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Rayman Crossover: Nullums Are Come Empty Rayman Crossover: Nullums Are Come

Mer Mag 01, 2024 9:06 pm
With unparalleled artistry, I present to you "Rayman Crossover: Rise of Darkness." In this video game masterpiece, the elegance of the graphics recalls the splendid features of Rayman 3 Hoodlum Havoc, the loading of the parts of each level recalls the same game, while each level unfolds like an epic narrative, weaving a compelling and continuous plot. However, a peculiar feature distinguishes this game: the possibility of returning to previous paths through the majestic Magic Gallery. Here, each level completion unlocks a painting, allowing the player to relive the emotions of each challenge overcome. Repeating the levels is used to find useful objects to move on to the next levels by destroying things that were not destroyed in the previous levels due to lack of skill (such as iron chests with a lock that can be destroyed by Bill's mini-bullets; iron chests without a lock that can be destroyed by the sword indestructible by Ryu; chests with locks
that can be destroyed by Snake's mini-bombs; secret passages that can be activated with switches that require Samus or Megaman's abilities; secret passages that Rayman's hand can pass through or that can be activated by other abilities they are iconic video game figures: the timeless Samus Aran from Metroid, the stealthy Snake from MetalGear Solid, the daredevil Bill Raizer from Contra and the valiant Ryu from Ninja Gaiden. As the story unfolds, illustrious characters such as the legendary are added Megaman, the fearless Rayman and the courageous Mario, each bringing with them a wide range of unique power-ups and abilities. Within each level, you can control a duo of characters, one primary and one secondary. The latter follows the former, ready to replace him and take his place if necessary. With a simple gesture, the two can exchange, offering unparalleled dynamism to the game. In multiplayer mode, up to four players can join together, each with their own duo of heroes, ready to cooperate and trade in an epic fight against the darkness. Thus, in "Rayman Crossover: Rise of the Darkness", art merges with adventure, creating an unparalleled gaming experience, destined to remain imprinted in the hearts of players for generations to come.

The game begins with a scene:
In the torpor of the Bubble Dreamer's Sleep, a celestial show takes place: the Nullum, ethereal beings in their lum form, dance among the stars singing a cosmic lullaby. One of them, to escape the hand of a companion who is too close, begins to roll aimlessly, ending up in a desolate place devoid of presence. While the Nullums abandon themselves to the sweet song and fall asleep and fade into oblivion, the one that rolls still retains a residual energy in its antennae. These moving antennas awaken the antennas of their sleeping companions and together they head towards the Earth. As soon as the antennas arrive, a gigantic figure stands out in the sky, shaped by the void itself, an imposing man wrapped in a robe, with a hat and with antennas that from their position resemble eyelashes. The other Nullum, following their leader, transform into Hoonothinlum, creatures similar to hoodlums but with only the vest and hat visible, while the rest of their being is a dark shadow of emptiness. The Bubble Dreamer wakes up from this nightmare and tries to contact Rayman via the phone, but without success, since the cell phone remained at the hero's house, ringing but unheeded. Drowsy, the Bubble Dreamer returns to his slumber. A group of robo-pirates appear in front of the Nullum, to whom he gives the order to invade the Glade in his name. However, one of the robopirates retorts that they only obey Razorbeard. The gigantic Nullum crushes it with his massive hand, asking if anyone else still had any objections. The robopirates hurl their projectiles at the gigantic Nullum, which pass through harmlessly, while the Hoonothinlum respond with a rain of fire at them. The unfortunate robopirates, terrified by the immortality of their opponents, immediately stop their assault and beg for mercy, vowing to blindly obey the orders given to them.

After it another scene follows:
Rayman and Globox in a bar drinking berry juice. Globox asks his friend why after so many years of engagement he doesn't ask the nymph Betilla to marry him. Rayman says that since there are no more dangers in the clearing, the group of heroes has been disbanded and he, having a lot of lumdollars and being young, has spent them in an ungodly way, having then had to find a job in a factory to try to accumulate something, specifying that he started saving so that one day he could have the money to live happily with Betilla. Globox says that having many children, after the heroes disbanded, he started working with his wife because a lot of lumdollars were needed to feed everyone, highlighting that however now he and his family are improving economically also thanks to the help of the children who, having finished their studies, have begun to contribute to the family finances. Rayman looks at his watch and says goodbye to Globox as he has to go to work. Globox wishes him good work and says goodbye. Before entering the company where he works, Rayman meets Betilla and they say goodbye. Rayman asks his girlfriend where he is going and she informs him that he is going to use her powers to reinvigorate a part of the forest destroyed by fire. The two say goodbye and Rayman enters the company. At the company he greets Clark and the other teen employees and joins them on the assembly line. All of a sudden Henchman 800s break the wall and enter the company. Rayman, Clark and the addicted teens attack the Henchmans, destroying them, but after cheering others arrive en masse. The teens escape and Rayman and Clark attack the Henchmans allowing them to leave and then leave the room after they are all out. Rayman hides in a hole under a desk where he can barely fit. From below he hears the screams of various teens captured by the Henchmans. As soon as the noises end Rayman comes out of hiding and, jumping out the window, glides to land slowly, observing a devastated clearing. He hears an incoming Henchman march and goes to hide behind the company watching as an army of Henchmans carry cages with various Glade creatures inside.

In the intimate and welcoming atmosphere of a bar, Rayman and Globox's laughter mixes with the sweet clinking of glasses and the fruity scent of berry juice. In the shadow of their friendship, Globox asks a delicate question, like a petal fallen on a calm lake: why hasn't Rayman asked for the hand of sweet Betilla yet, after years of intertwined love and shared dreams?

Rayman, with a voice tinged with regret, reveals that since the dangers that threatened the clearing have dissolved into the past like fog in the sun, the bond that united the group of heroes has crumbled like sand between the fingers. With a sigh of bitterness, he confesses that he has squandered the money that once abounded, overwhelmed by the rush of youth and the illusion of an eternity of carefree days.

However, harsh reality knocked on his door like a persistent shadow, forcing him to seek refuge in the austerity of a hard and gray life within the walls of a factory. Yet, in the darkness of fatigue and monotony, he glimpsed a faint light of hope: the dream of a bright future next to Betilla, a future that could only be realized through patient saving and unshakable determination.

Globox, with a warm voice and eyes full of wisdom, reveals his heart to Rayman, describing the challenges and joys of a life spent nurturing and protecting his large family. The weight of his responsibilities pushed him to work side by side with his wife, in a tiring but love-filled dance, to ensure a dignified future for all his children.

But now, in the light of the present, the fatigue of days gone by is transformed into hope, as the children, grown and trained, join the family work, bringing with them the gift of prosperity and the breath of change.

