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This thread is dedicated to those who still work on improving their scores in Rayman 3. I will post the walkthroughs that got lost in the recent hacker attack together with the appropriate videos. There will be some multiple posting, so bear with me on that one.
 
Posts: 99 | Registered: Sun July 03 2005Reply With QuoteEdit or Delete MessageReport This Post
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The Fairy Council – A walkthrough

Part 1. Collect the Red Lums

Part 2. Ignore everything in the first area and head for the exit. Collect the 3 yellow gems as you jump the mushrooms. (50 points)

You now face a bridge with three yellow gems. Strafe past them carefully without collecting any. Jump the mushrooms to the other side. Jump to the level above without taking any yellow gems along the way. Now pass the wooden bridge with two yellow gems, also without collecting them. You now face a stone bridge with two yellow gems and here’s where the scoring starts.
As you face the first of the yellow gems, use the Look Mode to localise the Matuvu, which in fact is under the bridge. Use the Matuvu trick (take tiny steps towards the gem while regularly activating the Look Mode) to take Matuvu in combo. Continue the combo with the second yellow gem and from the extreme right edge of the bridge; roll off to take the first yellow gem on the first bridge in the same combo. Now go for the red gem to the left of the bridge, return to the bridge to take the remaining two yellow gems; make a long jump to the first yellow gem on the pathway leading to the level below and take the next four yellow gems before finally taking the three red gems on the mushrooms, all in the same combo naturally. (1250 points)

Return to the level above and cross the wooden bridge and the mushrooms to the other side. Jump to the level above without taking any of the yellow gems. Cross the wooden bridge with the two yellow gems without collecting them. Cross the stone bridge and helicopter to the other side. Go to the trampolines, bounce them to take the three yellow gems and continue the combo with the three yellow gems on the ledge just after the trampolines. Now jump down to the level below and continue the combo with the three yellow gems on the mushrooms in the corner and finally jump up to take the remaining two yellow gems on the wooden bridge in the same combo. (1530 points)

Go back to the trampolines and turn right to take the six yellow gems in combo. (1650 points)

There are two turtles resting near the mushrooms. Kick them both all the way through the hallway and off the wooden bridge to a level below. Jump off the bridge and collect the five yellow gems below the bridge. (1740 points)

Release Globox from the barrel and get the hands. Go to the stone formation with the yellow gems and the Ninja Crab. Make the Crab appear and avoid him throwing star fish at you. When he’s returned to his burrow, collect the three yellow gems and run to the stone formation to continue the combo with the yellow gems there. Make sure the last gem you pick up is the one closest to the Crab. Collect the gems and finish off the Crab in combo with a charged shot. (2100 points)

Now return to the wooden bridge from where you entered this area. The idea is now to return to the first area to collect the gems there, but with the hands available. In order to be able to get back up on the bridge, you need to stack the turtles and jump on them to gain enough height to reach the bridge. You’ll probably have to try this out a few times as it can be slightly tricky to find the exact spot to place the turtles. For me it works like this: I always jump on the right side of the bridge. If you look at the small mushroom to the right of the bridge and let your eyes wander to the left along the foundation of the walls there is a place at the foot of the stone wall where the ground is a bit light. That spot is about the same size as a turtle. Now place a turtle on that spot and the other one on top of the first turtle. Jump fast on the turtles towards the right side of the bridge and hope for the best. Be prepared to pick up the turtles from the water a few times when trying this.

Go back to the first area. Start by clearing the area of turtles, so they don’t get in the way and ruin the combo. It is possible to get most of the things in this area in the same combo. Start the combo at the exit. There are two gnomes, each containing a yellow gem. Now break the gnome farthest away, take the yellow gem. Run to a place in front of the exit and break the second gnome. Take the yellow gem and rush towards the gnome who is standing in the hole containing yellow gems. In order to keep the combo going, you have to break the gnome to the right with your fist, but don’t collect the gem. Now quickly hit the gnome in the hole with the yellow gems and collect the yellow gems. As you exit the hole, quickly break the gnome to the right of the hole (Rayman’s right as he exits the hole), collect the gem and then jump and send a curved shot towards one of the three gnomes opposite the last gnome. Collect the gem and break another gnome, collect the gem and run towards the path between the two stones to the small wagon. As you reach the stones, turn around and hit the third gnome and rush to the wagon to hit the gnome and collect the gems. The combo has finished. Now run back to the previous gnome to collect the yellow gem before it disappears for additional 10 points. (2980 points).

Part 3. As you enter this area, don’t collect anything, but pounce the lift to go to the higher level. Go to the room with the yellow gems and the pigs. The idea is now to get to the top without collecting any gems along the way. The easiest way to do that is probably to follow the path until you reach the ledges with the yellow gems. From the end of the path it is possible to jump to the ledge above (the second to last ledge before the door). Make sure Rayman’s hands are on the right side of the corner of that ledge. Jump to the last ledge, where the door is located. Here you have to take the yellow gem. Charge your fist and helicopter out into the room and hit the first pig on your right. Continue the helicopter ride and with a semi-charged fist hit the second pig on the ledge further down. Go to the spiral pathway and take the last three pigs. All pigs are taken in combo. It may take a good deal of practise to do this. (3080 points)

Go back to the top where the door is now open, again without collecting the yellow gems. Use curved shots on the lift to go to the top level. Now comes one of the most difficult combos of the game. It involves 3 Matuvus in the same combo.

Finish the Hoodlum behind the glass shelter with a charged fist. After a feature long movie you get the Vortex. Continue the combo by shooting the first mushroom. Run around the mushrooms to take all the gems and return to hit the second mushroom. Now hit the third mushroom and quickly activate the Look Mode to take the Matuvu on the wall in combo. Hit the Slapdash and run like hell to the glass shelter, which now works as a bridge, renew the Vortex and roll off to Rayman’s right side of the bridge. As soon as you hit the ground, activate the Look Mode and take the Matuvu on the wall in combo. Continue by taking the yellow gems on the ledge. As soon as you take the last yellow in the line, quickly head for the red gem on top of the glass in the floor. From there you can see the last Matuvu and activate Look Mode to take it in combo. Finish the combo by taking the remaining three yellow gems on the opposite side of the ledge. It is a combo worth of 7740 points. (13.010 points)

The 3 Matuvu Combo

Renew the Vortex and take the yellow gems in the room where you took the pigs. (13.650 points)

Now it is time to take the last Matuvu. Renew the Vortex and as fast as you can, head for the first room. When you face the room coming from the level above, you see 8 gems on the ledge. It is possible to combo the last Matuvu with these gems. Run counter clockwise around the ledge and after the last gem, activate the Look Mode and take the Matuvu in combo. Now quickly drop down to take the 3 yellow gems in the same combo. (15.930 points)

Renew the Vortex and take the two final yellow gems in combo. (15.990 points)

Note: It requires a lot of timing to get these combos, so a lot of experimenting with where to stand and when is necessary. But the satisfaction of making a difficult combo work is worth the effort.

There is an alternative way of taking the last Matuvu in combo; I just need a fraction of a second to make it work. The idea is to run around the ledge, picking up the eight gems, but now you run clockwise. After the last of these gems, drop down and take one of two yellow gems in the same combo. Take the last yellow gem and activate Look Mode to combo the Matuvu. This combo is worth around 500 points more, but it requires more luck.

