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		<title>Solution of the Fairy Council</title>
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		<summary type="html">&lt;p&gt;Cut: /* Part 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;53.500 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Matuvu-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xqin0olCRpA 1.2: Matuvu-Combo, easy Version (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Dwarf Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5-M5ZYoenus 3.2: Dwarf Combo, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=dYX5PfyZZ4s 2.1 A: End of the 4-Matuvu-Combo (by Cut)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: 3-Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=zucD70X0kag 2.3 B: Historical 3-Matuvu-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m17s 3.: Yellow-Gems-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m40s 5.2 B: 4th Matuvu-Combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=usypZTDxC5g 1.2: Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=6XJDW_Hooes&amp;amp;t=1m4s 1.3: 1st Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=e3f7gkAp_gI 1.3: Matuvu-Tribelle-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.1: Fairy-Hole-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.2: Fairy-Hole-Combo, easy Version (by MandM81)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HNi6wgQXYuA 7.2: Tribelle-Combo for Game-Cube (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=hr1Jzhoi6Cw 7.3: Tribelle-Combo for non-Game-Cube, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 5 &amp;amp; 6=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=YXOnrMy_-2A Entire part 5 and 6 (by 1234)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.620 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.980 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.170 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the 2nd mushroom, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Jump on top of it to collect the remaining yellow gem, fire a curved shot towards the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;4.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;4.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the complicated beginning of combo 4.1 is only worth 20 extra-points, it can be made easier by not taking the first fairy as the 11th element. For that, you would just start with killing the slapdash and equipping the Vortex. Then jump to the 2nd platform, collect the gem and jump again to helicopter towards the trampolines. While you&#039;re in the air, you have to shoot 3 hedghehogs to keep the combo alive. Once you&#039;ve taken the first fairy, continue with the lone yellow gem on the platform, and run back towards the first platform in front of the Vortex. Take the yellow gem, fire a shot towards the hedgehogs while reloading the Vortex, take the gem on the 3rd platform and then continue as you would have in 4.1. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On Game-Cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;7.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking everything with the Vortex after the first crabee makes suceeding combo 7.1 very hard, it&#039;s also possible to just adapt the order from 7.2 for non-Game-Cube-players, with the only difference that you grab the Vortex and then kill the 2nd crabee, instead of vice versa. &#039;&#039;(-150 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51101</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51101"/>
		<updated>2016-10-06T12:44:04Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Part 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;53.500 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Matuvu-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xqin0olCRpA 1.2: Matuvu-Combo, easy Version (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Dwarf Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5-M5ZYoenus 3.2: Dwarf Combo, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=dYX5PfyZZ4s 2.1 A: End of the 4-Matuvu-Combo (by Cut)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: 3-Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=zucD70X0kag 2.3 B: Historical 3-Matuvu-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m17s 3.: Yellow-Gems-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m40s 5.2 B: 4th Matuvu-Combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=usypZTDxC5g 1.2: Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=6XJDW_Hooes&amp;amp;t=1m4s 1.3: 1st Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=e3f7gkAp_gI 1.3: Matuvu-Tribelle-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.1: Fairy-Hole-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.2: Fairy-Hole-Combo, easy Version (by MandM81)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HNi6wgQXYuA 7.2: Tribelle-Combo for Game-Cube (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=hr1Jzhoi6Cw 7.3: Tribelle-Combo for non-Game-Cube, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 5 &amp;amp; 6=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=YXOnrMy_-2A Entire part 5 and 6 (by 1234)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.620 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.980 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.170 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the 2nd mushroom, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Jump on top of it to collect the remaining yellow gem, fire a curved shot towards the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;4.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;4.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the complicated beginning of combo 4.1 is only worth 20 extra-points, it can be made easier by not taking the first fairy as the 11th element. For that, you would just start with killing the slapdash and equipping the Vortex. Then jump to the 2nd platform, collect the gem and jump again to helicopter towards the trampolines. While you&#039;re in the air, you have to shoot 3 hedghehogs to keep the combo alive. Once you&#039;ve taken the first fairy, continue with the lone yellow gem on the platform, and run back towards the first platform in front of the Vortex. Take the yellow gem, fire a shot towards the hedgehogs while reloading the Vortex, take the gem on the 3rd platform and then continue as you would have in 4.1. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On Game-Cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;7.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking everything with the Vortex after the first crabee makes suceeding combo 7.1 very hard, it&#039;s also possible to just adapt the order from 7.2 for non-Game-Cube-players, with the only difference that you grab the Vortex and then kill the 2nd crabee, instead of vice versa. &#039;&#039;(-150 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51100</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51100"/>
		<updated>2016-10-06T12:43:40Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Glitchless Walkthrough (53.500 points) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;53.500 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Matuvu-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xqin0olCRpA 1.2: Matuvu-Combo, easy Version (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Dwarf Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5-M5ZYoenus 3.2: Dwarf Combo, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=dYX5PfyZZ4s 2.1 A: End of the 4-Matuvu-Combo (by Cut)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: 3-Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=zucD70X0kag 2.3 B: Historical 3-Matuvu-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m17s 3.: Yellow-Gems-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m40s 5.2 B: 4th Matuvu-Combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=usypZTDxC5g 1.2: Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=6XJDW_Hooes&amp;amp;t=1m4s 1.3: 1st Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=e3f7gkAp_gI 1.3: Matuvu-Tribelle-Combo (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.1: Fairy-Hole-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5a5CtYpwtgE 4.2: Fairy-Hole-Combo, easy Version (by MandM81)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=HNi6wgQXYuA 7.2: Tribelle-Combo for Game-Cube (by DTUCC)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=hr1Jzhoi6Cw 7.3: Tribelle-Combo for non-Game-Cube, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 5 &amp;amp; 6=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=YXOnrMy_-2A Entire part 5 and 6 (by 1234)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.620 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.980 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.170 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the 2nd mushroom, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Jump on top of it to collect the remaining yellow gem, fire a curved shot towards the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;4.1&#039;&#039;&#039; Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;4.2&#039;&#039;&#039; Since the complicated beginning of combo 4.1 is only worth 20 extra-points, it can be made easier by not taking the first fairy as the 11th element. For that, you would just start with killing the slapdash and equipping the Vortex. Then jump to the 2nd platform, collect the gem and jump again to helicopter towards the trampolines. While you&#039;re in the air, you have to shoot 3 hedghehogs to keep the combo alive. Once you&#039;ve taken the first fairy, continue with the lone yellow gem on the platform, and run back towards the first platform in front of the Vortex. Take the yellow gem, fire a shot towards the hedgehogs while reloading the Vortex, take the gem on the 3rd platform and then continue as you would have in 4.1. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On Game-Cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;7.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking everything with the Vortex after the first crabee makes suceeding combo 7.1 very hard, it&#039;s also possible to just adapt the order from 7.2 for non-Game-Cube-players, with the only difference that you grab the Vortex and then kill the 2nd crabee, instead of vice versa. &#039;&#039;(-150 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51099</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51099"/>
		<updated>2016-10-06T12:26:07Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;53.500 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Matuvu-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xqin0olCRpA 1.2: Matuvu-Combo, easy Version (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Dwarf Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5-M5ZYoenus 3.2: Dwarf Combo, easy Version (by MandM81)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=dYX5PfyZZ4s 2.1 A: End of the 4-Matuvu-Combo (by Cut)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: 3-Matuvu-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m17s 3.: Yellow-Gems-Combo (by 1234)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=esQYsnS7xGg&amp;amp;t=1m40s 5.2 B: 4th Matuvu-Combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.2: Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51093</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51093"/>
		<updated>2016-10-03T13:42:40Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Part 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
* [https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51092</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51092"/>
		<updated>2016-10-03T13:42:11Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51091</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51091"/>
		<updated>2016-10-03T13:41:58Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| -&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51090</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51090"/>
		<updated>2016-10-03T13:41:38Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| -&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51089</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51089"/>
		<updated>2016-10-03T13:41:12Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1&lt;br /&gt;
| -&lt;br /&gt;
| 0 || 0&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51088</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51088"/>
		<updated>2016-10-03T13:40:45Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (53.500 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.290 - 4.750 || 4.750&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 19.320 - 20.380 || 20.380&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 34.590 - 36.950 || 36.950&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 42.950 - 45.310 || 45.310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 51.140 - 53.500 || 53.500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.840 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.860 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.580 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.640 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.380 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully take the 5 gems, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and jump up the elevated left side of the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and turn to the left midair before taking the first yellow gem on there, then use the instant look-mode to catch the matuvu in combo (if your movement was optimal, you won&#039;t have to move the camera). Continue and once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press right and then strafe at just the right moment without making it disappear; this may take a lot of practise. As soon as you feel you&#039;re about to take the tribelle, press camera-mode. If you executed the movement perfectly, Rayman should be facing the wall where the matuvu is sitting on (the angle does not have to be a perfect 90 degrees) and also, the +250 points popup should not be visible yet. Exit camera-mode while pressing look-mode, zoom up and then increase your zoom-level to get close enough to the Matuvu (if everything went perfectly, you will obtain the points for the tribelle just as you enter camera-mode) and take it in combo of the tribelle. Then quickly jump the vine and take all 4 yellow gems still with the Vortex (which should still have enough charge if your movement was efficient throughout the entire combo). &#039;&#039;(28.850 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since taking the 2nd matuvu in combo of the tribelle just adds another very tricky part to an already very difficult combo, this approach splits everything up into 2 combos. Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(-600 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since the optimal routes in both 1.1 and 1.2 are very difficult and have just recently been suceeded in, the standard approach to this area for the longest time was to take the first matuvu for 2000 points, but therefore the second Matuvu in no combo at all, and the tribelle only for 1000 points in combo. For that, you would fly pass the hole with the 5 gems to reach the mushrooms, and then collect all the yellow gems in order. After the yellow gem at the entrance of the tribelle-room, jump to the left and take the lone gem, roll towards the the shielded hoodblaster and kill him with a curved shot, equip the Vortex and run back up to screw down the first mushroom. Fire a curved shot to the 2nd mushroom while jumping towards the hole with the 5 gems, collect 3 yellow gems, then the red gem, then the last yellow gem and finally the matuvu for 2000 points in combo. After you&#039;ve suceeded in that, go back to the Vortex and use the jump towards the hallway as a shortcut towards the tribelle. Jump over the tribelle without either taking it or shooing it away, jump onto the vine and quickly zoom on the matuvu. When you got him, jump up to take all the yellow gems and then fly down to hover onto the tribelle, which you basically take the moment your vortex runs out. &#039;&#039;(-2.700 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(29.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
4. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.980 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(32.120 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(32.180 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.930 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;7.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Renew the Vortex and make your way to the exit. Collect the yellow gem underneath the vines along the way. (36.950 points)&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(45.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(53.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51087</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51087"/>
		<updated>2016-10-03T13:11:25Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51086</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51086"/>
		<updated>2016-10-03T13:10:45Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 &#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&amp;lt;/span&amp;gt; A different approach to this combo includes turtles, which means it&#039;s advisable to obtain your hands from Globox first and then come back to this area (with the help of turtles as well). For this to work, you have to place a turte on the platform between the 3 mushrooms and the wooden bridge with the 2 yellow gems on the wall towards the elevated platform with 3 yellow gems which would usually only be reachable after the trampolines. Start with the 2 yellow gems on the wooden bridge, then rush towards the spotted mushrooms. Take the bottom 2 yellow gems, and the jump on top of the turtle while collecting the 3rd yellow gem in the air. Use the turtle&#039;s boost to reach the upper platform and continue with the gems there. Run towards the trampolines and collect the 3 yellow gems, but don&#039;t jump on the last one but rather fall through the tiny gap and take the yellow gem during that process. You should land close to the yellow gems at the very bottom of this room. Collect 4 of them and then head back to the mushrooms with the red gems. Collect the 2 outer ones, and the take the center one to roll towards the remaining yellow gem as quickly as possible. Jump onto the wooden bridge, and take the furthest yellow gem first. Move backwards towards the other 2 gems, and then take the matuvu after the last one (moving backwards allows you to hold the backwards-button when zooming) and finish with the red gem behind the rock. After all of this, take the remaining yellow gems on the mushrooms and in the hallway towards the next room. &#039;&#039;(-440 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since including the gems on the 3 mushrooms is tricky, it&#039;s reasonable to just leave this part out and take them separately. An advantage of this is, that you won&#039;t miss any gems from dwarves, since this gives you enough time to collect all of them. &#039;&#039;(-20 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Template:AboutWalkthrough&amp;diff=51085</id>
		<title>Template:AboutWalkthrough</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Template:AboutWalkthrough&amp;diff=51085"/>