Rayman sees the clock showing the relentless time, and prepares to face his day's work. Globox's words of encouragement envelop him like a brotherly embrace, as he walks away towards the destiny that awaits him, with the promise of a bright and hopeful tomorrow.

Before crossing the threshold of the austere factory, Rayman runs into Betilla, the nymph with enchanted powers, with whom he exchanges brief but significant greetings. In a sweet voice, Rayman asks his beloved the reason for her path, and she, with ethereal grace, reveals the noble task of awakening nature wounded by greedy flames. A fleeting farewell and Rayman immerses himself in the gray world of industry.

Inside the building, Rayman joins the mechanical symphony of the assembly line, greeting his colleagues, including his friend Clark, with fraternal cordiality. But the harmony is torn apart by the brutal invasion of the Henchman 800, who pour in like a dark wave, threatening the tranquility of the environment with their blaster attacks.

In an epic dance of courage and determination, Rayman, Clark and the teen addicts face the Henchmans with ferocity, dispersing their dark forces with audacity and skill. However, the joy of victory is short-lived, as a wave of enemies rolls in relentlessly, overwhelming any hope of peace.

In the ensuing chaos, as the addicted teens desperately flee, Rayman and Clark remain steadfast in their mission, daring their adversaries to allow the others to escape before they do the same. With furtive dexterity, Rayman takes refuge in a narrow hole under a desk, where his presence becomes almost imperceptible. From that precarious hiding place, his heart tightens at the anguished echo of the cries of his companions kidnapped by the Henchman.

Once the noises cease, Rayman ventures out of his makeshift shelter, gracefully launching himself out the window to slowly glide towards the ground. His eyes scan the Glade with dismay, once vibrant with life, now shrouded in the shadow of devastation.

A shiver of apprehension runs down his spine as he senses another wave of threat approaching. With furtive determination, he retreats behind the dark shadow of the company, where he hides behind the veil of night, watching with bitter eyes the imminent arrival of an army of Henchmans, loaded with cages containing helpless creatures, silent witnesses of their endless cruelty.



Until we get to the last animation:

Samus Aran observes from the shadow of a bush an army of former human soldiers, among which the figure of Bill Raizer stands out, converge towards a secret meeting, orchestrated by Mr. Atmalelo to celebrate his sinister take of power over the world through a speech. While his blaster is aimed at the heart of the inner park, Samus hears a rustle and reacts instinctively, aiming the weapon at Solid Snake, who returns it by aiming his sniper rifle at her. The cold gaze of the two merges creating an intensity full of tension.

Samus, with a firm voice, questions Snake about his presence in that place. Snake, without hesitation, reveals his assignment: eliminate Atmalelo. But Samus, with a determination that defies darkness itself, declares that she will bring justice to that tyrant, earning the bounty on his head.

In the din of discord, as Snake and Samus debate who will be Atmalelo's executioner, a silent shadow moves stealthily across the building's roof. There, the noble warrior Ryu Hayabusa, shrouded in the shadow of night, prepares to fulfill his destiny.

Meanwhile, General Yaddilana, an imposing figure dressed in black and with a white mustache waving in the air, announces in a grave voice the beginning of Atmalelo's speech. In the darkness of the surrounding park, a purple light barely illuminates the darkness. The entity in the shadows greets everyone with a sinister welcome, explaining that that day marks the completion of its conquest of the world. However, before he can utter any more words, Ryu leaps from the roof, hurling a hail of Shuriken at the entity. The lights turn on, revealing that the shadow was just a harmless piece of wood, illuminated by a glowing bracelet imitating a mouth, guided by Atmalelo's voice.

Behind the false monster, a screen shows the tyrant's true face, a robot with a flat head adorned with glowing purple eyes and mouth. With calculated coldness, Atmalelo reveals that he had foreseen every assassination attempt and had prepared the appropriate countermeasures in advance. Yaddilana, with an imperious voice, orders his soldiers to eliminate Ryu, unleashing a new wave of violence.


In the chaos of battle, Yaddilana issues the fatal order: kill Ryu. The rifles rise, ready to break the silence with their sinister song of death. But Ryu, with the grace of a deadly dance, evades the bullets with a series of acrobatic jumps, responding with the lethal precision of his shuriken, which split the air with a sharp hiss, marking the end of many soldiers.

In the vortex of battle, Bill Raizer emerges as a determined and resolute figure, while the violence spreads like an overwhelming wave. In a bold action, his precise shot silences General Yaddilana forever, sending a shiver of dismay through the soldiers present.

But his action does not go unnoticed. With a whisper of shock and terror, a soldier near Bill reveals his bold move to the others, sending panic into the enemy soldiers. Bill, with his unshakable determination, takes the stage, facing the fury of the soldiers who now turn against him. With dexterity and courage, Bill faces enemy fire, returning every shot with the same firmness and determination.

In the heat of battle, Samus and Snake join Bill and Ryu, forming a united front against the forces of evil. With dexterity and determination, they face the tyrant's soldiers, fighting side by side.

Having defeated his soldiers, Atmalelo turns his contemptuous words towards the four heroes, firmly emphasizing that even if they can win this battle, his dominion will remain firm and inviolate. Then, with an abrupt gesture, the screen turns off, enveloping the room in icy silence.

However, in the ensuing void, Samus, with a firm but determined voice, warns Bill and Ryu that the reward for Atmalelo's capture will be claimed by her. Bill reveals in a grave and pain-filled voice that Yaddilana lured him and the other war veterans to a bar, offering them a harmless-looking drink but with disastrous consequences. The other soldiers, unaware of the danger, drank greedily, falling victim to Yaddilana's deception, becoming his slaves without their own will. But Bill, with keen intuition and a growing sense of unease, refused the insidious liquor, pretending to give in only so as not to arouse suspicion among his companions.

With eyes still full of horror, Bill tells how the soldiers, once subjugated by Yaddilana's command, transformed into soulless automatons, ready to carry out the general's orders without hesitation, as if they were victims of an evil spell. Yaddilana's short but incisive speech marked the beginning of a spiral of violence and terror, with the siege of the city and brutal acts against those who dared to resist.

But Bill, animated by an unshakable sense of justice, decided to fight on the side of the oppressed, pretending to be one of them to help in the way he could. And when the soldiers joined the robots under Yaddilana's malevolent leadership to carry out the siege of the world for Atmalelo, Bill chose to separate himself from the group, only to rejoin them in this fateful moment, facing the general in a bold gesture of hope, hoping to free the minds trapped under its yoke of terror.

Ryu, with his indomitable spirit, firmly responds that his sole purpose is to restore freedom to the world, fighting for a tomorrow without chains, where the light of hope can finally shine on a world freed from darkness.

