Rayman 3 scores
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Mountain Goat

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Re: The Rayman 3 Scores Topic
@MandM: I have a great trick, how I can the Hoodblaster keep alive. But it only works on PC.
And yeah, I'm playing BOM at moment. When I only one time get a Razoff-Triple-Bug I could reach max score, because I have 65.024 before Part 5. (Screenshot on Page 4)
And yeah, I'm playing BOM at moment. When I only one time get a Razoff-Triple-Bug I could reach max score, because I have 65.024 before Part 5. (Screenshot on Page 4)
Re: The Rayman 3 Scores Topic
Wish that trick would work for X-Box as well. Anyway, you have a great score after part 4. It's certainly enough so you don't need to get the green gem for 3.000 combo points in part 5. It's a great relief since you probably have to replay this part a few times.
Re: The Rayman 3 Scores Topic
Hey MandM, it's a honnour to have you over at our Rayman community 
Anyway, we should get the walktrough over here, i'm starting with the Fairy Council
Anyway, we should get the walktrough over here, i'm starting with the Fairy Council
Re: The Rayman 3 Scores Topic
The Fairy Council – A walkthrough
By MandM81
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 locate 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. (580 points)
Go back to take the two yellow gems together with the three yellow gems on the Mushrooms in combo. (670 points)
Helicopter across to the other side and pass the trampolines without taking any gems and also pass the three yellow gems further on. Now to the big combo in this room. Follow the video. (1.640 points)
FC part - The Trampoline Combo
Go back to the trampolines and turn right to take the six yellow gems in combo. (1.760 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. (1.850 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. (2.210 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. (3.090 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. (3.190 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. (13.120 points)
FC part 3 - The 3-Matuvu Combo
Renew the Vortex and take the yellow gems in the room where you took the pigs. (13.760 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. (16.040 points)
Renew the Vortex and take the two final yellow gems in combo. (16.100 points)
Not1e: 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.
Note2: The 3-Matuvu Combo can be improved by about 500 points. The second Matuvu can be made to yield 2.500 points in combo if one is able to get at least five yellow gems after falling down from the level above. It’s insanely difficult though.
Note3: It is perhaps worth trying to get the Fourth Matuvu for 1.500 points in combo. It can be done by falling down from the circular ledge and get at least two yellow gems before zooming in on the Matuvu. No-one has been successful yet in doing this combo, but perhaps one day…
Note4: It is possible to trigger a glitch when killing the Hoodblaster for the Vortex. Use the glass lift to make a high jump in order to reach the platform where the Hoodblaster is located. Kill him after a yellow gem and earn additional 70 points.
If everything is done right, with the exception of note3, then the score after this part should be 16.720 points. If one day note3 becomes possible, then the score will be 17.200 points.
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. (18.430 points)
FC 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. (18.810 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. (20.490 points)
Jump the jelly fish trampolines and collect the gems below. (20.670 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. (20.760 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. (22.730 points)
Get the remaining gems as you leave this area. (22.020 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. (23.130 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. (26.300 points)
Get the remaining yellow gems on this room. (26.340 points)
Part 5. Find the secret room by climbing the ledge. Get the gems. (34.700 points)
Part 6. Combo all the gems. Be careful to get the green gem near the end in a 3.000 points combo. (42.300 points).
Note: I haven’t added the recent improvements to the score. At the moment the maximum score is 44.200+ points.
By MandM81
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 locate 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. (580 points)
Go back to take the two yellow gems together with the three yellow gems on the Mushrooms in combo. (670 points)
Helicopter across to the other side and pass the trampolines without taking any gems and also pass the three yellow gems further on. Now to the big combo in this room. Follow the video. (1.640 points)
FC part - The Trampoline Combo
Go back to the trampolines and turn right to take the six yellow gems in combo. (1.760 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. (1.850 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. (2.210 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. (3.090 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. (3.190 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. (13.120 points)
FC part 3 - The 3-Matuvu Combo
Renew the Vortex and take the yellow gems in the room where you took the pigs. (13.760 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. (16.040 points)
Renew the Vortex and take the two final yellow gems in combo. (16.100 points)
Not1e: 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.
Note2: The 3-Matuvu Combo can be improved by about 500 points. The second Matuvu can be made to yield 2.500 points in combo if one is able to get at least five yellow gems after falling down from the level above. It’s insanely difficult though.
Note3: It is perhaps worth trying to get the Fourth Matuvu for 1.500 points in combo. It can be done by falling down from the circular ledge and get at least two yellow gems before zooming in on the Matuvu. No-one has been successful yet in doing this combo, but perhaps one day…
Note4: It is possible to trigger a glitch when killing the Hoodblaster for the Vortex. Use the glass lift to make a high jump in order to reach the platform where the Hoodblaster is located. Kill him after a yellow gem and earn additional 70 points.
If everything is done right, with the exception of note3, then the score after this part should be 16.720 points. If one day note3 becomes possible, then the score will be 17.200 points.
