Moseying the Mountain: Difference between revisions

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{|
{|
|-
|-
| [[File:Moseying the Mountain 3.jpg|left|thumb|]]
| [[File:Moseying the Mountain 3.jpg|left|thumb|[[Darkroot]]s will appear and grow throughout the level.]]
| [[File:Moseying the Mountain 4.jpg|center|thumb|]]
| [[File:Moseying the Mountain 4.jpg|center|thumb|[[Livingstone|Lividstones]] appear in the first environment.]]
|}
|}


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{|
{|
|-
|-
| [[File:Moseying the Mountain 1.jpg|left|thumb|]]
| [[File:Moseying the Mountain 1.jpg|left|thumb|The first secret area.]]
| [[File:Moseying the Mountain 2.jpg|center|thumb|]]
| [[File:Moseying the Mountain 2.jpg|center|thumb|Many [[Livingstone|Lividstones]] are scattered in the area.]]
|}
|}


==Area 2==
==Area 2==
[[File:Moseying the Mountain 7.jpg|thumb|left]]
[[File:Moseying the Mountain 7.jpg|thumb|left|The [[Antitoon|Darktoon]] running up on a wall.]]
[[File:Moseying the Mountain 8.jpg|thumb|right]]
[[File:Moseying the Mountain 8.jpg|thumb|right|The players may have to take a different way to chase the [[Antitoon|Darktoon]].]]
This is where [[Rayman]] and the team spot [[Helena Handbasket]] captured by a [[Antitoon|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 will have to take different paths because the ones that the Darktoon will take can only be taken if the team has the running on walls power. After a while of progressing upwards, Rayman and his friends will have to [[helicopter|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 will catch up and be 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.
This is where [[Rayman]] and the team spot [[Helena Handbasket]] captured by a [[Antitoon|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 will have to take different paths because the ones that the Darktoon will take can only be taken if the team has the running on walls power. After a while of progressing upwards, Rayman and his friends will have to [[helicopter|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 will catch up and be 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.
{|
{|
|-
|-
| [[File:Moseying the Mountain 5.jpg|left|thumb|]]
| [[File:Moseying the Mountain 5.jpg|left|thumb|The second area.]]
| [[File:Moseying the Mountain 6.jpg|center|thumb|]]
| [[File:Moseying the Mountain 6.jpg|center|thumb|[[Helena Handbasket]] wanting out of the jaw.]]
| [[File:Moseying the Mountain 9.jpg|right|thumb|]]
| [[File:Moseying the Mountain 9.jpg|right|thumb|The player will have to keep chasing the [[Antitoon|Darktoon]] upwards.]]
|-
|-
| [[File:Moseying the Mountain 10.jpg|left|thumb|]]
| [[File:Moseying the Mountain 10.jpg|left|thumb|The [[Antitoon|Darktoon]] will continue to run on walls.]]
| [[File:Moseying the Mountain 11.jpg|center|thumb|]]
| [[File:Moseying the Mountain 11.jpg|center|thumb|The [[helicopter|glide]] power needs to be used while on the air current.]]
| [[File:Moseying the Mountain 12.jpg|right|thumb|]]
| [[File:Moseying the Mountain 12.jpg|right|thumb|The [[Antitoon|Darktoon]] can be destroyed here.]]
|-
|-
| [[File:Moseying the Mountain 13.jpg|left|thumb|]]
| [[File:Moseying the Mountain 13.jpg|left|thumb|[[Helena Handbasket]] will grant the next new power.]]
| [[File:Moseying the Mountain 14.jpg|center|thumb|]]
| [[File:Moseying the Mountain 14.jpg|center|thumb|The new power is to [[Wall run|run on walls]].]]
| [[File:Moseying the Mountain 15.jpg|right|thumb|]]
| [[File:Moseying the Mountain 15.jpg|right|thumb|The power will be used throughout the remaining part of the level.]]
|}
|}




==Area 3==
==Area 3==
[[File:Moseying the Mountain 16.jpg|thumb|left]]
[[File:Moseying the Mountain 16.jpg|thumb|left|The [[Red Wizard]]s need to be freed to continue.]]
[[File:Moseying the Mountain 17.jpg|thumb|right]]
[[File:Moseying the Mountain 17.jpg|thumb|right|The [[Red Wizard|Wizards]] will guide the players to the door.]]
In this area, there are several members of [[Globox]]'s species called the [[Red Wizard]]s trapped between two closed doors. The heroes will have to reach another [[switch]] to open the doors for them to be freed. The Red Wizards will begin to run up a wall to five magical platforms, and the team must follow them to the platforms. The player will need 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.
In this area, there are several members of [[Globox]]'s species called the [[Red Wizard]]s trapped between two closed doors. The heroes will have to reach another [[switch]] to open the doors for them to be freed. The Red Wizards will begin to run up a wall to five magical platforms, and the team must follow them to the platforms. The player will need 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.
{|
{|
|-
|-
| [[File:Moseying the Mountain 18.jpg|left|thumb|]]
| [[File:Moseying the Mountain 18.jpg|left|thumb|The players will have to follow them.]]
| [[File:Moseying the Mountain 19.jpg|center|thumb|]]
| [[File:Moseying the Mountain 19.jpg|center|thumb|A magic ritual needs to be performed to open the door.]]
| [[File:Moseying the Mountain 20.jpg|right|thumb|]]
| [[File:Moseying the Mountain 20.jpg|right|thumb|The beginning part of the ritual.]]
|-
|-
| [[File:Moseying the Mountain 21.jpg|left|thumb|]]
| [[File:Moseying the Mountain 21.jpg|left|thumb|The player needs to move up and down along with the [[Red Wizard]]s.]]
| [[File:Moseying the Mountain 22.jpg|center|thumb|]]
| [[File:Moseying the Mountain 22.jpg|center|thumb|The ritual has to be in tune.]]
| [[File:Moseying the Mountain 23.jpg|right|thumb|]]
| [[File:Moseying the Mountain 23.jpg|right|thumb|The door will eventually open.]]
|}
|}