In a moment full of tension, Snake takes the floor and proposes to the others an unbreakable pact, an unshakable alliance that will lead them to share not only the path, but also the objectives. With a firm voice, outlining the fate that awaits them, he promises each of them the realization of their desires: Samus will finally be able to collect the much desired bounty; he himself will have his revenge against the dark Atmalelo; Bill will find revenge for his fallen comrades; and Ryu, with his blade as sharp as destiny itself, will be the fulcrum of liberating the world from Atmalelo's oppression. In that moment, between whispered promises and looks full of determination, an indissoluble bond is born, destined to shape the destiny of the four heroes.

At the beginning of the game, the curtain rises and the player is faced with a crucial choice: among the four protagonists, he will have to designate his main leader and his valiant traveling companion to cross the first level. In this dance with destiny, the player, as he proceeds along the winding path of the initial level, will find himself courageously facing the ranks of veteran soldiers, collecting lumdollars and destroying vases and wooden crates found around. By breaking one of the various crates that will be found around you will be able to unlock precious loot: the first gift of destiny, a mysterious triangular missile that can be used by Samus. Ten of these enigmatic projectiles will be granted at each level start, but with the possibility of replenishing their ranks by purchasing them with lumdollar bills at the shop. These sacred ammunition will not only inflict superior damage to enemies, but will also be the only means of activating mysterious mechanisms with drawn circles that can be activated by launching something explosive smaller than the central circle, i.e. the missile which turns out to be smaller than the energy sphere normally launched by Samus.

Then, halfway through the game's levels, after having dispensed justice and saved a shrouded elder, the scene opens to an animation:

With a reverent bow, the old woman expresses her recognition towards the four heroes, whose courageous deeds they illuminated the path of destiny. Their questioning gazes turn towards her, eager to know the way to the enigmatic Atmalelo. The old woman unravels the thread of knowledge, revealing to them the path to Atmalelo. She explains that by continuing along the path, the four heroes will be able to arrive at a city where Atmalelo has placed veteran soldiers and robo-pirates. She then goes on to say that there, Atmalelo is gathering a portion of his forces, preparing for the coming battle against a rebellious entity, an android that dares to challenge his dominance.

The level will continue by fighting more veteran soldiers, collecting lumdollars and finding more chests and vases. In the latter, in subsequent levels you will find a blaster with blue fluid energy inside which will enhance Samus' suit making some parts full of this luminous fluid used in attacks which will be more powerful and which will allow you to cross dark places, such as a cave that they will have to cross; Snake's ability to hide by creating a bush to hide in and move around while hidden; Ryu's ability to throw shuriken useful for hitting the circle mechanism which needs not to be destroyed and which must be injured by something smaller than the central circle; Samus' ability to launch a sphere that moves in a zig zag ending towards the left useful for opening switches that need to be hit to the left or in a short time with a zig zag to the left; Samus' ability to launch a sphere like the previous one but which ends on the right, useful for other switches; Bill's ability to launch more ammunition quickly (useful for destroying barriers that require multiple shots at once and regardless of power); various lumdollars hidden in them and finally red lums for life.

In the last level of the first section of the game you eventually reach the entrance to the city indicated by the old woman where you have to overcome many powerful veteran soldiers inside mechs by activating various switches that distract the various groups of guards by creating alarms. At the end of the level there will be an animation in which the four heroes are discovered and captured by the mechs once they pass the gate and are then taken to a large cell from which the heroes will have to exit in the first level of the second section of the game.

Level 1 of Section 2 begins with an animation:

The four valiant companions are led into the cold and gloomy prison cells.
Samus, wrapped in her suit that recalls a time before the upgrades, is forced to confront a mecha that proudly holds the blaster that once belonged to the warrior. In a gesture of contempt, the automaton claims the right to take him and then seal their fate with the cell's electric barriers. In that moment of desperation, Bill prophesies that the walls will allow no escape, but Samus replies that she does not believe this to be true...

In the dark enclosure of the prison, switches lie, resignedly awaiting the activation of the skilled warrior Samus . Through the labyrinthine levels of this cramped abode, the player will fervently search for a way to escape.

In the central level of the section the heroes free Megaman from a cell and the animation starts:

Samus, addressing the recently released prisoner, arrogantly questions his identity. Meanwhile, Snake, turning his gaze towards Megaman, cautiously asks the question whether his appearance resembles that of an android or whether he is just wearing a uniform. With a resolute voice, Megaman introduces himself, fervently narrating the siege suffered by his city, stormed by the fearsome robo-pirates and Atmalelo's soldiers, and his strenuous fight to try to free it. Humbly, he expresses gratitude to the four heroes, explaining the fate of his fellow prisoners, kidnapped in unknown locations, and sadly anticipating that his own fate would be faced the following day if he were not freed. .

Snake offers his support to Megaman in his escape, but the valiant android firmly replies that from confinement the path opens up to the building where Atmalelo, the evil lord of the world, holds meetings with his faithful soldiers to give nefarious orders. The four heroes, also determined to end Atmalelo's rule, decide to join Megaman.

In the last level as soon as it ends there will be a final animation:

With sure steps and resolute hearts, the five heroes reach the military meeting building. There, under the dome of Diamante Atmalelo, they observe with attentive eyes the ruler of the world who confronts his soldiers.

In the levels of section 2, Bill's ability to shoot small ammunition will be unlocked (by ducking he can shoot the locks of the doors that have them and which are indestructible by everyone's weapons (and also by Ryu's next ability) but which have destructible locks from Bill's little bullets which will also do greater damage; doors with locks but resistant enough to resist Bill's bullets); Snake's ability to place microbombs inside locks (useful for locks that are too resistant for Bill's bullets) and Megaman's charged shot which increases every second of 1 in power, being able to reach up to 20 and increasing the speed of the colors of Megaman's suit which change every increase of 5 (some ball switches can be activated by a certain power of Megaman's shots).

Level 1 of Section 3 begins with an animation:

Ryu, with his majestic sword, attempts to shatter the diamond dome, but the stubborn structure remains untamed, revealing its superior resistance to the ninja's blade. In silent questioning, Snake contemplates Atmalelo's activity among the enemy ranks, cunningly placing a bug in a hole in the wall, so that the heroes can grasp the secrets whispered in the room below. With a fearless voice, Atmalelo reveals to his devoted soldiers his success in capturing most of the rebels, strengthening his rule over both dimensions, and announces the expansion of his kingdom through the discovery of new dimensions, through research and brilliant minds of scientists at his service. The soldiers' voices rise in jubilation. The fearless Samus is surprised at the revelation of the existence of another dimension, even more so by the knowledge that it too is under the yoke of Atmalelo, while the resolute Megaman firmly declares his determination to prevent further invasions. Finally, Snake confidently states that together they will be able to stop the evil tyrant.