Part 4. In the first room, it is the idea to combo the Matuvu on the wall with the yellow gems on the mushroom platforms and on the ceiling. In order to do this one must be able to enter the first mushroom platform without the Vortex. To do this, go down the pathway to the left, about one third down, go stand on the stone rail to the right. From a certain point it is possible to jump to the hole in the left wall. The hands will grab hold and you can enter the pathway. On the other side is the hole in the formation hanging down from the ceiling containing four yellow and a red gem. Don’t take any of these gems. You can do that by jumping to the small platform just in front of the gems. Now carefully jump and helicopter to the other side of that hole and you will be on the other side of the gems. From there you can jump to the first mushroom platform. Take the yellow gems on the mushrooms and on the ceiling in combo. Jump down and take the yellow gem at the beginning of the pathway in combo. Jump further down to the platform just above the ground floor and take the yellow gem there. Jump to the ground floor and finish the Hoodlum behind the Globox shield with a charged, curved shot. Run to take the Vortex and take the Matuvu in combo. (18.320 points)

Fairy Council part 4 - The Matuvu Combo

Renew the Vortex and once again jump to the hole in the left wall. Jump and take the four yellow and the red in combo and continue the combo with the two mushrooms. (18.700 points)

Renew the Vortex and jump to the hole in the left wall. Run fast to the pathway that leads to the Tribelle. Take the Matuvu on the ceiling, strafe and take the Tribelle in combo. Jump and climb to take the yellow gems in the same combo. (20.380 points)

Jump the jelly fish trampolines and collect the gems below. (20.560 points)

You now enter the second room. First go left to climb the wall to the first fairy hole. Don’t ignite it yet, but climb to the one higher up. When standing on the ledge at the hole (you can do that without igniting it) ignite it and fast roll off the edge to the fairy hole below and ignite it in the same combo. (20.650 points)

The rest of the items in this room are taken in the same combo. The combo starts with the fairy hole that is located above the jelly fish trampolines. Jump the trampolines and ignite it, fall down to take the yellow gem below. Finish off the Slapdash and get the Vortex. Get the three yellow gems and hit the first mushroom. Jump to the mushroom and take the yellow gem there. Hit the second mushroom and quickly turn around to finish off the wood. The last piece of wood gives you a long combo. Jump to the second mushroom, take the yellow gem and proceed to the fairy hole, where Andre is residing. (22.620 points)

Get the remaining gems as you leave this area. (22.910 points)

In the third room, start by finishing off the Crab to the right with a charged fist before the stone falls down. Get the Vortex and take the two yellow gems on the right in the same combo. (23.020 points)

What follows now is a long combo with 15 items before taking the Tribelle. Start by giving the Crab two shots. Get the Vortex and run past the Crab with out getting hit and jump to the level above and get the two yellow and one red gems before dropping down to finish off the Crab with one hit. Now take the five gems and run to the crack in the wall. Climb it and get the yellow gems along the way. After the last yellow gem, drop down while having the Look Mode on the mushroom. Hit it and strafe back towards the Tribelle. (26.190 points)

Get the remaining yellow gems on this room. (26.230 points)

Part 5. Find the secret room by climbing the ledge. Get the gems. (34.590 points)

Part 6. Combo all the gems. Be careful to get the green gem near the end in a 3.000 points combo. (42.190 points).

This message has been edited. Last edited by: MANDM1981,
 
Posts: 99 | Registered: Sun July 03 2005Reply With QuoteEdit or Delete MessageReport This Post
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Clearleaf Forest

Part 1. The first combo in this level includes the pigs, the two Hoodlums and the yellow gems hanging along the ceiling inside the house. Run towards the pig on the left and hit it with a charged shot. Fast turn right and break the two other pigs. Take the yellow gems while charging the fist and kill the first Hoodlum (the one on the ground floor). Place yourself near the door and kill the other Hoodlum with a charged fist. As the door opens, turn right, hit the switch and quickly jump to the moving platform and grab hold on the ceiling. Continue the combo with the five yellow gems there. (960 points).

Hit the other switch to open the path to the rest of the gems. Don’t take these. Drop down to the floor and break the cage to free the Teensie. You will now have the Vortex.

Take the Vortex and go to the hallway with the yellow gems. Pass them without taking any. As you get to the end of the hallway, take the yellow gem and go back through the hallway taking the yellow gems in combo. Continue the combo by jumping to the ceiling and take the remaining three yellow gems. (1.320 points).

Take the Vortex and go to the mushroom in another room. In that room is also a Matuvu. Hit the mushroom and quickly look up and activate Look Mode to take the Matuvu in combo. This may require some practise though. (2.340 points).

Jump to the mushroom and go upstairs. Go to the wooden bridge with the yellow gems to make the Hoodlums appear. Don’t collect any of the gems, just strafe past them. Go back into the room and pass the Hoodlum. Make him stand near the wooden bridge (run into him if necessary). Now charge your fist and kill the Hoodlum with the $ sign. He will provide the HMF. (2.470 points).

Take the HMF and break the cage in another room. Collect the yellow gems and kill the remaining Hoodlum with one hit. Now rush to the door in the other room, renew the HMF as you pass it and break the door. Break the pigs inside that room and collect the yellow gems. (6.430 points).

Renew the HMF and run to the wooden bridge. Collect the yellow gems, break the door and take the yellow gems as you fall down, all in combo of course. (6.910 points).

Break the pig and collect the gems. (6.980 points).

The rest of the items in this room can be taken in one combo. Cross the bridge and go to the two pigs on the right. Break them and collect the yellow gems while charging your fist. Kill the Hoodlum on the box with one hit and continue to collect the four yellow gems further to the left. Continue the combo by breaking the pig on the left side of the stage. Charge your fist while collecting the red gem and kill the nearby Hoodlum with one hit. Charge your fist and finish off the Hoodlum that jumps down from the boxes. Head for the bridge and pass the Hoodlum standing there while charging your fist. When you reach the middle of the bridge, turn around and kill him with one hit. Go to the end of the bridge and activate Look Mode to take the Matuvu that is located under the scaffolding. Continue the combo by breaking the remaining pig under the same scaffolding and take the rest of the yellow gems in combo. (11.050 points).

Ride the waterfall to complete this area.
Part 2. The first thing to do in this part is to ignore the gems and the Hoodlums. Head for the three pigs in the far right corner on the ground floor. The idea is now to jump to the level above. This can be done by standing on the pig closest to the wooden door. Jump towards the door and aim for the right corner/edge. When the jump is right, you will have exactly the right height and when you at the same time find the right place, it will be easy. The jump is not unlike the jump in FC, where Rayman has acquired his hands and one will return to the first area in part 2.
The jump may take some practising. The first hour I tried I made it to the upper level about five times. Now I can make it regularly.

Now for the combos. When you are at the upper level the first thing to do is to go to the room where the five pigs are located. Go inside. A red circle (and a $ sign) will reveal the presence of the Hoodlum although he is invisible. Charge your fist and finish him off with one hit. Quickly head for the HMF and break the door in combo. After a cinematic (Globox will not fly away in this one) continue the combo with the yellow gems in the hallway. (11.400 points).

Take the two yellow gems on your right as you enter the other room. (11.460 points).

Go back to the first room and get the HMF. Turn right at the wooden bridge, jump and helicopter to the other side with the trampoline net. Stand near the pig and send a charged, curved shot at the wooden door and break it. Turn around and break the pig in combo. (11.520 points).

Send another curved shot and break the cage.

Go back to the HMF and jump to the lower floor and break the wooden door. (11.540 points).

Go back to the upper level using the pig.

