons. When Rayman is tiny, he is greatly hindered offensively. You cannot bubblize enemies by simply jumping on their head: you must ground pound an enemy to bubblize them, then once more to pop them.
Wall jump your way through the cave and then ride the umbrella over the fruit punch notice how the umbrella doesn't close when you're miniature. Quickly chase after it and grab it before it drops into the fruit punch, where nasty Piranhas lie.
Wall jump back to the top and hop onto the pillar. Grab the Lum King and the other Lums as you proceed across the fruit punch. You are now inside another cave. Jump into the Funnel Bug to change size and get shot through a hole.
This one is particularly hard to grab because you must glide between the row of oranges and then immediately change direction to land in the platform, otherwise you'll end up as Piranha bait. Leave the cave and hop across the lemon wedges. Ground pound the Blue Dragon and ride up to another cave. Drop down into the first hole you come across; avoid the Spiked Oranges on the left and slide down the crack in the floor to reach another hidden room.
Hop up to the first fork and jump on the Psychlops. Continue jumping on top of the others until you reach the unlocked cage. Return to the start of the cave and hop across the ice columns to eventually reach a Heart flask and a door. Remember that when tiny, perform an aerial attack to help gain a bit of extra ground in the direction you are pointing.
Collect the Lums hiding inside the first few ferns and make sure to grab the other two in the miniature tunnel below you. In order to defeat the Waiter Dragons ahead, you must attack them from the front or the back Try to attack from behind or else you risk getting burnt by their fire breath. Just past the two dinos are a stack of colored ice blocks holding up various cans.
You can break the ice cubes, but note that they are supporting the weight of the cans, so the cans will fall and potentially crush you if you destroy certain blocks. There are a few Lums trapped inside the ice cubes, so shatter them all to ensure a nice reward.
Proceed through the door. If you don't get the desired height, backtrack and try again. Enter the funnel and squeeze through the tunnel, dropping on the stomach of a sleeping Red Dragon. Unlike their blue counterparts in the previous level, these fellas spit out a big bubble that your miniature form can ride. Jump on it to travel through the gigantic room. The bubble will sink under your weight, so jump up and down in order for it to gain some height. As you reach the other end of the room, stay on the bubble and ride it up to the ceiling to discover a hidden door.
Hop on Moskito and ride through the cavern to the other side. Shoot around the ice cubes and cans or inhale the sleeping foes, then step off and open the cage.
Drop down from the ceiling and open the door. Watch out for the Spiked Oranges on the floor and use the green umbrellas to get across. Step on each one for some Lums and a Heart, then defeat the Psychlops. Make sure to swing back to the entrance and slide down the funnel to get a few more Lums every last one counts, especially in a level like this where they are fairly scarce.
At the next section, there are multiple cans being held up by ice cubes. Pay attention to which ice cubes are supporting the cans and destroy the other ones. Quickly slide through to grab the coin and burst out of the other end. Smash the other blocks for some Lums and move on. Hop across the orange umbrellas for some bubbled Lums and enter the Funnel Bug to shrink.
Drop down from the exit to find a fern resting near the waterside and jump through it to uncover a large sum of Lums. Take it and kill the two Waiter Dragons skating around, then return to the door and head through.
The next room contains two bubble-coughing Red Dragons and a mess of hazards. Grab the Heart at the start and jump on the first Red Dragon ground pounding his stomach produces a larger bubble. Grab the Lum King and ride up to the ring of Lums nearby.
On the other side of the cave, there is an upper and a lower entrance. If at any point you lose your bubble, you can glide back to the cave entrance and try again.
Ignore the upper entrance and dip down low near the Piranha pool. Run through the Funnel Bug to emerge outside of the cave; take down the Waiter Dragon and exit the area. The large chasm in front of you is filled to the brim with ice cubes and a couple cans. Ground pound through the stack of ice cubes; you really only need to destroy one line so you can escape down the bottom, but search the whole area for the ones containing Lums.
Break free and slide down the slippery slope; a Swingman should break your fall before plummeting into a fruit punch pool. Swing to the left and enter the secret door. Instead, use their noggins as stepping stones to reach a funnel at the other side. Grab hold of Swingman again and launch yourself to the exit door on the right. For the last Cage Challenge, break through the ice cube barrier and eliminate the trio of Waiter Dragons: either the old-fashioned way or by dropping blocks and cans on their head for a swift death.
Slide through the nook towards a large ice cube dispensary. Like before, smash through the ice blocks, specifically targeting the ones with Lums frozen inside, and avoid the cans. Once you navigate to the bottom, head through the door. Here's where things really change up. The scenery is greatly altered, with Rayman entering a red-hot kitchen.