Halfway through the levels of section 3, the heroes will find Luigi Mario tied up and an animation starts:

The five brave heroes question Luigi with a look dripping with compassion, asking him the reason for his state of imprisonment in the desolate corridor. With a trembling voice, Luigi tells of the atrocious kidnapping: He and his valiant brother Mario were captured and dragged into the dark coils of the prison. While he was left a prisoner in this world, poor Mario was transported to a dark dimension, condemned to an unknown fate. He now awaits the arrival of Atmalelo, whose imminent visit could entail the same fate as his brother. Luigi confides that he escaped the control of the guards, reaching that place with difficulty, despite the tight ropes having made his movement a torment. Ryu offers his noble gesture of liberation, breaking the ropes with his sword. With a sigh of relief, Luigi expresses his gratitude and his desire to reunite with his brother in torment. He then begs the heroes to join his cause, to fight alongside him to save Mario. With compassionate hearts, the heroes accept Luigi's request, solemnly promising to free Mario after defeating the evil Atmalelo.

In the last part of the last level of section 3, the heroes, after defeating all the enemies of the structure, arrive in Atmalelo's speech room where he is with the few remaining soldiers and an animation starts:

In the vast hall, the six valiant heroes arrive, surprising the soldiers who, in panic, were informing Atmalelo of their defeats. As soon as the brave heroes appear, a frenzy spreads among the enemy ranks, and Atmalelo, firmly, commands his men to throw themselves against the enterprising adversaries.

Atmalelo goes into the portal found in the room while the player must defeat the few remaining soldiers. Once the enemies have been defeated, the animation starts:

Atmalelo opens a portal and throws himself in followed by the heroes.

Inside the dimensional portal the player will only be able to choose a character who attacks from a distance and will have to attack Atmalelo, taking away half his life before he reaches a certain point in the portal. If the player makes it to Atmalelo half destroyed he will throw himself under the dimensional path while the heroes will arrive outside the portal.

In the levels of section 3 there will be new robot enemies with a metal body resistant to the heroes' weapons but with a damageable head. Furthermore, new abilities will be unlocked: Luigi's ability to become temporarily invisible (useful for activating switches where there are many enemies without having to face them); Snake's ability to always hit the head with every attack against non-damageable robots (his sniper will be adjusted in the viewfinder and therefore will not miss a shot but even the other heroes, by jumping and hitting in time, could hardly be able to do damage to non-damageable robots [mini-heads] and even more difficult to defeat them) and Megaman's ability to create leaves that spin around him to be able to throw them at enemies, disorienting them for 3 seconds. In this section Samus will recover her buster by regaining the powered suit and for the first time there will be 6 pillars with spheres that are activated if a luminous shot, such as that of Samus' buster, passes through it.

The first level of section 4 begins with an animation:


Through the mysterious portal, the six heroes emerge into the evocative Glade of Dreams. Samus, with evident agitation, expresses her lament for the loss of Atmalelo, while Luigi, pale with fright, anxiously asks their location. In a calm voice, Snake responds, describing the place as an idyllic, pristine retreat, which under different circumstances would have been a lovely place to dwell.

In the central level of section 4 the player encounters Globox and an animation starts:

The six heroes cross Globox's path, asking him their inquisitive question about their whereabouts. In a calm voice, Globox reveals the truth to them, announcing that they are immersed in the enchantment of the Glade of Dreams. He vaguely remembers having met another traveller, lost like them, an individual dressed in red. Luigi's heart lights up with joy, immediately recognizing the mysterious traveler as Mario. Filled with curiosity, Globox turns to the six heroes, asking if they too, like the traveler he met, were thrown into this place by Atmalelo. Samus firmly states that something similar has happened and, with a voice vibrant with determination, asks Globox if he knows of a brave soul who can act as a guide in their quest against Atmalelo's rule. Globox, in a melancholy voice, reveals that in the Glade, Atmalelo does not delegate to intermediaries, but exercises his dominion directly over it, even if the dark origin of this order remains shrouded in mystery. However, he reveals that he is looking for a friend of his to free the Glade from Atmalelo. Bill generously extends his welcome to Globox, welcoming him to the team.

In the last level of section 4 in the final part the player meets Mario and the animation starts:

Luigi rushes forward impetuously, his arms wide open in the gesture of a fervent embrace, while his cry resonates in the air, bringing with him the sweet name of Mario. In response, Mario's soul is reflected in his brother's joy, an outpouring of happiness that reverberates between them, uniting their hearts in an unbreakable bond. Meanwhile, Globox gives Mario a cheerful greeting, recognizing him as the man in the red suit. Samus, with a curious tone, questions Mario about his stay in that place and about his knowledge of Atmalelo's appearances in the place. In a calm voice, Mario reveals that he only arrived in the Glade a day ago and that he doesn't know any details about Atmalelo. He then narrates how, as soon as he arrived, he was imprisoned in the metal coils of Atmalelo's robo-pirates, until fate led him to salvation through the intervention of the singular creature, the strange blue frog with affable ways, which gave him back his freedom by destroying the cage.


In section 4 there are the frogs from Rayman legends with the rifle as new enemies and Globox's ability to create bubbles as a secondary player by drinking plum juice is unlocked; Luigi's ability to use the Poltergust 3000 to reveal invisible entrances into the area through colored light.


In the third level of section 5 Rayman is found and an animation begins:

Globox approaches Rayman with an anxious expression on his face, confessing that he has searched every corner for him. Rayman, with his usual calm, reveals that he has committed himself to destroying numerous robo-pirate camps and protecting the defenseless from their atrocities. He adds that, despite his efforts, he has come to the conclusion that the robopirates do not represent the main threat to the clearing. In fact, he discovered the existence of the Hoonothinlums, the Hoono, immortal beings whose bodies defy any attempt at harm, being almost living shadows.

In the fourth level of section 5 the player finds an abandoned camp of Hoono, similar to Hoodlum but with only their hair and jacket visible while the rest is pure shadow, where there is a book which if the player reads tells of lums called nullums that when they sleep their energy comes out of them returning when they wake up.

In the central level of section 5, players come to a point where there are a bunch of Hoono and an animation starts:

In the thick silence of the shadows, the heroes hide, watching the Hoono with watchful eyes while they abandon themselves to laughter and fun. Samus points out the minimal amount of enemies and prepares to advance out of hiding. However, Rayman firmly interrupts her, reminding her that the Hoono are immortal. Snake cunningly locates some switches and suggests that flipping them could open the door on the left, allowing them to advance without being discovered by the Hoono. Kindly, Luigi volunteers to carry out the arduous task.