		<updated>2016-10-03T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with the &amp;quot;Overview&amp;quot;-section with an introductory-text, which grants you the most important information and characteristics of a level. Up next is the video-list, where you&#039;ll find hyperlinks towards the most important videos. Finally, a table explains the recommended scores in each level and the maximum score which can be achieved by playing 100% perfectly.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51084</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51084"/>
		<updated>2016-10-03T12:57:17Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
{{AboutWalkthrough}}&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.750 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the yellow gem on the right. Roll slightly to the left of the last yellow gem, so that you collect it while landing on the floor. This should put you in a position, where you can take the 4th matuvu with the instant look-mode trick. For that, you have to press camera-mode as soon as your feet are touching the ground (the timing here is really important), and then exit camera-mode while pressing look-mode. That way, look-mode is fully zoomed out instantly, which allows you to zoom onto the 4th matuvu. &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the 4th matuvu is probably the most precise part the entire combo, you can make your life a little easier by splitting it up into two separate combos. In that case, you would just end the 3-matuvu-combo after the last yellow gem.&#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; It was just recently discovered that you could fall down from the platform to collect gems just before you&#039;d hit André with a curved shot. For the longest time, it was considered optimal to use the button-platform to jump towards André and kill him in combo with one yellow gem close to him. That way, the 1st matuvu will only count for 1500 points in combo. &#039;&#039;(-1.560 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B:&#039;&#039;&#039;&amp;lt;/span&amp;gt; If the 4th matuvu is still left, you have to take it after the last of the three yellow gems from below. That requires you to roll towards the yellow gem closest to the level-entrance after taking the last yellow gem on the ledge, so that you can end on the yellow gem that is closest to the matuvu. This is one of toughest matuvus in this game, as the angle is steep. The look-mode trick will probably just cause more trouble with this, since it will almost always focus on the switch that is close to you. &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move on to the next area. Don&#039;t go any further into the room yet, just stand at the starting point and charge your fist to get ready for playing one last big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Run into the room and kill the crabee on the left before it can get squashed by the rock. Run to the Vortex, grab it and immediately roll back to reach the plateau with the 3 gems as quick as possible. Collect the 3 gems on there, then roll off the ledge and get the 2 yellow gems on the stones in combo. Renew the Vortex and then turn around to kill the other crabee before collecting the 5 gems in the small cave. Make sure you get at least 3 yellow gems before touching the red gem. Jump to screw down the mushroom and take the lone gem on the stone. Now quickly run into the gap and collect the 2 yellow gems on your way up. Once you&#039;ve reached the top, take the first gem, then strafe past the second one to get the third and jump onto the mushroom to include the yellow gem on there into the combo as well. Roll off the ledge and take the remaining gem. Walk off the ledge and fall for a bit before you start helicoptering straight down into the tribelle to get it for 2.500 points in combo. &#039;&#039;(36.310 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;8.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; On game-cube, you have to kill the left crabee before the Vortex spawns. In that case, immediately jump onto the plateau after killing the first crabee, collect the gems and roll towards the 2 gems on the stones. After the 2nd gem, roll towards the remaining crabee, kill it in combo, quickly equip the Vortex and continue as you would in 8.1. &#039;&#039;(-240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51075</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51075"/>
		<updated>2016-09-30T22:40:48Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Part 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51074</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51074"/>
		<updated>2016-09-30T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 &lt;br /&gt;
| 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 &lt;br /&gt;
| 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 &lt;br /&gt;
| 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 &lt;br /&gt;
| 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 &lt;br /&gt;
| 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51073</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51073"/>
		<updated>2016-09-30T22:38:43Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 || 4.320 - 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 || 18.890 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 || 31.120 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 || 39.500 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 || 47.690 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51072</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51072"/>
		<updated>2016-09-30T22:32:12Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.900 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 || 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 || 19.350 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 || 31.580 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 || 39.960 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 || 48.150 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51071</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51071"/>
		<updated>2016-09-30T22:31:28Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Level Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.660 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 || 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 || 19.350 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 || 31.580 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 || 39.960 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 || 48.150 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51070</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51070"/>
		<updated>2016-09-30T22:30:44Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Glitchless Walkthrough (52.660 points) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.660 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.900 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
=====Part 2=====&lt;br /&gt;
[https://www.youtube.com/watch?v=f_A-iX5ZgOI 1.1: Fairy Council, Part 2 - The Matuvu-Combo (by Maz)]&lt;br /&gt;
[https://www.youtube.com/watch?v=3pFt8nVxIuk 3.1: Rayman 3 FC part 2 dwarf combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 3=====&lt;br /&gt;
[https://www.youtube.com/watch?v=j1B8QMZEH9U 2.2 B: Rayman 3 FC part 3 3 matuvu combo (by 1234)]&lt;br /&gt;
&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
[https://www.youtube.com/watch?v=usypZTDxC5g 1.1: Fairy Council, Part 4 - The Matuvu-Tribelle-Combo (by Maz)]&lt;br /&gt;
&lt;br /&gt;
====Level Scores====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Part !! scope=&amp;quot;col&amp;quot; | Recommended Score !! scope=&amp;quot;col&amp;quot; | Maximum Score|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2 | 4.780 || 4.780&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3 | 19.350 - 20.410 || 20.410&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4 | 31.580 - 36.330 || 36.330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5 | 39.960 - 44.470 || 44.710&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6 | 48.150 - 52.900 || 52.900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51069</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51069"/>
		<updated>2016-09-30T22:15:00Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;??.??? points&#039;&#039;&#039; or &#039;&#039;&#039;52.660 points&#039;&#039;&#039; without glitches.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.660 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51068</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51068"/>
		<updated>2016-09-30T22:14:08Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.660 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side note:&#039;&#039; since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version. Only for this levels, green versions are used to point out easier versions of the same combo. For similar reasons, this walkthrough does not have checkpoints.&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Quickly return to the first room and collect the yellow gem provided by breaking the dwarf before it disappears. &#039;&#039;(4.300 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5. Go back to the last room. Make sure to take the 5 gems right at the entrance, obviously all in one combo. &#039;&#039;(4.390 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Head for the exit, but turn to the right side just before that. You&#039;ll encounter your first enemy in form of a crabee there. Collect all 10 yellow gems in this place before you kill it with a single shot. &#039;&#039;(4.780 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
1. Ignore everything in the first room for now. Use the platform to reach the floor above. You should now find yourself in a room with yellow gems and piggybanks. Don&#039;t take the yellow gems yet but instead, walk up the slope until you stand next to the third pig. Jump to the left and hang onto the ledge. Use the helicopter to fly backwards and break the piggybank behind you on your way. Break the piggybank on the other platform as well, then fall back onto the slope and destroy the remaining piggies in combo. &#039;&#039;(4.870 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now jump to the top platform carefully, without taking any gems. Climb up and tap forward in quick succession to skip the yellow gem at the entrance. Then get on the platform and repetitively shoot the button to reach the floor above. Lock onto André, jump on the tiny curb at the edge of the platform you&#039;re standing on and charge your fist to prepare for the next big combo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;2.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Walk off the platform by strafing to the left. Release your fist mid-air and collect 2 yellow gems before finishing off André by quickly rolling forwards once you hit the ground. You will then be teleported to the green can. As soon as the cutscene ends, start taking all the yellow gems in front of you, then take the red gem and screw down all 3 mushrooms. Enter the look mode and quickly get the matuvu in combo before you finish off the slapdash. Renew the Vortex and fall down to collect 3 more yellow gems, then get the other matuvu in combo. There should be one more yellow gem on this side of the room. Take it, then get the red gem as well and quickly enter look mode once again to focus on the matuvu underneath the dome. Once you got that in combo, collect the gem on the right. Jump towards the remaining one and take it as you fall down, then use the camera trick to get the fourth matuvu in combo as well (you have to be in a very specific location to pull that off; there is no way to pin-point that location, all you can do is practise). &#039;&#039;(18.890 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;2.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; Since getting the fourth matuvu in combo requires (almost) TAS-level perfection, this much easier version is highly recommended. Other than the fact that said fourth matuvu is taken in a seperate combo for 1.500 points, it is still the same combo as the one above. &#039;&#039;(-1.060 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;2.3 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
3. Refresh the Vortex again, then go back into the room which the piggybanks were in. Take all the yellow gems in there in combo. &#039;&#039;(19.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Go back to the bottom floor of the first room, and collect the 2 gems that are next to each other before the Vortex runs out. &#039;&#039;(19.670 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;5.1 A&#039;&#039;&#039;&amp;lt;/span&amp;gt; Equip the Vortex once more time to get all the remaining gems in the first room into one combo. To do so, simply collect the gems on the ledge counterclockwise before you drop down to take the 3 remaining gems on the ground as well. &#039;&#039;(20.410 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;5.2 B&#039;&#039;&#039;&amp;lt;/span&amp;gt; ... &#039;&#039;(equals 2.2B/2.3B)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
Right in the beginning, you will find a slope in front of you. Run along the curb until you find a spot from which you can helicopter to the hallway above. Once you&#039;ve climbed up, turn around and face the small hole with 5 gems in it. Position yourself next to these gems to start off the first big combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;gt;&#039;&#039;&#039;1.1 A:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charge your fist fully and strafe past one of the yellow gems in the front row. Collect the other 4 gems however, then fall down and quickly send a curved shot towards the hoodlum that&#039;s hidden behind a board. Equip the Vortex and run up the slope to screw down the mushroom before you run out of combo time. Hit the other mushroom as well and collect all the yellow gems on the platforms. Use the trampoline to grab the vines and take the gems by hangling forward. Once you&#039;ve reach the very end of the vines, fall down and get the lone yellow gem from as far away as possible, then run towards the tribelle. In order to keep the combo going you&#039;ll have to press strafe at just the right moment without making it disappear; this may take a lot of practise. Afterwards, collect the first 3 gems on the vines. Jump past the fourth one and grab the ledge. Quickly jump up and turn around so that you&#039;ll take the remaining yellow gem as you land. As soon as your feet hit the ground, use the camera trick to get the matuvu in combo before the Vortex runs out. &#039;&#039;(27.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.2&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:vioelt&amp;gt;&#039;&#039;&#039;1.3&#039;&#039;&#039;&amp;lt;/span&amp;gt; ...&lt;br /&gt;
&lt;br /&gt;
2. Equip the Vortex once again. Go back into the hole and take the yellow gem to quickly get the matuvu in combo afterwards. &#039;&#039;(28.230 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3. Run down the hallway and collect the lone gem at the end. &#039;&#039;(28.250 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Refresh the Vortex and use that same spot on the curb of the slope to reach the hallway (note that you have to succeed in doing so on your first attempt, or else the following won&#039;t work). Head for the next area very quickly and jump the trampolines to reach the other side of the room. Collect the 5 yellow gems and finish off by taking the red gem before the powerup runs out. The timeframe on this is very narrow, so it may take quite a bit of practise to do this. &#039;&#039;(28.610 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the next room and wait for the cutscene to end. Prepare for the second big combo.&lt;br /&gt;
&lt;br /&gt;
5. Get the lone gem in front of the trampolines and kill the slapdash in combo. Equip the Vortex and helicopter towards the third platform. Collect the gem, then screw down the mushroom to your left. Now press strafe to lock onto the hedgehogs in front of you and hit one of them. Jump onto the first platform while still holding the strafe button and take the yellow gem as you fall down. Jump backwards to renew the Vortex, but send a curved shot towards the hedgehogs in the process. Get the gem on the second platform and helicopter to the second lowest trampoline. Make sure to finish off 2 more hedgehogs on your way. Bounce up the trampolines to get the first fairy in combo, then helicopter back onto the second platform while shooting one more hedgehog. Quickly screw down the second mushroom and collect both yellow gems. Kill the remaining hedgehog, then run up the stairs to get another fairy in combo. Fly backwards to reach the platform behind you in order to get the third fairy, then roll off the ledge to get André to come out of the fairy hole. &#039;&#039;(31.360 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. Exit the room and refresh the Vortex on your way out. Jump up the gap and take the 4 yellow gems. &#039;&#039;(31.500 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7. Once you reach the room with the staircase, make sure to collect the red gem underneath. &#039;&#039;(31.560 Points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
1. There&#039;s a small platform on one of the pillars. Use it to reach the narrow ledge above and run counterclockwise. At some point, you will step on a switch which will open a door and grant you access to the secret room. Slide down the slope to take all the gems. &#039;&#039;(44.470 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
Just get as many gems as possible in combo and make sure to get the green gem for 3.000 points. At the end, you can jump after collecting a few gems to get all gems in combo before the level score is shown. All in all, you should get 8.190 points in this part. &#039;&#039;(52.660 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51067</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51067"/>
		<updated>2016-09-30T21:55:50Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Part 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.660 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
Side note: since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version.&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51066</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51066"/>
		<updated>2016-09-30T21:55:00Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Glitchless Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough (52.660 points)==&lt;br /&gt;
&#039;&#039;written by Maz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
And this is where it all begins - the very first level of the game. Ironically, this is one of, if not THE hardest level in the game when trying to play perfectly. This is due to the fact that many of this levels&#039; combos require you to take matuvus immediately after collecting gems. The timeframe on that is quite narrow, which subsequently means that a lot of said combos are incredibly hard to pull off. On top of that, Fairy Council is one of the levels without a definite maximum (i.e. you can&#039;t pass 100.000 points) meaning that you have to go for all of them when opting for a good score. However, it is also one of the less important levels for your total score, seeing how you can&#039;t make as big an improvement as in other levels. All top players agree that you should not touch this level unless you&#039;re well into the 800.000 points range. Once you do, the following guide will tell you how to play this level.&lt;br /&gt;
&lt;br /&gt;
