The Fairy Council
- This article is about the level in Rayman 3. For the level in Rayman: Hoodlums' Revenge, see the Fairy Council (Rayman: Hoodlums' Revenge).
|The Fairy Council|
|← Introduction scene||Clearleaf Forest →|
The Fairy Council is a location first seen in Rayman 3: Hoodlum Havoc, although it was originally mentioned in Rayman 2: The Great Escape.  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 Lums), is located here. It is finally seen at the end of the level.
In spite of its name, the Fairy Council contains few fairies; neither Betilla nor Ly appear. The only fairies which are seen in the Fairy Council are a handful of Ludivs 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 Lums 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 Teensies. 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. 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.
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!’ – a game which never came to fruition.
As a level
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 Hoodlums. 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 Lums 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.
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).
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 Raygnomes by kicking with his feet and collecting gems and Red Lums (if he needs them). Some of the 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.
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 Hoodlums - a Hoodmonger and two Slapdashes - coming down in an air boat. Globox runs straight through the door into the Council, followed by these Hoodlums, and then Rayman and Murfy.
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 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 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.
With the glass bridge being lowered, Rayman encounters three Meadowscrews 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.
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 podocrocks 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.
This leads to another large chamber. Two Ninja Crabs 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.
Rayman and Murfy finally arrive at the Heart of the World, and the Grand Minimus find that André is still alive within Globox's stomach. The Grand Minimus then instructs Rayman to take Globox to see the Teensie doctor Otto Psi, whose office is in Clearleaf Forest. They toss Globox into a portal, and Rayman himself follows after Murfy bids him goodbye.
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 gems, ending with a green jewel. He is then returned to the Heart of the World.
Worlds of Rayman 3: Hoodlum Havoc