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'''Moseying the Mountain''' is the first level of the [[Mystical Pique]], the fifth world in ''[[Rayman Origins]]''. This is where | '''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 [[Antitoon|Darktoon]], she gives them the power to [[Wall run|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== | ==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 | 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 [[Darkroot]]s. 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 [[Darkroot]]s. The exit is just short of where the [[Skull Coin|coin]] is. | ||
<gallery widths="320px" heights="180px"> | |||
Moseying the Mountain 3.jpg|[[Darkroot]]s will appear and grow throughout the level. | |||
Moseying the Mountain 4.jpg|[[Livingstone|Lividstones]] appear in the first environment. | |||
</gallery> | |||
===Secret | ===Secret area 1=== | ||
The players | The players have to defeat the many [[Livingstone|Lividstones]] throughout the area while avoiding the [[Darkroot]]s. When all [[Livingstone|Lividstones]] are defeated, the [[cage]] can be broken. | ||
<gallery widths="320px" heights="180px"> | |||
Moseying the Mountain 1.jpg|The first secret area. | |||
Moseying the Mountain 2.jpg|Many [[Livingstone|Lividstones]] are scattered in the area. | |||
</gallery> | |||
==Area 2== | ==Area 2== | ||
This is where [[Rayman]] and the team spot [[Helena Handbasket]] captured by a [[Antitoon|Darktoon]]. They will have to chase the [[Antitoon|Darktoon]] as it [[Running|runs]] away. Along the way, the [[Antitoon|Darktoon]] runs up on the walls, foreshadowing [[Wall run|the next permanent power]] [[Helena Handbasket|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 [[Antitoon|Darktoon]] take can only be taken if the team has the [[Wall run|running on walls]] power. After a while of progressing upwards, [[Rayman]] and his friends 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 catches up and is able to destroy the [[Antitoon|Darktoon]] and receive the aforementioned power to [[Wall run|run on walls]] from [[Helena Handbasket|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 | |||
<gallery widths="320px" heights="180px"> | |||
Moseying the Mountain 5.jpg|The second area. | |||
Moseying the Mountain 6.jpg|[[Helena Handbasket]] wanting out of the jaw. | |||
Moseying the Mountain 7.jpg|The [[Antitoon|Darktoon]] running up on a wall. | |||
Moseying the Mountain 8.jpg|The players may have to take a different way to chase the [[Antitoon|Darktoon]]. | |||
Moseying the Mountain 9.jpg|The player will have to keep chasing the [[Antitoon|Darktoon]] upwards. | |||
Moseying the Mountain 10.jpg|The [[Antitoon|Darktoon]] will continue to [[Wall run|run on walls]]. | |||
Moseying the Mountain 11.jpg|The [[Helicopter|glide]] power needs to be used while on the air current. | |||
Moseying the Mountain 12.jpg|The [[Antitoon|Darktoon]] can be destroyed here. | |||
Moseying the Mountain 13.jpg|[[Helena Handbasket]] will grant the next new power. | |||
Moseying the Mountain 14.jpg|The new power is to [[Wall run|run on walls]]. | |||
Moseying the Mountain 15.jpg|The power will be used throughout the remaining part of the level. | |||
</gallery> | |||
==Area 3== | ==Area 3== | ||
In this area, there are several members of [[Globox's species]] named the [[Red Wizard]]s 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 Wizard]]s begin to [[Wall run|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 Wizard]]s 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 | <gallery widths="320px" heights="180px"> | ||
Moseying the Mountain 16.jpg|The [[Red Wizard]]s need to be freed to continue. | |||
| | Moseying the Mountain 17.jpg|The [[Red Wizard|Wizards]] will guide the players to the door. | ||
| [[ | Moseying the Mountain 18.jpg|The players will have to follow them. | ||
Moseying the Mountain 19.jpg|A magic ritual needs to be performed to open the door. | |||
Moseying the Mountain 20.jpg|The beginning part of the ritual. | |||
Moseying the Mountain 21.jpg|The player needs to move up and down along with the [[Red Wizard]]s. | |||
Moseying the Mountain 22.jpg|The ritual has to be in tune. | |||
