Moseying the Mountain

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Moseying the Mountain
Moseying the Mountain
Fire When Wetty Mystical Munkeys
World Mystical Pique

RO-Electoon.png #1
Cage
RO-Electoon.png #2
Cage
RO-Electoon.png #3
Cage
RO-Electoon.png #4
150 Lums
RO-Electoon.png #5
300 Lums
RO-Electoon.png #6
1:25 Time

RO-SkullCoin-Icon.png
6
RO-Medal.png
350 Lums
RO-Cup.png
1:06 Time
RO-Relic.png
3

Moseying the Mountain is the first level of the Mystical Pique, the fifth world in Rayman Origins. This is where the team of heroes meet the fifth and final nymph, Helena Handbasket. Once the heroes save her from the jaw of a Darktoon, she gives them the power to run on walls. This level bars environments from both Jibberish Jungle and Mystical Pique. This is the first level from this world and sixteenth overall that's not included in the Back to Origins mode in Rayman Legends.

Area 1

Upon entry, an Electoon cries for help. The secret area can simply be found by going left and jumping up to the platform that leads to the door. Once they are saved, the team can begin to advance, avoiding Darkroots. The first Skull Coin of the level can be collected by timing a body slam while on a vine to a flower bulb that's in between two Darkroots. The exit is just short of where the coin is.

Secret area 1

The players have to defeat the many Lividstones throughout the area while avoiding the Darkroots. When all Lividstones are defeated, the cage can be broken.

Area 2

This is where Rayman and the team spot Helena Handbasket captured by a Darktoon. They will have to chase the Darktoon as it runs away. Along the way, the Darktoon runs up on the walls, foreshadowing the next permanent power Helena will give to the players once she is saved. The second Skull Coin can be collected through body slamming on the first flower bulb to the right. Sometimes during the chase the players are required to take different paths because the ones that the Darktoon take can only be taken if the team has the running on walls power. After a while of progressing upwards, Rayman and his friends have to glide up with the help of a wind current. During that, the third Skull Coin can be retrieved by flying to it near the top. Eventually, the team catches up and is able to destroy the Darktoon and receive the aforementioned power to run on walls from Helena. It will be useful for reaching a switch to open the door leading to the exit.

Area 3

In this area, there are several members of Globox's species named the Red Wizards trapped between two closed doors. The heroes need to reach another switch to open the doors for them to be freed. After they are saved, the Red Wizards begin to run up a wall to five magical platforms, and the team must follow them to the platforms. The player needs to perform a ritual with the Red Wizards in order to open the door. If done correctly, the door will open and the team can advance.

Area 4

The team enters a strange area, filled with spikes and meditating Fakirs. Throughout, the players need to use their newly acquired running on walls power to continue and avoid the spikes and Darkroots. The fourth Skull Coin is located above a zip-line and a couple Darkroots. There are a couple of Red Wizards with Darktoons attached to their heads. It is not required to destroy them to move on to the exit nearby.

Area 5

Once again, the team has to run on walls, but while destroying blocks of ice in the way. After that, the second secret area can be found by using a meditating Fakir's long beard and a wall to go upwards to the door. After completion, the heroes can move on to a platform filled with Darktoons, one attached to a Red Wizard. The fifth Skull Coin is hiding just above the platform. The team will then have to run on a loopy platform to cause a wall platform to rise up, to where more Darktoons appear by the exit. The sixth coin can be collected right above the exit by running up a wall that leads to it.

Secret area 2

The second secret area.

All the players have to do is reach a flower bomb and destroy it to make a large rotating platform move and squash the Lividstones underneath. Once completed, the cage can be broken.


Area 6

The final area of the level.

The team has to destroy the bouncing Psychlops first, then run up to a loop-d-loop to make it rotate causing a vine to move towards the team. Using the vine will help reach the Lividstones that will also need to be defeated to brake open the Electoon cage to complete the level. Then the team poses on the photoboard as the Magician waits for the total amount of Lums that were collected.


External links