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. (18.430 points)
FC 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. (18.810 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. (20.490 points)
Jump the jelly fish trampolines and collect the gems below. (20.670 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. (20.760 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. (22.730 points)
Get the remaining gems as you leave this area. (22.020 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. (23.130 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. (26.300 points)
Get the remaining yellow gems on this room. (26.340 points)
Part 5. Find the secret room by climbing the ledge. Get the gems. (34.700 points)
Part 6. Combo all the gems. Be careful to get the green gem near the end in a 3.000 points combo. (42.300 points).
Note: I haven’t added the recent improvements to the score. At the moment the maximum score is 44.200+ points.
Re: The Rayman 3 Scores Topic
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).
CF part 2 - The Matuvu Combo and 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).
CF part 3 - The Tribelle Combo
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. 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.
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).
CF part 2 - The Matuvu Combo and 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).
CF part 3 - The Tribelle Combo
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. 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.
Re: The Rayman 3 Scores Topic
God is here!
Just kidding.
Welcome to the forums! Great to have you.
Are you able to give me tips for part 2 TFC? I'm struggling with the piggybank combo still, and I've had no luck with the 3 Matuvu Combo yet.
@ Joshua: All his solutions were posted on the first page...
Welcome to the forums! Great to have you.
Are you able to give me tips for part 2 TFC? I'm struggling with the piggybank combo still, and I've had no luck with the 3 Matuvu Combo yet.
@ Joshua: All his solutions were posted on the first page...
Re: The Rayman 3 Scores Topic
The Bog of Murk.
Part 1.
Turn around and collect the red gem from the toilet in the outhouse (never say the creators of R3 are without a sense of humour). 30 points.
Break the cage and get the Throttle Copter. From the location of the Throttle Copter can you can zoom in on the Matuvu across the bog. Get it for 500 points and continue the combo with the 3 yellow gems above you. 630 points.
Use the Throttle Copter and collect the 4 yellow gems nearby. 700 points.
Break the second cage and collect the yellow and red gems. 960 points.
Head for the house and fight Begoniax. 2.460 points.
Go to the room with the gems. Collect the yellow gems on the right. 2.530 points.
Go back up the stairs and collect the gems on the left in combo. 2.700 points.
Collect the last red gem beside the exit (this can actually be included in the last combo if you’re fast). 2.730 points.
Part 2.
Jump and helicopter to the island. Don’t take any gems and don’t wake up the Hoodblasters. Head for the Mushrooms (run clockwise around the island). Use the Mushrooms to get near the cage. Break it carefully when standing on the second Mushroom, don’t summon the Slapdashes yet. You now have the lockjaw. Jump for the lockjaw and be prepared to be whacked silly by the Slapdashes. Head back to the island and run back towards the Hoodblasters along the way you came. Wake them up, don’t hit them, and run clockwise around the island. You are now in a position to take everything on and around the island in one big combo. Follow the video. 13.100 points.
BOM part 2 - The Island Combo
Renew the Lockjaw and head for the exit. Break the pig and jump down the hollowed out tree to collect the yellow gems in combo. 13.400 points.
Part 3.
This part is dreaded by many R3 players and for good reason. It has entered the Rayman 3 folklore as one of those levels that are just hard. It’s one thing to make the longest combo of the game work, another to get the Boat Secret work out to get the green gem for 9.000 points in combo. And to top it off, the combo only works when the Hoodblaster survives in the opening act.
I will write down two ways of making the long combo. The first one is the easier of them while the other one requires some practise.
Method 1. Restart the game until the Hoodblaster survives. Get the Lockjaw and use the hooks to enter the upper level. Follow the hallway and enter the next area. Cross the bridge and hit the Hoodblaster with the box two times. Return and head for the Mushrooms. Jump and climb them and head for the boat area. Hit the Hoodblaster in the boat two times. Continue and hit the first of two Hoodblasters two times as well. Be careful they don’t kill each other. Head back through the hallway. Break the cage and hit the Hoodblaster two times. Now get back and refresh the Lockjaw and place yourself at your original position. Follow the video. 31.180 points.
BOM part 3 - The Long Combo Method 1
Method 2. Restart the game until the Hoodblaster survives. Get the Lockjaw, head for the upper level and break the cage. Wake up the Hoodblaster, don’t hit him. This method requires no further preparation, but all Hoodlums must be killed with a charged hit and this requires some practise. Now jump to the level below and head for the lower of the two Mushrooms below the Hook. Stand on the Mushroom on the edge closest to the Muddibog without taking the yellow gem. Kill the Muddibog and get the yellow gem. Jump to the Mushroom above and take the yellow gem. Jump down and take the first yellow gem on the first Mushroom where you originally stood. Take the second yellow gem and kill the surviving Hoodblaster for 400 points in combo. Refresh the Lockjaw and continue with the yellow gem on the Mushroom. Kill the Muddibog, take the yellow gem on top of his burrow and head for the last Muddibog. Take the last yellow gem and stand on top of him so he won’t bother you when you zoom in on Matuvu. Kill the Muddibog, take the red gem and use the Hook to get to the upper level. Kill the Hoodblaster with one hit, take the red gem and head for the hallway. Kill the first Muddibog and kill the second Muddibog as late as possible. Cross the bridge and be in time to break the nearest pig in combo (this is hard). Break the second pig as well and, while charging your fist, pick up the first yellow gem on the second bridge and kill the Hoodblaster in combo. From this point, follow the video again.
