The Fairy Council: Difference between revisions

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As alluded to in the manual of ''[[Rayman 2]]'', the Fairy Council acts a sort of central meeting place when trouble strikes the [[Glade of Dreams]].
As alluded to in the manual of ''[[Rayman 2]]'', the Fairy Council acts a sort of central meeting place when trouble strikes the [[Glade of Dreams]].


The Fairy Council is the only level in ''[[Rayman 3]]'' 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 ''[[Rayman 2]]''. At the end of the level, he departs, saying ‘See you in ''[[Rayman 4 (cancelled prototype)|Rayman 4]]''!’ – a game which never came to fruition.
The Fairy Council is the only level in ''[[Rayman 3]]'' 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 ''[[Rayman 2]]''. At the end of the level, he departs, saying ‘See you in ''[[Rayman 4 (2005 cancelled prototype)|Rayman 4]]''!’ – a game which never came to fruition.


==As a level==
==As a level==
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===Stage 2 – Finding [[Globox]] ===
===Stage 2 – Finding [[Globox]] ===
[[Rayman]] and [[Murfy]] end up in a quieter place around the Fairy Council, where there are no [[Hoodlum]]s in sight, and scattered [[Jewel|gems]], 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 [[Rayman 3 scoring system|the game'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 [[Jewel|gems]] and [[Red Lum]]s (if he needs them). Some of the [[Jewel|gems]] form a trail.
[[Rayman]] and [[Murfy]] end up in a quieter place around the Fairy Council, where there are no [[Hoodlum]]s in sight, and scattered [[Jewel|gems]], 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 [[Rayman 3 scoring system|the game'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 [[Jewel|gems]] and [[Red Lum]]s (if he needs them). Some of the [[Jewel|gems]] form a trail.


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 the barrel, and [[Rayman]] has to follow him. The foot [[switch]] causes what appears to be a stone block to appear, which blocks [[Globox]]'s path, allowing [[Rayman]] to kick him free. Now that the friends have reunited, [[Rayman]]'s hands reattach to his body, and he can now use his fist to attack. Near the entrance, he will encounter a single [[Hermit Crab]] hidden in the ground.
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 the barrel, and [[Rayman]] has to follow him. The foot [[switch]] causes what appears to be a stone block to appear, which blocks [[Globox]]'s path, allowing [[Rayman]] to kick him free. Now that the friends have reunited, [[Rayman]]'s hands reattach to his body, and he can now use his fist to attack. Near the entrance, he will encounter a single [[Hermit Crab]] hidden in the ground.
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===Stage 3 – Inside the Council===
===Stage 3 – Inside the Council===
At this point, [[Rayman]] and [[Murfy]] arrive inside the Fairy Council itself, starting with a small chamber in which at the center is an elevator with a hand [[switch]]. In the Polish, Russian and Hebrew versions of the game, an additional [[Slapdash]] can be found here. [[Rayman]] has to [[Telescopic fist|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.
At this point, [[Rayman]] and [[Murfy]] arrive inside the Fairy Council itself, starting with a small chamber in which at the center is an elevator with a hand [[switch]]. In the Polish, Russian and Hebrew versions of the game, an additional [[Slapdash]] can be found here. [[Rayman]] has to [[Telescopic fist|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 [[Porkibank|pigpots]] 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.


When he reaches the top, he encounters a [[Hoodmonger]] which displays a dollar ($) sign atop its head. The glass bridge between them lifts itself upwards, blocking him from direct contact, and [[Rayman]] will have to shoot laterally again to inflict damage to the [[Hoodmonger]]. Upon its defeat, [[André]] emerges and tells [[Rayman]] that he will deal with him later, and then flies away, leaving a small, mysterious green can on the floor. [[Murfy]] examines it, and discovers that it contains [[Laser-Washing Powder]] that transforms the user's clothes into combat fatigues. [[Rayman]] decides to use it against [[Murfy]]'s warnings that it could be dangerous, thus introducing him to the [[Vortex]] power, the first of five different powers delivered by these [[Laser-Washing Powder|cans]].
When he reaches the top, he encounters a [[Hoodmonger]] which displays a dollar ($) 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 tells [[Rayman]] that he will deal with him later, 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's clothes into combat fatigues. [[Rayman]] decides to use it against [[Murfy]]'s warnings that it could be dangerous, thus introducing him to the [[Vortex]] power, the first of five different powers delivered by these [[Laser-Washing Powder|cans]].