Side note: since the 100.000-points-limit is not in play in this level, it&#039;s impossible to properly distinct between green and red versions in this level, as the hardest version of a combo is always also the recommended version.&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
You can&#039;t gain any points in this part. Just move on to part 2. &#039;&#039;(0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
You start off in a room with dwarves and yellow gems. Skip this room for now, as you can return after you obtained your hands from Globox. You will soon face 3 yellow gems on some mushrooms leading to the next area. Carefully maneuver around these; you will collect them later on. After reaching the next area, you will once again have to skip everything in this room and head for the top. There you will find a hollow tree trunk with 3 gems in it. Pass the first 2 and position yourself close to the third one. This is where the first major combo begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Take the yellow gem next to you and follow up with the one in front. Pass the other gem and jump on the mushrooms to collect the 3 yellow gems on there. Take the remaining gem from as far away as possible and run towards the tampoline on the left. Roll onto it to take the yellow gem there and quickly jump to the left. Continue with the 3 gems on the ledge, then drop down to take 3 more of these on the mushrooms. Move on to the wooden bridge afterwards. Take the first yellow gem and make sure to helicopter past the second one. Afterwards, do a pivot to try and take it from as far a distance as possible. Quickly head for the gem on the trunk and roll towards it once you get close enough (otherwise you won&#039;t make it on time). After you take the second yellow gem as well, fall down to the bottom floor. Take 3 more yellow gems before you jump on the mushrooms to the left in order to collect the red gems. Roll off and continue with the 2 remaining yellow gems on your way up. Get the first gem on the wooden bridge, then collect the red gem on the left side before you go back to the bridge to take another yellow one. Make sure that Rayman faces to the left, then strafe into the final gem. As soon as you touch it, use the camera trick and look straight up to get the matuvu in combo. &#039;&#039;(3.210)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2. Collect the 2 remaining gems on the trampolines. &#039;&#039;(3.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head for the next area, but make sure to kick the 2 turtles on the top floor along the way, as you&#039;ll need them in the next room to go back to the first one. After Globox returned your hands, stack these turtles on top of each other and use their backs to jump back into the previous area. Go straight for the very first room (make sure to skip the 3 yellow gems on the mushrooms one more time) and position yourself next to the waggon with 2 yellow gems and a dwarf on it. It&#039;s now time for the second major combo in this part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jump on the waggon so that you&#039;ll take the yellow gem in the back. Break the dwarf and collect the gem from within by strafing forward. Once you&#039;re next to the other gem roll forward, collecting it in the process. Quickly break the left one of the 3 dwarves in front of you, then use the dwarf inside the little cave to keep the combo going. After you took all the yellow gems in there, jump out and break the dwarf next to the mushrooms. Get the gem and head for the other 2 dwarves. Break them and collect the gems. Now break the dwarf sitting in the small waggon from afar, then head straight for the 2 remaining dwarves to the right (do not collect the gem). Make sure to pass the one in front, then shoot the one in the back. Go through the exit to head for the 3 yellow gems that you skipped before. Make sure to stay on the right side to collect the gem from within the dwarf (the hitbox will allow you to do so through the wall) and turn around midway to break the final dwarf with a curved shot. Finally, collect the gems on the mushrooms. &#039;&#039;(4.290 points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51065</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51065"/>
		<updated>2016-09-30T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;Cut: /* Combo Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:violet&amp;gt;&#039;&#039;&#039;Violet:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this is a historical version of a combo. At some point, this was considered to be the best version to play a certain combo, but it has been signifcantly changed or improved by now. These are added into the walkthrough, when they have been relevant over a long period of time, to show off how the different parts have developed in the past years. All of the historical combos are still playable, but they are mentioned last since they are usually inferior to the more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough==&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51064</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51064"/>
		<updated>2016-09-30T21:42:35Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough==&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51063</id>
		<title>Solution of the Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Solution_of_the_Fairy_Council&amp;diff=51063"/>
		<updated>2016-09-30T21:42:14Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum score in [[the Fairy Council]] is &#039;&#039;&#039;48,490 points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==About this Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level.&lt;br /&gt;
&lt;br /&gt;
Up next is the &amp;quot;Overview&amp;quot;-section. There, you&#039;ll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part.&lt;br /&gt;
&lt;br /&gt;
Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration.&lt;br /&gt;
&lt;br /&gt;
Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you &amp;quot;Checkpoints&amp;quot;. Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states &amp;quot;Checkpoint: 54.300 points&amp;quot;, it means that if you&#039;re score is below this figure, you are very unlikely to be able to still reach the maximum score.&lt;br /&gt;
&lt;br /&gt;
===Combo Versions===&lt;br /&gt;
&lt;br /&gt;
Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it&#039;s not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a &amp;quot;1.1, 1.2, 1.3 etc.&amp;quot; format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo &amp;quot;3.2 A&amp;quot;, you will have to play every upcoming combo that is tagged with an &amp;quot;A&amp;quot; also. Similarly, combo &amp;quot;5.2 A&amp;quot; is only usable if you have played version &amp;quot;3.2 A&amp;quot; in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Green:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Red:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is (much) harder than the recommended version, but also yields significantly more points. It&#039;s recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;&#039;&#039;&#039;Blue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn&#039;t the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform.&lt;br /&gt;
&lt;br /&gt;
==Normal Walkthrough==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
===Part 1===&lt;br /&gt;
&lt;br /&gt;
===Part 2===&lt;br /&gt;
&lt;br /&gt;
===Part 3===&lt;br /&gt;
&lt;br /&gt;
===Part 4===&lt;br /&gt;
&lt;br /&gt;
===Part 5===&lt;br /&gt;
&lt;br /&gt;
===Part 6===&lt;br /&gt;
&lt;br /&gt;
==Glitchless Walkthrough==&lt;br /&gt;
&lt;br /&gt;
[[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solutions of Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Fairy_Council&amp;diff=48042</id>
		<title>The Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Fairy_Council&amp;diff=48042"/>
		<updated>2015-07-02T23:26:53Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;This article is about the level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039;. For the level in &#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;, see [[the Fairy Council (Rayman: Hoodlums&#039; Revenge)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:R3Level&lt;br /&gt;
| name = The Fairy Council&lt;br /&gt;
| image = [[File:FairyCouncilPS2 1.jpg|center|320px|&#039;&#039;The Fairy Council&#039;&#039;]]&lt;br /&gt;
| preceded by = Introduction scene&lt;br /&gt;
| followed by = [[Clearleaf Forest]]&lt;br /&gt;
| murfysscore = 20821&lt;br /&gt;
| maxscore = 50000&lt;br /&gt;
| cages = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=It all starts here. This mystical forest kingdom is home to [[the Heart of the World]], and the [[Hoodlum]]s can’t wait to get their grubby mitts on it. Time for [[Rayman]] to start cleaning up this neighborhood.|sign=Press release|source=&#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fairy Council&#039;&#039;&#039; is a location first seen in &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;, although it was originally mentioned in &#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;.&amp;lt;ref name=&amp;quot;pchof&amp;quot;&amp;gt;&#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039; manual, http://www.raymanpc.com/wiki/en/File:R2TGE-Manual-PC-ReferenceTheFairyCouncil.jpg&amp;lt;/ref&amp;gt; It plays a similar role in the game to that of [[the Woods of Light]] in &#039;&#039;Rayman 2&#039;&#039;. The Fairy Council acts a tutorial level in which [[Murfy]] reprises his role as [[Rayman]]&#039;s guide and introduces the player to the game&#039;s controls. [[The Heart of the World]], which was also previously mentioned in &#039;&#039;Rayman 2&#039;&#039; (and seen in the form of its constituent [[Yellow Lum]]s), is located here. It is finally seen at the end of the level.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039; and &#039;&#039;[[Rayman 2]]&#039;&#039;, in which their respective first levels had [[cage]]s, no cages are present in the Fairy Council.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In spite of its name, the Fairy Council contains few [[fairies]]; neither [[Betilla the Fairy|Betilla]] nor [[Ly the Fairy|Ly]] appear. The only fairies which are seen in the Fairy Council are a handful of [[Ludiv]]s and a number of miniscule, [[firefly]]-like fairies that do not appear elsewhere in the series. The Fairy Council is more importantly the resting place of [[the Heart of the World]], the mystical conglomeration of energy which contains all 1,000 existing [[Yellow Lum]]s and is the source of all power – including that of the god [[Polokus]]. The chamber in which the Heart of the World is contained is also the throne room of the [[Grand Minimus]], the four amnesiatic kings of the [[Teensie]]s. They use it as a strobe light to complement their disco dancing.&lt;br /&gt;
&lt;br /&gt;
Surrounded by a tranquil forest, the ominous Fairy Council is mysterious and majestic.  The interior glows with a blue aura and various halls have reflective walls or floors.  [[Ludiv]]s reside within the council walls in a similar fashion to ants.  Deep within the Fairy Council lies the [[Grand Minimus]]&#039; throne room and the [[Heart of the World]].&lt;br /&gt;
&lt;br /&gt;
As alluded to in the manual of &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;, the Fairy Council acts a sort of central meeting place when trouble strikes [[the Glade of Dreams]].&lt;br /&gt;
&lt;br /&gt;
The Fairy Council is the only level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039; in which [[Murfy]] appears. At one point in the level, he laments that he is still stuck playing a sidekick, even after his role in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;. At the end of the level, he departs, saying ‘See you in &#039;&#039;[[Rayman 4 (cancelled prototype)|Rayman 4]]&#039;&#039;!’ – a game which never came to fruition.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
[[File:FairyCouncilPS2-3.jpg|thumb|right|320px|[[Murfy]] gives [[Rayman]] a lift after a [[Hoodlum]] ambush.]]&lt;br /&gt;
===Stage 1 – The first Hoodlum ambush===&lt;br /&gt;
Straight after the introduction cinematic, the game begins. [[Murfy]] picks up [[Rayman]], whose hands have gone missing, by his hair and airlifts him over the grounds near the Council, which has just been invaded by [[Hoodlum]]s. The player mainly controls the handless Rayman, who steers Murfy by leaning his weight left and right. He must manoeuvre to collect enough of the [[Red Lum]]s that are scattered throughout the area. If Rayman has not collected enough of them to restore his health to a satisfactory level, Murfy takes him back to the beginning again. There are two rounds of Red Lums to gather. Once enough have been accumulated, the pair make their way to safety.&lt;br /&gt;
&lt;br /&gt;
As this is an introductory level in which Combo mode is yet to be introduced, there is no score to gain (the total level score for this stage will count as 100%, or 5 stars).&lt;br /&gt;
&lt;br /&gt;
[[File:TheFairyCouncilPC.jpg|thumb|right|320px|Rayman reaches the Fairy Council.]]&lt;br /&gt;
===Stage 2 – Finding Globox ===&lt;br /&gt;
[[Rayman]] and [[Murfy]] end up in a quieter place around the Fairy Council, which is scattered with [[jewels]], most of which are yellow.  At this point, [[Murfy]] withdraws the [[Manual]] and tells [[Rayman]] that his missing hands are in possession of [[Globox]], who is hiding somewhere.  He then introduces the player to the game&#039;s score system, in which points are added to the score for certain actions. [[Rayman]] then begins his search for [[Globox]], while breaking [[Garden Raygnome]]s by kicking with his feet and collecting gems and [[Red Lum]]s (if he needs them).  Some of the [[Jewel|jewels]] form a trail.  &lt;br /&gt;
&lt;br /&gt;
Eventually, [[Rayman]] and [[Murfy]] are outside of the Fairy Council itself, where they find a shivering barrel and a foot [[switch]].  It turns out that [[Globox]] is hiding in this, and Rayman has to follow him.  The foot switch causes what appears to be a stone block to appear, which blocks [[Globox]]&#039;s path, allowing [[Rayman]] to kick him free.  Now that the friends have reunited, [[Rayman]]&#039;s hands reattach to his body, and he can now use his fist to attack.  Near the entrance, he&#039;ll encounter a single [[Hermit Crab]] hidden in the ground.  &lt;br /&gt;
&lt;br /&gt;
At the door of the Council, there is a hand [[switch]] which turns on a light that attracts [[Globox]]&#039;s attention briefly.  He turns around and notices a gang of [[Hoodlum]]s - a [[Hoodmonger]] and two [[Slapdash]]es - coming down in an air boat.  [[Globox]] runs straight through the door into the Council, followed by these [[Hoodlum]]s, and then [[Rayman]] and [[Murfy]].&lt;br /&gt;
&lt;br /&gt;
[[File:FairyCouncilPS2-5.jpg|thumb|right|320px|[[Murfy]] discovers a can of [[Laser-Washing Powder]].]]&lt;br /&gt;
&lt;br /&gt;
===Stage 3 – Inside the Council===&lt;br /&gt;
At this point, Rayman and Murfy arrive inside the Fairy Council itself, starting with a small chamber in which at the centre is an elevator with a hand [[switch]].  Rayman has to punch this repeatedly to lift him upwards to the next level, in which there is a path going in an upwards spiral followed by several ledges.  He first encounters [[pigpot]]s in here, and these need to be broken in order for the door at the top of this chamber to open.  This leads him into a larger chamber in which there is an elevator with a sheet of stained glass in a form of a hand switch. Rayman has to perform lateral shots at this [[switch]] to lift him up to the next level.&lt;br /&gt;
&lt;br /&gt;
When he reaches the top, he encounters a [[Hoodmonger]] which displays a dollar ($) sign atop its head. The glass bridge between them lifts itself upwards, blocking him from direct contact, and Rayman will have to shoot laterally again to inflict damage to the Hoodmonger. Upon its defeat, [[André]] emerges and then flies away, leaving a small, mysterious green can on the floor. Murfy examines it, and discovers that it contains [[Laser-Washing Powder]] that transforms the user&#039;s clothes into combat fatigues.  Rayman decides to use it against Murfy&#039;s warnings that it could be dangerous, thus introducing him to the [[Vortex]] power, the first of five different powers delivered by these cans.&lt;br /&gt;
&lt;br /&gt;
With the glass bridge being lowered, Rayman encounters three [[Meadowscrew]]s which can be screwed into the floor when he punches them under the influence of the Vortex.  Once they are down, Rayman can climb up them and kill a [[Slapdash]] before finally walking down a corridor thus ending this stage.&lt;br /&gt;
&lt;br /&gt;
[[File:RaymanFC.jpg|thumb|right|320px|An official screenshot of the stage 4 of the Fairy Council.]]&lt;br /&gt;
&lt;br /&gt;
===Stage 4 – The Council falls apart===&lt;br /&gt;
Rayman and Murfy arrive in a large chamber.  At the left side, there is a wooden target with a crude painting of Globox, at which a Hoodmonger carrying a Vortex hides behind.  He uses this to strike at some stone ledges with similar properties to the Meadowscrews, ending with a bouncy platform that lifts him onto a ceiling of vines that he has to climb onto.  This leads him into a small chamber with a wall of vines to climb up, then leading him into a corridor with a slippery slope.  The only way to cross this is to bounce on the floating platforms there.  At the top of the slope there is another wall of vines, leading him to another chamber in which the [[fairies]] are found.  &lt;br /&gt;
&lt;br /&gt;
André hides in one of six areas in which the fairies nest.  A [[Slapdash]] carrying a Vortex and a group of [[podocrock]]s are encountered here.  Rayman will have to keep checking the nests until André is found.  André escapes through the doors that lead to the [[Heart of the World]], which are then opened by one of the fairies.  Rayman then goes through, climbing in between two walls (akin to &#039;&#039;[[Rayman 2]]&#039;&#039;), and then into a chamber with a staircase that is falling apart.  &lt;br /&gt;
&lt;br /&gt;
This leads to another large chamber.  Two [[Ninja Crab]]s are encountered here, one of which is crushed by a stone.  A can of Vortex is also found here, which Rayman uses as appropriate to progress to a ceiling of vines which is also falling apart.  At the end of this, Globox appears, only for André to head straight for him and get swallowed, causing Globox to run straight to the Heart of the World.&lt;br /&gt;
&lt;br /&gt;
[[File:HeartOfTheWorld.jpg|thumb|320px|right|[[The Heart of the World]] lies in the final chamber of the Fairy Council.]]&lt;br /&gt;
&lt;br /&gt;
===Stage 5 – The Heart of the World===&lt;br /&gt;
[[Rayman]] and [[Murfy]] finally arrive at [[the Heart of the World]], and the [[Grand Minimus]] find that [[André]] is still alive and wrecking havoc within [[Globox]]&#039;s stomach. Uncertain on how dangerous it would be to keep Globox in this chamber with André inside him, one of the Grand Minimus then instructs Rayman to take Globox to see the first of three [[Teensie Doctor]]s, [[Otto Psi]], whose office is in [[Clearleaf Forest]]. He tosses Globox into a portal, and Rayman himself follows after Murfy warns him of the dangers the Black Lum could impose on Globox (especially forcing him to drink [[plum juice]], which he is allergic to), and finally bids him goodbye.&lt;br /&gt;
&lt;br /&gt;
A secret room can be found in this area, which is accessible if Rayman was to climb on a ledge on one of the pillars, and then run across the ledge higher up in the room. A secret door opens, and Rayman then slides down a spiral band of neon lights trailed with [[gem]]s, ending with a green [[jewel]]. He is then returned to the Heart of the World, ready to walk into the portal.&lt;br /&gt;