After killing the Muddibogs and lowering the Mushrooms, kill the first Hoodblaster in the boat. Head for the other Hoodblaster and kill him with a charged hit. Wait for the Hoodblaster arriving by boat. Kill him just before the combo runs out. Wait a few second and hit the Hoodboom. Kill the two Hoodblasters arriving by boat. Quickly get the Lockjaw and use the hook to enter the upper level. Kill the Hoodblaster with one hit. Finish the combo with the pig and the gems on top of the hollowed out tree. Don’t fall into the tree. 31.860 points.
Renew the Lockjaw and head for the Boat Secret. One way of getting the green gem for 9.000 points in combo is shown in the video above; although I believe I made a mistake in the last jump. Didn’t want to make a new shot. 44.580 points.
Collect as many red Lums you need and head for the exit.
Note: If you follow method 1, you will have 43.900 points after part 3.
Part 4.
Pass the Hoodblasters and go left to the upper level. Pass the pig and continue past the yellow gems and the Hoodblaster in the hallway. Break the cage. Charge your fist and helicopter towards the Hoodblaster on the far-away Mushroom. Kill him with one hit and get the Vortex. 44.710 points.
Lower the Mushroom with getting any gems on the way. 44.730 points.
Head for the boat, hit the Hoodblaster with the Vortex so he becomes small and break the cage to get the Lockjaw. Kill the Hoodblaster behind the tree with one hit and quickly step on the Hoodblaster beside before he escapes behind the tree. 45.250 points.
Renew the lockjaw and quickly head back to the first room. Now it’s time for the big combo in this part. Helicopter towards the red gem on the Mushroom in centre of the room, while charging your fist. After getting the red gem, quickly jump to the Mushroom next the one you came from. Turn around and kill the Hoodblaster with one hit. Very quickly head for the upper level and zoom in on the Matuvu (the second Hoodblaster have now jumped to the upper level and is shooting you while you zoom in on the Matuvu. It’s rather disturbing and may cause several restarts before it’s a success). As soon as the Matuvu is in the bag move very fast towards the pig and break it in combo. Collect the yellow gems and get the second Hoodblaster in combo with one hit.
Continue the combo in the hallway with the Hoodblaster and the yellow gems (leave the two yellow gems in the path on the right for now), charge your fist and jump for the green gem and kill the Hoodlock with one hit. Return to get the remaining two yellow gems in the same combo. This combo is worth 12.160 points. 62.230 points.
Renew the Lockjaw and head for the upper level using the hook. Pass the Slapdashes without killing any of them. Turn left and kill the 5 Muddibogs in combo. Get the Vortex and kill the nearby Hoodboom. Return and finish off the two Slapdashes and head for the second Hoodboom. Finally kill the two Hoodblasters on top of the stairs in combo. 65.600 points.
Part 5.
In the hall you see 3 yellow gems on the stairs. The idea is to combo each one of them with two hits on Razoff. First go to the room on the left and return quickly to find Razoff on top of the stairs. Strafe past the first yellow gem on the stairs and get the second. Send two curved shots at Razoff in quick succession as he runs away. You should thus get 200 points in combo. Repeat this with the first yellow gem and finally with the last one. 66.830 points.
BOM part 5 - The Stair Combo
From the hall go left and enter the room with cage. Walk along the wall to the left so Razoff doesn’t enter the room. Break the cage and you have a green gem. Go out of the room in the opposite end from where you entered and take the stairs. Turn left and you will find Razoff at a corner on top of the room with the green gem. Chase him and hit him two times in the back, fall down and get the green gem in combo. 70.130 points.
BOM part 5 - The Green Gem Combo
Go upstairs again and find a place in the hallway where you can hit Razoff in the back two times each time. First though, take one yellow gem in the hallway and hit Razoff two times. Get the remaining two yellow gems in combo as well. 70.580 points.
Hit Razoff in the back two times and repeat until you have done this ten times. 73.580 points.
BOM part 5 - The Hallway Combos
Go further up the stairs until you find yourself in the room with 4 yellow gems. As you enter the room, Razoff will shoot at you. When done, exit the room at the other end. Come back and he will shoot at you again. Exit the room again, come back and he will shoot at you the last time. Exit the room and enter again. This time Razoff himself will appear and it is time for one of the most elusive combos of the entire game. The combo starts by giving Razoff a charged hit. Then continue the combo with the yellow gem on top of the box. Get the remaining yellow gems in combo while charging the fist. Hit Razoff 4 times in quick succession. 91.690 points.
BOM part 5 - The Razoff Double Glitch
Collect the remaining yellow gems and get the Matuvu. 92.000 points.
Note 1: The above combo is called the Razoff Triple Glitch and it involves hitting him four times before the cinematic starts. It’s quite an ordeal and it requires a great deal of luck to do it. It is necessary, though, in order to get the maximum score of this level, which is 100.799 points.