Now go to the other room. Helicopter down to the cage and break it. The Teensie will provide the Lockjaw. Quickly return to the first room with the Lockjaw. Climb the ladder and collect the yellow gems. (11.680 points).

What follows now is quite a huge combo. It starts with the five pigs. Break them and collect the yellow gems. Kill the Hoodlum standing at the wooden bridge, jump down and break the two pigs in the room just below where you previously broke the door. Collect the gems and as you leave the room jump right and break the pig on the left. Collect the three yellow gems while charging your fist. Kill the Hoodlum behind the stone with one hit. Kill the remaining two Hoodlums with one hit and run to take the Matuvu in combo. Continue the combo with the three pigs near the Matuvu. When done fast and correctly, the Lockjaw will run out just after you have taken the last yellow gem. (23.860 points).

The next combo involves the green gem. Get back up to the upper level using the pig. Get the HMF. Jump down and take the four yellow gems opposite the pigs. Jump and helicopter while breaking the remaining two pigs on the other side. Charge your fist while collecting the yellow gems and finish off the Hoodlum behind the stone with one hit. Get the Vortex and run towards the mushroom. Jump to the level with the mushroom and hit it. Jump to the mushroom and get the red gem in combo. Now quickly jump to the upper level and roll in to take the green gem in a combo of sweet 9.000 points. (37.520 points).

Clearleaf Forest part 2 - The Matuvu Combo & The Green Gem Combo

Now it’s time to clean up the place. Get the Vortex and take the four yellow gems in the room near the mushroom. (37.660 points).

Go towards the place where there is a pig and a red gem. On the level above there are three yellow gems located. Climb to take these three yellow gems. Fall down and break the pig in combo and finish off with the red gem. (38.140 points).

Take the two yellow gems behind the boxes. (38.200 points).

Take one yellow gem on a mushroom. (38.220 points).

Climb to the top where you once entered this room. Get the yellow gem behind the stone there. Continue with the yellow gem on the upper mushroom. Fall down and break the pig in combo and take the yellow gems. (38.460 points).

You can now leave this room.

Go back to the Lockjaw and break the pig nearby. Fall down and take the three yellow gems in combo. (38.720 points).

Use the ladder and go to the level where you can see three Red Lums. Jump and helicopter down on the Tribelle. Break the pig on the way down to take the Tribelle in combo. Return to take the three yellow gems provided by the pig. (39.840 points).

Return to the Lockjaw. Use it to get to the other side. Here are some gems and a Hoodlum. Collect the yellow gem on the trampoline net and break the pig in combo. Collect the gems and continue the combo by jumping to the trampoline net on the other side. Take the red gem while charging your fist and kill the Hoodlum with one hit. Fall down to the ground floor and finish off the Slapdash. Look up and activate Look Mode to take the Matuvu in combo. (43.160 points).

Renew the Lockjaw and jump to the secret room. There are three yellow gems and a Tribelle. Take the gems while strafing towards the Tribelle. (44.260 points).

Get the two yellow and a red gems below. (44.440 points).

Continue downstream until you find a pig and a red gem below. Break the pig, collect the gems and roll off the get the red gem in combo. (44.700 points).

Renew the Lockjaw and head for the Hoodlum camp. Just before you enter the camp, there is a ledge with three yellow gems. Take these and roll off the edge to take a red gem in combo. (44.920 points).

Now enter the camp in order to prepare a big combo involving all the Hoodlums. Head towards the door where you can see two Hoodlums through a hole. Make them aware of your presence so they will open the door. Go inside and free the Teensie who in return will provide the HMF. I use to play this combo by using the HMF at this point to break the wooden door at the other end of the camp. Also I tend to hit the Hoodlum near the pigs one time with the HMF. (44.940 points).

Renew the Lockjaw and quickly return to the camp. Start the combo by jumping to the scaffolding with the pigs. Break the pig at the upper level first and continue with the other two pigs. Collect the gems and fall down to the ground floor to finish off the Hoodlum standing near by. Continue with taking the red gem behind the Slapdash and finish the Slapdash. Finish off the two Hoodlums in the main room with one hit each and head to the room with the HMF. Pass the Hoodlum in the doorway to this room and finish off the Hoodlum near the HMF with one hit (still with the Lockjaw). Now take the HMF and finish off the Hoodlum in the doorway. Head for the scaffolding where the pigs once were and have a charged fist ready for the first Hoodlum that appears. Finish off the remaining Hoodlums and head for the room where the first door used to be (The HMF will run out at this point). Break a pig but turn left and get the gems there. Go back towards the last pig and break it to collect the gems, all this in one big combo naturally. (55.860 points).

Renew the Lockjaw and return to this room. Shoot the plum and place it on the stick. Get the three gems in combo and finish this part. (55.960 points).

Part 3. Kill the Hoodlum with a charged hit. (56.090 points).

Shoot the rocket through the four vents. (56.210 points).

Don’t collect the gems in the room in the floor yet. Bring the Shock Rocket to the room where the two Hoodlums are located. Shoot the Hoodlum with the $ sign and get the HMF. Break the four pigs to the left and collect the yellow gems. Break the two pigs near the HMF and collect the gems. Renew the HMF and break the remaining three pigs with one yellow gem and two red gems. Collect them while charging the fist. Finish off the Hoodlum and run to the gems in the floor in the other room. (62.570 points).

The next combo includes everything in the next room. Enter the room and wait while a cinematic is showing. You might want to weaken the Hoodlums here by one hit each from the HMF. Renew the HMF and, as fast as you can, run while charging your fist and break the door, break the pig, collect the yellow gems and finish off the first Hoodlum. If you are fast enough, kill the second Hoodlum with the HMF. Wait with a charged fist near the mushroom for a third Hoodlum to appear. Finish him off and take the Vortex provided by him. Hit the mushroom and head for the boxes. Jump them and strafe towards the Tribelle while collecting the two yellow gems. It’s a combo worth of 2.980 points if the two Hoodlums are both killed with the HMF. (66.780 points).

Now use the Lockjaw to enter the room behind the doors (don’t open the doors at this point). Run to the stage where the green gem will later appear. From there you can jump to the level above. Jump higher to take the Tribelle in combo with the two yellow gems. (67.840 points).

Jump higher again to take the four yellow gems (aficionados might want to try to combo these with the Tribelle to make it give 1.000 points in combo). (67.980 points).

Jump and helicopter away from this level and send a curved shot towards the cage and break it. A green gem will now appear. Jump to the ground floor and weaken to two Hoodlums with two hits each.

What now follows is the biggest combo in this level.


Renew the Lockjaw and swing to the other room. Once again jump from the stage with the green gem to the level above. Be careful not to touch the green gem. Also, if the Hoodlum is standing next to the gem, make him jump to the ground floor. When entering the level above you see three pigs. And when you enter the hallway there is another pig. The combo starts here. Break the pig and collect the gems. Rush to towards the three pigs break them and collect the gems (you now have 13 objects in total). Drop down to the ground floor and finish off one Hoodlum. Take the green gem and rush towards the pigs on the ground floor. Break one but start by collecting the three yellow gems in the water tank. Break the other pig and collect the gems. Quickly head towards the second Hoodlum and finish him off. After a short victory dance, run towards the Slapdash that now appear in the corner. Kill him and quickly make Rayman stand in a place just before the Shock Rocket can, but still within reach of the can. Quickly send a rocket towards the Hoodboom that you can see higher on the scaffolding. Finally activate the Look Mode to take the Matuvu in the room across the ground floor. The combo is now finished and it’s worth 15.860 points. (88.540 points).