In the last part of the last level of section 5 the heroes have almost arrived at the caged Bubble Dreamer and the animation starts:

A dark figure, a Henchman 1000, stealthily approaches the Bubble Dreamer, immersed in deep meditation, followed by two Henchman 800s holding a werelum, a furry purplish creature with sharp claws and teeth as sharp as those of a wolf. With a playful leap, the lum hops into his hands. The Henchman's intrusion disturbs the Bubble Dreamer's quiet contemplation. However, with a flash of awareness, the Bubble Dreamer realizes that his nightmares have materialized once again and announces to the nightmares that he will partially resolve the crisis. The Henchman rejects the Bubble Dreamer's words and, with contempt, addresses him as an old fool. Then, he carries the werelum inside his chest and, with a dark metamorphosis, his metallic body transforms, ferocious claws emerge from his hands, his feet become powerful wolf paws and his mouth transforms into a hungry muzzle, full of sharp fangs. Howling wildly, the Henchman drains the Bubble Dreamer's life energy. However, the nine heroes, ready and determined, intervene promptly to stop the Henchman before he can completely suck the essence of the Bubble Dreamer.

Once the boss battle is over, the final animation of the level starts:

Rayman turns to the Bubble Dreamer with concern, questioning him about his state of health. With a calm and serene voice, the Sognabolle confirms his well-being. Then it is Globox who asks him a question, hoping for the liberation of the dimensions subjugated by Atmalelo's oppression. However, the Bubble Dreamer explains with calm sadness that he cannot extend his intervention beyond his own dimension, and that he does not even have the energy necessary to completely liberate the Clearing. Yet, he cheers up his companions by indicating that Atmalelo is in the Glade, and that he will be able to deal a heavy blow to the opposing army, forcing them to lead the forces of the other dimension into this one, where they can face them and defeat them, as they go towards Atmalelo. Rayman, eager for clarification, asks if the Hoono will also be subject to his destructive action. The Bubble Dreamer humbly confesses that he has no power over them, but suggests that the fairy Lí could offer valuable advice on the matter.

In the levels of section 5, Mario's ability to take the fire flower as well as the mushroom by being able to throw fire balls (useful for lighting pieces of wood, especially those close to thermal switches) and Rayman's ability to remove will be unlocked. a hand, after hitting a thorny plum with a fist, to make it enter cracks, being able to move it, make it jump, grab objects and attack (useful for taking useful objects hidden inside trees or other cracks).

The first level of section 6 begins with an animation:

On the celestial expanse, a pirate ship cuts through the air above our nine braves, banking for an imminent landing. Rayman's sharp gaze immediately catches the dark banner waving in the wind, announcing the arrival of the looming danger. Our hero launches into a hasty race with the others, in an attempt to escape the approaching threat. As soon as the pirate ship reaches land, Globox's children emerge from it, calling out to their parent with trembling voices. Globox, hearing the call of his beloved descendants, stops suddenly, reassuring the other heroes, as he heads towards his children. Next to him, his adventure companions hurry to reach him, questioning the young people about the disturbing circumstances that see them in the company of a pirate ship. Teen Ship, the teen creator of ships and head of their construction, responds firmly that their destination is to be sold to pirates, the only guarantee that has kept them out of the bars of imprisonment. Globox's children, in tears, reveal to their father that their mother was kidnapped by Atmalelo's men and that they spotted her while they were on board the ship during the journey. Globox, heartbroken by anguish, begs the teen builder to guide him and his allies towards his beloved. However, Teen Ship adamantly refuses, fearing for his freedom and her future. But Globox's sons, determined to reunite the family, threaten to abandon the shipbuilding trade, thus having him imprisoned too. Faced with this prospect, Teen Ship, although reluctant, finally agrees to lend his help, aware of the risks that await them all.

Up until the level before the middle one of section 6 there will be levels on the Teen Ship ship dealing with the enemies they encounter on the way to Globox's wife.

The level before the central one begins with an animation:

The majestic vessel of our braves arrives high above Uglette, dominating the horizon with her imposing presence, while Teen Ship whispers to fellow travelers to observe carefully. After identifying their target, Teen Ship explains with an accent of caution that it is imperative to maintain a safe distance to avoid revealing his involvement. Dexterously, he maneuvers an oar and with a bold gesture, he hits the nine heroes who are thrown from the ship, falling into the outstretched arms of tree branches before falling to dry land.


In the final part of the central level the heroes meet Jason outside a destroyed Sophia III and the animation starts:

Jason politely greets the brave protagonists. They, with scrutinizing eyes, question who is responsible for the devastation of his mighty tank. With an air of resignation, Jason confesses that he met with a tragic accident along the way, losing various parts of the vehicle in the hubbub of the affair. With a whisper of hope, he asks if, by any chance, the heroes have glimpsed any sign of the lost fragments.

The player will have to find the pieces and then an animation will play in which Jason states that he is looking for a way to get home and that he wants to help the heroes in some way to thank them for their help. Snake asks Jason to join them in liberating the two dimensions from Atmalelo and Jason accepts.

In the final part of the last level of section 6 the player frees Ly the fairy and part of her the animation:
Ly, with a respectful nod, expresses her gratitude to the heroes for having returned her to freedom. Rayman, eager to learn about her, humbly asks if she can dispense advice on how to counter the Hoono. Calmly and wisely, Ly replies that the Hoono cannot be destroyed, leaving a trail of disappointment in Rayman's soul. However, he does not give up and raises another question, arousing concern regarding Atmalelo's army, asking whether the opponents are equipped with other mysterious hairy lums. With a heavy sigh, Ly confirms that enemies possess vast quantities of them. Rayman, looking contrite, asks if the Hoono could abuse the power of those lums. Ly firmly replies that the werelum cannot be abused, only filled. Then, with a delicate gesture, he opens a lamp that contains the cosmic void and, illuminating it with her hand, awakens sleeping nullums, which materialize in the form of ordinary lums. He finally claims to have something for the heroes and gives each of them an energy lum.

At the end of the level the player unlocks the energy lum abilities: Samus has a luminous electric suit and launches a luminous electric sphere (useful for activating electric switches located at the top); Mario can take a new flower, the electric flower, which gives the power to launch electric spheres (useful for activating electric switches located at the bottom); When Luigi becomes invisible he is now luminous being attacked by enemies (useful for hitting doors that behind the resistant facade have vulnerable parts through the attacks of rancolli [long-necked frogs with a rifle that has circular bullets that when they hit something create a second circular bullet coming out of the struck object]); Sophia III gets a black skin with lightning and the ability to shoot electric shots which allows him to participate in races on tracks present in various levels where there are destructible obstacles, indestructible obstacles and enemies that can attack and be attacked which must all be destroyed objects to grab as well as ramps to activate with electric shots; Rayman becomes Elerayman by being able to activate switches that require continuous electricity as a secondary character by placing his hand in it to give it energy or as a primary character for example if the switch opens a nearby door which will slowly close and which the player can reach with Elerayman; Snake obtains electric bombs that can break paper-opened doors by opening them after having damaged them and closing them giving him an electric bomb again (useful for preventing enemies from entering in the future or in past levels); Mario gets that by burning a piece of wood if there are others nearby it lights them for the domino effect (useful when there are pieces of wood above switches with one below a switch that cannot be activated without the domino effect).

