The Fairy Council: Difference between revisions

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We should try to use shots of starting positions for level articles, the rest can be used to pretty it up I guess.
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that should do it
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'''The Fairy Council''' is a location first seen in ''[[Rayman 3: Hoodlum Havoc]]'', although it was originally mentioned in ''[[Rayman 2: The Great Escape]]''. <ref name="pchof">''[[Rayman 2: The Great Escape|Rayman 2]]'' manual, http://www.raymanpc.com/wiki/en/File:R2TGE-Manual-PC-ReferenceTheFairyCouncil.jpg</ref> It plays a similar role in the game to that of [[the Woods of Light]] in ''Rayman 2''. The Fairy Council acts a tutorial level in which [[Murfy]] reprises his role as [[Rayman]]'s guide and introduces the player to the game's controls. [[The Heart of the World]], which was also previously mentioned in ''Rayman 2'' (and seen in the form of its constituent [[Yellow Lum]]s), is located here. It is finally seen at the end of the level.
'''The Fairy Council''' is a location first seen in ''[[Rayman 3: Hoodlum Havoc]]'', although it was originally mentioned in ''[[Rayman 2: The Great Escape]]''. <ref name="pchof">''[[Rayman 2: The Great Escape|Rayman 2]]'' manual, http://www.raymanpc.com/wiki/en/File:R2TGE-Manual-PC-ReferenceTheFairyCouncil.jpg</ref> It plays a similar role in the game to that of [[the Woods of Light]] in ''Rayman 2''. The Fairy Council acts a tutorial level in which [[Murfy]] reprises his role as [[Rayman]]'s guide and introduces the player to the game's controls. [[The Heart of the World]], which was also previously mentioned in ''Rayman 2'' (and seen in the form of its constituent [[Yellow Lum]]s), is located here. It is finally seen at the end of the level.


[[File:RaymanFC.jpg|thumb|right|320px|[[Rayman]] and the [[greenbottle]] [[Murfy]] in the Fairy Council]]
[[File:FairyCouncilPS2-3.jpg|thumb|right|320px|[[Murfy]] gives [[Rayman]] a lift after a [[Hoodlum]] ambush.]]


==Description==
==Description==
In spite of its name, the Fairy Council contains few [[fairy|fairi]]es; 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 1000 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.
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.


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|Ludivs]] reside within the council walls in a similar fashion to ants.  Deep within the Fairy Council lies the [[Grand Minimus]]' throne room and the [[Heart of the World]].
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]]' throne room and the [[Heart of the World]].


As alluded to in the manual of ''[[Rayman 2: The Great Escape|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 Great Escape|Rayman 2]]'', the Fairy Council acts a sort of central meeting place when trouble strikes [[the Glade of Dreams]].
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==As a level==
==As a level==
===Stage 1 - The first Hoodlum encounter===
===Stage 1 - The first Hoodlum ambush===
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.
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.


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[[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'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.   
[[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'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.   


Eventually, [[Rayman]] and [[Murfy]] are outside of the Fairy Council itself, where they find a shivering barrel and a footswitch.  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]]'s path, allowing [[Rayman]] to kick him free.  Now the the friends have reunited, so do [[Rayman]]'s hands, and he can now use his fist to attack.  Near the entrance, he'll 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 this, 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'll encounter a single [[Hermit Crab]] hidden in the ground.   


At the door of the Council, there is a hand switch which turns on a light that attracts [[Globox]]'s attention briefly.  He turns around and notices a gang of [[Hoodlum|Hoodlums]] - 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|Hoodlums]], and then [[Rayman]] and [[Murfy]].
At the door of the Council, there is a hand [[switch]] which turns on a light that attracts [[Globox]]'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]].
 
[[File:FairyCouncilPS2-2.jpg|thumb|right|320px|[[Rayman]] and the [[greenbottle]] [[Murfy]] arrive inside the Fairy Council and encounter a hand [[switch]].]]


===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 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.
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.


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


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.
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.


===Stage 4 - The Council falls apart===
===Stage 4 - The Council falls apart===
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 [[fairy|fairies]] are found.   
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.   


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 ''[[Rayman 2]]''), and then into a chamber with a staircase that is falling apart.   
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 ''[[Rayman 2]]''), and then into a chamber with a staircase that is falling apart.