Use the Shock Rocket to hit the switch. (88.600 points).

The doors will now open.

Get the Lockjaw and take the gems inside the room where the Matuvu were residing. (88.820 points).

Renew the Lockjaw and enter the big room with three Hoodlums. As you enter the room, turn left and break the pig. Take the gems and finish off the Hoodlum that will appear nearby. Continue the combo by running clock wise and take the three yellow gems on the ledge while charging your fist and finish off the Hoodlum standing on the floor with one hit. Charge your fist once again and jump the boxes to send a charged, curved shot towards the last Hoodlum to get him in combo. Finish the combo by jumping to the ledge nearby and take the two yellow and one red gems. (91.260 points).

Now follows the last big combo in this part. Renew the Lockjaw and climb to the top of the boxes. Climb the ladder and follow the trail of yellow gems. After the last yellow gem on the ceiling ladder, quickly jump down to the ground floor and break a pig in the corner. Break the other pig and collect the gems while charging your fist. Run towards the Hoodlum near the wooden door and finish him off with one hit. Recharge your fist and finish off the second Hoodlum with one hit. Turn around and activate Look Mode to take the Matuvu in combo. It’s a combo worth of 4.180 points. (96.760 points).

Renew the Lockjaw and return to the room. Hit the switch, which opens the hatch in the floor. (96.820 points).

Enter the room opened by the hatch and take the gems. (96.880 points).

Break the cage and get the HMF. Climb the boxes and break the door with the HMF. Drop down to take the two yellow and one red gem in combo. (97.100 points).

Take the last badge of two yellow and one red gems and break the remaining doors to end this part. (97.320 points).

Part 4. Finish off the Hoodlum, break the cage and collect the gems. (97.800 points).

Finish off the Hoodstomper without killing the Slapdashes.

In order to reach the maximum score in level, which is 109.759 points, one has to loose some points along the way. After finishing off the Hoodstomper there is a combo of 9.760 points waiting. It is obtained by stomping 27 Hoodlums together with 3 surviving Slapdashes to pieces, all in combo of course. Thus the amount of points to be reached after killing the Hoodstomper is: 99.999 – 27x130 – 3x30 = 96.399 points.
It can be a tricky affair to keep the Slapdashes alive when finishing off the Hoodstomper, so expect a few restarts on that account. Also, it is quite hard not to have the Hoodlums hitting each other in the last big combo. When they hit each other, 30 points are lost and it’s a restart. Just be patient. I lost my patience though and settled for a score of 109.756 points.
Start the combo by finishing off the first Slapdash. Then make sure the next two Slapdashes are killed within the first five Hoodlums.

Part 5 & 6. Just go through the motions with the feeling of having reached maximum score in this level.
 
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Land of the Livid Dead

Part 1. Almost everything in this part can be taken in a few combos. I’ve made some videos to show how these combos can be played.

1. Get the gems and the Matuvu in combo with the Vortex. (9.260 points)

2. Stack the turtles to enter the platform with the Shock Rocket. Shoot the cages and the Plum. Refresh the Vortex and follow the video. (10.560 points)

The Matuvu Combo

3. The next combo is quite huge, 12.530 points, and it contains almost everything that’s left. Throw the Plum on the stick and climb carefully to the next level. Don’t touch the red gem above the stick. It may take some practise to do so. Go to the water fountain at the other end without taking any gems. The combo starts there. Follow the video. (26.430 points)

The Hoodlum Combo

4. Get the remaining 2 yellow gems near the secret room. (26.470 points)

5. Get the Vortex and head for the secret room. Jump the see-through boxes and get the yellow gems and make sure the green gem is taken after at least 10 yellow gems, all in combo of course. Continue the combo with the gems on the floor. The Vortex will run out at some point. (40.000 points)

6. Go to the room with the water fountain, climb to the next level and break the cage. Race the shoe and get as many hits as possible in combo. You can get as many as 720 points from the shoe. (40.720 points)

7. Finish the level by breaking the door. (40.720 points).

Part 2.

1. Jump the balloons and get the 7 yellow gems in combo. (40.890 points).

2. Free the Teensie and get the Vortex. Jump to the water and head for the Mushroom. Hit it and follow the video. You may want to weaken the Hoodlums beforehand, although it’s not necessary. The combo is worth 2.140 points. (43.930 points).

The First Hoodlum Combo

3. Go back to the Vortex, fall down and take the 5 remaining gems, starting with the yellow one. Kill the Hoodstyler, kill the second Hoodstyler and finish the combo with the Hoodstormer. It’s a combo worth 1.320 points. (45.990 points).

The Second Hoodlum Combo

4. Get the Lockjaw and take the yellow gems under the hooks, the 4 yellow gems on the platform by the Vortex, the remaining yellow gem on the Mushroom and finally get the pig and the 3 gems up the wooden ladder in combo. (46.550 points).

5. Renew the Lockjaw and quickly head for the next room. Immediately place yourself in front of the red gem on the rock so you can zoom in on the Matuvu. Get the Matuvu, the gems, the pigs and finish the combo with the Tribelle for 2.500 combo points. The complete combo is worth 3.880 points. (51.930 points).

The Tribelle Combo

6. Get the remaining 3 yellow gems on the balloon. (51.980 points).

7. Kill the Grim Keeper. (52.230 points).

8. Use the bubble to get to the upper level. Free the Teensie. Use the HMF and break the pig and collect the red gem. (52.370 points).

9. Get the yellow gem at the entrance to the secret room. (52.390 points).

10. Enter the secret room and use the Throttle Copter to pick up the gems. Make sure you get the green gem in combo after at least one yellow gem. Maybe it’s possible to pick up 5 yellow gems before the green gem for a combo of 6.000, but I have never succeeded in that. Get as many as possible of the yellow gems in combo. (58.990 points).

11. Return to the HMF and break the wooden door. On the scene is now two Hoodstylers protected by a Hoodoo. Hit the Hoodoo two times and hit each Hoodstyler once. (59.010 points).

12. Renew the HMF and quickly run to the scene with the Hoodlums. Hit at one Hoodstyler, who is then protected by the Hoodoo, and kill the other one. Kill the Hoodoo and the last Hoodstyler. If done quickly it can be done before the HMF runs out. Continue the combo and finish off the Hoodlums that now appear. (61.150 points).

The Third Hoodlum Combo

13. Now to the last combo in this part. Hit the Hoodblaster two times. Jump from the pig to the upper level. Take the gems, fall down and break the first pig, collect the gems, break the final pig and finish off the Hoodblaster. Quickly use the Throttle Copter to enter the upper level and collect the remaining gems in combo. (62.160 points).

The Last Combo

Part 3.

1. Climb the platform, get the 2 yellow gems, finish off the Hoodblaster, get the HMF and continue the combo with the two pigs and the door. (62.560 points).

2. Continue through the hallway, but don’t collect the gems. Enter the Tower of Light.

3. Activate the switch, which raises the platforms. Use the platforms to get to the cage, but don’t collect any yellow gems along the way. Free the Teensie and get the Lockjaw. With Lockjaw, return to the ground level and activate the switch once again. This time collect the gems in combo. Continue the combo on the see-through stair. It may take some practise to do so. (63.440 points).

4. Renew the Lockjaw and head back to the hallway where you came from. Collect the gems, leaving the red for later. Finish off the Hoodblaster and rush back through the hallway, get the red gem and continue the combo with the 3 pigs on the right. Finally collect the gems. (65.300 points).

