Moseying the Mountain

From RayWiki, the Rayman wiki
Revision as of 21:21, 22 August 2019 by Steo (talk | contribs)
Jump to navigation Jump to search
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 the 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 first secret area can simply be found by going left and jumping up to the platform which leads to the door. Once the Electoons are saved, the heroes can begin to advance, while avoiding Darkroots. The first Skull Coin of the level can be collected by properly timing a crush attack to a flower bulb from a vine, which is in between two Darkroots. The exit can be found to the right of the coin.

Secret area 1

The heroes 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 the heroes 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 walls, foreshadowing the next permanent power Helena will give to the heroes once she is saved. The second Skull Coin can be collected by crush attacking on the first flower bulb to the right. Sometimes during the chase, the heroes are required to take different paths, because the ones that the Darktoon take can only be taken if the heroes have the power to running on walls. After ascending further, the heroes will need to fly higher with the help of an updraft. During that, the third Skull Coin can be retrieved by flying to it near the top. Eventually, the heroes catch up, and are able to destroy the Darktoon, receiving 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 heroes must follow them to the platforms. The heroes need to perform a ritual with the Red Wizards in order to open the door. If done correctly, the door will open and the heroes can advance.

Area 4

The heroes enter a strange area, filled with spikes and meditating Fakirs. Throughout, the heroes will need to use their newly acquired power to run on walls in order to 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 heroes have to run on walls, but while destroying the ice blocks in their 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 heroes will then have to run on a loopy platform; a wall platform will rise up, and more Darktoons will appear by the exit. The sixth coin can be collected right above the exit, by running up a wall which leads to it.

Secret area 2

The second secret area.

All the heroes have to do is reach a explosive bulb and destroy it to make a large rotating platform move, squashing the Lividstones underneath. Once completed, the cage can be broken.


Area 6

The final area of the level.

The heroes have to destroy the bouncing Psychlops first, then run on a loop-d-loop to make it rotate, causing a vine to move towards the heroes. Using the vine will help reach the Lividstones, which will also need to be defeated in order to break the Electoon cage and complete the level. Then the heroes pose on the photoboard as the Magician waits for the total amount of Lums that were collected throughout the level.


External links