I can't play Rayman 3 during the week. Nevertheless, I've given some thought to 1234's way; Maybe it's possible to do this bit without the Piggybank? Like, wait as long as possible before killing the Hoodblaster, then reaching the edge towards the upper floor, immediately jumping towards the other edge, and quickly getting the first Yellow Gem in front of the Tribelle? That way, we could include the Piggybank in the start, AND get the additional 500 Points for those 4 Gems. For now, it's just hypothetical, but it might be an option.
Edit: I just remembered that, going by DTUCC's video, the Hoodblaster running on the bridge will appear before the double Hoodblaster is killed. That might be a slight issue here.
1234 wrote:
I tried it and i could barely kill a hoodblaster in the next room in time. To do so you have to kill the hoodboom with a curved shot from a great distance (strafe backwards until the red circle turns blue). Then you can be fast enough.
The other problem is, as you said, to get in total more points. The "worst" item would be probably the tribelle in the cave.
Positive is, that in the two last rooms you would get 2500 combo points for the matuvu and 1000 combo points for each hoodlum.
After i´ve finished SBTC, i´ll maybe try to "create" a useful combo based on this idea.
Now that you mention it, the reverse version of this required the last Hoodblaster in the room with the crates to be next to the Piggybank, whereas he would usually stand at the entrance when entering this room, so you're most likely right. My bad.
As you said, the Tribelle in the cave is a concern in that version. Just like Cut, I've had ideas which included passing the first Gem, taking the second, strafing into the Tribelle, taking the first Gem NOW, then rolling out, and killing the Hoodblaster near the Mushroom. But first of all, said Hoodblaster is being a downright bitch about it, and secondly, it's impossible to play with the way the Combo starts at the moment, because you need this Hoodblaster to keep up the Combo. Maybe further investigations will help, but I just don't see any other way to include the cave's Tribelle into this Combo if you want to go with that. And remember, connecting it with the final room gains you ~1.500 Points at best (let's say 500 for the Matuvu, 400 for 2 Hoodblasters, and around 600 for the Gems), so you're not allowed to lose any more than that with a new Combo. Don't wanna bring down your hopes there, but the chances of succeeding are basically zero there.
Edit 2: Just read Cut's edit; seems like you tested it yourself already, but anyways: going by my experiences, making the Combo work with just one Piggybank is utterly impossible. The break between getting both Piggybanks allows you to move closer to the Hoodblaster, which is crucial.
Edit 3: I've just had an idea to make my whole previous stuff useless; it could potentially be a way to realise 1234's idea:
Preps:
1.) Break the Wooden Door with the Piggybank behind it.
2.) Open the gate.
3.) Have the Green Gem provided.
4.) Stop the Hoodblasters from moving.
5.) Go to the final room. Pull the Lever.
6.) Free all the Teensies (I know the Lockjaw alone wouldn't last long enough, thus, having access to a few HMFs is vital!).
Now for the Combo itself:
Equip the Lockjaw, and climb to the very top floor. Collect the 4 Yellow Gems, fall down, and break the first out of 3 Piggybanks. Collect the Gems, and drop down to the floor. Take one of the Gems on the water, break one of the nearby Piggybanks, and take the Green Gem. Roll off the edge to break the other Pig on time. Collect the remaining Gems, and close in on the Hoodblaster stuck on the gate. Break the remaining 2 Piggybanks on the upper floor before killing him. Now finish off one of the double Hoodblasters to make the one running across the bridge appear. Kill him, and equip the Vortex. Head to the Tribelle's cave. Carefully pass the first Gem for now, and take the second one instead. Strafe into the Tribelle, and collect aforementioned Gem on your way out. Wait as long as possible before lowering the Mushroom, and quickly make your way over to the Pig to keep the Combo going. After getting all the Gems, kill the second Hoodblaster. Renew the Lockjaw. Kill one of the 2 newly summoned Hoodblasters, and quickly climb up towards the Tribelle. As soon as you got it, fall down in order to kill the remaining Hoodblaster. After the cutscene, get to a position from which you could hit the Slapdash (A/N: make sure that you're as far away as possible, though) before activating the Look-Mode and taking the Matuvu. Send a curved shot towards the Slapdash. Jump back to the upper floor, and weaken the Hoodboom a few times. Once you're about to run out of Combo-Time, break the lone Piggybank to the right. Now finish off the Hoodboom from as far a distance as possible with a curved shot. Take the 3 Gems from the Pig, and quickly make your way over to the final room. Kill the Hoodblaster waiting at the entrance. Break the Piggybank, and collect the 3 Yellow Gems, before equipping the HMF (A/N: As I said, I can't play at the moment, but I could imagine that the Lockjaw would be to run out at this point. If it's not, maybe one should try to reach the 2 Yellow and 1 Red Gems on the fabric, and then continue this Combo.). Get the 3 Gems on the barrels, and finish off the Hoodblaster standing nearby before you climb up the boxes. Make sure to wait as long as possible before defeating another Hoodblaster, and equip the next HMF. Quickly climb up the ladder, and take the 3 Yellow Gems. Proceed by getting the Yellow Gems on the netting as well, and fall down. Kill the nearby Hoodblaster, and equip yet another HMF. Break the final Wooden Door, and finish off the remaining Hoodlum. Renew the HMF. Now take the Matuvu, and break the Piggybank afterwards. Finally, after taking all the freshly provided Gems, fall down the small trap door, and collect the remaining 2 Yellow Gems on your way down.
Phew!
As mentioned several times by now, I'm completely unable to test out any of my ideas, so this might be completely impossible; although I hope it's not.
Advantages/disadvantages:
+ getting both rooms connected
+ keeping the start almost the same
+ hopefully taking the cave's Tribelle for 2.500 Points
+ it'd be one hell of a big Combo
- including neither of the Yellow-Red-Yellow-Gem-Groups in the final room into the Combo (Although I pretty much came up with the idea above on the spot, maybe more thourough investigations will open up new ways?)
If I get some time on my hand, I'm gonna test this myself this weekend. Let's see how it turns out!
