Port 'O Panic
Port 'O Panic | |||||
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← Aim for the Eel! | Swimming with Stars → | ||||
Sea of Serendipity | |||||
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Port 'O Panic is the first level of the Sea of Serendipity, the fourth world in Rayman Origins. In this level, the heroes 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 painting in Rayman Legends.
Area 1
Throughout the first area, Red Wizards are seen runing back and forth, while caught under the jaw of Darktoons. If the heroes defeat all of the Darktoons and save the Red Wizards, the player will unlock the trophy/achievement, No Panic!. The first secret area of the level can be found by using a wooden teeter-totter in order to reach a Red Wizard to its upper left; the heroes can find the entrance to their left by climbing up some platforms. As the heroes proceed, they will need to avoid scattered flames, while optionally saving the Red Wizards. The heroes can not swim underwater yet, meaning some underwater Lums can not be obtained on their first visit; the power to do so can be acquired by saving Annetta Fish later in the level. The heroes can proceed to find the exit nearby.
Freeing all of the Red Wizards from the Darktoons will reward the player with the 'No Panic!' achievement.
Secret area 1
In this secret area, the heroes will need to defeat the sleeping Darktoons, which they can reach by using ropes and a geyser. Once all three have been defeated, the Electoon cage can be broken.
Area 2
In this area, the heroes meet Annetta Fish, the fourth nymph of the game. Like the other three, she is trapped between the jaws of a Darktoon. The Darktoon flees upon seeing the heroes, so they will need to chase after it. As the heroes approach the exit, the Darktoon makes a long jump to a warship, controlled by a Lividstone.
Annetta Fish has been trapped by a Darktoon.
Annetta Fish calling out for the player to save her.
Area 3
The warship will now attempt to defeat the heroes by shooting helicopter 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 warship continues to shoot bombs, the heroes must also avoid stationary and falling fireballs. The first Skull Coin can be reached by quickly using some small wooden platforms before the warship destroys them.
Area 4
The chase continues, as the warship is still attempting to defeat the heroes. The second Skull Coin can be collected by taking the lower path and escaping from a different type of bomb, which pours out flames from the path above. The third Skull Coin can be found above, in between two multi-wooden platforms. Finally, the Darktoon departs from the ship, allowing the heroes to defeat it, and receive the power to dive from Annetta Fish. The new power can be used to reach the fourth Skull Coin of the level, hidden behind some underwater foreground scenery to their left. The heroes proceed to the exit, which can be found nearby.
The Skull Coin can only be collected before the wooden structures collapse.
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
While underwater, the heroes will encounter many fish in different colours singing a tune. Once they pass them, the heroes will enter into an underwater cavern. The second secret area can be found by swimming downwards into a tight space. Once the Electoons are saved, the heroes can proceed, while carefully avoiding the pink spiky fish. Along the way, the heroes will also encounter some electrical jellyfish, and sharp spikes that will pop out as they approach them. The fifth Skull Coin can be retrieved by avoiding the small group of jellyfish which are hovering around it. The heroes can now proceed to the exit.
A few spiky fish can be seen before the area ends.
Relic 1
The first relic can be found soon after entering this area; it is located near the bottom of the water.
Secret area 2
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 allow the Electoon cage on land to be broken.
Relic 2
The second relic can be found just past the second secret area; it is located on the seabed.
Relic 3
The third relic can be found underwater near the exit, close to a pink spiky fish.
Area 6
There are several Lividstones guarding the cage around the area, so the heroes will need to defeat them all. A teeter-totter can be used to send a bomb flying towards the Lividstones to defeat them all easily. Once they have all been defeated, the cage can be broken, ending the level; the heroes will pose on the photoboard as the Magician waits for the total amount of Lums that were collected throughout the level.
The final area has a bunch of Lividstones.
Using the teeter-tooter, the player can send the bomb to take out the Lividstones.
External links
- Port 'O Panic playthrough at YouTube (PC version) (Saving the nymph only)
- Port 'O Panic playthrough at YouTube (PC version) (Normal walkthrough + Lums Medal)
- Port 'O Panic playthrough at YouTube (PC version) (Speed Trophy)