&lt;br /&gt;
===Stage 6 – The first Teensie Highway===&lt;br /&gt;
&#039;&#039;Main article: [[Teensie Highway]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once Rayman goes through the portal after Globox and the Teensies, he follows them through the first of a series of psychedelic wormholes known as the [[Teensie Highway]], in which he makes his way to [[Clearleaf Forest]].  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-4.jpg|thumb|left|320px|[[Globox]] is found hiding in a barrel of [[plum juice]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-2.jpg|thumb|none|320px|[[Rayman]] and [[Murfy]] arrive inside the Council and encounter a hand [[switch]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-6.jpg|thumb|right|320px|A [[Hoodmonger]] hides behind this painting of [[Globox]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[The Heart of the World]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=Z2bKzXHjxgE The Fairy Council&#039;s playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
===Soundtracks===&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/003%20-%20A%20Hard%20Landing.mp3 &#039;&#039;A Hard Landing&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/004%20-%20You%20Could%20Use%20A%20Hand%20%28No%20Pun%20Intended%29.mp3 &#039;&#039;You Could Use A Hand (No Pun Intended)&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/005%20-%20Rayman,%20You%20Truly%20Are%20the%20Best.mp3 &#039;&#039;Rayman, You Truly Are the Best&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/006%20-%20Check%20It%20Out,%20the%20Fairy%20Council%21.mp3 &#039;&#039;Check It Out, the Fairy Council!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/007%20-%20Hands%20Found.mp3 &#039;&#039;Hands Found&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/008%20-%20Curious%20Globox.mp3 &#039;&#039;Curious Globox&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/009%20-%20Inside%20the%20Fairy%20Council.mp3 &#039;&#039;Inside the Fairy Council&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/010%20-%20This%20Place%20Is%20Magical.mp3 &#039;&#039;This Place Is Magical&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/011%20-%20Better%20Hurry,%20Andr%E9%27s%20Quick.mp3 &#039;&#039;Better Hurry, André&#039;s Quick&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/012%20-%20He%27s%20Hiding%20Somewhere.mp3 &#039;&#039;He&#039;s Hiding Somewhere&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/013%20-%20Find%20Him%21.mp3 &#039;&#039;Find Him!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/014%20-%20Don%27t%20Let%20Him%20Escape%21.mp3 &#039;&#039;Don&#039;t Let Him Escape!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/015%20-%20Teensie....mp3 &#039;&#039;Teensie...&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/016%20-%20...Disco%20Jam.mp3 &#039;&#039;Disco Jam&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
===Saves===&lt;br /&gt;
Instructions to implement saves can be found [http://raysaves.raymanpc.com/rayman3.html here]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P1.sav Phase 1]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P2.sav Phase 2]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P3.sav Phase 3]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P4.sav Phase 4]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P5.sav Phase 5]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P6.sav Phase 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Concile des Fées]]&lt;br /&gt;
[[de:Der Feen-Rat]]&lt;br /&gt;
[[hu:A Tündértanács]]&lt;br /&gt;
[[pl:Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Fairy Council, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Fairy_Council&amp;diff=48041</id>
		<title>The Fairy Council</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Fairy_Council&amp;diff=48041"/>
		<updated>2015-07-02T23:20:29Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;This article is about the level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039;. For the level in &#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;, see [[the Fairy Council (Rayman: Hoodlums&#039; Revenge)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:R3Level&lt;br /&gt;
| name = The Fairy Council&lt;br /&gt;
| image = [[File:FairyCouncilPS2 1.jpg|center|320px|&#039;&#039;The Fairy Council&#039;&#039;]]&lt;br /&gt;
| preceded by = Introduction scene&lt;br /&gt;
| followed by = [[Clearleaf Forest]]&lt;br /&gt;
| murfysscore = 20821&lt;br /&gt;
| maxscore = 48820&lt;br /&gt;
| cages = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=It all starts here. This mystical forest kingdom is home to [[the Heart of the World]], and the [[Hoodlum]]s can’t wait to get their grubby mitts on it. Time for [[Rayman]] to start cleaning up this neighborhood.|sign=Press release|source=&#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fairy Council&#039;&#039;&#039; is a location first seen in &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;, although it was originally mentioned in &#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;.&amp;lt;ref name=&amp;quot;pchof&amp;quot;&amp;gt;&#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039; manual, http://www.raymanpc.com/wiki/en/File:R2TGE-Manual-PC-ReferenceTheFairyCouncil.jpg&amp;lt;/ref&amp;gt; It plays a similar role in the game to that of [[the Woods of Light]] in &#039;&#039;Rayman 2&#039;&#039;. The Fairy Council acts a tutorial level in which [[Murfy]] reprises his role as [[Rayman]]&#039;s guide and introduces the player to the game&#039;s controls. [[The Heart of the World]], which was also previously mentioned in &#039;&#039;Rayman 2&#039;&#039; (and seen in the form of its constituent [[Yellow Lum]]s), is located here. It is finally seen at the end of the level.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039; and &#039;&#039;[[Rayman 2]]&#039;&#039;, in which their respective first levels had [[cage]]s, no cages are present in the Fairy Council.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In spite of its name, the Fairy Council contains few [[fairies]]; neither [[Betilla the Fairy|Betilla]] nor [[Ly the Fairy|Ly]] appear. The only fairies which are seen in the Fairy Council are a handful of [[Ludiv]]s and a number of miniscule, [[firefly]]-like fairies that do not appear elsewhere in the series. The Fairy Council is more importantly the resting place of [[the Heart of the World]], the mystical conglomeration of energy which contains all 1,000 existing [[Yellow Lum]]s and is the source of all power – including that of the god [[Polokus]]. The chamber in which the Heart of the World is contained is also the throne room of the [[Grand Minimus]], the four amnesiatic kings of the [[Teensie]]s. They use it as a strobe light to complement their disco dancing.&lt;br /&gt;
&lt;br /&gt;
Surrounded by a tranquil forest, the ominous Fairy Council is mysterious and majestic.  The interior glows with a blue aura and various halls have reflective walls or floors.  [[Ludiv]]s reside within the council walls in a similar fashion to ants.  Deep within the Fairy Council lies the [[Grand Minimus]]&#039; throne room and the [[Heart of the World]].&lt;br /&gt;
&lt;br /&gt;
As alluded to in the manual of &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;, the Fairy Council acts a sort of central meeting place when trouble strikes [[the Glade of Dreams]].&lt;br /&gt;
&lt;br /&gt;
The Fairy Council is the only level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039; in which [[Murfy]] appears. At one point in the level, he laments that he is still stuck playing a sidekick, even after his role in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;. At the end of the level, he departs, saying ‘See you in &#039;&#039;[[Rayman 4 (cancelled prototype)|Rayman 4]]&#039;&#039;!’ – a game which never came to fruition.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
[[File:FairyCouncilPS2-3.jpg|thumb|right|320px|[[Murfy]] gives [[Rayman]] a lift after a [[Hoodlum]] ambush.]]&lt;br /&gt;
===Stage 1 – The first Hoodlum ambush===&lt;br /&gt;
Straight after the introduction cinematic, the game begins. [[Murfy]] picks up [[Rayman]], whose hands have gone missing, by his hair and airlifts him over the grounds near the Council, which has just been invaded by [[Hoodlum]]s. The player mainly controls the handless Rayman, who steers Murfy by leaning his weight left and right. He must manoeuvre to collect enough of the [[Red Lum]]s that are scattered throughout the area. If Rayman has not collected enough of them to restore his health to a satisfactory level, Murfy takes him back to the beginning again. There are two rounds of Red Lums to gather. Once enough have been accumulated, the pair make their way to safety.&lt;br /&gt;
&lt;br /&gt;
As this is an introductory level in which Combo mode is yet to be introduced, there is no score to gain (the total level score for this stage will count as 100%, or 5 stars).&lt;br /&gt;
&lt;br /&gt;
[[File:TheFairyCouncilPC.jpg|thumb|right|320px|Rayman reaches the Fairy Council.]]&lt;br /&gt;
===Stage 2 – Finding Globox ===&lt;br /&gt;
[[Rayman]] and [[Murfy]] end up in a quieter place around the Fairy Council, which is scattered with [[jewels]], most of which are yellow.  At this point, [[Murfy]] withdraws the [[Manual]] and tells [[Rayman]] that his missing hands are in possession of [[Globox]], who is hiding somewhere.  He then introduces the player to the game&#039;s score system, in which points are added to the score for certain actions. [[Rayman]] then begins his search for [[Globox]], while breaking [[Garden Raygnome]]s by kicking with his feet and collecting gems and [[Red Lum]]s (if he needs them).  Some of the [[Jewel|jewels]] form a trail.  &lt;br /&gt;
&lt;br /&gt;
Eventually, [[Rayman]] and [[Murfy]] are outside of the Fairy Council itself, where they find a shivering barrel and a foot [[switch]].  It turns out that [[Globox]] is hiding in this, and Rayman has to follow him.  The foot switch causes what appears to be a stone block to appear, which blocks [[Globox]]&#039;s path, allowing [[Rayman]] to kick him free.  Now that the friends have reunited, [[Rayman]]&#039;s hands reattach to his body, and he can now use his fist to attack.  Near the entrance, he&#039;ll encounter a single [[Hermit Crab]] hidden in the ground.  &lt;br /&gt;
&lt;br /&gt;
At the door of the Council, there is a hand [[switch]] which turns on a light that attracts [[Globox]]&#039;s attention briefly.  He turns around and notices a gang of [[Hoodlum]]s - a [[Hoodmonger]] and two [[Slapdash]]es - coming down in an air boat.  [[Globox]] runs straight through the door into the Council, followed by these [[Hoodlum]]s, and then [[Rayman]] and [[Murfy]].&lt;br /&gt;
&lt;br /&gt;
[[File:FairyCouncilPS2-5.jpg|thumb|right|320px|[[Murfy]] discovers a can of [[Laser-Washing Powder]].]]&lt;br /&gt;
&lt;br /&gt;
===Stage 3 – Inside the Council===&lt;br /&gt;
At this point, Rayman and Murfy arrive inside the Fairy Council itself, starting with a small chamber in which at the centre is an elevator with a hand [[switch]].  Rayman has to punch this repeatedly to lift him upwards to the next level, in which there is a path going in an upwards spiral followed by several ledges.  He first encounters [[pigpot]]s in here, and these need to be broken in order for the door at the top of this chamber to open.  This leads him into a larger chamber in which there is an elevator with a sheet of stained glass in a form of a hand switch. Rayman has to perform lateral shots at this [[switch]] to lift him up to the next level.&lt;br /&gt;
&lt;br /&gt;
When he reaches the top, he encounters a [[Hoodmonger]] which displays a dollar ($) sign atop its head. The glass bridge between them lifts itself upwards, blocking him from direct contact, and Rayman will have to shoot laterally again to inflict damage to the Hoodmonger. Upon its defeat, [[André]] emerges and then flies away, leaving a small, mysterious green can on the floor. Murfy examines it, and discovers that it contains [[Laser-Washing Powder]] that transforms the user&#039;s clothes into combat fatigues.  Rayman decides to use it against Murfy&#039;s warnings that it could be dangerous, thus introducing him to the [[Vortex]] power, the first of five different powers delivered by these cans.&lt;br /&gt;
&lt;br /&gt;
With the glass bridge being lowered, Rayman encounters three [[Meadowscrew]]s which can be screwed into the floor when he punches them under the influence of the Vortex.  Once they are down, Rayman can climb up them and kill a [[Slapdash]] before finally walking down a corridor thus ending this stage.&lt;br /&gt;
&lt;br /&gt;
[[File:RaymanFC.jpg|thumb|right|320px|An official screenshot of the stage 4 of the Fairy Council.]]&lt;br /&gt;
&lt;br /&gt;
===Stage 4 – The Council falls apart===&lt;br /&gt;
Rayman and Murfy arrive in a large chamber.  At the left side, there is a wooden target with a crude painting of Globox, at which a Hoodmonger carrying a Vortex hides behind.  He uses this to strike at some stone ledges with similar properties to the Meadowscrews, ending with a bouncy platform that lifts him onto a ceiling of vines that he has to climb onto.  This leads him into a small chamber with a wall of vines to climb up, then leading him into a corridor with a slippery slope.  The only way to cross this is to bounce on the floating platforms there.  At the top of the slope there is another wall of vines, leading him to another chamber in which the [[fairies]] are found.  &lt;br /&gt;
&lt;br /&gt;
André hides in one of six areas in which the fairies nest.  A [[Slapdash]] carrying a Vortex and a group of [[podocrock]]s are encountered here.  Rayman will have to keep checking the nests until André is found.  André escapes through the doors that lead to the [[Heart of the World]], which are then opened by one of the fairies.  Rayman then goes through, climbing in between two walls (akin to &#039;&#039;[[Rayman 2]]&#039;&#039;), and then into a chamber with a staircase that is falling apart.  &lt;br /&gt;
&lt;br /&gt;
This leads to another large chamber.  Two [[Ninja Crab]]s are encountered here, one of which is crushed by a stone.  A can of Vortex is also found here, which Rayman uses as appropriate to progress to a ceiling of vines which is also falling apart.  At the end of this, Globox appears, only for André to head straight for him and get swallowed, causing Globox to run straight to the Heart of the World.&lt;br /&gt;
&lt;br /&gt;
[[File:HeartOfTheWorld.jpg|thumb|320px|right|[[The Heart of the World]] lies in the final chamber of the Fairy Council.]]&lt;br /&gt;
&lt;br /&gt;
===Stage 5 – The Heart of the World===&lt;br /&gt;
[[Rayman]] and [[Murfy]] finally arrive at [[the Heart of the World]], and the [[Grand Minimus]] find that [[André]] is still alive and wrecking havoc within [[Globox]]&#039;s stomach. Uncertain on how dangerous it would be to keep Globox in this chamber with André inside him, one of the Grand Minimus then instructs Rayman to take Globox to see the first of three [[Teensie Doctor]]s, [[Otto Psi]], whose office is in [[Clearleaf Forest]]. He tosses Globox into a portal, and Rayman himself follows after Murfy warns him of the dangers the Black Lum could impose on Globox (especially forcing him to drink [[plum juice]], which he is allergic to), and finally bids him goodbye.&lt;br /&gt;
&lt;br /&gt;
A secret room can be found in this area, which is accessible if Rayman was to climb on a ledge on one of the pillars, and then run across the ledge higher up in the room. A secret door opens, and Rayman then slides down a spiral band of neon lights trailed with [[gem]]s, ending with a green [[jewel]]. He is then returned to the Heart of the World, ready to walk into the portal.&lt;br /&gt;
&lt;br /&gt;
===Stage 6 – The first Teensie Highway===&lt;br /&gt;
&#039;&#039;Main article: [[Teensie Highway]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once Rayman goes through the portal after Globox and the Teensies, he follows them through the first of a series of psychedelic wormholes known as the [[Teensie Highway]], in which he makes his way to [[Clearleaf Forest]].  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-4.jpg|thumb|left|320px|[[Globox]] is found hiding in a barrel of [[plum juice]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-2.jpg|thumb|none|320px|[[Rayman]] and [[Murfy]] arrive inside the Council and encounter a hand [[switch]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[File:FairyCouncilPS2-6.jpg|thumb|right|320px|A [[Hoodmonger]] hides behind this painting of [[Globox]].]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[The Heart of the World]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=Z2bKzXHjxgE The Fairy Council&#039;s playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
===Soundtracks===&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/003%20-%20A%20Hard%20Landing.mp3 &#039;&#039;A Hard Landing&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/004%20-%20You%20Could%20Use%20A%20Hand%20%28No%20Pun%20Intended%29.mp3 &#039;&#039;You Could Use A Hand (No Pun Intended)&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/005%20-%20Rayman,%20You%20Truly%20Are%20the%20Best.mp3 &#039;&#039;Rayman, You Truly Are the Best&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/006%20-%20Check%20It%20Out,%20the%20Fairy%20Council%21.mp3 &#039;&#039;Check It Out, the Fairy Council!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/007%20-%20Hands%20Found.mp3 &#039;&#039;Hands Found&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/008%20-%20Curious%20Globox.mp3 &#039;&#039;Curious Globox&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/009%20-%20Inside%20the%20Fairy%20Council.mp3 &#039;&#039;Inside the Fairy Council&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/010%20-%20This%20Place%20Is%20Magical.mp3 &#039;&#039;This Place Is Magical&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/011%20-%20Better%20Hurry,%20Andr%E9%27s%20Quick.mp3 &#039;&#039;Better Hurry, André&#039;s Quick&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/012%20-%20He%27s%20Hiding%20Somewhere.mp3 &#039;&#039;He&#039;s Hiding Somewhere&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/013%20-%20Find%20Him%21.mp3 &#039;&#039;Find Him!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/014%20-%20Don%27t%20Let%20Him%20Escape%21.mp3 &#039;&#039;Don&#039;t Let Him Escape!&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/015%20-%20Teensie....mp3 &#039;&#039;Teensie...&#039;&#039;]&lt;br /&gt;
*[http://hosting.raymanpc.com/raytunes/music/R3/016%20-%20...Disco%20Jam.mp3 &#039;&#039;Disco Jam&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
===Saves===&lt;br /&gt;
Instructions to implement saves can be found [http://raysaves.raymanpc.com/rayman3.html here]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P1.sav Phase 1]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P2.sav Phase 2]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P3.sav Phase 3]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P4.sav Phase 4]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P5.sav Phase 5]&lt;br /&gt;
*[http://raysaves.raymanpc.com/saves/rayman3/L1P6.sav Phase 6]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Concile des Fées]]&lt;br /&gt;
[[de:Der Feen-Rat]]&lt;br /&gt;
[[hu:A Tündértanács]]&lt;br /&gt;
[[pl:Rada Rusałek]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Fairy Council, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Land_of_the_Livid_Dead_(Rayman_3)&amp;diff=48040</id>
		<title>The Land of the Livid Dead (Rayman 3)</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Land_of_the_Livid_Dead_(Rayman_3)&amp;diff=48040"/>