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{|
{|
|-
|-
| [[File:Moseying the Mountain 24.jpg|left|thumb|]]
| [[File:Moseying the Mountain 24.jpg|left|thumb|Meditating [[Red Wizard]]s with long beards.]]
| [[File:Moseying the Mountain 25.jpg|center|thumb|]]
| [[File:Moseying the Mountain 25.jpg|center|thumb|The [[Wall run|running on walls]] power can be used here.]]
|}
|}


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{|
{|
|-
|-
| [[File:Moseying the Mountain 26.jpg|left|thumb|]]
| [[File:Moseying the Mountain 26.jpg|left|thumb|Huge blocks of ice will have to be destroyed along the way.]]
| [[File:Moseying the Mountain 28.jpg|center|thumb|]]
| [[File:Moseying the Mountain 28.jpg|center|thumb|[[Antitoon|Darktoons]] underneath.]]
| [[File:Moseying the Mountain 29.jpg|right|thumb|]]
| [[File:Moseying the Mountain 29.jpg|right|thumb|This loop-d-loop can be used to make the rocky platform rise up.]]
|}
|}


===Secret Area 2===
===Secret Area 2===
[[File:Moseying the Mountain 27.jpg|thumb|left]]
[[File:Moseying the Mountain 27.jpg|thumb|left|The second secret area.]]
All the players have to do is reach an explosive flower bulb and destroy it to make a large rotating platform move and squash the [[Livingstone|Lividstones]] underneath. Once completed, the [[cage]] can be broken.
All the players have to do is reach an explosive flower bulb and destroy it to make a large rotating platform move and squash the [[Livingstone|Lividstones]] underneath. Once completed, the [[cage]] can be broken.


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==Area 6==
==Area 6==
[[File:Moseying the Mountain 30.jpg|thumb|right]]
[[File:Moseying the Mountain 30.jpg|thumb|right|The final area of the level.]]
The team will have 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 [[Livingstone|Lividstones]] that will also need to be defeated to brake open the [[Electoon]] [[cage]] to complete the level. The team will pose on the [[Photographer|photoboard]] as [[the Magician]] waits for the total amount of [[Lum (UbiArt games)|Lums]] that were collected.
The team will have 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 [[Livingstone|Lividstones]] that will also need to be defeated to brake open the [[Electoon]] [[cage]] to complete the level. The team will pose on the [[Photographer|photoboard]] as [[the Magician]] waits for the total amount of [[Lum (UbiArt games)|Lums]] that were collected.



Revision as of 19:04, 15 March 2017

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

Electoon #1
Cage
Electoon #2
Cage
Electoon #3
Cage
Electoon #4
150 Lums
Electoon #5
300 Lums
Electoon #6
1:25 Time

Tricky Treasure
Medal
350 Lums
Cup
1:06 Time

Moseying the Mountain is the first level of the Mystical Pique, the fifth world in Rayman Origins. This is where Rayman and his friends 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're 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.

Darkroots will appear and grow throughout the level.
Lividstones appear in the first environment.

Secret Area 1

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

The first secret area.
Many Lividstones are scattered in the area.

Area 2

The Darktoon running up on a wall.
The players may have to take a different way to chase the Darktoon.

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 will have to take different paths because the ones that the Darktoon will take can only be taken if the team has the running on walls power. After a while of progressing upwards, Rayman and his friends will 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 will catch up and be 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.

The second area.
Helena Handbasket wanting out of the jaw.
The player will have to keep chasing the Darktoon upwards.
The Darktoon will continue to run on walls.
The glide power needs to be used while on the air current.
The Darktoon can be destroyed here.
Helena Handbasket will grant the next new power.
The new power is to run on walls.
The power will be used throughout the remaining part of the level.


Area 3

The Red Wizards need to be freed to continue.
The Wizards will guide the players to the door.

In this area, there are several members of Globox's species called the Red Wizards trapped between two closed doors. The heroes will have to reach another switch to open the doors for them to be freed. The Red Wizards will begin to run up a wall to five magical platforms, and the team must follow them to the platforms. The player will need 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.

The players will have to follow them.
A magic ritual needs to be performed to open the door.
The beginning part of the ritual.
The player needs to move up and down along with the Red Wizards.
The ritual has to be in tune.
The door will eventually open.

Area 4

The team will enter a strange area, filled with spikes, and meditating Red Wizards. Throughout, the players will need to use their newly acquired running on walls power to continue and avoid the spikes and Darkroots. The fourth Skull Coin is found 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 nearby exit.

Meditating Red Wizards with long beards.
The running on walls power can be used here.

Area 5

Once again, Rayman and the team will have 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 Red Wizard'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.

Huge blocks of ice will have to be destroyed along the way.
Darktoons underneath.
This loop-d-loop can be used to make the rocky platform rise up.

Secret Area 2

The second secret area.

All the players have to do is reach an explosive flower bulb 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 will have 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. The team will pose on the photoboard as the Magician waits for the total amount of Lums that were collected.


External links