Note 2: If you hit Razoff three times, it is called the Razoff Double Glitch and this is necessary in order to reach 99.999 points in BOM.
Note 3. I recommend you have more than 65.000 points after part 4. I do so because you will have to play part 5 numerous times in order to trigger the Razoff Glitch. If you have sufficient points after part 4, it is fast and easy to get to the final combo.
If, however, you have 64.000 – 64.500 points after part 4 all is not lost. There is a way to combo the green gem for 3.000 points. It will give you about 700 points extra (it doesn’t give you 1.500 points extra). In any case, the combo goes like this: Follow the stairs from the hall and turn left. When you enter the room Razoff will enter it too. Charge your fist and hit him, charge your fist again while taking the yellow gem in the room and hit him again. He will run out of the room. Follow him and hit him two times in the back. Fall down and take the green gem in combo for 3.000 points.
Part 6.
Break the cage and hit Razoff until the HMF can appears. The whole idea in this part is to hit Razoff on the wrecking ball with the HMF without him falling off. If he falls off it’s a restart.
You can make Razoff go where you want him to, so make him hit the wall near the camera right in the middle. If you stand on the cross between the first two stone pathways you can hit him very nicely (you must hit him orthogonally with respect to the end wall near the camera). Give him two, three or even four hits. If you hit too many times he will fall off. Each hit is worth 200 points. Repeat this until you have 98.999 points (you can always get hit in order to adjust the score). Now hit him five times (it doesn’t matter if he falls off at this point). 100.799 points.
BOM part 6 - The Last HMF Can
Note: If you “only” managed the Double Glitch in part 5 you will have 87.500 points at the beginning of part 6. Here you will need the 3.000 points you get from killing Razoff in the end in order to reach 99.999 points. Thus you need 96.999 points before the 3.000 points are ticking in.
Part 1.
Turn around and collect the red gem from the toilet in the outhouse (never say the creators of R3 are without a sense of humour). 30 points.
Break the cage and get the Throttle Copter. From the location of the Throttle Copter can you can zoom in on the Matuvu across the bog. Get it for 500 points and continue the combo with the 3 yellow gems above you. 630 points.
Use the Throttle Copter and collect the 4 yellow gems nearby. 700 points.
Break the second cage and collect the yellow and red gems. 960 points.
Head for the house and fight Begoniax. 2.460 points.
Go to the room with the gems. Collect the yellow gems on the right. 2.530 points.
Go back up the stairs and collect the gems on the left in combo. 2.700 points.
Collect the last red gem beside the exit (this can actually be included in the last combo if you’re fast). 2.730 points.
Part 2.
Jump and helicopter to the island. Don’t take any gems and don’t wake up the Hoodblasters. Head for the Mushrooms (run clockwise around the island). Use the Mushrooms to get near the cage. Break it carefully when standing on the second Mushroom, don’t summon the Slapdashes yet. You now have the lockjaw. Jump for the lockjaw and be prepared to be whacked silly by the Slapdashes. Head back to the island and run back towards the Hoodblasters along the way you came. Wake them up, don’t hit them, and run clockwise around the island. You are now in a position to take everything on and around the island in one big combo. Follow the video. 13.100 points.
BOM part 2 - The Island Combo
Renew the Lockjaw and head for the exit. Break the pig and jump down the hollowed out tree to collect the yellow gems in combo. 13.400 points.
Part 3.
This part is dreaded by many R3 players and for good reason. It has entered the Rayman 3 folklore as one of those levels that are just hard. It’s one thing to make the longest combo of the game work, another to get the Boat Secret work out to get the green gem for 9.000 points in combo. And to top it off, the combo only works when the Hoodblaster survives in the opening act.
I will write down two ways of making the long combo. The first one is the easier of them while the other one requires some practise.
Method 1. Restart the game until the Hoodblaster survives. Get the Lockjaw and use the hooks to enter the upper level. Follow the hallway and enter the next area. Cross the bridge and hit the Hoodblaster with the box two times. Return and head for the Mushrooms. Jump and climb them and head for the boat area. Hit the Hoodblaster in the boat two times. Continue and hit the first of two Hoodblasters two times as well. Be careful they don’t kill each other. Head back through the hallway. Break the cage and hit the Hoodblaster two times. Now get back and refresh the Lockjaw and place yourself at your original position. Follow the video. 31.180 points.
BOM part 3 - The Long Combo Method 1
Method 2. Restart the game until the Hoodblaster survives. Get the Lockjaw, head for the upper level and break the cage. Wake up the Hoodblaster, don’t hit him. This method requires no further preparation, but all Hoodlums must be killed with a charged hit and this requires some practise. Now jump to the level below and head for the lower of the two Mushrooms below the Hook. Stand on the Mushroom on the edge closest to the Muddibog without taking the yellow gem. Kill the Muddibog and get the yellow gem. Jump to the Mushroom above and take the yellow gem. Jump down and take the first yellow gem on the first Mushroom where you originally stood. Take the second yellow gem and kill the surviving Hoodblaster for 400 points in combo. Refresh the Lockjaw and continue with the yellow gem on the Mushroom. Kill the Muddibog, take the yellow gem on top of his burrow and head for the last Muddibog. Take the last yellow gem and stand on top of him so he won’t bother you when you zoom in on Matuvu. Kill the Muddibog, take the red gem and use the Hook to get to the upper level. Kill the Hoodblaster with one hit, take the red gem and head for the hallway. Kill the first Muddibog and kill the second Muddibog as late as possible. Cross the bridge and be in time to break the nearest pig in combo (this is hard). Break the second pig as well and, while charging your fist, pick up the first yellow gem on the second bridge and kill the Hoodblaster in combo. From this point, follow the video again.