		<updated>2015-07-02T23:19:24Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Land of the Livid Dead&lt;br /&gt;
| image = [[Image:Lande1.jpg|center|320px|&#039;&#039;The Land of the Livid Dead&#039;&#039;]]&lt;br /&gt;
| preceded by = [[The Bog of Murk]]&lt;br /&gt;
| followed by = [[The Desert of the Knaaren]]&lt;br /&gt;
| murfysscore = 58001&lt;br /&gt;
| maxscore = 122619&lt;br /&gt;
| cages = 9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;This article is about the level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039;. For the level in &#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;, see [[Land of the Livid Dead (Rayman: Hoodlums&#039; Revenge)]]. For the level in &#039;&#039;[[Rayman Origins]]&#039;&#039;, see [[Land of the Livid Dead (Rayman Origins)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Scarred by cruel winds and crushing storms, this bitter wasteland doesn’t take kindly to visitors, especially adventuring types like [[Rayman]]. More than one tale has been whispered about [[Griskin|a phantom race of creatures]] imprisoned within this haunted Moor.|sign=Press release|source=&#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;&amp;lt;ref&amp;gt;Feral Interactive, &#039;&#039;Rayman 3 for Mac&#039;&#039;, http://www.feralinteractive.com/?game=rayman3&amp;amp;subsection=worlds&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Land of the Livid Dead&#039;&#039;&#039;, also known as &#039;&#039;&#039;the Moor of Mad Spirits&#039;&#039;&#039;, is the fourth level in &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;, following [[the Bog of Murk]] and preceding [[the Desert of the Knaaren]].&lt;br /&gt;
&lt;br /&gt;
The idyllic but bleak landscape is reminiscent of a Celtic ruin, and the rocky hills are filled with ancient stone monoliths, small passages and sunken structures. The climate appears to be very mild and cloudy, though it rains in the later sections. This land is beside either a sea or ocean. The stone walls are covered with engravings made by the [[Griskin]] [[Teensie]]s a long time ago, before they were turned to ghosts by the [[Great Spirit Palmito]].&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] must go to the Land to take [[Globox]] to the second [[Teensie doctor]], [[Roméo Patti]]. The office is accessed through an underwater tunnel guarded by [[Céloche]], a giant robot. [[Roméo Patti]] being unable to help [[Globox]], he forwards him to [[Gonzo]], in [[the Desert of the Knaaren]].&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
&lt;br /&gt;
===Stage 1 – Hazardous Land===&lt;br /&gt;
[[Rayman]] must make his way through several tunnels to come face-to-face with his first ever [[Hoodstormer]], who drops a [[Crazy Shoe]] power-up. He must use a combination of [[Laser-Washing Powder]]s to ascend platforms and break through doors.&lt;br /&gt;
&lt;br /&gt;
===Secret area===&lt;br /&gt;
[[Globox]] drinks a [[keg]] full of [[plum juice]] before the fight with the [[Hoodstormer]]. By ascending the bubble he belches, [[Rayman]] can discover a room in a wall with [[Teensie]]s frozen in ice, many yellow jewels and a green jewel. Another figure frozen in one of them also resembles [[Lac-Mac]] from the [[Rayman: The Animated Series|animated series]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part1.png|thumb|320px|The first stage]]&lt;br /&gt;
| [[File:R3HH-PC-Slapdash-TLOTLD.jpg|thumb|320px|A [[Slapdash]]]]&lt;br /&gt;
| [[File:TLOTLD Secret Area Entrance.jpg|thumb|320px|This entrance leads to the secret area]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TLOTLD Secret Area.jpg|thumb|320px|The secret area]]&lt;br /&gt;
| [[File:Teensies engraving.jpg|thumb|320px|Engravings representing [[Teensie]]s.]]&lt;br /&gt;
| [[File:Crazy Shoe.jpg|thumb|320px|[[Rayman]] chasing his [[Crazy Shoe]]]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TLOTLD Section1 End of the section.jpg|thumb|320px|The end of this section]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 2 – Hoodlums Fortress===&lt;br /&gt;
[[Rayman]] and [[Globox]] enter a [[Hoodlum]] fortress, containing an abundance of [[Hoodstormer]]s and [[Hoodmonger Soldier]]s. Once they have been defeated, he can fight his first ever [[Grim Keeper]] and [[Hoodoo]].&lt;br /&gt;
&lt;br /&gt;
===Secret area===&lt;br /&gt;
Once [[Rayman]] has killed the [[Grim Keeper]], [[Globox]] will help him get up to the higher level by belching a bubble. To the right of where Rayman is supposed to go is a secret room containing several [[Throttle Copter]]s and [[jewel]]s.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part2.png|thumb|320px|The second stage]]&lt;br /&gt;
| [[File:R3 Grim Keeper 1.png|thumb|320px|The first [[Grim Keeper]]]]&lt;br /&gt;
| [[File:TLOTLD Secret Area 2 Entrance.jpg|thumb|320px|This entrance leads to the secret area]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TLOTLD Secret Area 2.jpg|thumb|320px|The secret area]]&lt;br /&gt;
| [[File:An Hoodoo protecting a Caporal.jpg|thumb|320px|The first [[Hoodoo]] protects two [[Hoodmonger]]s]]&lt;br /&gt;
| [[File:Hoodboom (Hoodlum Airship).jpg|thumb|320px|A [[Hoodboom]] in an [[Hoodlum Airship]]]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 3 – The Tower of the Light===&lt;br /&gt;
[[Rayman]] is confronted by a gate that a [[Hoodmonger]] closes with a [[switch]]. He must work his way up a ghostly tower, freeing [[Griskin]]s from [[Palmito]]&#039;s spell, to get the gate to open. However, his first [[Heckler]] approaches from the gate. Once it is defeated, it drops a [[Shock Rocket]] which Rayman must use to hit the switch and proceed to [[Roméo Patti]]&#039;s office. During this time, Rayman must deal with several [[Hoodmonger]]s.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part3.png|thumb|320px|The third stage]]&lt;br /&gt;
| [[File:Great Spirit Palmito tower exterior.jpg|thumb|320px|[[Griskin]]&#039;s tower]]&lt;br /&gt;
| [[File:Land of the Livid Dead Section3 Activated portal.jpg|thumb|320px|The portal leading to the alternative version of the tower]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hoodmonger Officer 2.jpg|thumb|320px|The first [[Hoodmonger Officer]]]]&lt;br /&gt;
| [[File:A Griskin attack a Caporal.jpg|thumb|320px|A [[Griskin]] attacking a [[Hoodmonger]]]]&lt;br /&gt;
| [[File:R3 Heckler.png|thumb|320px|The first [[Heckler]]]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 4 – [[Céloche]]===&lt;br /&gt;
[[Globox]] drinks a [[keg]] full of [[plum juice]] and flies away while [[Rayman]] goes underwater to find and destroy the [[Hoodlum]]-controlled war tripod, [[Céloche]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part4.png|thumb|320px|The fourth stage]]&lt;br /&gt;
| [[File:Céloche1.jpg|thumb|320px|[[Céloche]] sends a [[Hoodlum watercraft|submarine]] to attack]]&lt;br /&gt;
| [[Image:Celoche 2.jpg|320px|thumb|[[Rayman]] fights [[Céloche]]]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Céloche4.jpg|thumb|320px|Céloche collaps after his defeat]]&lt;br /&gt;
| [[File:TLOTLD Section4 End.jpg|thumb|320px|[[Roméo Patti]]&#039;s office]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 5 – Roméo&#039;s office===&lt;br /&gt;
Rayman and Globox enter the office of Roméo but a gate is blocking the way. Using a nearby Shock Rocket power-up, Rayman must shoot each Hoodlum as they run around, which can be quite hard. After all of them are dead, the gate opens and the duo proceed to the doctor himself. Sadly, Roméo also fails to extract [[Andre]] and sends Globox to [[the Desert of the Knaaren]] to meet up with [[Gonzo]], the last [[Teensie doctor]].&lt;br /&gt;
&lt;br /&gt;
===Secret area===&lt;br /&gt;
If Rayman looks up, he can see two holes in the ceiling. In the holes are [[switch]]es; hitting both of these opens up a ection of the wall containing lots of [[jewel]]s.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part5.png|thumb|320px|The fifth stage]]&lt;br /&gt;
| [[File:Switches must to be activated.jpg|thumb|320px|Two switches must to be activated to open the secret area]]&lt;br /&gt;
| [[File:TLOTLD Secret Area Section5.jpg|thumb|320px|The secret area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 6 – Third Teensie Highway===&lt;br /&gt;
{{Template:Rewrite-expand}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[File:R3HH PC-TLOTLD-Part6.png|thumb|320px|The sixth stage]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images from [[Rayman 3 (early production)|the early production of]] &#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:R3HD_Cinematic_1.jpg|thumb|320px|This cutscene from the [[Rayman 3 (early production)|beta]] shows a previous name of the Land of the Livid Dead]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Concept_LOTLD_1.jpg|thumb|320px|Concept art of the Badlands temple ([[Roméo Patti|Roméo]]&#039;s office)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Concept_LOTLD_2.jpg|thumb|320px|Concept art of the Badlands temple ([[Roméo Patti|Roméo]]&#039;s office)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Concept_LOTLD_3.jpg|thumb|320px|Concept art of the Badlands temple ([[Roméo Patti|Roméo]]&#039;s office)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Concept_LOTLD_4.jpg|thumb|320px|Concept art of the Badlands temple ([[Roméo Patti|Roméo]]&#039;s office)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Rayman-3-beta-000009.jpg|thumb|320px|Monoliths of the first section]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:R3HH-EarlyRayman2Style-4.jpg|thumb|320px|The cascade of the first section]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Rayman-3-Hoodblaster.jpg|thumb|320px|The [[Hoodmonger]]s at the end of the second section]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[[Image:Rayman-3-Land-of-the-Livid-Dead.jpg|thumb|320px|The first [[Hoodoo]]]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The building containing [[Roméo Patti]]&#039;s office can be seen when standing on a high point; it can be seen three times.&lt;br /&gt;
*The [[Griskin]]s are the only species of [[Teensie]] in &#039;&#039;[[Rayman 3]]&#039;&#039; that have their own sub-plot; in this case it is the ghostly tower in part 3.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=ylSOUS0SfO8 The Land of the Livid Dead walkthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Lande aux Esprits Frappés (Rayman 3)‎]]&lt;br /&gt;
[[de:Das Land der wandelnden Seelen (Rayman 3)]]&lt;br /&gt;
[[pl:Kraina Żywych Umarlaków]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Land of the Livid Dead, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=44757</id>
		<title>The Desert of the Knaaren</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=44757"/>
		<updated>2014-12-10T23:22:23Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Desert of the Knaaren&lt;br /&gt;
| image = [[File:TheDesertoftheKnaarenPC.jpg|center|320px|&#039;&#039;The Desert of the Knaaren&#039;&#039;]]&lt;br /&gt;
| preceded by = [[The Land of the Livid Dead (Rayman 3)|The Land of the Livid Dead]]&lt;br /&gt;
| followed by = [[The Longest Shortcut]]&lt;br /&gt;
| murfysscore = 55501&lt;br /&gt;
| maxscoreconsoles = 111329&lt;br /&gt;
| maxscoreconsolesnote = This figure is a theoretical value, since it requires 4 triple-lums-glitches. The highest known score is 110,358 points.&lt;br /&gt;
| maxscorepc = 110929&lt;br /&gt;
| cages = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Desert of the Knaaren&#039;&#039;&#039; is the fifth of the nine levels of &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;. It is a harsh, scorching plain of sand, dotted by rocky outcrops and yawning chasms. The huge dinosaur-like skeletons which lie on the sand resemble those seen in [[the Cave of Bad Dreams]] in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;. The desert looks hellish at first sight. However, beneath the barren, lifeless surface is a vast tunnel and cave system that delves deep into the rocky under-layers. This is where the native species of this land, the [[Knaaren]], dwell. The Knaaren carved their tunnels out of the solid rock, and they guard their domain fiercely and effectively, constantly patrolling the many passages.&lt;br /&gt;
&lt;br /&gt;
[[image:DOTKscreen.JPG|frame|left|The Desert of the [[Knaaren]] is a desert world, and crossing it requires use of the tunnels, in which live the titular [[Knaaren]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is sent here from [[The Land of the Livid Dead (Rayman 3)|the Land of the Livid Dead]] by the second [[Teensie Doctor]], [[Roméo Patti]]. Like [[Otto Psi]], Roméo was unable to extract the [[Black Lum]] [[André]] from [[Globox]]&#039;s body, so Roméo sends Rayman and Globox to the Desert of the Knaaren, where the third Teensie Doctor, [[Gonzo]], has his office. Along the way, Rayman and Globox fall into the tunnels, and Globox is captured by the [[Knaaren]]. Rayman must fight his way past Knaaren and [[Zombie Chicken]]s, and solve many puzzles along the way. Eventually he is captured by [[Reflux]], the champion of the Knaaren, who challenges him to a duel in the arena. Once Rayman succeeds, Globox is freed, and [[Gumsi]], the child-king of the Knaaren, uses the [[Sceptre of the Leptys]] to their god, [[the Leptys]], who grants Rayman the [[Grimace]] ability as a reward. The heroes then meet up with Gonzo, who summons the other two doctors. Together they finally manage to extract André, who escapes and tracks down the humiliated Reflux. André promises Reflux the opportunity to destroy Rayman once and for all if he will steal the Sceptre of the Leptys for him, and his promise is fulfilled in [[the Tower of the Leptys]], the game&#039;s final level.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== As a level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Le-Désert-des-Knaarens.jpg|thumb|320px|Bones in the desert]]&lt;br /&gt;
&lt;br /&gt;
===Stage One - Crossing the dessert===&lt;br /&gt;
&lt;br /&gt;
The first stage of the level requires Rayman to jump across several interestingly shaped rocks, fighting several [[Slapdash]]es as he goes. Globox has already run ahead of him as the desert sands burn. Eventually Rayman and Globox reach a small cave, on the other side they find themselves at the bottom of a canyon where a Hoodlum airship is dropping off several [[Hoodmonger]]s and [[Hoodmonger Soldier]]s. Globox consumes a barrel of Plum Juice which gives him flight, whilst Rayman must use the [[Throttle Copter]] to work his own way out of the canyon. Eventually he frees two Teensies who tell him about the Knaaren Tunnels which Rayman and Globox must use to cross the desert. The duo enter the tunnels, but Globox is quickly captured by the Knaaren and Rayman is forced to run. Finding himself in a room full of Knaaren, he must use a [[Shock Rocket]] to sound a [[gong]] which distracts the Knaaren whilst he makes his escape. In the next room, he must take a rock and carry it to a switch to open a door, and then perform the [[gong]] trick again to bypass one last Knaaren. After opening a final door using a rock, he can move on to the second stage.&lt;br /&gt;
&lt;br /&gt;
===Stage Two - The temple===&lt;br /&gt;
&lt;br /&gt;
Rayman sees Globox being carried away by a Knaaren and must find a way to follow. His first task is to cause the Knaaren nearby to chase him onto a large switch which will cause some floating platforms to align, making a path up to the top of the large Leptys statue. If Rayman takes a detour whilst jumping these platforms, he can free a few teensies who will give him a [[Vortex]] to lower a [[Meadowscrew]] on the ground and reach a secret area. Once this is done, Rayman must work his way up to top of the statue, using floating platforms and [[Lockjaw]]s, where he releases some teensies who will hand over a Throttle Copter with which he can leave the second stage.&lt;br /&gt;
&lt;br /&gt;
===Stage Three - The tunnels===&lt;br /&gt;
&lt;br /&gt;
The corridor ahead is blocked by several Knaaren so Rayman must climb between two walls and cross from above. He will be required to perform the [[gong]] trick several times as he makes his way through a maze of tunnels and ledges, before climbing a large structure at the top of which lies the path onward.&lt;br /&gt;
&lt;br /&gt;
===Stage Four - Meeting Reflux===&lt;br /&gt;
&lt;br /&gt;
Rayman is on a large ledge and before long several Knaaren will attack him. The only way out is to throw himself into the darkness below. He finds himself deep in the tunnels, and must carry various rocks to different switches scattered throughout the level in order to proceed. However, only certain paths will take his weight, and he must be careful not to lose the stone he is carrying. In amongst all this he will be required to perform more daring jumps. Eventually, the Knaaren will corner him, but he can escape by destroying the ground below him and taking yet another tumble. Things don&#039;t get any better just now though, as it is here that he will meet the Knaaren champion Reflux, who will take him to the mysterious &amp;quot;arena&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Stage Five - The arena===&lt;br /&gt;
&lt;br /&gt;
Rayman is in the Knaaren arena, in the company of [[Gumsi]], the Knaaren king, [[Reflux]], his champion, and their new prisoner [[Globox]]. To earn his and Globox&#039;s freedom Rayman must fight and defeat Reflux. If he cannot, his corpse shall be burnt. Reflux begins with a spin attack, but will eventually tire, allowing Rayman to get some hits in on him whilst he recovers. Rayman can drop down to the side of the raised platform and grab some [[Heavy Metal Fist]]s in order to increase fire power, but flames from the lava pit below will attack him constantly whilst he does this so he must be careful. Occasionally, Reflux will call meteors down from the ceiling. Even if Rayman avoids them, small fires will remain where they fall for the rest of the battle, making it even harder to retain stamina. Eventually, however, Rayman will come through and beat Reflux. Gumsi reacts angrily to this and begins to beat Globox, but Andre will scare the child king by yelling from the &amp;quot;toad&amp;quot;&#039;s stomach and Gumsi will admit defeat.&lt;br /&gt;
&lt;br /&gt;
===Intermission - The power of the Leptys===&lt;br /&gt;
&lt;br /&gt;
Gumsi scolds Reflux for his loss, and announces that Rayman will receive &amp;quot;The power of the Leptys&amp;quot; as his reward for victory. Rayman receives the power, but its nature is not yet revealed.&lt;br /&gt;
&lt;br /&gt;
===Stage Six - The new power===&lt;br /&gt;
&lt;br /&gt;
As Globox and Rayman make thier way out of the tunnels, no longer pursued by the Knaaren, the former wonders what Rayman&#039;s new power is. Thier path is blocked by a Meadowscrew, but there is no time to worry about that as they are attacked by a Hoodlum. Rayman defeats the Hoodlum and discovers that his new power is to turn black lums into red lums. Armed with this new ability, Rayman defeats a second hoodlum, gets a Vortex, lowers the Meadowscrew, and the duo continue thier mission.&lt;br /&gt;
&lt;br /&gt;
===Stage Seven - Back in the desert===&lt;br /&gt;
&lt;br /&gt;
Now back outside, Rayman must defeat a [[Hoodoo]] and the other hoodlums with him to reach a barrel of Plum Juice for Globox. The Plum juice gives Globox both flight and bubble power, the latter of which Rayman can use to open a cage. He must then defeat two [[Lavomatrix]] to gain a Heavy Metal Fist and open a door. Once through, he must defeat several [[Hoodstormer]]s and [[Stumbleboom]]s to gain a Lockjaw fist. He must use this same power up to beat a [[Spineroo]]. He can then find secret area marked by a fire containing several jewels. Once he has them, he can meet up with Globox and finally enter the Doctor&#039;s office.&lt;br /&gt;