In section 6 there are grudges as new enemies; Sophia 6 unlocks the ability to fly using fuel, the amount of which can be increased infinitely by purchasing capacity boosters in the store; Rayman's ability to throw golden fists (he has 5 at the start of the level) that break thorny plums that are impossible to destroy otherwise (which sometimes block the passage, sometimes hide holes for Rayman's hand and other times cover switches ).

The first level of section 7 begins with an animation:

After closing the lamp, Ly creates a silver lum that shines delicately, and turning to the heroes, announces that by following that lum they will be led to the base of Atmalelo, and then lets the lum fly out of his hands.

The lum will be there until the second level of section 7 where they will arrive at the entrance to the Atmalelo headquarters full of enemies.

In the middle level of section 7 the player eventually arrives at a point where he is almost at Atmalelo's office and after defeating all the enemies on the lower floor an animation starts:

In a metallic whisper, a daredevil robopirate activates the alarm , coldly announcing to the heroes the futility of their journey to Atmalelo, while a host of automated similars approaches menacingly. Samus, in a hasty voice, exhorts her companions to the urgent precipice of action.

The other two levels will be timed levels in which the heroes must arrive before Atmalelo escapes until reaching the last level which begins with an animation:

The brave ones arrive in front of Atmalelo's office just at the moment in which he, with dexterity, complete entering the password that reveals a secret passage in the fireplace. Samus firmly warns Atmalelo that they will not give him a chance, and he, with equal determination, declares that they must therefore be defeated before anything else.

At the end of the boss battle an animation starts:

Atmalelo, seriously damaged, staggers and collapses to the ground, his head rolling away from his body, while an enigmatic smoke rises from his remains formed from cosmic nothingness with luminous antennas inside . In a dark, piercing voice, the trail warns the heroes of their inability to defeat it. Ignoring the warning, the heroes attack, but their shots pass through the trail without leaving a mark. Like a fleeting shadow, the presence quickly recedes through the window, leaving the heroes stunned. With a resolute gesture, Samus takes possession of Atmalelo's robotic head, carefully placing it inside a bag found nearby. With determination, he lifts the bag and places it on his shoulders, firmly pronouncing that this precious relic will be useful for collecting the well-deserved bounty.

Section 7 levels will unlock Sophia III's ability to activate switches with her weight that open hidden passages or activate things; Globox's ability to open doors with rancor hand recognition; Mario's ability to change pipes by turning them so that the water goes where he needs it to activate a mechanism and Luigi's ability to repair pipes by turning puzzle pieces.

Level 1 of Section 8 begins with an animation:

In the quiet of an underground cave, a mermaid with deep blue hair, adorned with a crown of flowers, swims elegantly. One of her eyes is hidden by her hair, while a sinuous tail, embellished with a bracelet of floral garlands, moves gracefully among the clear waters of an inland lake. Suddenly, a dark fog of nothingness, with glowing antennas within, creeps into the room, shrouding it in thick shadow. The mermaid, terrified, anxiously asks the reason for this event. Nothingness, in a dark voice, replies that you have simply come to visit. The mermaid, full of fear, questions her entity about what he wants from her. With an enigmatic gesture, nothing projects from itself a hand composed of emptiness, promising that everything will soon be clear. Gripped by terror, the mermaid lets out a scream and dives under the waters of the pond. Above the lake, nothingness spreads, covering it with its dark presence. The mermaid, terrified, observes with dismay the luminous antennas that shine in the nothingness, while the penetrating eyes of the Nullum emerge from the depths of nothingness. With a voice that squeaks in the silence, the nothingness warns the mermaid that there is no escape, as her eyes light up with a red light.

After this scene another one starts:

Through a hole in the wall of Atmalelo's office, the ten heroes exit the base. Once outside, Rayman explains his concerns, wondering in an anxious voice how they can defeat an immortal enemy. Bill, in a serious tone, admits the difficulty of finding a solution. In the shadow of fear, Luigi prophesies a tragic end for everyone. Mario, with a pat on his brother's shoulder, encourages optimism, while Globox, agitated by terror, joins Luigi's dark predictions, claiming with trepidation that there is no way out and holding his companion in an embrace trembling with fear. However, Snake insists that there must be a way to defeat the Hoono and Atmalelo.
Then, a mysterious old woman, with the appearance of a teenager without eyes and teeth, and with the consistency of a shadow, announces with an echoing voice that a solution is possible. Attracted by the mystery that surrounds their interlocutor, the heroes get closer. With imperturbable calm, the old woman reveals that she can be of help to them, offering the power to overthrow the immortals. The heroes, suspended between hope and doubt, question the mysterious old woman on the feasibility of her words. With a quiet certainty, the old woman responds by confirming that not only is it possible, but that it will only take an instant for her to accomplish the feat. The old woman raises her arms, turning her hands towards the heroes, while a dark cloud materializes behind her. Meanwhile, the teen lowers her arms, pointing them towards the group. The cloud envelops the heroes, releasing bolts of lightning energy that dance around them. Then, the cloud returns behind the teen. The old woman explains that from that moment on nothing will be immune to their strength. The heroes cheer and pay homage to the creature with gratitude as behind them an elderly teen emerges from a rock, escaping from some Hoono without the heroes noticing.

After this level all Hoono will have lum orbs where their head should be and become nullum when it is destroyed.

In the central level of section 8, after the player defeats some Hoono, an animation starts:

With palpable joy, Samus exclaims that they have defeated numerous Hoono, praising the tireless contribution of the older teen. In a moment of reflection, Globox questions why the Bubble Dreamer, being the architect of everything, couldn't offer her support, while the older teen did. Samus hypothesizes that perhaps the robopirate's energy theft has clouded the Bubble Dreamer's mind, preventing him from conceiving the possibility of defeating the Hoono.

In the last level of section 8, before the final part, an animation starts:

While the heroes pass in front of a cave, they are interrupted by the presence of young teens. With fervent urgency, they say they have heard heartbreaking cries coming from the underground cave and express their fear that the sea creature that lives there is in grave danger. They then beg the heroes for help with eyes full of hope and supplication. The heroes, turning their gaze towards the darkness that hides the mystery of the cave, kindly welcome the teens' requests, while Samus, with a calm and reassuring voice, promises that they will not let any harm befall the creature.

