The Land of the Livid Dead (Rayman 3)
|The Land of the Livid Dead|
|← The Bog of Murk||The Desert of the Knaaren →|
- This article is about the level in Rayman 3. For the level in Rayman: Hoodlums' Revenge, see Land of the Livid Dead (Rayman: Hoodlums' Revenge). For the level in Rayman Origins, see Land of the Livid Dead (Rayman Origins).
Scarred by cruel winds and crushing storms, this bitter wasteland doesn’t take kindly to visitors, especially adventuring types like Rayman. More than one tale has been whispered about a phantom race of creatures imprisoned within this haunted Moor.
The Land of the Livid Dead, also known as the Moor of Mad Spirits, is an idyllic but bleak landscape which acts as the fourth of nine levels in Rayman 3: Hoodlum Havoc. Its subterranean part also appears in the sequel, Rayman Origins, where it is much more horror-based and acts as the final level. The name of the level has a double meaning: the Livid Dead are either the blue-grey Teensie ghosts known as the Griskins in Rayman 3, or the furious re-animated skeletons in Rayman Origins.
The landscape is reminiscent of a Celtic ruin, and the rocky hills are filled with ancient stone monoliths, small passages and sunken structures. The climate appears to be very mild and cloudy, though it rains in the later sections. This land is beside either a sea or ocean. The stone walls are covered with engravings made by the Griskin Teensies a long time ago, before they were turned to ghosts by the Great Spirit Palmito.
As a level
Rayman must make his way through several tunnels to come face-to-face with his first ever Hoodstormer, who drops a Crazy Shoe power-up. He must use a combination of Laser-Washing Powders to ascend platforms and break through doors.
Globox drinks a keg full of plum juice before the fight with the Hoodstormer. By ascending the bubble he belches, Rayman can discover a room in a wall with Teensies frozen in ice, many yellow jewels and a green jewel. Another figure frozen in one of them also resembles Lac-Mac from the animated series.
Once Rayman has killed the Grim Keeper, Globox will help him get up to the higher level by belching a bubble. To the right of where Rayman is supposed to go is a secret room containing several Throttle Copters and jewels.
Rayman is confronted by a gate that a Hoodmonger closes with a switch. He must work his way up a ghostly tower, freeing Griskins from Palmito's spell, to get the gate to open. However, his first Heckler approaches from the gate. Once it is defeated, it drops a Shock Rocket which Rayman must use to hit the switch and proceed to Roméo Patti's office. During this time, Rayman must deal with several Hoodmonger Officers.
Stage 4 – Céloche
Stage 5 – Roméo's office
Rayman and Globox enter the office of Roméo but a gate is blocking the way. Using a nearby Shock Rocket power-up, Rayman must shoot each Hoodlum as they run around, which can be quite hard. After all of them are dead, the gate opens and the duo proceed to the doctor himself. Sadly, Roméo also fails to extract Andre and sends Globox to the Desert of the Knaaren to meet up with Gonzo, the last Teensie doctor.
Stage 6 – Third Teensie Highway
- Roméo Patti's office can be seen when standing on a high point; it can be seen three times.
- The Griskins are the only species of Teensie in Rayman 3 that have their own sub-plot; in this case it is the ghostly tower in part 3.
- ↑ Feral Interactive, Rayman 3 for Mac, http://www.feralinteractive.com/?game=rayman3&subsection=worlds