&lt;br /&gt;
===Stage Eight - Gonzo&#039;s office===&lt;br /&gt;
&lt;br /&gt;
This time, Rayman must stand on switches to defeat the Hoodlums across a pit in the Doctor&#039;s waiting room. Once he has beaten them, a platform will rise, allowing him to cross the pit. If he drops down once the platform is raised he can find a door leading to his next secret. Now he can take Globox to the third Doctor. &lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
Gonzo, along with [[Otto Psi]] and [[Romeo]] are finally able to remove Andre from Globox&#039;s stomach. However, Andre escapes into the desert and gathers several black lums, announcing that &amp;quot;Nothing is lost&amp;quot; as he knows someone who can help them. This someone turns out to be Reflux, who agrees to steal Gumsi&#039;s sceptre in return for another chance to defeat Rayman.&lt;br /&gt;
&lt;br /&gt;
==Known glitches==&lt;br /&gt;
*Near the end of the first phase, the rock dispensing vending machine may not produce a rock, which is required to unlock the door to proceed. How this glitch is triggered is still not known: however, one way is to simply play the game without saving or turning off the console and when the user reaches this point, the glitch should have taken effect. The only known solution is for the user to reset the console and load the most recent save point they have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reflux_first_battle.jpg|thumb|left|320px|Reflux during his first battle with [[Rayman]]]]&lt;br /&gt;
[[Image:R3HH-EarlyRayman2Style-1.jpg|thumb|none|320px|An early version of the Desert of the Knaaren]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This level has the most stages of any other in Rayman 3 (eight) and is the only level to have more than one FMV sequence.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=0ji5-J-kbSc The Desert of the Knaaren&#039;s playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Désert des Knaarens]]&lt;br /&gt;
[[pl:Pustynia Knaarenów]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Desert of the Knaaren, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Clearleaf_Forest&amp;diff=44756</id>
		<title>Clearleaf Forest</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Clearleaf_Forest&amp;diff=44756"/>
		<updated>2014-12-10T23:19:26Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = Clearleaf Forest&lt;br /&gt;
| image = [[File:ClearleafForestPC.jpg|center|320px|&#039;&#039;Clearleaf Forest&#039;&#039;]]&lt;br /&gt;
| preceded by = [[The Fairy Council]]&lt;br /&gt;
| followed by = [[The Bog of Murk]]&lt;br /&gt;
| murfysscore = 44501&lt;br /&gt;
| maxscore = 127369&lt;br /&gt;
| cages = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;This article is about the level in [[Rayman 3: Hoodlum Havoc|Rayman 3]]. For the level in [[Rayman: Hoodlums&#039; Revenge]], see [[Clearleaf Forest (Rayman: Hoodlums&#039; Revenge)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Once it was bustling with life. Now, this lush woodland is overrun with hordes of no-good [[Hoodlum]]s. They’ve built up towers, bunkers, and other obstacles to make [[Rayman]]’s trip here anything but a walk in the park.|sign=Press release|source=[[Rayman 3: Hoodlum Havoc]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clearleaf Forest&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Forest of Clear Leaves&#039;&#039;&#039;, is a location found in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039; and the Game Boy Advance game &#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;.  In the former game it follows [[the Fairy Council]], and introduces the player to the [[Heavy Metal Fist]], the [[Lockjaw]] and the [[Shock Rocket]]. It is the first level to have a boss (a [[Hoodlum]] called [[Master Kaag]]), and is also the first level in which [[Globox]] first discovers the infamous [[plum juice]] under the control of [[André]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Clearleaf Forest is a large, formerly peaceful forest that has been invaded by the [[Hoodlum]] army. [[Rayman]] must make his way past natural obstacles and Hoodlum installations in order to bring [[Globox]] to [[Otto Psi]], the first of three [[Teensie doctor]]s, whom the heroes hope will be able to extract [[André]] from Globox&#039;s stomach.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
&lt;br /&gt;
===Stage 1 - The first Teensie prisoner===&lt;br /&gt;
[[Rayman]] must pass through a building after dealing with [[Hoodblaster]]s outside. He can then free his first ever [[Teensie]], a [[Sylkin]] who gives him a [[Vortex]] can of [[Laser-Washing Powder]] that he had stolen from the [[Hoodlum]]s. Rayman can then lower the nearby [[Meadowscrew]] impeding his progress. Rayman and [[Globox]] go along a bridge, only to find a wooden door with the face of a Hoodlum carved onto it, in their way. As Rayman wonders how to get it open, a group of [[Hoodlum]]s come out from nowhere and ambush Rayman. One of them is in possesion of a [[Heavy Metal Fist]] can; Rayman can use this to break down the door with a fully charged fist and [[helicopter]] down to the next section of the forest. &lt;br /&gt;
&lt;br /&gt;
At the bottom, Rayman must defeat a gang of [[Hoodmonger]]s who guard a barrel of [[plum juice]]. Globox immediately drinks it down, and starts to to swim upwards a waterfall teeming with [[piranha]]s, with Rayman clinging onto his back. At the top, Rayman then leaves through a cave.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:ClearleafForestPC.jpg|thumb|320px|The beginning of the first section]]&lt;br /&gt;
| [[File:R3GloboxSwim.jpg|thumb|320px|Globox swimming up a a waterfall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 2 – The Hoodlum outpost===&lt;br /&gt;
[[Rayman]] and [[Globox]] land in a small area surrounded by [[mushroom]]s. Several [[Hoodlum]]s arrive by [[Hoodlum Zeppelin|Zeppelin]]s, one drinking heavily from a [[keg]] of [[plum juice]]. Rayman must destroy each to gain a [[Vortex]] can of [[Laser-Washing Powder]]; with it he must lower a [[Meadowscrew]] to gain access to the higher levels of the forest. A [[Hoodmonger]] drops a [[Heavy Metal Fist]] which Rayman uses to smash through a barricade to get to a waterfall-filled area. Meanwhile, Globox drinks down the plum juice, inflates as a side effect, and floats away. Rayman has to smash a [[cage]] containing a [[Sylkin]] that gives him his first can of [[Lockjaw]]. Rayman makes it safely to the other end of the creek, where he finds Globox, still intoxicated, standing in front of a Hoodlum camp. Rayman must fight off the Hoodmongers and [[Slapdash]] that guard the area before smashing down a wooden barricade. Rayman has to stick a [[plum]] on its post to get up to a Hoodlum fortress.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Clearleaf Forest(Section2).jpg|thumb|320px|The beginning of the second section]]&lt;br /&gt;
| [[File:Metalbird R3.jpg|thumb|right|320px|The head of a metal bird]]&lt;br /&gt;
| [[File:Drinking Hoodmonger.jpg|thumb|320px|A [[Hoodmonger]] drinking [[plum juice]]]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 3 – The store rooms===&lt;br /&gt;
[[Rayman]] and [[Globox]] walk along hallways filled with crates of [[plum juice]] bottles. In the centre of a circular room lies the first [[Hoodmonger Soldier]]. Defeating him rewards Rayman with his first ever can of [[Shock Rocket]] [[Laser-Washing Powder]]. Using his [[telescopic fist|fist]] as a rocket, Rayman must manoeuvre through three obstacle courses to hit three targets of himself and Globox to open three doors. Moving through the hallways, Rayman encounters a [[Hoodboom]], but has no time to defeat him as he quickly runs through a gate which closes sharply. Rayman is trapped unless he uses a [[Vortex]] and [[Lockjaw]] (dropped by two [[Hoodblaster]]s) to lower a [[Meadowscrew]] and swing on a [[flying hook]]. Once he&#039;s across, he&#039;ll need to activate a [[switch]] that opens the gate so Globox can get through. A band of [[Hoodlum]]s is inside, naturally, and Rayman will have to defeat them all for the aforemented Hoodboom to appear. He is too high up for Rayman to reach, so Rayman will need to find and kill a [[Slapdash]] to obtain another can of Shock Rocket and use it to hit the Hoodboom. After every Hoodlum is defeated, Globox drinks a [[keg]] full of plum juice and belches out a purple bubble - Rayman can bounce onto it to help him reach the higher levels of the fortress. Inside is a mass of crates; Rayman must make his way through the fortress, freeing every [[Sylkin]] he comes across. Each will give him a [[Heavy Metal Fist]] can, useful for smashing down wooden barricades with more Sylkin [[Teensie]]s hidden inside. Eventually, he will have enough cans to take him through a barricade at the far end of the fortress.&lt;br /&gt;
&lt;br /&gt;
In the first room, above [[Globox]], is an air vent, hiding a [[switch]]. If [[Rayman]] can manouvre a [[Shock Rocket]] to activate the switch, a portion of the floor will open up, containg lots of [[jewel]]s.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Clearleaf Forest(Section5).jpg|thumb|320px|The beginning of the third section]]&lt;br /&gt;
| [[File:Hoodbomber.jpg|thumb|320px|The first [[Hoodboom]] in the game]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 4 – Master Kaag===&lt;br /&gt;
[[Rayman]] and [[Globox]] defeat a [[Hoodmonger Soldier]] and drop down a hole into a dark cave, filled with [[Red Lum]]s. The cave only has one exit: Into the Clearleaf Arena, where the baby [[Master Kaag]] rides atop his stomping machine. Rayman must trigger three [[switch]]es at a time to make a [[Laser-Washing Powder|can]] of [[Shock Rocket]] appear. Once Rayman has obtained the power, he must shoot Master Kaag in the back, and then repeat this process two more times to defeat him (on the third time, [[Slapdash]]es appear on the switches). Rayman then takes control of the stomping machine and rides it into battle, destroying three waves of ten Hoodmonger Soldiers to open a gate. Once the gate is opened, Globox comes out of hiding and the duo enter [[Otto]]&#039;s office.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Clearleaf Forest(Section4).jpg|thumb|320px|The beginning of the fourth section]]&lt;br /&gt;
| [[File:RaymanFightsMasterKaag.jpg|thumb|320px|[[Rayman]] battling [[Master Kaag]]]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 5 – Otto&#039;s office===&lt;br /&gt;
[[Rayman]] and [[Globox]] enter the office of [[Otto Psi|Otto]] only to find a group of [[Hoodmonger]]s running around inside. Rayman must kill all of them to open the door. &lt;br /&gt;
&lt;br /&gt;
A cutscene plays, in which Otto is examining Globox in his theatre, and attempts to coax André out of his stomach by raising his arm, and playing it as if his arm was an electric guitar.  Unfortunately, while André is annoyed with this music, it fails to remove him from Globox&#039;s stomach, so Otto finally sends the duo away to [[The Land of the Livid Dead (Rayman 3)|the Land of the Livid Dead]] to meet his friend [[Roméo Patti]], the second [[Teensie doctor]].&lt;br /&gt;
&lt;br /&gt;
Behind where [[Rayman]] starts is a hole in the wall. If examined, Rayman falls down into a room with lots of [[jewel]]s.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Clearleaf Forest (Section5).jpg|thumb|320px|The beginning of the fifth section]]&lt;br /&gt;
| [[File:Otto-takes-drastic-steps.jpg|thumb|320px|[[Otto Psi]] attempts to heal [[Globox]]]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage 6 – Second Teensie Highway===&lt;br /&gt;
This Teensie Highway is supposed to take Rayman and Globox to the Land of the Livid Dead, in which Roméo Patti&#039;s office is situated in, but at the end of the wormhole, Rayman fails to reach a series of staves that happen to be too high for him, and tumbles away from the dimension, leading him into the [[Bog of Murk]], and separating him from Globox.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Clearleaf Forest(Section6).jpg|thumb|320px|The beginning of the sixth section]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Rayman-3-Clearleaf-Forest.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Charged.jpg|thumb|320px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rayman 3 (early production)|Early production]]==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Concept Forest 1.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Concept Forest 2.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Concept Forest 3.jpg|thumb|320px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Concept Forest 4.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Concept Forest 5.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Concept Forest 6.jpg|thumb|320px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R3-Hoodblasters-attack-Rayman-from-airship.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Rayman-3-beta-000004.jpg|thumb|320px]]&lt;br /&gt;
| [[File:Master Kaag vs Rayman.jpg|thumb|320px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Clearleaf Forest is one of the levels featured in [[Rayman 3 (early production)|the demo version of &#039;&#039;Rayman 3&#039;&#039;]]. The demo version of the level contains numerous differences from that used in the final game.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=9tOFiHEAybY Clearleaf Forest playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Forêt de Claire-Feuille]]&lt;br /&gt;
[[hu:Leveledő Erdő]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Tower_of_the_Leptys&amp;diff=44755</id>
		<title>The Tower of the Leptys</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Tower_of_the_Leptys&amp;diff=44755"/>
		<updated>2014-12-10T23:18:38Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Tower of the Leptys&lt;br /&gt;
| image = [[Image:TheToweroftheLeptysPC.jpg|center|320px|&#039;&#039;The Tower of the Leptys&#039;&#039;]]&lt;br /&gt;
| preceded by = [[Hoodlum Headquarters]]&lt;br /&gt;
| followed by = Ending scene&lt;br /&gt;
| murfysscore = 48001&lt;br /&gt;
| maxscore =  117369&lt;br /&gt;
| cages = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tower of the Leptys&#039;&#039;&#039; is the ninth and final level of &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;. It is the tower built by the [[Knaaren]] for their [[gods|god]], [[the Leptys]]. The only enemies here are several kinds of [[Hoodlum]]s, [[André]], and the final boss, [[Reflux]], who is a [[Knaaren]] that Rayman has to defeat in four fights. The three first fights are at the top of the tower and the last one is in the Leptys&#039; world in the sky.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
===Stage One===&lt;br /&gt;
Rayman must fight his way up the tower. There is more of emphasis on combat than ever before here, as he will at one point have to fight three [[Heckler]]s at once. The final [[Crazy Shoe]] is found here.&lt;br /&gt;
&lt;br /&gt;
===Stage Two===&lt;br /&gt;
This level is predominantly inside the tower. The first half requires Rayman to climb a huge structure, there is also a flood level towards the end. As the final stage in which platforming features heavily it is exceptionally long and challenging. The final pair of [[Lavomatrix]]es are found here.&lt;br /&gt;
&lt;br /&gt;
===Stage Three===&lt;br /&gt;
Globox reappears with an [[Armaguiddon]] and the two friends are reunited. Rayman must navigate the Armaguiddon through several narrow passageways; contact with almost anything will cause damage. Occasionally the two will be attacked by other Armaguiddon pilots. During this time [[Globox]] drives and Rayman uses the gun at the back of the vehicle to shoot down the aggressors in the sytle of a first-person shooter.&lt;br /&gt;
&lt;br /&gt;
===Stage Four===&lt;br /&gt;
Rayman first climbs a series of steps with no opposition. During this time he can find more [[pigpot]]s. Eventually he encounters Reflux again and the final battle begins. Firstly, Reflux raises his shield. Rayman must use the [[Lockjaw]] to lower it and then the [[Heavy Metal Fist]] to deal damage to Reflux. Once this fairly easy round has been won, Reflux injects himself with the Leptys, creating a more formidable boss. Rayman must circle giant Reflux waiting for him to throw his fist to the ground. When he does, Rayman can run up onto his back and attack the Leptys with the Heavy Metal Fist once again (attacking with the normal fist or the Lockjaw will prove fruitless). Next, Reflux begins to levitate. Rayman must use the floating debris around him, with the help of several [[Throttle Copter]]s, to reach a [[Shock Rocket]] can. Once the Leptys is hit with the Shock Rocket, Reflux develops wings and flies away. Globox returns with the Armaguiddon and Rayman hops aboard. The two give chase.&lt;br /&gt;
&lt;br /&gt;
===Secret area===&lt;br /&gt;
At the beginning of the level, if Rayman approaches the statue of the two [[Knaaren]] with 43,001 points or more, a door will open, granting him access to a [[Xowar secret|secret zoo]], filled with [[jewel|emeralds]] and [[Mawpaw|exotic]] [[Xowar|creatures]].&lt;br /&gt;
After Reflux has been defeated twice, Rayman can fall down the side of the arena to find a last emerald in an alcove.&lt;br /&gt;
&lt;br /&gt;
===Stage Five - The final battle Part Two===&lt;br /&gt;
Rayman must use the Armaguiddon&#039;s weaponry to shoot down Reflux&#039;s shields. Once this has been done enough Reflux will land and Andre will begin to spawn Hoodlums from inside the Leptys. Rayman and Globox must fly around and defeat the Hoodlums before they can return to Reflux. Any Hoodlums that achieve their goal replenish Relfux&#039;s health. Gameplay repeats like this until Reflux&#039;s health is defeated. Afterwards, Andre falls to the ground. Rayman must use his [[grimace]] ability to turn him into a [[red lum]], thus eliminating his threat.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
Rayman and Globox are returned to [[The Fairy Council]] where all is well. However, Globox misses &amp;quot;his Andy&amp;quot;. Rayman states that making Andre a [[Black Lum]] again is probably not a good idea and that he wouldn&#039;t know how to do it anyway. Globox reveals that he would have to scare the red lum, and Rayman hates to imagine what could possibly do that. It is then revealed in a flashback that it was Rayman&#039;s hands wandering around performing tricks upon the red lums that caused Andre to be &amp;quot;born&amp;quot; in the first place - a humourous irony.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The poisonous water in the Armaguiddon shooting phase uses a texture from &#039;&#039;Rayman 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=BLZpW3Gl71c Gameplay of the Tower of the Leptys level (PC version)]&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Tour du Leptys]]&lt;br /&gt;
 &lt;br /&gt;
[[Category: Places from Rayman 3|Tower of the Leptys, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=44754</id>
		<title>The Desert of the Knaaren</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=44754"/>
		<updated>2014-12-10T23:18:00Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Desert of the Knaaren&lt;br /&gt;
| image = [[File:TheDesertoftheKnaarenPC.jpg|center|320px|&#039;&#039;The Desert of the Knaaren&#039;&#039;]]&lt;br /&gt;
| preceded by = [[The Land of the Livid Dead (Rayman 3)|The Land of the Livid Dead]]&lt;br /&gt;
| followed by = [[The Longest Shortcut]]&lt;br /&gt;
| murfysscore = 55501&lt;br /&gt;
| maxscoreconsoles = 111329&lt;br /&gt;
| maxscoreconsolesnote = This figure is a theoretical value. The highest known score is 110,358 points.&lt;br /&gt;
| maxscorepc = 110929&lt;br /&gt;
