It's a Jungle Out There...

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It's a Jungle Out There...
It's a Jungle Out There...
It's a Jungle Out There...
Geyser Blowout
World Jibberish Jungle

Electoon #1
Cage
Electoon #2
50 Lums
Electoon #3
100 Lums

Tricky Treasure
Medal
150 Lums

It's a Jungle Out There is the first level of the Jibberish Jungle, the first world in Rayman Origins. In this level, Rayman meets Betilla the fairy again, saving her from a Darktoon. Rayman then receives the ability to attack from Betilla. She did the same to him in the original Rayman game. As a tutorial level, this level doesn't feature any secret area with Electoon cages or Time Attack mode. The level's name is presumably a reference to the song "It's a Jungle Out There" by Randy Newman.

Level summary

Area 1

As soon as the players enter this level, they encounter Betilla the Fairy, who has been trapped inside the mouth of a Darktoon. The team must chase this Darktoon until it reaches a dead end inside of a gigantic mountain-like monster. To make the monster open his mouth and get inside, the players must jump on the two bomb bulbs situated on his head, giving them a chance to destroy it and free Betilla. In appreciation, she gives them the power to attack. A colorful and ornate castle with many domes, built over a river which runs through a valley surrounded by jungle can be seen in the background. The Skull Coin in this area is located on the top of the first mountain. The end of the area displays the return of the Tall Livingstones, now named in Origins as Lividstones. This is first enemy that the characters face with the new attack power.

Rayman chasing the Darktoon holding Betilla captive
The Darktoon holding Betilla takes refuge between this mountain-like monster



Area 2

The heroes move on into deep forestry, where they are able to come to grips with their new attacking abilities. In order to successfully traverse some of the obstacles, the heroes will need to hit various bulbs. Green bulbs can retract and release nenuphars that the heroes can jump upon to progress. Blue Bulbs retract and release spiked plants that can damage the heroes, however, they can also use them to their advantage by using them against unsuspecting Lividstones. Players must be aware of which bulb they activate or deactivate to avoid being bubblized by the spikes or the Lividstones in the area. The second Skull Coin in this area is located between a wall and a spiked plants; to reach it, the player must jump from a nenuphar, avoiding the spikes carefully.

Blue Bulbs retract and release spiked plants, these can bubblize both hero and enemy
Green Bulbs retract and release Nenuphars, allowing the heroes to use them as platforms
Bubblized Lividstones due to the release of spiked plants from the Blue Bulb


Area 3

In the final phase, the team must defeat all of the enemies in the area in order to break the cage at the end of the level. Two Psychlops can be seen sleeping together, a Lividstone is seen in the middle of the lower platform, another Psychlops is situated close to a geyser, and a Hunter can be seen guarding the cage on the top of a platform, shooting his missiles at a green bulb in order to make a nenuphar appear and disappear constantly. When all of the enemies are defeated, the magic force shield will disappear and the Electoon cage can be broken. When done, the photoboard appears, and the players pose for a picture. As the players pose, The Magician watches in anticipation of the total amount of Lums that was collected in the level.

The final area of the level


Enemies

External links

Template:JibberishJungle