The Pig Combo

5. Head back to the Tower and hit the Hoodstormer four times on the way. Renew the Lockjaw.

6. Exit the Tower and collect the gems on the right. Start with a yellow gem. Fall down and continue the combo with the gems below. Kill the Hoodstormer and kill the second Hoodstormer as well. Get the Matuvu and collect the final 3 gems. This combo is worth 7.160 points. (74.160 points).

The Hoodstormer Combo

7. Renew the Lockjaw and exit the Tower. Collect the gems on the left and break the pigs. Collect the gems and get the Matuvu in combo. Continue the combo with the gems at the lower levels. It’s a combo worth of 2.900 points. (78.060 points).

The Matuvu Combo

8. Once again renew the Lockjaw and head for the next set of see-through stairs. After the first stair use the Lockjaw and get to the second stair. Run to the top of that stair without taking any gems. Go to the third stair and get the gems while running to the top. Fall down to the second stair and continue the combo. (78.980 points).

The Stairs Combo

9. Get the gems on the last stair and free the Teensie to get the Vortex. (79.460 points).

10. Go to the ground floor and exit the Tower with the Vortex. Go to the left and enter the level below. Lower the Mushrooms and get the yellow gems in combo. (79.700 points).

11. Get the Plum and put it on the stick. Don’t break the cage yet. Renew the Lockjaw and quickly get back to break the cage. The Teensie will now open a portal at the entrance of the Tower. Quickly jump the bubbles and enter the portal. Get the gems and kill the Hoodlums in combo. Make sure you kill the Elite Monger as the last thing. The combo should be worth 1.440 points. (82.200 points).

The Ground Floor Combo

12. Get the HMF and break the wooden door. Get the gems in combo. (82.700 points).

13. Go to the next level. Hit the Hoodoo three times. Get 4 yellow and 1 red gems and kill the Hoodoo. Finish off the Hoodblaster, get the Shock Rocket and get the remaining 3 red gems in combo. (84.480 points).

14. Open the door using the Shock Rocket. Enter the door and collect the gems. It sometimes happens that the Hoodblaster from the upper level is standing in the doorway. If so, kill him with the Shock Rocket and continue the combo. (85.360 points).

15. Go to the upper level. Kill the Hoodblaster if you didn’t do it in the hallway. Ignore the gems and use the Throttle Copter to reach the Lockjaw. Swing the hooks and head for the top level. Don’t take the yellow gems on the way up.

16. Hit the Hoodoo 3 times. Collect the gems starting with a yellow one. Summon the Hoodoo and kill him. Kill the Hoodboom and get the HMF. Break the door and quickly fall down to take the gems below in the same combo. It’s a combo worth 2.980 points. (89.700 points).

The Tower Combo

17. Return to the top level and race the shoe back to the ground floor. Take the yellow gems on the way in combo. (90.020 points).

18. Hit the other shoe ten times. (90.740 points).

19. Return to the area where this part began. Get the HMF and weaken the Heckler so one more hit will kill him. Renew the HMF and charge your fist. Get the 4 yellow and 1 red gems and finish off the heckler in combo. (92.500 points).

20. Renew the HMF and take the last 8 gems in combo. Start with the yellow gems. (93.300 points).

Part 4.

1. Break the pigs in combo. (93.390 points).

2. Follow the yellow gem road and get the first 3 in combo. (93.440 points).

3. Try to combo the next 15 yellow gems. (93.740 points).

4. Combo the Leviathan with a yellow gem and continue the combo with a few more yellow gems. (96.800 points).

5. Get the remaining 3 yellow gems in this room. (96.830 points).

6. Head for the exit and get the 9 yellow gems, combo as many as possible. (96.950 points).

Up until now all available points have been counted, but in fact one needs exactly 92.359 points after part 4 in order to reach the maximum score for this level. Thus mistakes are allowed in the previous parts, or some combos can be made shorter. Who in their right mind would want to hit the shoes ten times in combo for instance?

Part 5.

1. Shoot the Rocket through the hole in the fence and direct it to the switches in the ceiling. This opens the secret room.

2. Kill the 5 Hoodblasters in combo with the Shock Rocket. The fence will now open. Continue the combo with the yellow gem on the right, get the yellow gem on the left, get 3 red gems before the 2 green gems and get the rest of the red gems in combo. You have to move really fast or else the Shock Rocket will run out. (119.599 points).

The Green Gem Combo

Part 6.

Just enjoy the ride with the feeling of having reached the maximum score.
 
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The Longest Shortcut

Part 1. Everything on the ground floor can be taken in one combo, but as the green gems don’t yield any combo points after 15 items, it is more profitable to split it into two combos. These two combos, however, will prove to be some of the most difficult and annoying combos in the entire game.

The first combo is quite simple; hit the shoe 9 times in combo. (630 points).

The second combo starts with the 9 red gems in the tunnel. After taking the last of the red gems, kill the shoe in combo. This will give you the Lockjaw. Now run like the wind to a certain spot where you can get the Matuvu in combo. Continue the combo in the secret room where you take 2 yellow gems. Take the 2 green gems in combo and get the remaining 6 yellow gems. (28.130 points).

The combo presents some challenges. First one has to lure the shoe into the tunnel so it can be comboed after the last red gem. Then, getting the Lockjaw, Rayman must yell yahoo! and he must be placed near the switch in the floor in order to reach the very specific place where he can combo the Matuvu, with the Lockjaw naturally, and where he can reach the first yellow gem in the secret room in combo. Getting the Matuvu in combo is a close call, and so is reaching the secret room in time, so a lot of experimenting on where to stand is required. The rest is trivial play.

Use the Lockjaw and the hooks to swing to the first room in the wall. Get the 3 crowns. (28.230 points).

Renew the Lockjaw and swing to the second room. Ignore the crowns and instead climb upstairs using the vine. Take the 5 crowns and fall to the level below and combo the 3 crowns you just left behind. (28.590 points).

Renew the Lockjaw one last time and use the hooks and the vine to get to the top floor. Use the hooks to cross the room to enter the last room with 3 crowns. Take these crowns and transport yourself back to Globox. (28.690 points).

Take the last crown. (28.710 points).

The door will open and across the room you will find a Tribelle. Strafe towards it with the Lockjaw (renew the Lockjaw if it runs out) and collect the points. (29.210 points).

This completes the first part.

Part 2. Go to the room with the moving platforms and use them to enter the first room. Collect the 3 crown. (29.260 points).

Use the platforms to enter the second room. Before you touch any crowns, use a charged fist and punch the wall to reveal a secret room. Take the 4 crowns in combo and get the 4 yellow and the green gem in combo. (33.970 points).

Use the platforms to enter the last room. Collect the 5 crowns and transport yourself to the next room. (34.060 points).

Enter the invisible moving platform and collect the 4 crowns in combo. (34.130 points).

In the next room there are four invisible moving platforms, although their reflections can be seen in the mirror. On top of these platforms are a total of 10 crowns. Take these in combo. It may require some practise to do this. (34.370 points).

In the next room another set of invisible moving platform is found together with 3 crowns. Get at least two of them in combo and leave the room through the wall in the far left corner, as seen when you entered the room. (34.410 points).

Transport yourself back to Globox and get the last crown to open the door. (34.420 points).

Behind this door you will find a Matuvu and a Tribelle. Approach the Tribelle carefully and stop at a safe distance. Zoom in on the Matuvu and strafe towards the Tribelle to get it in combo. This completes part 2. (35.170 points.)

