Port 'O Panic is the first level of the Sea of Serendipity, the fourth world in Rayman Origins. Rayman and his friends in this level will meet the fourth nymph, Annetta Fish who is trapped in the jaw of a Darktoon. This is the first level from this world and thirteenth overall that's not included in the Back to Origins mode in Rayman Legends.

Port 'O Panic
Port 'O Panic
Port 'O Panic
Aim for the Eel! Swimming with Stars
World Sea of Serendipity

Electoon #1
Cage
Electoon #2
Cage
Electoon #3
Cage
Electoon #4
150 Lums
Electoon #5
300 Lums
Electoon #6
1:20 Time

Tricky Treasure
Medal
350 Lums
Cup
0:55 Time

Area 1

Throughout the beginning area, Red Wizards run back and forth, while being caught under the jaw of Darktoons. If the players destroy them all and save the Red Wizards, the player will receive a trophy. The first secret area of the level can be found by using a wooden teeter-totter to get up to one of the Red Wizards on the left, then climbing up some platforms leading up to the door. The team can continue on, avoiding scattered flames and saving more Red Wizards. The players may notice that if they attempt to swim underwater to get some Lums, the heroes will automatically float back up. The power can be acquired by saving Annetta Fish later in the level. The players can advance now to the closely exit.

 
This wooden teeter-totter can be used to reach the first secret area.
 
Freeing all of the Red Wizards from the Darktoons will reward the player with the 'No Panic!' achievement.

Secret Area 1

 
The first secret area.

The objective in this secret area is to use the ropes and geyser to reach and defeat the sleeping Darktoons. Once all three are defeated, the Electoon cage will be able to be broken.


Area 2

This is the area where they meet Annetta Fish, the fourth nymph of the game. She, like the other three, is trapped underneath the jaw of a Darktoon. The Darktoon will run away, so Rayman and his friends must chase after the Darktoon. But shortly near the exit, the Darktoon makes a long jump to a ship, controlled by a Lividstone.

 
Annetta Fish has been trapped by a Darktoon.
 
Annetta Fish calling out for the player to save her.
 
The Darktoon will attempt to outrun the player before jumping onto a ship seen in the background.

Area 3

 
The ship will constantly shoot bombs at the player, which will also break many of the wooden structures in the level.

The ship will now attempt to destroy the heroes by shooting bombs at them. This is a similar attack force to how the Robo-Pirate Warships attempted to do to Rayman in Rayman 2. As the ship continues to shoot bombs, the team must also avoid stationary and falling flames. The first Skull Coin can be collected by using small wooden barricades to move upwards.


Area 4

 
Fire keeps falling down to the level, causing most of the structures to be set on fire.
 
The Skull Coin can only be collected before the wooden structures collapse.

The chase continues, as the ship still tries to destroy the heroes. The second Skull Coin can be collected by taking the lower path and escaping from a different bomb pouring out flames from the higher path. The third Skull Coin is found above and in between two multi wooden platforms. Finally, the Darktoon gets off the ship, and the players will now be able to destroy it, and receive the power to swim from Annetta Fish. The new power can be used to get the fourth Skull Coin of the level, hidden behind some underwater foreground scenery; as well as reaching the exit.

 
Eventually the Darktoon with Annetta Fish will stop, letting the player free Annetta Fish.
 
Freeing Annetta Fish will give the player the power to swim.
 
Swimming is done automatically, with the player being able to move using the movement controls.

Area 5

 
Rayman swimming with a bunch of different colored fish.
 
A few spiky fish can be seen before the level ends.

While underwater, Rayman and his friends come across different colored fishes singing a tune. Once they pass them, the team enters into an underwater cavern. The second secret area can be found by swimming downwards in between a tight gap. Once the Electoons are saved, the heroes can advance on, avoiding the pink/redish spiky fishes. Along the way, the players will also encounter electrical jellyfish, and spiky sticks that will appear if the team gets close to them. The fifth Skull Coin can be retrieved by avoiding a small group of jellyfish hovering around it. The heroes can advance on now to the exit.

Secret Area 2

 
The second secret area.

In this secret area, there are a bunch of friendly fishes, but also some not so friendly red fishes with swords. The team can destroy the red fishes, which will allow the Electoon cage on land to be broken.


Area 6

There are several Lividstones guarding the cage around the area, so the player will have to defeat them all. A teeter-totter can be used to send a bomb flying towards the Lividstones to destroy them easily. The cage will then be able to be broken to end the level. The team will pose on the photoboard as the Magician waits for the total amount of Lums that were collected in the level.

 
The final area has a bunch of Lividstones.
 
Using the teeter-tooter, the player can get a bomb to take out the Lividstones.

External links