Rayman has to free the imprisoned Electoons to re-establish order in his world. Each level is represented by a medallion with six empty spaces on the map of the world, each of which corresponds to a cage of Electoons which you have to find. Each time you open a cage of Electoons, one space on the medallion fills up.—Manual, Rayman
The pirates have imprisoned many inhabitants in these little cages sealed with vital energy. Breaking 10 cages increases Rayman's Life Bar.—Manual, Rayman 2: The Great Escape
Inside these metal cages, the inhabitants captured by the pirates are most often found. It also happens that the Yellow Lums are prisoners. To liberate all captive creatures, you must shoot a cage twice. For every ten cages destroyed, the living standards of Rayman increase.
The Teensies are perfect gentlemen. They shut themselves up in the cages just so the Hoodlums won't have built them in vain.—In-game description, Rayman 3: Hoodlum Havoc
The Hoodlums have captured all the Teensies and put them in cages to use them for shooting practice. It’s up to you to set them free. Listen carefully! You can hear them calling for help when you go near a cage. Each time they’re set free, the Teensies give you a present and a jewel medallion fills up. When the 6 jewel medallions are full, the Life Bar increases.—Manual, Rayman 3: Hoodlum Havoc
The pirates have imprisoned many inhabitant in these little cages sealed with vital energy. Break the cages to free Rayman’s friends.—Manual, Rayman 3
The rabbids have imprisoned a lot of inhabitants in these little cages, using vital energy. Break the cage to free Rayman's friends.
A cage is a small breakable prison that contains innocent creatures who have been captured by hostile characters, such as Robo-Pirates or Hoodlums. It is Rayman's objective in all four major games, as well as some spin-offs such as Rayman 3 for the Game Boy Advance and Rayman: Hoodlums' Revenge, to destroy every single cage there is and release the prisoners inside them. Cages are possibly the most commonly recurring objects in the Rayman series. They are present in Rayman Origins, containing Electoons like in the original Rayman. However, it is only possible to break them open once every enemy in the area has been defeated.
Cages in Rayman
In the original Rayman, the cages are about as big as Rayman is, and they contain Electoons which have been captured by the monsters that appeared after the Great Protoon was stolen by Mister Dark. Each level in the game has six cages which fill up a medallion as Rayman keeps destroying them. When he has freed all six per level, the medallion shows as a happy Electoon face on the world map. There is a total of 102 cages in the whole game, and all of them must be destroyed before advancing to the Candy Château. The game also requires backtracking to find all of the cages, as Rayman is sometimes not able to reach them until he gains his powers. Some cages are also hidden, and only appear if Rayman touches a certain area in a map.
Cages in Rayman 2
Unlike the original game, the player can advance to the final boss level without freeing all 80 cages. The cages in this game are a lot smaller this time, and are mostly hung from ceilings and posts, containing several kinds of creatures and spirits such as Teensies, Familiar Spirits (Rayman Revolution only), Denys, Ludivs (PlayStation version only), and both Yellow and Purple Lums. Also unlike Rayman, they do not appear by touching certain areas in a map, though some are hidden and can only be reached after Rayman receives certain powers, so the player would still have to backtrack. Rayman would know that one is near by hearing the sound of a prisoner crying for help. For every ten that he destroys, his life bar increases, though in Rayman Revolution, it indicates that Rayman has enough Familiar Spirits to unlock another of Ly's minigames (which, when completed, will increase Rayman's maximum health).
The introduction of Familiar Spirits in Rayman Revolution leads to an interesting discrepancy. In many levels in Rayman 2, the exit portal is opened by a Teensie locked in a cage near the end of the level. Therefore, these cages are also present in Rayman Revolution, for the sake of continuity. However, unlike in all other versions of Rayman 2, they do not count towards the total, since they do not contain Familiar Spirits.
Cages in Rayman 3
This time, the only creatures that are trapped inside cages are Teensies that have been captured by the Hoodlums, and there are 60 cages in total. Again, not all of them have to be destroyed in order to advance to the final boss level, but backtracking will still be needed for maximum health. Reminiscing the original Rayman, each cage that is destroyed fills up a medallion, though this time when each medallion is filled with 6 cages, Rayman's life bar increases. The cages in this game look different to the other games, as they are wooden in the structure of a bird-cage, tied to a balloon that suspends it into the air.
Cages are also found in all Rayman games on the Game Boy Color and Game Boy Advance.
Cages in Rayman Origins
There are 108 cages in Rayman Origins - 62 of which are hidden away in hidden chambers - each with a group of imprisoned Electoons - and the other 46 are located at the end of the levels. These cages are usually surrounded by a forcefield tied to several enemies, and once the enemies are defeated, the forcefield disappears. There are also 5 levels - the last levels from the last 5 worlds - where the medallion contains one slot which has an encarved cage symbol, although these levels don't contain any cage. Instead of breaking a cage at the end of the level, the player can fill these slots with Electoons by defeating each boss from these five worlds. The rest of Electoons are received through other means: 31 for winning time trials and 102 for collecting a specific amount of Lum (Rayman Origins)s in each level and then trading them to the Magician.
The cages are the most resistant objects in Rayman Origins. Every cage has two padlocks, and each padlock takes 4 continuous slaps to be broken (The fourth slap is always faster and stronger). Cages are the only exception of Rayman's charging ability, as they can be broken easier with a charged fist or a crush attack.
- Rayman 2: The Great Escape: The Official Guide, Les objets, Les cages, File:Strategy Guide Page 26.jpg