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RAYMAN LEGENDS LUMS FREE
Head right, and cut the left rope holding the spiked wood block, but before cutting the right one, climb up and over, drop down, and free teensie #7 below. Jump right and smash the cage to free teensie #6. Swing back and forth to gain momentum, then jump and hold "A" to glide across to the next rope. Use your partner to cut the rope above, then jump to the first rope. Head right, then jump onto the wooden platform over some water.
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Before lifting the wall to the right, drop down and use your partner to drop the wooden block on the left, jump over, kill the enemy and free teensie #5. Continue to the right, following the prompts, until you reach two wooden walkways above the smoldering ground. Tickle and kill the enemy to the right, then head inside the doorway. Head back to the right, and press "B", or attack the teensie on the fishing line to free teensie #4. Head left, tickle the enemy and attack him, then ground smash (Hold LS down, tap "X") the wood. Jump on the blue pad to send you to the next area.
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Poke him again to push him into the ground, and jump past him. Head right, and follow the on-screen prompts to have your parter poke the enemy in the eye. Hit the stake to free the princess, teensie #3. Jump and collect the paths of Lums as they pass you, until a gold teensie on a stake drops down. Head left under the path to reach a door. Jump up and ground smash the enemies (jump, then hold down LS and tap "X"). You can see 20,000 Lums Under the Sea in action in the gameplay video below.The This ain't a platform! achievement in Rayman Legends worth 22 points Stand on top of an enemy with a shield until he attacks you
RAYMAN LEGENDS LUMS PC
Rayman Legends is now available on PlayStation 3, PlayStation Vita, Wii U, Windows PC and Xbox 360 it will be released next February on PlayStation 4 and Xbox One. In addition, said McEntee, the new lighting engine provided by the UbiArt Framework - the game engine for Origins and Legends - allowed the developers to simulate 3D lighting on 2D levels and create depth with a silhouetted style. McEntee also touched on the world's visuals, noting that there was a tighter collaboration between the art and level design teams for 20,000 Lums. The story is told through gameplay, with a sequence of eight levels that brings players back to the same spot where they started. Ubisoft Montpellier was also inspired by the novel that gave the world its name: Jules Verne's Twenty Thousand Leagues Under the Sea.Īnother key in 20,000 Lums was the idea of a narrative progression, which isn't usually a major part of Rayman titles. "These references and parodies helped us strengthen the identity of the world, while at the same time a bit of humor into an otherwise uncharacteristically dark and serious environment for a Rayman game," McEntee explained. "We wanted 20,000 Lums Under the Sea to have a very distinctive theme" The developers quickly filled the world with references to spy movies and games such as Mission: Impossible, James Bond and Splinter Cell. "We wanted 20,000 Lums Under the Sea to have a very distinctive theme to it that fit with the new focus for the world: avoiding detection through stealth, slowly descending into an underwater base and eventually destroying a giant mechanical creature created by a madman," said level designer Chris McEntee. Ubisoft Montpellier also tweaked the standard underwater-level formula by setting 20,000 Lums in a massive underwater dome, which allowed the studio to build swimming sections as well as above-ground sequences. Going along with the dark theme, the developers decided to excise visible lums (the Rayman games' happy-go-lucky collectibles). The first game's water sequence was bright and colorful in contrast, the one in Legends is ominous and foreboding. The studio had to ensure that the world was very different from the water world of Rayman Legends' predecessor, 2011's Rayman Origins. Rayman Legends developer Ubisoft Montpellier had a challenging task in creating the underwater universe of the platformer's "20,000 Lums Under the Sea" world, and its designer went through the process on the UbiBlog today.