| cages = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Desert of the Knaaren&#039;&#039;&#039; is the fifth of the nine levels of &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;. It is a harsh, scorching plain of sand, dotted by rocky outcrops and yawning chasms. The huge dinosaur-like skeletons which lie on the sand resemble those seen in [[the Cave of Bad Dreams]] in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;. The desert looks hellish at first sight. However, beneath the barren, lifeless surface is a vast tunnel and cave system that delves deep into the rocky under-layers. This is where the native species of this land, the [[Knaaren]], dwell. The Knaaren carved their tunnels out of the solid rock, and they guard their domain fiercely and effectively, constantly patrolling the many passages.&lt;br /&gt;
&lt;br /&gt;
[[image:DOTKscreen.JPG|frame|left|The Desert of the [[Knaaren]] is a desert world, and crossing it requires use of the tunnels, in which live the titular [[Knaaren]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is sent here from [[The Land of the Livid Dead (Rayman 3)|the Land of the Livid Dead]] by the second [[Teensie Doctor]], [[Roméo Patti]]. Like [[Otto Psi]], Roméo was unable to extract the [[Black Lum]] [[André]] from [[Globox]]&#039;s body, so Roméo sends Rayman and Globox to the Desert of the Knaaren, where the third Teensie Doctor, [[Gonzo]], has his office. Along the way, Rayman and Globox fall into the tunnels, and Globox is captured by the [[Knaaren]]. Rayman must fight his way past Knaaren and [[Zombie Chicken]]s, and solve many puzzles along the way. Eventually he is captured by [[Reflux]], the champion of the Knaaren, who challenges him to a duel in the arena. Once Rayman succeeds, Globox is freed, and [[Gumsi]], the child-king of the Knaaren, uses the [[Sceptre of the Leptys]] to their god, [[the Leptys]], who grants Rayman the [[Grimace]] ability as a reward. The heroes then meet up with Gonzo, who summons the other two doctors. Together they finally manage to extract André, who escapes and tracks down the humiliated Reflux. André promises Reflux the opportunity to destroy Rayman once and for all if he will steal the Sceptre of the Leptys for him, and his promise is fulfilled in [[the Tower of the Leptys]], the game&#039;s final level.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== As a level ==&lt;br /&gt;
&lt;br /&gt;
[[File:Le-Désert-des-Knaarens.jpg|thumb|320px|Bones in the desert]]&lt;br /&gt;
&lt;br /&gt;
===Stage One - Crossing the dessert===&lt;br /&gt;
&lt;br /&gt;
The first stage of the level requires Rayman to jump across several interestingly shaped rocks, fighting several [[Slapdash]]es as he goes. Globox has already run ahead of him as the desert sands burn. Eventually Rayman and Globox reach a small cave, on the other side they find themselves at the bottom of a canyon where a Hoodlum airship is dropping off several [[Hoodmonger]]s and [[Hoodmonger Soldier]]s. Globox consumes a barrel of Plum Juice which gives him flight, whilst Rayman must use the [[Throttle Copter]] to work his own way out of the canyon. Eventually he frees two Teensies who tell him about the Knaaren Tunnels which Rayman and Globox must use to cross the desert. The duo enter the tunnels, but Globox is quickly captured by the Knaaren and Rayman is forced to run. Finding himself in a room full of Knaaren, he must use a [[Shock Rocket]] to sound a [[gong]] which distracts the Knaaren whilst he makes his escape. In the next room, he must take a rock and carry it to a switch to open a door, and then perform the [[gong]] trick again to bypass one last Knaaren. After opening a final door using a rock, he can move on to the second stage.&lt;br /&gt;
&lt;br /&gt;
===Stage Two - The temple===&lt;br /&gt;
&lt;br /&gt;
Rayman sees Globox being carried away by a Knaaren and must find a way to follow. His first task is to cause the Knaaren nearby to chase him onto a large switch which will cause some floating platforms to align, making a path up to the top of the large Leptys statue. If Rayman takes a detour whilst jumping these platforms, he can free a few teensies who will give him a [[Vortex]] to lower a [[Meadowscrew]] on the ground and reach a secret area. Once this is done, Rayman must work his way up to top of the statue, using floating platforms and [[Lockjaw]]s, where he releases some teensies who will hand over a Throttle Copter with which he can leave the second stage.&lt;br /&gt;
&lt;br /&gt;
===Stage Three - The tunnels===&lt;br /&gt;
&lt;br /&gt;
The corridor ahead is blocked by several Knaaren so Rayman must climb between two walls and cross from above. He will be required to perform the [[gong]] trick several times as he makes his way through a maze of tunnels and ledges, before climbing a large structure at the top of which lies the path onward.&lt;br /&gt;
&lt;br /&gt;
===Stage Four - Meeting Reflux===&lt;br /&gt;
&lt;br /&gt;
Rayman is on a large ledge and before long several Knaaren will attack him. The only way out is to throw himself into the darkness below. He finds himself deep in the tunnels, and must carry various rocks to different switches scattered throughout the level in order to proceed. However, only certain paths will take his weight, and he must be careful not to lose the stone he is carrying. In amongst all this he will be required to perform more daring jumps. Eventually, the Knaaren will corner him, but he can escape by destroying the ground below him and taking yet another tumble. Things don&#039;t get any better just now though, as it is here that he will meet the Knaaren champion Reflux, who will take him to the mysterious &amp;quot;arena&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Stage Five - The arena===&lt;br /&gt;
&lt;br /&gt;
Rayman is in the Knaaren arena, in the company of [[Gumsi]], the Knaaren king, [[Reflux]], his champion, and their new prisoner [[Globox]]. To earn his and Globox&#039;s freedom Rayman must fight and defeat Reflux. If he cannot, his corpse shall be burnt. Reflux begins with a spin attack, but will eventually tire, allowing Rayman to get some hits in on him whilst he recovers. Rayman can drop down to the side of the raised platform and grab some [[Heavy Metal Fist]]s in order to increase fire power, but flames from the lava pit below will attack him constantly whilst he does this so he must be careful. Occasionally, Reflux will call meteors down from the ceiling. Even if Rayman avoids them, small fires will remain where they fall for the rest of the battle, making it even harder to retain stamina. Eventually, however, Rayman will come through and beat Reflux. Gumsi reacts angrily to this and begins to beat Globox, but Andre will scare the child king by yelling from the &amp;quot;toad&amp;quot;&#039;s stomach and Gumsi will admit defeat.&lt;br /&gt;
&lt;br /&gt;
===Intermission - The power of the Leptys===&lt;br /&gt;
&lt;br /&gt;
Gumsi scolds Reflux for his loss, and announces that Rayman will receive &amp;quot;The power of the Leptys&amp;quot; as his reward for victory. Rayman receives the power, but its nature is not yet revealed.&lt;br /&gt;
&lt;br /&gt;
===Stage Six - The new power===&lt;br /&gt;
&lt;br /&gt;
As Globox and Rayman make thier way out of the tunnels, no longer pursued by the Knaaren, the former wonders what Rayman&#039;s new power is. Thier path is blocked by a Meadowscrew, but there is no time to worry about that as they are attacked by a Hoodlum. Rayman defeats the Hoodlum and discovers that his new power is to turn black lums into red lums. Armed with this new ability, Rayman defeats a second hoodlum, gets a Vortex, lowers the Meadowscrew, and the duo continue thier mission.&lt;br /&gt;
&lt;br /&gt;
===Stage Seven - Back in the desert===&lt;br /&gt;
&lt;br /&gt;
Now back outside, Rayman must defeat a [[Hoodoo]] and the other hoodlums with him to reach a barrel of Plum Juice for Globox. The Plum juice gives Globox both flight and bubble power, the latter of which Rayman can use to open a cage. He must then defeat two [[Lavomatrix]] to gain a Heavy Metal Fist and open a door. Once through, he must defeat several [[Hoodstormer]]s and [[Stumbleboom]]s to gain a Lockjaw fist. He must use this same power up to beat a [[Spineroo]]. He can then find secret area marked by a fire containing several jewels. Once he has them, he can meet up with Globox and finally enter the Doctor&#039;s office.&lt;br /&gt;
&lt;br /&gt;
===Stage Eight - Gonzo&#039;s office===&lt;br /&gt;
&lt;br /&gt;
This time, Rayman must stand on switches to defeat the Hoodlums across a pit in the Doctor&#039;s waiting room. Once he has beaten them, a platform will rise, allowing him to cross the pit. If he drops down once the platform is raised he can find a door leading to his next secret. Now he can take Globox to the third Doctor. &lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
Gonzo, along with [[Otto Psi]] and [[Romeo]] are finally able to remove Andre from Globox&#039;s stomach. However, Andre escapes into the desert and gathers several black lums, announcing that &amp;quot;Nothing is lost&amp;quot; as he knows someone who can help them. This someone turns out to be Reflux, who agrees to steal Gumsi&#039;s sceptre in return for another chance to defeat Rayman.&lt;br /&gt;
&lt;br /&gt;
==Known glitches==&lt;br /&gt;
*Near the end of the first phase, the rock dispensing vending machine may not produce a rock, which is required to unlock the door to proceed. How this glitch is triggered is still not known: however, one way is to simply play the game without saving or turning off the console and when the user reaches this point, the glitch should have taken effect. The only known solution is for the user to reset the console and load the most recent save point they have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reflux_first_battle.jpg|thumb|left|320px|Reflux during his first battle with [[Rayman]]]]&lt;br /&gt;
[[Image:R3HH-EarlyRayman2Style-1.jpg|thumb|none|320px|An early version of the Desert of the Knaaren]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This level has the most stages of any other in Rayman 3 (eight) and is the only level to have more than one FMV sequence.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=0ji5-J-kbSc The Desert of the Knaaren&#039;s playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Désert des Knaarens]]&lt;br /&gt;
[[pl:Pustynia Knaarenów]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Desert of the Knaaren, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Spider_(Rayman_1)&amp;diff=39049</id>
		<title>Spider (Rayman 1)</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Spider_(Rayman_1)&amp;diff=39049"/>
		<updated>2014-03-14T16:28:36Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;This article is about the enemies found in [[the Caves of Skops]]. For the distinct variety of spiders found in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;, see [[Spider (Rayman 2)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Enemy&lt;br /&gt;
| Name = Spider&lt;br /&gt;
| image = [[Image:Spider.png|&#039;&#039;Spider&#039;&#039;]]&lt;br /&gt;
| alignment = Bad&lt;br /&gt;
| appears in = &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;&lt;br /&gt;
| location = [[The Caves of Skops]]&lt;br /&gt;
| resistance = [[Image:Lifebar4.png|&#039;&#039;4 HP&#039;&#039;]]&lt;br /&gt;
| attacks = Contact, homing stinger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiders&#039;&#039;&#039; are enemies found in [[the Caves of Skops]], the fifth world of [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. They appear in [[Crystal Palace]] and [[Eat at Joe&#039;s]]. With their plunger-like feet, they are very different from the variety which can be found in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;, its remakes, and [[Rayman 3 (Game Boy Advance)|the Game Boy Advance version of &#039;&#039;Rayman 3&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Spiders wander freely on their platforms, turning backwards when they reach an obstacle. When [[Rayman]] is in sight, they climb to the ceiling of the caves, and start firing homing stingers at him. It is, however, possible to defeat them before they climb to the ceiling. They can also duck to avoid [[Rayman]]&#039;s [[telescopic fist]]. In the Atari Jaguar version, they do not jump onto the ceiling when they spot Rayman, but simply turn their backs and start shooting at him. They also do not duck to avoid his [[telescopic fist]] in that version.&lt;br /&gt;
&lt;br /&gt;
Spiders are among the quickest enemies in the game, and the best solution is sometimes to run away from them.&lt;br /&gt;
&lt;br /&gt;
[[Image:SpiderDuck.png|thumb|316px|left|A spider ducking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Spiders.png|thumb|316px|none|A group of spiders]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:SpiderUp.png|thumb|316px|left|A spider about to climb to the ceiling]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SpiderStinger.png|thumb|316px|none|A spider about to fire a stinger]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{R1enemies}}&lt;br /&gt;
[[fr:Araignée (Caves de Skops)]]&lt;br /&gt;
[[de:Spinne (Höhlen von Skops)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Arthropods]]&lt;br /&gt;
[[Category:Creatures from Rayman 1]]&lt;br /&gt;
[[Category:Enemies from Rayman 1]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Tower_of_the_Leptys&amp;diff=37414</id>
		<title>The Tower of the Leptys</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Tower_of_the_Leptys&amp;diff=37414"/>
		<updated>2014-02-03T20:01:29Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Tower of the Leptys&lt;br /&gt;
| image = [[Image:TheToweroftheLeptysPC.jpg|center|320px|&#039;&#039;The Tower of the Leptys&#039;&#039;]]&lt;br /&gt;
| preceded by = [[Hoodlum Headquarters]]&lt;br /&gt;
| followed by = Ending scene&lt;br /&gt;
| murfysscore = [[Image:R3ScoreIcon4L.png|4]][[Image:R3ScoreIcon8.png|8]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| maxscore =  [[Image:R3ScoreIcon1L.png|1]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIcon6.png|6]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| cages = [[File:R3ScoreIcon1L.png]][[File:R3ScoreIcon0.png]][[File:R3ScoreIconR.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tower of the Leptys&#039;&#039;&#039; is the ninth and final level of &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;. It is the tower built by the [[Knaaren]] for their [[gods|god]], [[the Leptys]]. The only enemies here are several kinds of [[Hoodlum]]s, [[André]], and the final boss, [[Reflux]], who is a [[Knaaren]] that Rayman has to defeat in four fights. The three first fights are at the top of the tower and the last one is in the Leptys&#039; world in the sky.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
===Stage One===&lt;br /&gt;
Rayman must fight his way up the tower. There is more of emphasis on combat than ever before here, as he will at one point have to fight three [[Heckler]]s at once. The final [[Crazy Shoe]] is found here.&lt;br /&gt;
&lt;br /&gt;
===Stage Two===&lt;br /&gt;
This level is predominantly inside the tower. The first half requires Rayman to climb a huge structure, there is also a flood level towards the end. As the final stage in which platforming features heavily it is exceptionally long and challenging. The final pair of [[Lavomatrix]]es are found here.&lt;br /&gt;
&lt;br /&gt;
===Stage Three===&lt;br /&gt;
Globox reappears with an [[Armaguiddon]] and the two friends are reunited. Rayman must navigate the Armaguiddon through several narrow passageways; contact with almost anything will cause damage. Occasionally the two will be attacked by other Armaguiddon pilots. During this time [[Globox]] drives and Rayman uses the gun at the back of the vehicle to shoot down the aggressors in the sytle of a first-person shooter.&lt;br /&gt;
&lt;br /&gt;
===Stage Four===&lt;br /&gt;
Rayman first climbs a series of steps with no opposition. During this time he can find more [[pigpot]]s. Eventually he encounters Reflux again and the final battle begins. Firstly, Reflux raises his shield. Rayman must use the [[Lockjaw]] to lower it and then the [[Heavy Metal Fist]] to deal damage to Reflux. Once this fairly easy round has been won, Reflux injects himself with the Leptys, creating a more formidable boss. Rayman must circle giant Reflux waiting for him to throw his fist to the ground. When he does, Rayman can run up onto his back and attack the Leptys with the Heavy Metal Fist once again (attacking with the normal fist or the Lockjaw will prove fruitless). Next, Reflux begins to levitate. Rayman must use the floating debris around him, with the help of several [[Throttle Copter]]s, to reach a [[Shock Rocket]] can. Once the Leptys is hit with the Shock Rocket, Reflux develops wings and flies away. Globox returns with the Armaguiddon and Rayman hops aboard. The two give chase.&lt;br /&gt;
&lt;br /&gt;
===Secret area===&lt;br /&gt;
At the beginning of the level, if Rayman approaches the statue of the two [[Knaaren]] with 43,001 points or more, a door will open, granting him access to a [[Xowar secret|secret zoo]], filled with [[jewel|emeralds]] and [[Mawpaw|exotic]] [[Xowar|creatures]].&lt;br /&gt;
After Reflux has been defeated twice, Rayman can fall down the side of the arena to find a last emerald in an alcove.&lt;br /&gt;
&lt;br /&gt;
===Stage Five - The final battle Part Two===&lt;br /&gt;
Rayman must use the Armaguiddon&#039;s weaponry to shoot down Reflux&#039;s shields. Once this has been done enough Reflux will land and Andre will begin to spawn Hoodlums from inside the Leptys. Rayman and Globox must fly around and defeat the Hoodlums before they can return to Reflux. Any Hoodlums that achieve their goal replenish Relfux&#039;s health. Gameplay repeats like this until Reflux&#039;s health is defeated. Afterwards, Andre falls to the ground. Rayman must use his [[grimace]] ability to turn him into a [[red lum]], thus eliminating his threat.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
Rayman and Globox are returned to [[The Fairy Council]] where all is well. However, Globox misses &amp;quot;his Andy&amp;quot;. Rayman states that making Andre a [[Black Lum]] again is probably not a good idea and that he wouldn&#039;t know how to do it anyway. Globox reveals that he would have to scare the red lum, and Rayman hates to imagine what could possibly do that. It is then revealed in a flashback that it was Rayman&#039;s hands wandering around performing tricks upon the red lums that caused Andre to be &amp;quot;born&amp;quot; in the first place - a humourous irony.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The poisonous water in the Armaguiddon shooting phase uses a texture from &#039;&#039;Rayman 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=BLZpW3Gl71c Gameplay of the Tower of the Leptys level (PC version)]&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Tour du Leptys]]&lt;br /&gt;
 &lt;br /&gt;
[[Category: Places from Rayman 3|Tower of the Leptys, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Bog_of_Murk&amp;diff=37413</id>
		<title>The Bog of Murk</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Bog_of_Murk&amp;diff=37413"/>
		<updated>2014-02-03T19:59:26Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Bog of Murk&lt;br /&gt;
| image = [[Image:TheBogofMurkPC.jpg|center|320px|&#039;&#039;The Bog of Murk&#039;&#039;]]&lt;br /&gt;
| preceded by = [[Clearleaf Forest]]&lt;br /&gt;
| followed by = [[The Land of the Livid Dead (Rayman 3)|The Land of the Livid Dead]]&lt;br /&gt;