As the ground crumbles beneath you, position yourself above the Lum King and float down the path, collecting as many dancing Lums as you can. At the bottom, enter the kitchen author's note: this level has fantastic music! Makes me giddy every time I play it. This level contains many Chef Dragons, whose duties are to prepare the food for whom, exactly? Hop over the pot of boiling stew and defeat the first dragon.
Just like Waiter Dragons, they have a devastating fire breath attack. Kill the next one riding the cheese souffle and open up the Heart flask. Take down another pair and hop onto the boiling pot. Target the Bulb-o-Lums shaped as a miniature pot hanging from the ceiling and crush the Chef Dragon under you. Enter the pipe system to shrink in size and barrel through the row of Darktoons.
Drop back down and smash open the Bulb-o-Lums and fall down to the bottom of the pit. Don't worry, there's nothing dangerous here; in fact, you'll gain entrance to a hidden room! There is a Chef Dragon stationed on nearly every one, so time your jumps and take them all out.
Afterwards, glide down to the cage and crack it open to free your pink pals. Climb back out of the pit and continue to the right. Smash the Bulb-o-Lums and avoid the two Darktoon maws below, since they start chompin' at the bit once they catch a sight of tiny Rayman.
Jump up to the shaking pipe, which will soon drop down one level. You can exit the pipes here by flying down onto the Chef Dragon and exiting the room.
A pile of goofy-looking popcorn is floating ahead. Jump on top of it to receive a Heart. A cocky corn kernel is hanging on a line of red peppers, so jump on it to scare him off into the vat of boiling butter below.
As a result, he turns into a popcorn platform that you can use to cross the liquid. Attack the Chef Dragon and the Bulb-o-Lums, then swing on the next set of peppers to shake off some more kernels. Leap across their new forms to the platform. Ride the pepper zipline and swing across another line of peppers. Jump across the pots of butter and fly through the Lums to the other side. Here, a Chef Dragon is standing on top of some sort of boiling tube that is used to boil the pot of water.
Knock him off, then stomp on it yourself to boil the water. The steam cannot hurt you and is used just like the air vents in earlier levels. From here, use the popcorn kernels to reach the other side of the pots. Shrink down through the pipes and slay the sleeping Darktoons, then walk over to the unattended boiling tube.
Ground pound it, then jump on top of the pot's lid. Follow the upper popcorn path to reach a secret entrance. There are red laser sights covering the majority of the room; when you cross one, a fork shoots from the side of the room and follows the red trail. You can easily dodge the forks by jumping or ducking, and they will even kill the Chef Dragons for you!
The area exit isn't too far from here: drop down to the other popcorn platforms and finish off the Chef Dragons in your way. Like always, wait for their flame attack to cease before trying to tango. The next room contains a lot of pepper ziplines, thus you won't be able to backtrack much at all. There are some important items throughout, so if you mess up and missed something nice, killing yourself is certainly an option.
Heat it up, then jump on the lid and up to the Lum King. Slide down the next zipline. The path forks up ahead, with a zipline above and another below. Deal with the Chef Dragon guarding the door, then move through. The next room is more or less the same as the last, if not a bit more complicated. There are more ziplines to ride with multiple branches to take. For the first set, I'd recommend taking the upper path; you'll miss a Heart and some Lums, but you're going to miss some Lums either path you take.
Wait for the flames to subside before jumping on the next zipline set: this time go low and grab the [SKULL COIN] along the way, and jump before you reach the block of spiked cheese at the end of the zipline. Exit the room. The fires below are unsettled, leading to the occasional spit-up from the pools of lava below.
Swing across the peppers to knock the two corn kernels into the water, then use them as platforms. Collect the Heart inside the flask and go across the pipes. Some flames shoot out from the openings, so wait for them to die down before going across. Once on stable ground, kill off the Chef Dragon and hop on the boiling pot. Get back on the lid and wait for the streams of fire to lower before riding the final ziplines.
Take out the isolated Chef Dragon. There is no way to get back over the cage and kill the other enemies yourself, so it's up to you to improvise. Notice how the whole structure is shaking a bit?
Jump onto the ledge to the left and ground pound it to slowly send the whole thing into the lava. Conveniently for you, it sinks just enough so that the Chef Dragons are killed and still leaves the cage safe and sound. Portions of the bridge move around the course, similar to the Flute Snakes found earlier in your quest. Make sure to activate the Lum Kings when you see fit and collect as many as you can. Typically, if you grab every last Lum when they are red before reaching the next Lum King, you're on the right track to achieving Lums.