After killing the Muddibogs and lowering the Mushrooms, kill the first Hoodblaster in the boat. Head for the other Hoodblaster and kill him with a charged hit. Wait for the Hoodblaster arriving by boat. Kill him just before the combo runs out. Wait a few second and hit the Hoodboom. Kill the two Hoodblasters arriving by boat. Quickly get the Lockjaw and use the hook to enter the upper level. Kill the Hoodblaster with one hit. Finish the combo with the pig and the gems on top of the hollowed out tree. Don’t fall into the tree. 31.860 points.
Renew the Lockjaw and head for the Boat Secret. One way of getting the green gem for 9.000 points in combo is shown in the video above; although I believe I made a mistake in the last jump. Didn’t want to make a new shot. 44.580 points.
Collect as many red Lums you need and head for the exit.
Note: If you follow method 1, you will have 43.900 points after part 3.
Part 4.
Pass the Hoodblasters and go left to the upper level. Pass the pig and continue past the yellow gems and the Hoodblaster in the hallway. Break the cage. Charge your fist and helicopter towards the Hoodblaster on the far-away Mushroom. Kill him with one hit and get the Vortex. 44.710 points.
Lower the Mushroom with getting any gems on the way. 44.730 points.
Head for the boat, hit the Hoodblaster with the Vortex so he becomes small and break the cage to get the Lockjaw. Kill the Hoodblaster behind the tree with one hit and quickly step on the Hoodblaster beside before he escapes behind the tree. 45.250 points.
Renew the lockjaw and quickly head back to the first room. Now it’s time for the big combo in this part. Helicopter towards the red gem on the Mushroom in centre of the room, while charging your fist. After getting the red gem, quickly jump to the Mushroom next the one you came from. Turn around and kill the Hoodblaster with one hit. Very quickly head for the upper level and zoom in on the Matuvu (the second Hoodblaster have now jumped to the upper level and is shooting you while you zoom in on the Matuvu. It’s rather disturbing and may cause several restarts before it’s a success). As soon as the Matuvu is in the bag move very fast towards the pig and break it in combo. Collect the yellow gems and get the second Hoodblaster in combo with one hit.
Continue the combo in the hallway with the Hoodblaster and the yellow gems (leave the two yellow gems in the path on the right for now), charge your fist and jump for the green gem and kill the Hoodlock with one hit. Return to get the remaining two yellow gems in the same combo. This combo is worth 12.160 points. 62.230 points.
Renew the Lockjaw and head for the upper level using the hook. Pass the Slapdashes without killing any of them. Turn left and kill the 5 Muddibogs in combo. Get the Vortex and kill the nearby Hoodboom. Return and finish off the two Slapdashes and head for the second Hoodboom. Finally kill the two Hoodblasters on top of the stairs in combo. 65.600 points.
Part 5.
In the hall you see 3 yellow gems on the stairs. The idea is to combo each one of them with two hits on Razoff. First go to the room on the left and return quickly to find Razoff on top of the stairs. Strafe past the first yellow gem on the stairs and get the second. Send two curved shots at Razoff in quick succession as he runs away. You should thus get 200 points in combo. Repeat this with the first yellow gem and finally with the last one. 66.830 points.
BOM part 5 - The Stair Combo
From the hall go left and enter the room with cage. Walk along the wall to the left so Razoff doesn’t enter the room. Break the cage and you have a green gem. Go out of the room in the opposite end from where you entered and take the stairs. Turn left and you will find Razoff at a corner on top of the room with the green gem. Chase him and hit him two times in the back, fall down and get the green gem in combo. 70.130 points.
BOM part 5 - The Green Gem Combo
Go upstairs again and find a place in the hallway where you can hit Razoff in the back two times each time. First though, take one yellow gem in the hallway and hit Razoff two times. Get the remaining two yellow gems in combo as well. 70.580 points.
Hit Razoff in the back two times and repeat until you have done this ten times. 73.580 points.
BOM part 5 - The Hallway Combos
Go further up the stairs until you find yourself in the room with 4 yellow gems. As you enter the room, Razoff will shoot at you. When done, exit the room at the other end. Come back and he will shoot at you again. Exit the room again, come back and he will shoot at you the last time. Exit the room and enter again. This time Razoff himself will appear and it is time for one of the most elusive combos of the entire game. The combo starts by giving Razoff a charged hit. Then continue the combo with the yellow gem on top of the box. Get the remaining yellow gems in combo while charging the fist. Hit Razoff 4 times in quick succession. 91.690 points.
