Moseying the Mountain

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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.

The first area.

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.

Area 2

The second area.

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.


Area 3

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 third area.

Area 4

The fourth area.

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.


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.

The fifth area.

Secret Area 2

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 sixth area and final area.

The team will have to destroy the bouncing Psychlops first, then and 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