Part 3. Turn left to enter the room with moving platforms above the water. Take the lone crown near the switch. (35.180 points).

Use the platforms to jump to the other end in time to get the 4 crowns before the gate closes. (35.250 points).

Now charge your fist, jump and hit the circular glass plate in order to open the secret room. In this room you will find 8 yellow gems, 4 red gems and 1 green gem. Take the yellow gems first, then the red and finally the green gem in combo. (41.850 points).

Exit the secret room and activate the switch on the ground floor. Punch the 3 platforms to go to the upper level. Collect the 4 crowns. (41.920 points).

Enter the next room. On the left there are three moving platforms with 3 crowns and a room with 3 crowns as well. Take the 3 crowns at the platforms and take the 3 crowns in the room as well. (42.010 points).

Jump to the level below and place yourself in front of the vine with 5 yellow gems. You must stand in a position where you are just able to zoom in on the Matuvu to the left of the vine. Get the Matuvu and at once jump the vine to continue the combo with the yellow gems. (42.370 points).

Now jump the bubble trampolines to reach the ledges with the crowns. Activate the switch on the bottom ledge and jump the ledges to get the crowns in combo. (42.610 points).

From the top ledge, jump to the room with 4 crowns and collect them. (42.680 points).

Enter the last room. Punch the platform with curved shots, alternating left and right, and reach the other end in time to collect the crowns before the gate closes. (42.770 points).

Get back to Globox and collect the last crown. (42.780 points).

Enter the open door and collect the Tribelle near the ship. End of this level. (43.030 points).
 
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The Summit Beyond the Clouds

Part 1. This part starts with a combo that signals just how challenging this level really is. It involves the green gem and the two yellow gems located in the secret room on the side of the ship. But before getting this combo it is necessary to kill two, or sometimes three, lone fish. Grab the Lockjaw and shoot them with the canons when they appear.
Now a lot of fish will appear and all the excitement starts. The idea is now to get ten items before taking the green gem in combo. It can be done as follows: Get the Lockjaw and get up on the rail. Walk on the rail in direction of the secret room. The rail ends at a corner and at this corner it is possible to get to the upper deck by means of a glitch. The glitch works simply by walking into the corner. Don’t jump, just walk. It may take a few attempts before it’s working, but practise makes perfect. One note here though: One should get to the upper deck as fast as possible as the fish are continually shooting the ship.
When at the upper deck (with the Lockjaw naturally) make sure there are two fish out there. The combo starts by shooting the canon. Quickly take the two yellow gems while jumping and using helicopter to take the third yellow gem. Just before you go below the upper rail, shoot the canon once again and drop to the lower deck and take the gems on the way down without hitting the Throttle Copter can as you land. Now run like heck and jump on the rail and helicopter to the secret room taking the yellow gem on your left. Jump away and take the yellow gem on the right and finally take the green gem. (12.860 points).

The Green Gem Combo

Back on the ship, use the Throttle Copter to reach the canon on the upper deck and shoot it three times (sometimes two shots are not sufficient). Land on the Throttle Copter can as you go down again in order to get the points with power suit. (13.040 points).

Now to the combo that will determine your score in this part. Renew the Lockjaw and head for the yellow gems on the netting. As you face them climb the netting on the left and take the yellow gems, when you reach the top, move to the right to take the yellow gems and now jump down taking the yellow gems on the right on the way down except the last one in the lower right corner. It may take some practise the make the right jump. Quickly hit the canon on your right and quickly turn back to take the last yellow gem on the netting. Run like the wind to take the first yellow gem that leads to the canon. Shoot the canon on your left and return to take another yellow gem to keep the combo going. The idea now is to keep the combo going as long as possible by combining the remaining yellow gems with the canons. Do this as slowly as possible, thus allowing a new school of fish to appear. It is possible to get a combo exceeding 4.000 points in this part.

The Cannon Combo

Get as many as possible of the remaining fish in combo. (20.000 points).

Part 2. Force the Hoodlock back behind the HMF by hitting him regularly. Get the HMF, break the pig, collect the gems, kill the Hoodlock with a charged fist and finally convert the Black Lum. (21.100 points).

Renew the HMF and run towards the snowballs coming at you. Avoid them by hitting them with the HMF. Don’t collect any yellow gems along the way. You must now get to the upper level without touching any yellow gems. This can be done by mounting the boxes in the middle. Stand on the box to the left of the yellow gem. From there, make a jump to the box furthest to the left. There isn’t much room to move on this box without touching the yellow gem, so be careful. When you jump to the box, grab hold with the hands on the edge pointing away from the upper level. Climb carefully to the box and stand on the extreme corner close to the wall and away from the upper level. From there you can jump to the wooden tower close by. Climb to the top of the wooden tower and jump to the upper level. The hands will grab hold on the edge. You are now at the level with the Hoodlock and a few yellow gems. Again, go to the level above without touching anything. This can be done as follows: Near the yellow gem to the left, you can walk or run a little bit up the hillside. When you reach the highest point you can make a jump to a small platform on the hillside just above the yellow gem. Stand at the edge of this platform and make a jump to the level above. Again the hands will grab hold. At this level, don’t touch anything but jump up one further level, which this time is easy. Now, avoid the snowballs and find your way to the cage. The cage is invisible, but a red circle reveals its presence. Hit it and free the Teensies. They will stop the snowballs and provide you with the Lockjaw. At this point, don’t be tempted to continue jumping the balloons as the Hoodlums won’t appear until you finish off the Hoodlock.

Instead take the Lockjaw and helicopter down to the level with the Hoodlock. As the snowballs have stopped rolling at you, you can now finish off the Hoodlock nice and easy with the power suit. Do this and take the yellow gem on the left where you jumped to the platform in combo. Run back and convert the Black Lum, also in combo. But for the love of god, don’t touch the yellow gem near the fireplace. (21.420 points).

The Beginning

Use the Throttle Copter to go to the upper level and return to the Lockjaw, again without touching any gems on the way.

Now to the first of the long, big combos in this part. This combo depends on speed and the ability to jump the balloons fast. Take the Lockjaw and swing to the balloons. Take the yellow gems and give the Hoodlum a semi-charged shot. Don’t run into him and he will inflate a balloon and go to the other side. Now run a little bit down the path to the left of the Hoodlum and then turn right into the first balloon. When done right, you will take the first and second balloon in one jump and thus save a precious second or two. Take the yellow gems on the remaining balloons. Take the yellow gem as you land. Go to the circular, wooden arena and jump over the fence midway to take the yellow gem just on the other side. Now go clock wise and take the yellow gems while charging your fist. Electrocute the Elite Monger who appears just where the remaining yellow gem is located. Take this yellow gem and fast run towards the second Elite Monger who is descending by balloon. Hit him one time while on the balloon and now quickly run back and convert the Black Lum from the first Elite Monger (it should give two or three Black Lums). Thus you now have at least 20 objects. Activate Look Mode and take the Matuvu for 2.500 combo points. Turn around and finish off the last Hoodlum who is conveniently placed near you. Convert the Black Lum before the cinematic starts. Now rush to the level below with the pig. Break the pig and collect the yellow gems. Make sure the last gem you take is the one close to the edge. Roll off the edge and land on the yellow gem you left at the fireplace. Continue to roll off the edge here and land on the yellow gem just below. Collect the yellow gems on the boxes and continue to take all the remaining yellow gems in combo (the last three gems will be without the Lockjaw). This combo is worth 10.590 points. (34.600 points).