Moseying the Mountain 23.jpg|The door will eventually open. | |||
</gallery> | |||
==Area 4== | ==Area 4== | ||
The team | The team enters a strange area, filled with spikes and meditating [[Fakir]]s. Throughout, the players need to use their newly acquired [[Wall run|running on walls power]] to continue and avoid the spikes and [[Darkroot]]s. The fourth [[Skull Coin]] is located above a zip-line and a couple [[Darkroot]]s. There are a couple of [[Red Wizard]]s with [[Antitoon|Darktoons]] attached to their heads. It is not required to destroy them to move on to the exit nearby. | ||
<gallery widths="320px" heights="180px"> | |||
Moseying the Mountain 24.jpg|Meditating [[Fakir]]s with long beards. | |||
Moseying the Mountain 25.jpg|The [[Wall run|running on walls]] power can be used here. | |||
</gallery> | |||
==Area 5== | ==Area 5== | ||
Once again, | Once again, the team has to [[Wall run|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 [[Antitoon|Darktoons]], one attached to a [[Red Wizard]]. The fifth [[Skull Coin]] is hiding just above the platform. The team will then have to [[Running|run]] on a loopy platform to cause a wall platform to rise up, to where more [[Antitoon|Darktoons]] appear by the exit. The sixth [[Skull Coin|coin]] can be collected right above the exit by [[Wall run|running up a wall]] that leads to it. | ||
<gallery widths="320px" heights="180px"> | |||
Moseying the Mountain 26.jpg|Huge blocks of ice will have to be destroyed along the way. | |||
Moseying the Mountain 28.jpg|[[Antitoon|Darktoons]] underneath. | |||
Moseying the Mountain 29.jpg|This loop-d-loop can be used to make the rocky platform rise up. | |||
</gallery> | |||
===Secret | ===Secret area 2=== | ||
[[File:Moseying the Mountain 27.jpg|thumb| | [[File:Moseying the Mountain 27.jpg|320px|thumb|right|The second secret area.]] | ||
All the players have to do is reach | All the players have to do is reach a [[flower bomb]] and destroy it to make a large rotating platform move and squash the [[Livingstone|Lividstones]] underneath. Once completed, the [[cage]] can be broken. | ||
{{Clear}} | {{Clear}} | ||
==Area 6== | ==Area 6== | ||
[[File:Moseying the Mountain 30.jpg|thumb| | [[File:Moseying the Mountain 30.jpg|320px|thumb|left|The final area of the level.]] | ||
The team | The team has to destroy the bouncing [[Psychlops]] first, then [[Running|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. Then the team poses on the [[The Photographer|photoboard]] as [[the Magician]] waits for the total amount of [[Lum (UbiArt games)|Lums]] that were collected. | ||
{{Clear}} | {{Clear}} | ||
Revision as of 17:23, 28 March 2018
| Moseying the Mountain | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ← Fire When Wetty | Mystical Munkeys → | ||||||||||
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.
-
Darkroots will appear and grow throughout the level.
-
Lividstones appear in the first environment.
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.
-
The first secret area.
-
Many Lividstones are scattered in the area.
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.
-
The second area.
-
Helena Handbasket wanting out of the jaw.
-
The Darktoon running up on a wall.
-
The players may have to take a different way to chase the Darktoon.
-
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
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.
-
The Red Wizards need to be freed to continue.
-
The Wizards will guide the players to the door.
-
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 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.
-
Meditating Fakirs with long beards.
-
The running on walls power can be used here.
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.
-
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

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 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
- Moseying the Mountain playthrough at YouTube (PC version) (Saving the nymph only)
- Moseying the Mountain playthrough at YouTube (PC version) (Normal walkthrough + Lums Medal)
- Moseying the Mountain playthrough at YouTube (PC version) (Speed Trophy)
