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| The maximum score in [[the Fairy Council]] is '''48,490 points'''. | | The maximum score in [[the Fairy Council]] is '''48,490 points'''. |
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| ==Solution== | | ==About this Walkthrough== |
| ===Part 1===
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| Collect the Red Lums
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| ===Part 2=== | | ===Structure=== |
| Ignore everything in the first area and head for the exit. Collect the 3 yellow gems as you jump the mushrooms. (50 points)
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| 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.
| | Every level starts with an introductory-text, that will grant you the most important informations and characteristics of a level. |
| As you face the first of the yellow gems, use the Look Mode to localise the Matuvu, which in fact is under the bridge. Use the Matuvu trick (take tiny steps towards the gem while regularly activating the Look Mode) to take Matuvu in combo. Continue the combo with the second yellow gem and from the extreme right edge of the bridge; roll off to take the first yellow gem on the first bridge in the same combo. Now go for the red gem to the left of the bridge, return to the bridge to take the remaining two yellow gems; make a long jump to the first yellow gem on the pathway leading to the level below and take the next four yellow gems before finally taking the three red gems on the mushrooms, all in the same combo naturally. (1250 points)
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| Return to the level above and cross the wooden bridge and the mushrooms to the other side. Jump to the level above without taking any of the yellow gems. Cross the wooden bridge with the two yellow gems without collecting them. Cross the stone bridge and helicopter to the other side. Go to the trampolines, bounce them to take the three yellow gems and continue the combo with the three yellow gems on the ledge just after the trampolines. Now jump down to the level below and continue the combo with the three yellow gems on the mushrooms in the corner and finally jump up to take the remaining two yellow gems on the wooden bridge in the same combo. (1530 points)
| | Up next is the "Overview"-section. There, you'll find hyperlinks towards the most important videos and a table with the recommended and maximum scores after every individual part. |
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| Go back to the trampolines and turn right to take the six yellow gems in combo. (1650 points)
| | Every level is separated into parts, and every part into individual combos. The order of how the combos are played is according to the numeration. |
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| There are two turtles resting near the mushrooms. Kick them both all the way through the hallway and off the wooden bridge to a level below. Jump off the bridge and collect the five yellow gems below the bridge. (1740 points)
| | Due to the amount of different combo versions and the length of certain parts, the walkthrough will give you "Checkpoints". Those allow you to compare, whether your score is still sufficient to reach the maximum score in this level. This is helpful in case you made a small mistake or did not go for the recommended version everytime. For example, if the walkthrough states "Checkpoint: 54.300 points", it means that if you're score is below this figure, you are very unlikely to be able to still reach the maximum score. |
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| Release Globox from the barrel and get the hands. Go to the stone formation with the yellow gems and the Ninja Crab. Make the Crab appear and avoid him throwing star fish at you. When he’s returned to his burrow, collect the three yellow gems and run to the stone formation to continue the combo with the yellow gems there. Make sure the last gem you pick up is the one closest to the Crab. Collect the gems and finish off the Crab in combo with a charged shot. (2100 points)
| | ===Combo Versions=== |
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| 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.
| | Most levels have a maximum-score that is beyond 100.000 points, and due to how this limit works, it's not always necessary to play every part perfectly and get every single point that is possible. This is the main reason why combos even can have different versions that are all playable, even though they might yield different scores as a result. Versions are numerated separately in a "1.1, 1.2, 1.3 etc." format, while the recommended version of a combo is always mentioned in first place. There is certain parts where the chose of a certain version requires you to play another specific version in a later stage of this part. Those combos are tagged with letters. For instance, if you decide to play combo "3.2 A", you will have to play every upcoming combo that is tagged with an "A" also. Similarly, combo "5.2 A" is only usable if you have played version "3.2 A" in the first place. Versions can vary in difficulty, also there is certain techniques (such as the Lums-Glitch), which are only available to certain platforms, and wherever this happens, there has to be an alternative for people who cannot use that. To be able to always choose the correct version, they are distinguished by colors. |
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| Go back to the first area. Start by clearing the area of turtles, so they don’t get in the way and ruin the combo. It is possible to get most of the things in this area in the same combo. Start the combo at the exit. There are two gnomes, each containing a yellow gem. Now break the gnome farthest away, take the yellow gem. Run to a place in front of the exit and break the second gnome. Take the yellow gem and rush towards the gnome who is standing in the hole containing yellow gems. In order to keep the combo going, you have to break the gnome to the right with your fist, but don’t collect the gem. Now quickly hit the gnome in the hole with the yellow gems and collect the yellow gems. As you exit the hole, quickly break the gnome to the right of the hole (Rayman’s right as he exits the hole), collect the gem and then jump and send a curved shot towards one of the three gnomes opposite the last gnome. Collect the gem and break another gnome, collect the gem and run towards the path between the two stones to the small wagon. As you reach the stones, turn around and hit the third gnome and rush to the wagon to hit the gnome and collect the gems. The combo has finished. Now run back to the previous gnome to collect the yellow gem before it disappears for additional 10 points. (2980 points).