The Circular Arena Combo

Go back to the Lockjaw and balloon to the other side. Finish off the first Lavicraft and combo it with a lone yellow gem in the corner near the arena. Convert the Black Lum and get the two yellow gems and the end of the wooden path in combo as well. (35.740 points).

Now to the second of the very long combos. Weaken the remaining Lavicraft so one more hit will finish him off. Now he must be placed at a certain spot, which is on the wooden path leading away from the circular arena. The place is right in the middle of the pathway, about one fourth of the way from the arena to the wall of the hill at the end of the pathway. You can place him there quite easily. Make him shoot fire at you and run from the centre of the arena along the middle of the wooden pathway to the wall at the end. Pause there. If he is not in the right position, repeat the process. When positioned, he will not move away unless you approach him. Now refresh the Lockjaw and get ready for the combo.

The combo starts with the yellow gem on the ground at the start of the scaffolding. Take it and jump to the scaffolding. Take the yellow gems and when you reach the platform with the four yellow gems, take the two gems on the left first. Continue with the remaining two gems while hitting the Lavicraft who is placed just down below (you can easily see the red circle). Quickly take the first yellow gem on the first balloon and continue with the other balloons while 1.500 points from the Lavicraft are added to the combo counter. Break the Snowmen and collect the gems. Continue with the trail of yellow gems. Be careful with the gem on the left box as you have to make a jump to get it. Take the gem on the floor between the opposite boxes and jump to the box where the previous gem was located. The following must be done with some accuracy. Jump forward and right (some might say north-east) to the ceiling while taking the first of the two remaining yellow gems. Pass the last yellow gem on the ceiling on the right and turn left to take it just before the combo (and the Lockjaw) runs out. Get the HMF and quickly charge your fist while falling towards the door. Break the door as you stand as close as possible to the door. Continue to take the yellow gem on the box in the other room. Run towards the Snowman while hitting back to break the pig to continue the combo. Break the Snowman, take the gems while charging the fist and send a deadly shot towards the Hoodboom on the scaffolding. Take the remaining yellow gems on the ground floor near the Snowman and on the level where the Hoodboom was placed. The combo ends here. (46.600 points).

The Lavicraft Combo

Get the Lockjaw and go to the secret room. Make sure you get as many yellow as possible in the beginning of the combo and save as many red gems as possible for later. Also the green gem must be taken as gem number 11 – 15 in order for it to give maximum points. (61.620 points).

Go back and renew the Lockjaw. Take the remaining gems in this room. (61.760 points).

Renew the Lockjaw and use the swing. You can choose to pass the HMF as the Lockjaw will do here. Go stand before the yellow gem and let the Hoodlum hit you one time. Get the yellow gem and jump to the level where the Hoodlum is standing. Get the yellow gems here and jump to get the remaining two yellow gems here while charging the fist. Kill the Hoodlum with one hit and convert the Black Lum, all in combo of course. (62.780 points).

We now get to the third long combo in this part. First some preparation. Climb the ladder and jump the balloons to get the Vortex. Collect the four yellow gems. (62.920 points).

Run past the first Hoodlum and shoot the stilts with the Vortex. Now jump down below and wait for the Vortex to run out. Go to the frozen waterfall and hit the Elite Monger five times. He will be joined by the first Hoodlum who has chosen to jump down as well. Go back upstairs using the ladder. The Hoodboom will stand close to the Snowman. Hit him five times and renew the Vortex. When you come back he will be conveniently placed a little bit away from the Snowman. Now to the combo.
Break the Snowman and collect the yellow gems. Hit the Hoodboom and very fast jump and helicopter to the first of the five balloons on the right. When done right and fast you will reach the balloon just in time to continue the combo. Take the five yellow gems while falling/helicoptering/steering to avoid the balloons. When you land on the box, hit the Elite Monger, still with the Vortex. He will give 2.500 points in combo. Get the HMF, convert the Black Lum and finish off the Hoodlum. Convert the Black Lum and zoom in on the Matuvu for additional 2.500 points. Quickly turn around, break the door and collect the gems in the hallway together with the pig. It’s a combo worth of 9.220 points. (74.240 points).

The Balloon Combo

You now enter the last room in this part. In order to prepare the first combo, you might want to weaken the two Hoodlums on the left with two shots each (I don’t do that myself though). Also you have to hit the Hoodboom on the scaffolding in order to make him jump down (jump to the level with the Snowmen, jump and helicopter away from the level while sending a curved shot to the left and aimed at the Hoodboom).

Now to the combo itself. This one was once devised by Cyberscreen and it remains one of my favourite combos in the whole game. Go to the level with the Snowmen. Go stand at the pig with your back to the two Snowmen and thus facing the third Snowman. Break the pig and get the HMF and quickly break the Snowman in front of you in combo and collect the gems. Return to the two Snowmen and break them in the same combo. Renew the HMF while collecting the gems. Charge the fist while running towards the Hoodboom who is now standing on the ground floor and kill him in combo with one hit. Convert the Black Lum. Use the Throttle Copter and finish off the Hoodlum on the left. Run back to renew the Throttle Copter and turn counter clock wise around the corner of the scaffolding. As soon as you see a red circle around the Hoodlum send a curved (charged) shot at him. Quickly use the Throttle Copter for an easy ascent to the level with the HMF and run fast to get the HMF. Now head for the middle part of the wooden hanging bridge where another Hoodboom is standing. Kill him with a charged fist (must be done quickly). Now head for a place underneath the end of the hanging bridge. At this exact spot you can jump and with a charged shot to the right hit the Elite Monger who is standing near the end of the bridge. The exact location of this spot is easily found slightly to the left of a narrow shade of grey in the snow. The combo ends here and there is nothing sweeter than hearing this last charged shot worth of 2.500 combo points hit the target. (85.330 points).

The Scaffolding Combo

Go back to the HMF and wait for the Black Lum to fly by. Convert it (it usually gives two Lums). (85.390 points).

Now it’s time for the last combo in this room. Use the Throttle Copter to enter the scaffolding. Cross the bridge and head for the Hoodlum. Don’t hit him. Instead jump to the left and with the Throttle Copter fly to the top of the scaffolding and break the cage. You now have the Lockjaw. Head back to the first bridge and the Hoodlum. Charge your fist and take the yellow gem in front of the Hoodlum and finish him off with one hit. Convert the black Lum. Now jump out and upwards to the wooden hanging bridge above. Jump as if you wanted to hit the head on the floorboards. What actually happens is that you pass through the floor and you find yourself on the bridge above. Continue the combo with the Hoodboom that have appeared at the end of this bridge. Convert the Black Lum. Now, in order to continue this combo you have to stand next to the yellow gem where you killed the Hoodboom. The Elite Monger will arrive rather late by the balloon, so as soon as you see him coming down, charge your fist, take the yellow gem and electrocute him at the moment he touches the bridge (only then can it be done). Convert the Black Lum and race towards the Hoodlum at the end. Kill him with one hit after taking the yellow gem. Convert the Black Lum and kill the last Hoodlum and convert the last Black Lum. (90.570 points).

The Second Scaffolding Combo

Renew the Lockjaw and head towards the other room. Take the remaining yellow gem at the end of the first bridge. (90.590 points).

In the other room, jump the boxes to the right and jump the balloons until you get to the balloon with the yellow gem. Take it. (90.610 points).

Jump to the horn and collect the gems in combo, fall down to continue the combo with the pig and the gems below. (91.730 points).