There are also a few bouncy Electoons in the level; remember to ground pound to gain extra height a super bounce! Hop on Moskito to begin the course. Mini Dragons begin flying in rows towards you; like in previous Moskito levels, defeat a whole row for a Lum bonus. The number of Mini Dragons is pretty high, so use Moskito's inhale ability to suck up a whole line and spit them out at another to maximize damage. As you move through the kitchen, avoid the streams of lava and continue targeting Mini Dragons.
Some move horizontally, and others travel vertically via holes in the ceiling and floor. There are also a few pesky Chef Dragons. To defeat them without getting too close to their fire attack, use the slanted portions of the piping to ricochet your shots off at them. Just like any Moskito level, target as many enemies as you can and also look for Bulb-o-Lums throughout the course. Rayman and Moskito move into the background, which serves as a checkpoint. Up ahead, you'll find two Chef Dragons and a Bulb-o-Lums.
Gobble up the one standing on the boiling tube to turn off the flame, then spit him out at the Chef Dragon and Bulb-o-Lums just below. The next area consists of laser traps and flinging utensils.
You can use some of these in order to defeat enemies or pop open Bulb-o-Lums, so make sure to trigger all the red lasers. Pass by the ice chute and the hot brand irons, then pummel the sleeping Hot Pepper Man to successfully escape the kitchen. Unfortunately, the dangers don't stop here. Your nice stroll through the seaside is interrupted by a large foe.
After looking at the title of the level, I'll give you one guess as to what it is. Despite having these light bulbs surging with electricity, it can swim through the water without a problem. Target the light bulbs on either side of its long body to receive extra Lums. Your main target is the Electric Eel's pink tail. As is thrashes about, shoot at the tail to knock off a segment of its body. The boss will become faster, but the strategy stays the same.
Repeat ad nauseum. Funnily enough, the boss doesn't really make an attempt to directly attack you, so you should be fine as long as you steer clear of the beast. Onto the next world! Most of it is in shambles, though, with friendly Wizards being held hostage by Darktoons. If you see red toad creatures running around with black gunk on their head, take a moment to help them out. You unlock the "No Panic! Walk to the right onto the seesaw platform.
Stand on the right to bend it upwards to the left, then go up the slope and free the first Wizard. Climb up the large steps to your left to find a doorway. There are two residing under the first rope. Avast, ye matey! Exit and jump on the upper ledge; run through the pink coral to expose a Heart and a whole bunch of Lums.
Take the upper path and free Wizard number two, then walk across the fallen mast to the third Wizard in distress. From here, backtrack to the seesaw and go low this time. The fourth Wizard is found pacing back and forth. Swing across the ropes to reach the fifth one, then hop across the buoys to find the sixth Wizard just before the exit.
You may notice quite a few Lums residing underwater. Since you do not have the ability to dive underwater, you cannot get these during your first playthrough.
A second playthrough may be necessary in order to collect the level's Medallion. In the next room, Rayman finds the Ocean Nymph trapped inside a Darktoon. As they get away, follow after the two. In this room, you will find the seventh, eighth, and ninth Wizards. As the Nymph and her captor jump inside an airship in the distance, go through the door ahead.
Get ready to run. Dash through the pink coral and grab the Heart and as many Lums as you can, then sprint to the right. Jump over the pile of bombs that are about to get blown up, then hop up the two wooden platforms before they are destroyed by the airship.
As the airship continues to firebomb the place, dodge the fireballs that rain down and avoid any pile of bombs that may go off. As you go through the door, jump up and free the tenth and final Wizard the achivement should unlock for you here.
Ride the zipline and nab the Heart, then drop down and continue hurdling obstacles and hazards. Try to stay low to the ground and when the path branches off, stay on the lower platforms. The Darktoon drops out of the airship and into the water. As it begins to swim around, perform a ground pound to destroy it and free the Ocean Nymph; you can now dive underwater! Jump into the water and move underneath the waves. Enjoy the tranquil swim up ahead. The school of fish here cannot harm you, so don't worry about them.
Swim through the water and brush up against the coral to release bubbled Lums in addition to the ones already swimming around. Proceed towards the underwater cavern, where you'll find Spiked Fish and Electric Jellyfish. There is a patch of purple seaweed just as you enter the cavern. Swim through it to make it retreat into the ground, and you should notice a fissure in the ground.
Dive down into the crack to locate a door. Most of them are friendly and will avoid you, but there are a handful of angry Red Fish that you must destroy. It's hard to spot them among the others, so slowly swim throughout the area in search of them. Emerge from the hole in the ground and continue to the right. There are many patches of Lums underwater and in small pockets above the surface that are waiting to be snatched up.
Remember it's a recorded play through, not a walk through! Hide ads. General hints and tips Rayman Origins Walkthrough Index. Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
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