| murfysscore = [[Image:R3ScoreIcon2L.png|2]][[Image:R3ScoreIcon5.png|5]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| maxscore = [[Image:R3ScoreIcon1L.png|1]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIcon2.png|2]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| cages = [[File:R3ScoreIcon9L.png]][[File:R3ScoreIconR.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;This article is about the level in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039;. For the level in &#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;, see [[Bog of Murk (Rayman: Hoodlums&#039; Revenge)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:go fish.jpg|thumb|320px|right|Two [[Hoodmonger]]s playing cards in the Bog of Murk]]&lt;br /&gt;
&lt;br /&gt;
{{quote|text=This uncharted marshland lies in the nether-realms of [[the Glade of Dreams|Rayman’s world]]. It&#039;s home to a slew of fiendish flora and fauna – not to mention [[Bégoniax|anti-social witches]] and [[Count Razoff|egomaniacal musketeers]].|sign=Press release|source=[[Rayman 3: Hoodlum Havoc]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bog of Murk&#039;&#039;&#039;, also known as &#039;&#039;&#039;the Umber Swamp&#039;&#039;&#039;, is the third of nine levels found in &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039;. This level introduces the player to the [[Throttle Copter]]. It also marks the smallest appearance of [[Globox]] in a level, as he does not appear until the very last cutscene (although his voice can be heard in the first and sixth phases).&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This world is a dark and murky marshland of [[piranha]]-infested swamps, and is the home of two anti-social characters – [[Bégoniax]] the witch, and [[Count Razoff]] the hunter – who soon see [[Rayman]] as an enemy. It is also home to [[Muddibog]]s who throw rocks at both [[Rayman]] and the [[Hoodlum]]s. Early in the first level, large flying creatures with hands for heads called [[Paluchard]]s can be seen in the distant sky, one of which later helps [[Rayman]] out in the dungeon of [[Count Razoff#Count Razoff&#039;s mansion|Razoff&#039;s mansion]].&lt;br /&gt;
&lt;br /&gt;
A tribe of [[Teensie]]s called [[Murkin]]s were originally planned to live in the swamp but were cut from the game.&lt;br /&gt;
&lt;br /&gt;
==As a level==&lt;br /&gt;
&lt;br /&gt;
===Stage 1 – Bégoniax===&lt;br /&gt;
The level occurs after Rayman has tumbled from one of the [[Teensie Highway]]s and been seperated from Globox. He lands in a toilet cubicle occupied by the witch Begoniax, who becomes incredibly angry and threatens Rayman, despite his feeble attempts to tell her he did not mean anything. Just outside the toilet, Rayman can break open a [[cage]], [[Teensie|the occupant]] of which will bestow upon him the first [[Throttle Copter]] powerup. Rayman can use this to reach Begoniax&#039;s house. Once there, the battle against Begoniax begins, the two chase each other a large cauldron, the contents of which either can disturb at anytime by jumping up and hitting. If the contents hit one of the fighters, they will be transformed into a [[Toad|frog]], making them very vulnerable to the other&#039;s attacks. If Rayman wins, Begoniax flees, and if Rayman follows her, he can access a magic mirror which transports him to a new part of the marshes.&lt;br /&gt;
&lt;br /&gt;
Begoniax&#039;s unique battle music is removed in the PC version.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
The next stage features a set of various [[Hoodlum]]s. If Rayman can defeat them all and access the powerups they give him, he can leave the area.&lt;br /&gt;
&lt;br /&gt;
[[File:Nettles_R3.jpg|320px|thumb|left|Two [[nettle]]s can be seen in the Bog of Murk]]&lt;br /&gt;
&lt;br /&gt;
===Stage 3===&lt;br /&gt;
This phase begins with a [[Hoodlum]] fighting off a swarm of [[Muddibog]]s. The winner of the fight is random, but is usually the Muddibogs. Regardless, Rayman must defeat whoever is left standing, before carrying on through a small building to a second bog, which features more Muddibogs, Hoodlums, and [[piranha]]s similar to those seen in the previous two games. &lt;br /&gt;
&lt;br /&gt;
If one of the Hoodlums&#039; boats is jumped on, it will move to the side of the building and sail in a circle, allowing Rayman to collect some yellow gems. It also come across a small island with a hollow tree which contains some more yellow gems, a green emerald &amp;amp; several rubies. If one uses the camera to look around, a fleet of Hoodlum airships can be seen carrying Hoodlums to the Land of the Livid Dead.&lt;br /&gt;
&lt;br /&gt;
===Stage 4 – Razoff&#039;s mansion===&lt;br /&gt;
This level takes place mostly underground, and has Rayman navigating several tunnels and fighting off Hoodlums to eventually leave the area. At the end of the level, he comes across a mysterious mansion that even the Hoodlums cannot enter. However, once all the Hoodlums are beaten, the doors mysteriously open and Rayman can enter, ending the stage.&lt;br /&gt;
&lt;br /&gt;
===Stage 5 – Count Razoff===&lt;br /&gt;
Here, Rayman meets the nefarious [[Count Razoff]] a hunter who is intent on killing Rayman and adding him to his collection. He expresses interest in stuffing him and mounting him on his wall, but also in turning him into a rug and putting him in front of his fireplace. The fight consists of the two chasing each other around Razoff&#039;s huge mansion, fighting whenever they meet. In some segments the screen changes to a view of Razoff&#039;s gun and Rayman must take cover behind statues. Once Rayman has worked Razoff&#039;s health bar down to zero, Razoff flees into a basement, announcing that no one can stop him. Rayman must follow him underground to end the level.&lt;br /&gt;
&lt;br /&gt;
Inside Razoff&#039;s mansion is a room with a large mirror. If Rayman is left in idle in front of it, he&#039;ll make a face at himself and notice he has something stuck in his teeth, pulling it out. &lt;br /&gt;
&lt;br /&gt;
[[File:Rayman3_conceptart1.jpg‎ |thumb|320px|right|An early version of [[Bégoniax]]&#039;s house]]&lt;br /&gt;
&lt;br /&gt;
===Stage 6 – Razoff&#039;s last stand===&lt;br /&gt;
This final stage sees Rayman and Razoff conclude their fight. This time, Razoff hangs from a giant ball on a chain, which he attempts to ram Rayman with. Later in the fight, Rayman can obtain [[Heavy Metal Fist]]s to give him an advantage. Once Razoff&#039;s health is completely depleted, he tumbles into the pit below.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
Razoff finds Globox in his basement and attempts to shoot him. However, he is suddenly met by a group of [[Ugly|small creatures]] he had previously captured, who he is apparently scared of. He runs, but is caught by Begoniax, who underlines her not-so-subtle desires of what she plans to do with him. Rayman, Globox and the creatures watch, a little disturbed, as Razoff fails to escape Begoniax&#039;s grasp, before Globox questions Rayman as to how they will reach the [[Romeo|Doctor&#039;s]] office. Rayman notices a magic mirror in the basement, and remembering the one he encountered in Begoniax&#039;s house, announces that he has an idea.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://www.youtube.com/watch?v=VjKiq6vhORo The Bog of Murk walkthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[de:Der Krötensumpf]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Bog of Murk, the]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=37412</id>
		<title>The Desert of the Knaaren</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Desert_of_the_Knaaren&amp;diff=37412"/>
		<updated>2014-02-03T19:58:59Z</updated>

		<summary type="html">&lt;p&gt;Cut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:R3Level&lt;br /&gt;
| name = The Desert of the Knaaren&lt;br /&gt;
| image = [[File:TheDesertoftheKnaarenPC.jpg|center|320px|&#039;&#039;The Desert of the Knaaren&#039;&#039;]]&lt;br /&gt;
| preceded by = [[The Land of the Livid Dead (Rayman 3)|The Land of the Livid Dead]]&lt;br /&gt;
| followed by = [[The Longest Shortcut]]&lt;br /&gt;
| murfysscore = [[Image:R3ScoreIcon5L.png|5]][[Image:R3ScoreIcon5.png|5]][[Image:R3ScoreIcon5.png|5]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| maxscore = Consoles:&lt;br /&gt;
[[Image:R3ScoreIcon1L.png|1]][[Image:R3ScoreIcon1.png|1]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon4.png|4]][[Image:R3ScoreIcon5.png|5]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&amp;lt;ref&amp;gt;This figure is a theoretical value. The highest known score is 110,358 points.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PC:&lt;br /&gt;
&lt;br /&gt;
[[Image:R3ScoreIcon1L.png|1]][[Image:R3ScoreIcon0.png|0]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIcon7.png|7]][[Image:R3ScoreIcon8.png|8]][[Image:R3ScoreIcon9.png|9]][[Image:R3ScoreIconR.png|R3ScoreIconR.png]]&lt;br /&gt;
| cages = [[File:R3ScoreIcon1L.png]][[File:R3ScoreIcon2.png]][[File:R3ScoreIconR.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Desert of the Knaaren&#039;&#039;&#039; is the fifth of the nine levels of &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;. It is a harsh, scorching plain of sand, dotted by rocky outcrops and yawning chasms. The huge dinosaur-like skeletons which lie on the sand resemble those seen in [[the Cave of Bad Dreams]] in &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;. The desert looks hellish at first sight. However, beneath the barren, lifeless surface is a vast tunnel and cave system that delves deep into the rocky under-layers. This is where the native species of this land, the [[Knaaren]], dwell. The Knaaren carved their tunnels out of the solid rock, and they guard their domain fiercely and effectively, constantly patrolling the many passages.&lt;br /&gt;
&lt;br /&gt;
[[image:DOTKscreen.JPG|frame|left|The Desert of the [[Knaaren]] is a desert world, and crossing it requires use of the tunnels, in which live the titular [[Knaaren]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is sent here from [[The Land of the Livid Dead (Rayman 3)|the Land of the Livid Dead]] by the second [[Teensie Doctor]], [[Roméo Patti]]. Like [[Otto Psi]], Roméo was unable to extract the [[Black Lum]] [[André]] from [[Globox]]&#039;s body, so Roméo sends Rayman and Globox to the Desert of the Knaaren, where the third Teensie Doctor, [[Gonzo]], has his office. Along the way, Rayman and Globox fall into the tunnels, and Globox is captured by the [[Knaaren]]. Rayman must fight his way past Knaaren and [[Zombie Chicken]]s, and solve many puzzles along the way. Eventually he is captured by [[Reflux]], the champion of the Knaaren, who challenges him to a duel in the arena. Once Rayman succeeds, Globox is freed, and [[Gumsi]], the child-king of the Knaaren, uses the [[Sceptre of the Leptys]] to their god, [[the Leptys]], who grants Rayman the [[Grimace]] ability as a reward. The heroes then meet up with Gonzo, who summons the other two doctors. Together they finally manage to extract André, who escapes and tracks down the humiliated Reflux. André promises Reflux the opportunity to destroy Rayman once and for all if he will steal the Sceptre of the Leptys for him, and his promise is fulfilled in [[the Tower of the Leptys]], the game&#039;s final level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As a level ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage One - Crossing the dessert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first stage of the level requires Rayman to jump across several interestingly shaped rocks, fighting several [[Slapdash]]es as he goes. Globox has already run ahead of him as the desert sands burn. Eventually Rayman and Globox reach a small cave, on the other side they find themselves at the bottom of a canyon where a Hoodlum airship is dropping off several [[Hoodmonger]]s and [[Hoodmonger Soldier]]s. Globox consumes a barrel of Plum Juice which gives him flight, whilst Rayman must use the [[Throttle Copter]] to work his own way out of the canyon. Eventually he frees two Teensies who tell him about the Knaaren Tunnels which Rayman and Globox must use to cross the desert. The duo enter the tunnels, but Globox is quickly captured by the Knaaren and Rayman is forced to run. Finding himself in a room full of Knaaren, he must use a [[Shock Rocket]] to sound a gong which distracts the Knaaren whilst he makes his escape. In the next room, he must take a rock and carry it to a switch to open a door, and then perform the gong trick again to bypass one last Knaaren. After opening a final door using a rock, he can move on to the second stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Two - The Leptys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rayman sees Globox being carried away by a Knaaren and must find a way to follow. His first task is to cause the Knaaren nearby to chase him onto a large switch which will cause some floating platforms to align, making a path up to the top of the large Leptys statue. If Rayman takes a detour whilst jumping these platforms, he can free a few teensies who will give him a [[Vortex]] to lower a [[Meadowscrew]] on the ground and reach a secret area. Once this is done, Rayman must work his way up to top of the statue, using floating platforms and [[Lockjaw]]s, where he releases some teensies who will hand over a Throttle Copter with which he can leave the second stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Three - The tunnels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The corridor ahead is blocked by several Knaaren so Rayman must climb between two walls and cross from above. He will be required to perform the gong trick several times as he makes his way through a maze of tunnels and ledges, before climbing a large structure at the top of which lies the path onward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Four - Meeting Reflux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rayman is on a large ledge and before long several Knaaren will attack him. The only way out is to throw himself into the darkness below. He finds himself deep in the tunnels, and must carry various rocks to different switches scattered throughout the level in order to proceed. However, only certain paths will take his weight, and he must be careful not to lose the stone he is carrying. In amongst all this he will be required to perform more daring jumps. Eventually, the Knaaren will corner him, but he can escape by destroying the ground below him and taking yet another tumble. Things don&#039;t get any better just now though, as it is here that he will meet the Knaaren champion Reflux, who will take him to the mysterious &amp;quot;arena&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Five - the arena&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rayman is in the Knaaren arena, in the company of [[Gumsi]], the Knaaren king, [[Reflux]], his champion, and their new prisoner [[Globox]]. To earn his and Globox&#039;s freedom Rayman must fight and defeat Reflux. If he cannot, his corpse shall be burnt. Reflux begins with a spin attack, but will eventually tire, allowing Rayman to get some hits in on him whilst he recovers. Rayman can drop down to the side of the raised platform and grab some [[Heavy Metal Fist]]s in order to increase fire power, but flames from the lava pit below will attack him constantly whilst he does this so he must be careful. Occasionally, Reflux will call meteors down from the ceiling. Even if Rayman avoids them, small fires will remain where they fall for the rest of the battle, making it even harder to retain stamina. Eventually, however, Rayman will come through and beat Reflux. Gumsi reacts angrily to this and begins to beat Globox, but Andre will scare the child king by yelling from the &amp;quot;toad&amp;quot;&#039;s stomach and Gumsi will admit defeat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermission - The power of the Leptys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gumsi scolds Reflux for his loss, and announces that Rayman will receive &amp;quot;The power of the Leptys&amp;quot; as his reward for victory. Rayman receives the power, but its nature is not yet revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Six - The new power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Globox and Rayman make thier way out of the tunnels, no longer pursued by the Knaaren, the former wonders what Rayman&#039;s new power is. Thier path is blocked by a Meadowscrew, but there is no time to worry about that as they are attacked by a Hoodlum. Rayman defeats the Hoodlum and discovers that his new power is to turn black lums into red lums. Armed with this new ability, Rayman defeats a second hoodlum, gets a Vortex, lowers the Meadowscrew, and the duo continue thier mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Seven - Back in the desert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now back outside, Rayman must defeat a [[Hoodoo]] and the other hoodlums with him to reach a barrel of Plum Juice for Globox. The Plum juice gives Globox both flight and bubble power, the latter of which Rayman can use to open a cage. He must then defeat two [[Lavomatrix]] to gain a Heavy Metal Fist and open a door. Once through, he must defeat several [[Hoodstormer]]s and [[Stumbleboom]]s to gain a Lockjaw fist. He must use this same power up to beat a [[Spineroo]]. He can then find secret area marked by a fire containing several jewels. Once he has them, he can meet up with Globox and finally enter the Doctor&#039;s office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage Eight - Gonzo&#039;s office&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This time, Rayman must stand on switches to defeat the Hoodlums across a pit in the Doctor&#039;s waiting room. Once he has beaten them, a platform will rise, allowing him to cross the pit. If he drops down once the platform is raised he can find a door leading to his next secret. Now he can take Globox to the third Doctor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epilogue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gonzo, along with [[Otto Psi]] and [[Romeo]] are finally able to remove Andre from Globox&#039;s stomach. However, Andre escapes into the desert and gathers several black lums, announcing that &amp;quot;Nothing is lost&amp;quot; as he knows someone who can help them. This someone turns out to be Reflux, who agrees to steal Gumsi&#039;s sceptre in return for another chance to defeat Rayman.&lt;br /&gt;
&lt;br /&gt;
==Known Glitches==&lt;br /&gt;
*Near the end of the first phase, the rock dispensing vending machine may not produce a rock, which is required to unlock the door to proceed. How this glitch is triggered is still not known: however, one way is to simply play the game without saving or turning off the console and when the user reaches this point, the glitch should have taken effect. The only known solution is for the user to reset the console and load the most recent save point they have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reflux_first_battle.jpg|thumb|left|320px|Reflux during his first battle with [[Rayman]]]]&lt;br /&gt;
[[Image:R3HH-EarlyRayman2Style-1.jpg|thumb|none|320px|An early version of the Desert of the Knaaren]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This level has the most stages of any other in Rayman 3 (eight) and is the only level to have more than one FMV sequence.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.youtube.com/watch?v=0ji5-J-kbSc The Desert of the Knaaren&#039;s playthrough at YouTube (PC version)]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman3worlds}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Désert des Knaarens]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 3|Desert of the Knaaren, The]]&lt;/div&gt;</summary>
		<author><name>Cut</name></author>
	</entry>
</feed>