BOM part 5 - The Razoff Double Glitch
Collect the remaining yellow gems and get the Matuvu. 92.000 points.
Note 1: The above combo is called the Razoff Triple Glitch and it involves hitting him four times before the cinematic starts. It’s quite an ordeal and it requires a great deal of luck to do it. It is necessary, though, in order to get the maximum score of this level, which is 100.799 points.
Note 2: If you hit Razoff three times, it is called the Razoff Double Glitch and this is necessary in order to reach 99.999 points in BOM.
Note 3. I recommend you have more than 65.000 points after part 4. I do so because you will have to play part 5 numerous times in order to trigger the Razoff Glitch. If you have sufficient points after part 4, it is fast and easy to get to the final combo.
If, however, you have 64.000 – 64.500 points after part 4 all is not lost. There is a way to combo the green gem for 3.000 points. It will give you about 700 points extra (it doesn’t give you 1.500 points extra). In any case, the combo goes like this: Follow the stairs from the hall and turn left. When you enter the room Razoff will enter it too. Charge your fist and hit him, charge your fist again while taking the yellow gem in the room and hit him again. He will run out of the room. Follow him and hit him two times in the back. Fall down and take the green gem in combo for 3.000 points.
Part 6.
Break the cage and hit Razoff until the HMF can appears. The whole idea in this part is to hit Razoff on the wrecking ball with the HMF without him falling off. If he falls off it’s a restart.
You can make Razoff go where you want him to, so make him hit the wall near the camera right in the middle. If you stand on the cross between the first two stone pathways you can hit him very nicely (you must hit him orthogonally with respect to the end wall near the camera). Give him two, three or even four hits. If you hit too many times he will fall off. Each hit is worth 200 points. Repeat this until you have 98.999 points (you can always get hit in order to adjust the score). Now hit him five times (it doesn’t matter if he falls off at this point). 100.799 points.
BOM part 6 - The Last HMF Can
Note: If you “only” managed the Double Glitch in part 5 you will have 87.500 points at the beginning of part 6. Here you will need the 3.000 points you get from killing Razoff in the end in order to reach 99.999 points. Thus you need 96.999 points before the 3.000 points are ticking in.
Re: The Rayman 3 Scores Topic
Oh, wel, i meant good. I am glad that all the walktroughs are finally here 
By the way, are there walktroughs for TOTL and TDOTK yet or are they yet to be written ?
By the way, are there walktroughs for TOTL and TDOTK yet or are they yet to be written ?
Re: The Rayman 3 Scores Topic
Joshua: I see you got the new versions of the walkthroughs. There have been a few changes compared to the old ones. Part 2 in FC has been changed and the Trampoline Combo video has been added. In CF part 3 a video of The Tribelle Combo has been added. Otherwise the rest is the same. I will make walkthroughs for DOTK, HH and TOTL at some point.
Xenon: I assume you are talking about the Pigs on the ledges leading up to the room with the glass lift? Well, you can take them in combo by grabbing onto a ledge (the second to last, I believe) and helicopter out in the room. But it’s really not worth the trouble unless you really are going for gold. The entire combo is 40 points, so… Maybe I’ll make a video later. As for the 3-Matuvu Combo I remember you only had trouble with the last Matuvu, right? I think the best way is to practise the part that involves the red gem and the Matuvu. And do it until you can get it regularly. The way I did it at first was to find the line in the glass floor at the end of which I could look slightly down and get a red circle around the Matuvu. That is, I didn’t have to look to the sides. As soon at you touch the red gem ever so lightly, look down and activate Look Mode within one nano-second and you are home and safe.
Xenon: I assume you are talking about the Pigs on the ledges leading up to the room with the glass lift? Well, you can take them in combo by grabbing onto a ledge (the second to last, I believe) and helicopter out in the room. But it’s really not worth the trouble unless you really are going for gold. The entire combo is 40 points, so… Maybe I’ll make a video later. As for the 3-Matuvu Combo I remember you only had trouble with the last Matuvu, right? I think the best way is to practise the part that involves the red gem and the Matuvu. And do it until you can get it regularly. The way I did it at first was to find the line in the glass floor at the end of which I could look slightly down and get a red circle around the Matuvu. That is, I didn’t have to look to the sides. As soon at you touch the red gem ever so lightly, look down and activate Look Mode within one nano-second and you are home and safe.
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Hunchman801

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Re: The Rayman 3 Scores Topic
Welcome to PC, MandM
It's great indeed to have the best Rayman 3 player ever among us, and I count on you to help us build a rich and interesting topic that will never get deleted.
Is there any up-to-date solution for the Desert? There's one from 2003-2004 in the French topic, and it is supposed to help us reach a score of 106320, but I guess new combos were found since then. As concerns the Land, I'm having a break, and when I finish the Bog of Murk with a half-decent score, I'll choose whether I persevere to succeed in doing the hoodlum combo or play the Desert of the Knaarens instead. I need your opinion though: are there really hard combos in this level? Because, if I'm stuck with the hoodlum combo, I'm not sure I should bother facing a harder one.Xenon wrote:Well, I guess now would be a good time to admit that I've been wrong in saying TLOTLD is the easiest level. I've realised that this position actually lies with TDOTK, but I suppose I just forgot the amount of tricky combos there are in the level. Still though, it would certainly be the second easiest, and TOTL would take third. If you're really having an issue with TLOTLD then I'd suggest playing TDOTK, but you have already mastered the Matuvu combo and the green gem combo, so perhaps starting a new level would be a bad idea. Let me know how you are doing with TLOTLD anyway.
