Wind or Lose

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Wind or Lose
Wind or Lose
Best Original Score Skyward Sonata
World Desert of Dijiridoos

RO-Electoon.png #1
RO-Electoon.png #2
RO-Electoon.png #3
RO-Electoon.png #4
150 Lums
RO-Electoon.png #5
300 Lums
RO-Electoon.png #6
2:20 Time

350 Lums
1:55 Time

Wind or Lose is the fourth level of the Desert of Dijiridoos, the second world of Rayman Origins. This level centers around using the glide power on wind currents to advance in the areas. This is the third level from this world and sixth overall that is not featured in the Back to Origins mode in Rayman Legends.

Area 1

When Rayman and his friends enter, the Magician is not next to them. With that, the team will advance by using wind currents from vents and from the sky by activating the glide power. Some currents might push the characters in the wrong direction. The first Skull Coin of the level can be found by dropping down through the last wind current of the area next to the exit.

Area 2

The team will continue on using water currents to take them to more wind currents from the sky. The second Skull Coin can be found surrounded by three orange spiky balls on the second vertical wind current. The players will now have to use more of the glide power as there is then a large wind current coming from the bottom of the sky. The first secret area can be found by gliding up between two platforms nearby several rotating vents. Once completed, the heroes can glide through the rest of the wind current to where they now meet several bad birds that blow air at the players. The team can defeat them when they stop blowing air then they will be able to get to the exit.

Secret Area 1

Oddly, Lividstones are the enemies that will need to be defeated in order to brake the Electoon cage. Rayman and his friends can activate strong currents to destroy the Lividstones.

Area 3

The team can immediately find the third Skull Coin by body slamming on the first large bongo. After that, they will come across short wind currents that will stop and then continue. The players will have to be quick in order to get by without falling down. The fourth Skull Coin is in between several spiky balls in the middle of the three disappearing currents. The second secret area can be located by gliding up on the third disappearing current and using the swingmen to get across leading up to the door. Once the Electoons are saved, the team can drop down to the exit.

Secret Area 2

All the team has to do is avoid the continuous rising spiky balls and defeat the lone sleeping bad bird. The cage will then be able to be broken.

Area 4

Now Rayman and his friends will avoid more spiky balls and take advantage of more short wind currents from vents. The fifth Skull Coin of the level can be retrieved by performing a walljump to a narrow platform that has a switch that will create a wind current to get back up. The heroes will continue avoiding the spiky balls and gliding until they reach a platform that leads up to the exit.

Area 5

In this area, the team must glide throughout in order to get to the exit. Along the way, they will have to avoid sharp spikes that stretch out at different lengths. The sixth Skull Coin can be found by safely getting in between a group of sharp spikes. The exit isn't too far away, the team will get there by continuing gliding and then avoiding a few spiky balls.

Area 6

Rayman and his team will now need to destroy the 4 bad birds flying around the entire area. Once all are defeated, the Electoon cage will be able to be broken, thus ending the level. Then the team will pose on a photoboard as the Magician will wait to see how many Lums the players collected in the level.

External links