Then the heroes enter the cave and the player will be sliding inside it. During the slide the heroes will have to avoid various lanterns: the yellow ones (avoidable by moving); the violas (avoidable by slowing down through the arrow behind so that it explodes in front of them in its entire width); the green ones (avoidable by jumping) and the red ones (avoidable by hitting them).

Once the slide is over, another animation starts:

The heroes slide inside the cave seeing the mermaid swimming peacefully. Samus asks the mermaid if everything is okay, and the mermaid, after having immersed herself and re-emerged from the water, confirms that everything is okay, spinning in the water as if she were being caressed by it. Bill says that some children heard the mermaid screaming and asked them for help, and the mermaid, diving again, explains that she was threatened by a strange creature, but that she got away with it on her own, adding that she knows how to defend herself as she is now twenty years. Megaman rejoices at his well-being and suggests that the others head towards the exit, but the mermaid suggests that they wait, since if they are heroes they will want to know where to find Atmalelo. Samus asks the mermaid how she can know Atmalelo's location if she lives inside an underground cave. The mermaid rolling over replies that many people come to visit her or pass by the cave and she has heard about the abode of Atmalelo. Samus says they've been there before. The mermaid says that she does not believe that they have been to the real location of Atmalelo since it is secret to then dive. Snake asks the mermaid to tell him the location. The mermaid resurfaces and explains that by going straight they will find the exit of the cave but that if they turn right rather than exit they will be able to reach another exit. Then continuing straight along the path, they will finally reach a gigantic base, where Atmalelo usually dwells in the courtyard. After thanking the mermaid, the heroes prepare to leave, but the sea creature, while relaxing in the water, invites them to immerse themselves in the lake, explaining that its magical waters have the power to purify and protect from evil. Curious and eager to benefit from such powers, the heroes accept and dive into the lake. As Ryu explores the depths, his eyes land on a mask at the bottom of the lake, with shifting eyes that suddenly light up with an eerie red glow, hypnotizing Ryu. Bill, noticing Ryu still and absorbed, tries to shake him, but faced with the lack of reaction, he decides to follow his companion's gaze, only to find himself hypnotized by the same vision. The heroes, having emerged from the water and greeted the mermaid, take the established path.

The levels of section 8 have the new Hoono with the lums sphere at the head and the final slide level.

In the first level of section 9 in the final part when they arrive near some switches that can be activated with the shuriken an animation starts:

Ryu, immersed in the solemn work of activating the switches, is interrupted by an enigmatic voice which orders him to stop, forcing him to remain still. Samus, with a firm voice, urges Ryu to proceed with activating the devices, while the mysterious voice urges him to free himself. With a surge of determination, Ryu answers Samus' call and, regaining his composure, throws the shuriken, triggering the opening of a chest connected to the switches that releases red lums, which go towards the heroes. Finally, the heroes continue their journey, while Ryu, confused and lost, tries to understand the unusual event that involved him.

The levels in section 9 will be up to the middle level in the dark cave and to see it would be useful to use Samus either as a primary or secondary character or to use electric blasts to see. The middle level begins with the heroes exiting the cave encountering various Hoono who they face. After defeating them all, an animation starts:

A Hoono arrives with fiery red clothes and an imperious voice, issuing the command to attack the heroes. Bill and Ryu, like puppets driven by an invisible force, are preparing to obey the will of their oppressor, ready to carry out the imminent act.

The player's battle against Bill and Ryu begins and at the end of the battle the animation starts:

The heroes tie up their two friends, firmly pronouncing the promise to defeat the Hoono, so as to break the curse that imprisons their companions. The Hoono, in an enigmatic voice, reveals that to free his friends they do not have to face him. Curious, Megaman asks who they should fight, and suddenly the Hoono's eyes glow a deep red, enveloping the brave heroes in a veil of blinding light that they protect themselves from by covering their eyes. With dark mastery, the Hoono summons the souls of Ryu and Bill, causing them to manifest and materialize, before transforming into a nullum and flying away.

The player will face the souls of the two heroes materialized like blue glass that is damaged with every blow. Once the souls are defeated, the animation starts:

Contemplated by the materialized soul of a mermaid in the adjacent lake, the heroes, guided by destiny, destroy the materialized souls of Bill and Ryu, thus returning their souls to spiritual form, which return to the bodies of their valiant companions. Upon awakening, Bill and Ryu humbly apologize, asking for forgiveness for their actions under the Hoono's nefarious control, while revealing the mystery of a strange mask hidden deep in the cave lake. The heroes free the two friends from the ropes, while Samus solemnly proclaims that the important thing is that, now, they are back to being themselves.

In the last part of the last level of section 9 the heroes arrive at the Atmalelo base and an animation starts:

With a scrutinizing gaze, Samus observes the large congregation of Hoono while her sight rests on the sinister switches, adorned with signs of danger and a silent alarm. Addressing Luigi in a calm but firm tone, Samus' words resonate through the surrounding tumult, urging her companion to make himself invisible to trigger the alarm by activating the switches. In response, Luigi states that he is counting on him.

After the player activates the switches, the animation begins:

Hearing the dark call of the alarm, the Hoono launch into a frantic race to find the intruder. Once the majority of the guardians move away from the entrance, the heroes prepare to bravely face the few remaining Hoono, ready to cross the threshold of the base.

Section 9 is nothing new.
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Domenico idea
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Rayman Crossover: Nullums Are Come Empty Re: Rayman Crossover: Nullums Are Come

Mer Mag 01, 2024 9:10 pm
In level 1 of section 10 an animation shows the Atmalelo base in its entirety with all enemies visible from the outside.

In the last part of the central level of section 10 the player meets General Yaddilana again and the animation starts:

"He who doesn't die, sees himself again!" Bill exclaims, looking towards Yaddilana. "In the true sense of the word," Ryu adds, amazed to see Yaddilana alive. Yaddilana bursts out laughing, retorting that the situation is not as simple as it seems, considering that he is dead. However, he continues the epic narrative by revealing that Atmalelo has guarded his soul, using it to bring him back to life. Bill, with a mocking grin, replies to Yaddilana who harbors the belief that his next end will occur once again while holding the rifle. Yaddilana, however, suggests that now, aware of his adversaries, he could finally prevail, thus rendering a service to his lord and taking revenge on the one who killed him.