Re: The Rayman 3 Scores Topic
Thanks guys, you all really know how to make one feel welcome. 
Re: The Rayman 3 Scores Topic
Yeah, I've been practicing a bit today. I got it 4 times in about 20 tries, but at least it's good progress. Still, I'm doing well with the first and second Matuvus, and can the combo up to the third Matuvu about once every two times. But the third Matuvu isn't quite alligned with the line on the ground, it's slightly to the left and down a little. This is why I have trouble locating it. And yeah, don't trouble yourself with a video, I'm not planning to spend time on it so I'm just using the simple run-around-collecting-gems-and-pigs-without-power technique. I can't waste time on petty things like that.Xenon: I assume you are talking about the Pigs on the ledges leading up to the room with the glass lift? Well, you can take them in combo by grabbing onto a ledge (the second to last, I believe) and helicopter out in the room. But it’s really not worth the trouble unless you really are going for gold. The entire combo is 40 points, so… Maybe I’ll make a video later. As for the 3-Matuvu Combo I remember you only had trouble with the last Matuvu, right? I think the best way is to practise the part that involves the red gem and the Matuvu. And do it until you can get it regularly. The way I did it at first was to find the line in the glass floor at the end of which I could look slightly down and get a red circle around the Matuvu. That is, I didn’t have to look to the sides. As soon at you touch the red gem ever so lightly, look down and activate Look Mode within one nano-second and you are home and safe.
I don't think there is an updated solution to TDOTK actually, which rather begs the question as to how so many people have got maximum scores for this level. I can't remember how I got through it.Is there any up-to-date solution for the Desert? There's one from 2003-2004 in the French topic, and it is supposed to help us reach a score of 106320, but I guess new combos were found since then. As concerns the Land, I'm having a break, and when I finish the Bog of Murk with a half-decent score, I'll choose whether I persevere to succeed in doing the hoodlum combo or play the Desert of the Knaarens instead. I need your opinion though: are there really hard combos in this level? Because, if I'm stuck with the hoodlum combo, I'm not sure I should bother facing a harder one.
For your second point, it would be difficult for me to suggest the best level to play. I suppose it depends on how well you believe you can do in the Hoodstormer combo. The whole of part 7 was quite frustrating when I played it, so it really isn't something to look forward to. Having said that, the other parts in this world are very easy. TLOTLD on the other hand, possesses intermediate combos. There's a variation in combo difficulty there.
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Hunchman801

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Re: The Rayman 3 Scores Topic
So, you think the hoodstormer combo in part 7 of the Desert is harder than the hoodlum combo in part 1 of the Land? Also, I have a problem in Razoff's mansion: I want to kill him in a 3000 points combo, but every time I enter the ceiling after following the instructions I've read, he arrives in the room from the wrong door, which makes it impossible to collect the gems before getting rid of him. And yeah, how come getting the green gem in in a 3000 points combo is only worth 700 bonus points, according to the solution?Xenon wrote:I don't think there is an updated solution to TDOTK actually, which rather begs the question as to how so many people have got maximum scores for this level. I can't remember how I got through it.
For your second point, it would be difficult for me to suggest the best level to play. I suppose it depends on how well you believe you can do in the Hoodstormer combo. The whole of part 7 was quite frustrating when I played it, so it really isn't something to look forward to. Having said that, the other parts in this world are very easy. TLOTLD on the other hand, possesses intermediate combos. There's a variation in combo difficulty there.
Re: The Rayman 3 Scores Topic
Perhaps not, however I would say part 7 TDOTK is harder than part 1 TLOTLD.So, you think the hoodstormer combo in part 7 of the Desert is harder than the hoodlum combo in part 1 of the Land?
You need to use the other door thenAlso, I have a problem in Razoff's mansion: I want to kill him in a 3000 points combo, but every time I enter the ceiling after following the instructions I've read, he arrives in the room from the wrong door, which makes it impossible to collect the gems before getting rid of him.
It would give a further 1500 points, and then 200 more points for each hit Razoff inflicts when he's running away.And yeah, how come getting the green gem in in a 3000 points combo is only worth 700 bonus points, according to the solution?
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Hunchman801

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Re: The Rayman 3 Scores Topic
I'm playing the last level of the Bog of Murk now... it's quite hard not to make him fall, but I think I got the trick. It seems that as long as you hit him when he's above a platform, he won't fall.
Re: The Rayman 3 Scores Topic
I've written a solution for DOTK in German, which shows how to get the maximum. I could revise it (I didn't write down the scores after each combo after part 3 because it was too difficult to calculate, especially with the secret in part 4 and the many gems in part 6 and this time I would have to calculate these scores) and translate it but it might take me more than a month because the calculating part is hard and I would have to replay some things as well. I'll try to do it but I can't promise anything.