Get the HMF and kill the last Hoodlum with one hit. Convert the Black Lum (this can be made to give three Lums). (92.210 points).

Part 3. In the first room there are two Hoodoos, one protecting the Slapdash and one protecting the cage. Give each of these Hoodoos three shots. Everything in the first room (and then some) can be taken in combo. Start at the pig on the left. Break it and break the other two pigs as well. Collect the gems and take a hit at the cage. The Hoodoo will appear. Kill him in combo and break the cage. Convert the Black Lum and take the red gem left by the Teensie. Take a shot at the Slapdash and finish off the last Hoodoo. Convert the Black Lum and finish off the Slapdash. Convert the Black Lum and continue the combo by flipping the Snowboard (usually three times at this place) and finally take the five yellow gems in the same combo. (96.400 points).

The next combo follows immediately and starts with the five yellow gems followed by a jump where the opportunity of flipping the snowboard should be used to the full extent. When landing close the edge of the path with the two red gems, it is sometimes possible to flip all the way to the gems. Collect the gems and steer left after the jump while flipping like mad. Get the Hoodlock in combo and collect the yellow gems along the wall. I usually land about 1.960 combo points here, but it may vary from time to time. (98.800 points).

Note: If you at this stage of the game are in need of points, it is possible to trigger a launching glitch just after the path with the red gems. Jump to the extreme left when leaving the path and go along the left side wall. At some point you might be launched high into the air and thus being able to flip the snowboard like mad. I once had about 2.800 points in combo that way.

The next combo involves the fence on the left just before the next Hoodlock. Go into the fence on the right side of it. This allows you to flip the snowboard, often up till three times, and furthermore you get the Hoodlock in combo. After the Hoodlock continue down the left path and collect the yellow gems. Jump off the path and flip the snowboard (in combo) for additional points. (99.650 points).

At the next fence on the left, go into to it on the left side and flip the snowboard. Continue into the left corner just after the fence and you can flip again. You can get a combo of 300 points here. (100.190 points).

The next combo starts with the third Hoodlock. Run into him and continue left up the short slope. When done right this allows you to flip four times. Continue and jump off the path towards the next Hoodlock. Flip while in the air. Hit the Hoodlock, ram into the fence, flip, take the yellow gems, jump and flip and finally take the red gem in combo. This combo should be between 1.100 and 1.300 points depending on the number of flips. (101.990 points).

Take the five yellow gems in the hallway. (102.080 points).

Ram the Hoodlock and take the yellow gems in combo. Hit the fence and flip one time in combo. You miss the last yellow gem by doing this, but occasionally you can get it after the fence. (102.380 points).

Take the left path and get the red gem. (102.410 points).

The next combo starts with the Hoodlock just after the red gem. Run into him and flip whenever you can and get the gems. I usually get a combo worth of 1.590 points here (and on a rare occasion 1.740 points). For the sake of counting this should amount to 104.580 points. Obviously one cannot keep scoring after 100.000 points.

Now to the combo involving the green gem. It starts with five yellow gems and is followed by flips before and after taking the green gem. The green gem is worth 4.500 combo points. If for example one is able to flip ten times the combo is 5.200 points. In order to reach the “maximum score” in this level one should thus have 99.999 – 5x10 – 10x30 – 1.500 = 98.149 points before starting this last combo and the score will be 105.199 points. This very personal “maximum score” can be adjusted to how many times one actually is able to flip the snowboard.

If one wants to be the world champion in this level we need a different approach and a different combo. It involves a glitch that is a bit hard to trigger, but then again not harder than getting the green gem itself. It starts with the last Hoodlock before the green gem. Run into it and jump and flip, take the yellow gem, jump and flip. Take the following five yellow gems and the red gem and jump and flip to the other side. Now if you aimed right when doing this jump, you can land exactly on the left edge of the pathway. When doing this right, you will be launched into the air and thus being able to flip some more and to top it off, you will land exactly where the trail of five yellow gems leads to the green gem and thus keep the combo going. Take the five yellow gems, jump and flip and take the green gem in a combo of 7.500 points. Let’s investigate this further and be more specific about the combo.

In units of five objects (the first 20 objects) the combo can go like this:

Hoodlock 4 flips| 1 yellow 4 flips| 3 flips 2 yellow| 3 yellow 1 red 1 flip| 9 flips 5 yellow 8 flips green gem

Here I assume one is able to flip 4 times for the first jump, 7 times for the second jump, 6 times for third jump, 4 times after being launched from the edge and finally conservative 8 times when jumping for the green gem.

The combo is worth 11.370 points. In straight points this is: 130 + 11x10 + 30x30 + 1.500 = 2.640 points. Thus in order to reach the maximum score one should have 99.999 – 2.640 = 97.359 points before hitting the Hoodlock. The maximum score for this level in this example is: 111.369 points.

Note 1: The combos in this walkthrough are all tried out several times, but for obvious reasons I have left out being hit along the way.

Note 2: This game is played on X-Box and on this platform the conversion of Black Lums goes like this: If the Black Lum is converted right after the Hoodlum is killed, then it will give 10 points. If you wait a while it may give 20 and wait even further it may provide 30 points and thus count as three Lums (this fact is important in combos). Wait even longer yet and it may be back to 20 or 10 points again. Thus there is a time dependency when converting Black Lums and in a given situation it may be down to luck how it is converted. The combos where the conversion always provides 10 points, it is counted as 10 points in the combo. And where I always can get it for 30 points, it is counted as such (an example is the very first combo in part 2.). In all other cases the conversion is set to 20 points as an average score. Thus for the fanatic player, the score may be a little bit higher than I have stated.

Note 3: In order to get the maximum score it is necessary to get 98.149 points (or 97.359 points depending on the level of your ambitions). It is thus possible to loose around 7.000 points along the way when compared to the walkthrough, so mistakes are allowed. For instance, this time around I got 19.000 points on the ship and I settled for that. I would probably play the whole day to get 20.000 points on the ship and since I can loose points I chose to save the score of 19.000. Plus I tend to loose patience when getting around 20.000 points and the ship is shot to pieces just before I kill the last fish.
 
Posts: 99 | Registered: Sun July 03 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Xenon09
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Thanks a lot for bringing these back. I'll benefit from them, definitely.
I might replay CF now, even though I can only improve it by around 7000... Last time I played part 1 I ended up with only 8500, when 2500 more could be earned. Part 2 - about 38000 (there needs to be a big improvement there), and part 3 about 50,000. So I have work to do.

By the way, I just released a video for the valley combo in part 2 for the hell of it. It also shows a very strange glitch, as when Rayman falls he is still able to jump to the net. This earned me valuable nanoseconds and hence I was able to perform the combo Razz Well, maybe it was a slight fluke.

The Valley Combo
 
Posts: 1084 | Registered: Sat May 21 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of MANDM1981
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It's a great video and a fun combo to play. Actually CF part 2 is my favourite area in the entire game. I often play it just for fun as there are plenty of great combos and the scenery is awesome, especially the valley.

By the way, did you finish TOTL?
 
Posts: 99 | Registered: Sun July 03 2005Reply With QuoteEdit or Delete MessageReport This Post
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There are missing some worlds. Are you going to add them?
 
Posts: 36 | Registered: Sat April 05 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of MANDM1981
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I haven't made walkthroughs for the other worlds yet. At the moment I'm playing BOM and revising some of the combos. I'm considering taking notes as I progress. I'll post it here when ready. The remaining worlds will be dealt