The player will fight against Yaddilana and after defeating him another animation begins:

Bill, passing with the others near the seriously wounded Yaddilana, warns him that if he comes back to life, they will be ready to face him again and send him to the underworld for the third time . Yaddilana resignedly states that his soul resides in his body, unable to be brought back to life. Then, turning to the heroes, he warns that his lord will destroy them without mercy and that they will have no escape. Samus, with determination, replies that this will only happen if they don't defeat him. Yaddilana, with contempt, defines them as deluded.

In the last level an animation starts:

The heroes cross the entrance to the garden of the Atmalelo base, surrounded by an imposing representation of the Colosseum, and see the majesty of Atmalelo, which rises in the center with imposing grandeur. An exclamation of amazement escaped Megaman's lips at the sight of Atmalelo's imposing figure. In a thunderous voice, Atmalelo addresses his challenge to the heroes, proclaiming that now that they have arrived, he would have the opportunity to destroy them once and for all, emphasizing that no one can defeat him. In response, Samus firmly takes aim with her blaster, declaring that the true outcome would only be seen on the battlefield.

Now the player faces the various forms of the Atmalelo nullum. The first form is a giant nothingness monster that attacks with a nothingness sword and the glowing antennas are in the head having a sphere of lums in front; the second transformation is a gigantic dog of nothing with the antennas in its stomach covered by the sphere of lum when it runs towards the player the player must go in the opposite direction to the one in which the dog will go or he will be overwhelmed and to hit the dog he will have to wait until stand up showing your stomach; the third is a gigantic monster of nothing that throws pieces of itself at the player and which has the antennas on its head covered by the sphere of lum; the last one is a gigantic monster of nothing that attacks with its hands and that does not have the sphere of lum in front of the antennas that can easily avoid its blows. By destroying the sphere of lum Atmalelo passes to the next form and after the third form is "defeated" the animation starts:

Atmalelo transforms into his fourth form and proclaims with majestic certainty that no one can defeat him, since he is immortal, being made up of Nothing. Rayman counters, stating that they've still harmed him so far. But Atmalelo, with a gesture of contemptuous contempt, grabs a sphere of lum and shatters it, underlining that his invincibility will not be compromised by breaking down simple spheres. In a moment of suspension, Rayman raises the dilemma of the elderly benefactress who gave them the power to annihilate the immortals, receiving the answer from Atmalelo that all is not as it seems.

Now the player will have to hit the antennas to trigger the animation:

Rayman, torn by anguish as he helplessly witnesses the futility of his efforts against Atmalelo, suddenly sees a werelum collapse to the ground a short distance from him. The words of the fairy Ly echo in his mind like an irrepressible call, pushing him to pick up the werelum and insinuate it into her chest with impetus. A supernatural alteration overwhelms Rayman, completely transfiguring him: his body is covered in dense, dark purple hair that extends menacingly behind him; his nose twists into a wolfish muzzle, armed with fangs as sharp as blades; his shoes disintegrate, leaving room for small lupine paws equipped with sharp claws; sharp and deadly claws emerge from his hands and his eyes turn yellow like Rayman Clone's. Howling proudly, Rayman sucks in the energy lums of his companions to concentrate all the accumulated power into a fist, loaded to the brim with the essence of the lums. The impact of his blow breaks into the center of Atmalelo, illuminating the darkness of the abyss with a supernal glow. The energy envelops the void of Atmalelo, molding it into a box and awakens the Atmalelo nullum back to its yellow lum form.
The heroes venture towards Atmalelo, positioned above the svatola that was once nothingness, his body. With humility, Atmalelo expresses gratitude towards the brave ones, stating that their awakening put an end to a nightmare he was having. Samus asks Atmalelo a series of intriguing questions, asking him to reveal the secrets behind his ability to manipulate nothingness, annihilate objects through it, escape the werelum's influence, and how he awoke from his soporific state .
Atmalelo reveals the mystery behind his extraordinary power, making it clear that he did not directly manipulate nothingness, but rather his own energy. Through his antennae, he channeled his energy into nothingness, transforming him from absence into presence, only to then send him back to his original condition of nothingness. This energy, in the second cycle of its journey into nothingness, propagated without leaving a trace, thus escaping the werelum's attempt to absorb it and returning to his linear state. The energy, in the path in which it "materialized" the nothingness, was momentarily attracted towards the outside by the were-lum, but in the path inside the void, it escaped his influence. The apparent movement of nothingness, in reality, was generated by the speed with which the energy traveled through the two cycles in it, too fast to be perceived by human eyes. Furthermore, he explains that his antennae, illuminated with energy, were always immersed in nothingness, making them inaccessible to the werelum. Its ability to destroy things came from the energy that, passing through the void, shattered the atomic bonds of what it touched with nothingness, and the energy resulting from the destruction was expelled towards the outside of nothingness.
Atmalelo reveals that his awakening was triggered by the powerful energy Rayman harnessed in their clash. The explosion generated by this energy transformed his nothingness body into that strange wooden box and acted as a catalyst for his return to awareness.
Megaman, curious, questions Atmalelo about his previous inactive state. Atmalelo patiently reveals his nullum nature, explaining that beings of this species, when awake, are endowed with energy and appear as luminous as ordinary lums. However, during sleep, their energy dissipates, turning them into nothingness. Continuing, Atmalelo outlines the origin of the Bubble Dreamer, a creation born from the union of hundreds of nullums who, while awake, unknowingly found themselves in a common place, falling asleep only to awaken and merge, thus generating the entity known as the Bubble Dreamer. The latter, he explains, shares many similarities with nullums, since they also disperse their energy during sleep. However, unlike nullums,the Bubble Dreamer has the ability to direct energy outward to manipulate reality.
Furthermore, Atmalelo points out that the Bubble Dreamer also created the lums, allowing him to have power over the earth and the ability to generate creatures, while awake.

After this revelation, the heroes turn their attention towards Rayman, while Samus adamantly demands that he remove the werelum. Rayman, with some reticence, asks the reason for this request, underlining his recent increase in power. However, the atmosphere becomes tense when Bill firmly aims his rifle at Rayman, warning him about the danger he represents in that particular state, and shoots him. An explosion of terror rings out from Globox, who fears for his friend's life. But Rayman, with surprising alacrity, counterattacks by throwing a punch that destroys Bill's bullet and hits his rifle, causing it to explode from the top. Samus, in a stern tone, warns Rayman of the impending consequences if he does not get rid of the werelum immediately. With defiant ease, Rayman accepts the ultimatum, daring the heroes to try. Without hesitation, all the remotely armed heroes open fire on him. Rayman, in a sudden gesture, howls as he absorbs Atmalelo through the werelum and closes his eyes disappearing into thin air, leaving the heroes to wonder about the consequences of that dramatic event.

Completing the game 100% unlocks a new screen for the game, and completing the game normally unlocks the Immortality upgrade in the store and a new stage for the level gallery.
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