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Hunchman801

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Re: The Rayman 3 Scores Topic
Ich habe nur Deutsch seit einem Jahr studiert, aber ich bin nicht sicher, dass ich es verstehen kann.
I'm still much better at Italian ^^
By the way, I've just finished the Bog of Murk with a score of about 70000... It certainly isn't outstanding, but as I said, I know how hard this level is and I will replay it in last position. Still, I've improved my former score by 24000 points, which is not so bad, I guess.
Now, I have to decide whether I should play the Land or the Desert first.
By the way, I've just finished the Bog of Murk with a score of about 70000... It certainly isn't outstanding, but as I said, I know how hard this level is and I will replay it in last position. Still, I've improved my former score by 24000 points, which is not so bad, I guess.
Now, I have to decide whether I should play the Land or the Desert first.
Re: The Rayman 3 Scores Topic
70,000 is actually a very good score for such a horrid level. Most players only get about 33,000.
Well, what do you think of the Hoodstormer combo? Your choice will depend upon how confident you feel of accomplishing this iritating combo. Other than part 7, TDOTK is easy. TLOTLD possesses combos that wildly vary in difficulty.
Well, what do you think of the Hoodstormer combo? Your choice will depend upon how confident you feel of accomplishing this iritating combo. Other than part 7, TDOTK is easy. TLOTLD possesses combos that wildly vary in difficulty.
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Hunchman801

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Re: The Rayman 3 Scores Topic
Considering how hard the hoodlum combo is, I'm off for the Desert of the Knaarens. I'll be using Block's walkthrough, but it isn't up-to-date and “only” leads to 106320 points, while the maximum score is 109359 points, if I'm not mistaken. This is why I'm going to need help from all the great players here to know in which parts this solution can be improved. Here are the cumulative scores at the end of each part:
Part 1: 14320
Part 2: 29140
Part 3: 36370
Part 4: 57280
Part 5: 60280
Part 6: 63370
Part 7: 94990
Part 8: 106320
According to Xenon, this wasn't changed except for part 7, but he isn't sure, so, if anyone remembers or has written down those scores, your opinion is appreciated!
Part 1: 14320
Part 2: 29140
Part 3: 36370
Part 4: 57280
Part 5: 60280
Part 6: 63370
Part 7: 94990
Part 8: 106320
According to Xenon, this wasn't changed except for part 7, but he isn't sure, so, if anyone remembers or has written down those scores, your opinion is appreciated!
Re: The Rayman 3 Scores Topic
I always write down my scores after each part. Here is what I got when achieving my score:
Part 1: 14296
Part 2: 29396
Part 3: 36954
Part 4: 56843
Part 5: 59823
Part 6: 63392
Part 7: 97563
Part 8: 109339
It's 20 points short of the maximum because of a little mistake in Anna's Secret but the scores after each part are the same. I can remember Block did some calculation errors in the middle of the level, in parts 3, 4 and 6, but the combos are good enough. The only changes are in parts 3 and 7. In the third part you are able to combo both Matuvus with the Matuvu-Trick after one yellow gem. It requires some practice but after a while you'll figure it out. Now about the seventh part, there are some differences, the most important ones are the Hoodstormer- and the Green Gem-Combo. I believe MandM made videos of those, which should be easy to find. If you play on PC (I don't know which plattform you play on, actually), you might have troubles getting the required score because there is no Black Lums-Glitch but you can get the missing points by using a Launching Glitch to get the red can before beating the Lavomatrixes. DTUCC made a video of it, just look for it if you need some extra points on the way.
There is another thing about the PC-version. You can get almost 400 points more because you can transform the Black Lums in the final combo from the pit. Therefore the score after part 7 must be lower by 40 points, considering you have 4 Black Lums to transform.
I hope this helps you getting as close to the maximum as possible.
Part 1: 14296
Part 2: 29396
Part 3: 36954
Part 4: 56843
Part 5: 59823
Part 6: 63392
Part 7: 97563
Part 8: 109339
It's 20 points short of the maximum because of a little mistake in Anna's Secret but the scores after each part are the same. I can remember Block did some calculation errors in the middle of the level, in parts 3, 4 and 6, but the combos are good enough. The only changes are in parts 3 and 7. In the third part you are able to combo both Matuvus with the Matuvu-Trick after one yellow gem. It requires some practice but after a while you'll figure it out. Now about the seventh part, there are some differences, the most important ones are the Hoodstormer- and the Green Gem-Combo. I believe MandM made videos of those, which should be easy to find. If you play on PC (I don't know which plattform you play on, actually), you might have troubles getting the required score because there is no Black Lums-Glitch but you can get the missing points by using a Launching Glitch to get the red can before beating the Lavomatrixes. DTUCC made a video of it, just look for it if you need some extra points on the way.
There is another thing about the PC-version. You can get almost 400 points more because you can transform the Black Lums in the final combo from the pit. Therefore the score after part 7 must be lower by 40 points, considering you have 4 Black Lums to transform.
I hope this helps you getting as close to the maximum as possible.