| | <span style="color:green">'''Green:'''</span> this version is recommended for all platforms and all players. The scores in brackets at the end of every combo are calculated based on the green versions. |
| | <span style="color:red">'''Red:'''</span> this version is (much) harder than the recommended version, but also yields significantly more points. It's recommended if you want to play an easier version at a different point of the level, or if you have to make up for mistakes. |
| | <span style="color:blue>'''Blue:'''</span> this version is limited to certain platforms. The fact, that a combo like this is mentioned in the walkthrough, means that is superior to the recommended version in terms of points or difficulty. If that wasn't the case, that combo would not find place in this walkthrough, as it tries to minimize the differences between each platform. |
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| ===Part 3=== | | ==Normal Walkthrough== |
| As you enter this area, don’t collect anything, but pounce the lift to go to the higher level. Go to the room with the yellow gems and the pigs. The idea is now to get to the top without collecting any gems along the way. The easiest way to do that is probably to follow the path until you reach the ledges with the yellow gems. From the end of the path it is possible to jump to the ledge above (the second to last ledge before the door). Make sure Rayman’s hands are on the right side of the corner of that ledge. Jump to the last ledge, where the door is located. Here you have to take the yellow gem. Charge your fist and helicopter out into the room and hit the first pig on your right. Continue the helicopter ride and with a semi-charged fist hit the second pig on the ledge further down. Go to the spiral pathway and take the last three pigs. All pigs are taken in combo. It may take a good deal of practise to do this. (3080 points)
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| 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.
| | ===Overview=== |
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| Finish the Hoodlum behind the glass shelter with a charged fist. After a feature long movie you get the Vortex. Continue the combo by shooting the first mushroom. Run around the mushrooms to take all the gems and return to hit the second mushroom. Now hit the third mushroom and quickly activate the Look Mode to take the Matuvu on the wall in combo. Hit the Slapdash and run like hell to the glass shelter, which now works as a bridge, renew the Vortex and roll off to Rayman’s right side of the bridge. As soon as you hit the ground, activate the Look Mode and take the Matuvu on the wall in combo. Continue by taking the yellow gems on the ledge. As soon as you take the last yellow in the line, quickly head for the red gem on top of the glass in the floor. From there you can see the last Matuvu and activate Look Mode to take it in combo. Finish the combo by taking the remaining three yellow gems on the opposite side of the ledge. It is a combo worth of 7740 points. (13.010 points)
| | ===Part 1=== |
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| [http://www.youtube.com/watch?v=UYbNn2RUXpM The 3 Matuvu Combo]
| | ===Part 2=== |
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| Renew the Vortex and take the yellow gems in the room where you took the pigs. (13.650 points)
| | ===Part 3=== |
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| Now it is time to take the last Matuvu. Renew the Vortex and as fast as you can, head for the first room. When you face the room coming from the level above, you see 8 gems on the ledge. It is possible to combo the last Matuvu with these gems. Run counter clockwise around the ledge and after the last gem, activate the Look Mode and take the Matuvu in combo. Now quickly drop down to take the 3 yellow gems in the same combo. (15.930 points)
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| Renew the Vortex and take the two final yellow gems in combo. (15.990 points)
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| Note: It requires a lot of timing to get these combos, so a lot of experimenting with where to stand and when is necessary. But the satisfaction of making a difficult combo work is worth the effort.
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| There is an alternative way of taking the last Matuvu in combo; I just need a fraction of a second to make it work. The idea is to run around the ledge, picking up the eight gems, but now you run clockwise. After the last of these gems, drop down and take one of two yellow gems in the same combo. Take the last yellow gem and activate Look Mode to combo the Matuvu. This combo is worth around 500 points more, but it requires more luck.
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| ===Part 4=== | | ===Part 4=== |
| In the first room, it is the idea to combo the Matuvu on the wall with the yellow gems on the mushroom platforms and on the ceiling. In order to do this one must be able to enter the first mushroom platform without the Vortex. To do this, go down the pathway to the left, about one third down, go stand on the stone rail to the right. From a certain point it is possible to jump to the hole in the left wall. The hands will grab hold and you can enter the pathway. On the other side is the hole in the formation hanging down from the ceiling containing four yellow and a red gem. Don’t take any of these gems. You can do that by jumping to the small platform just in front of the gems. Now carefully jump and helicopter to the other side of that hole and you will be on the other side of the gems. From there you can jump to the first mushroom platform. Take the yellow gems on the mushrooms and on the ceiling in combo. Jump down and take the yellow gem at the beginning of the pathway in combo. Jump further down to the platform just above the ground floor and take the yellow gem there. Jump to the ground floor and finish the Hoodlum behind the Globox shield with a charged, curved shot. Run to take the Vortex and take the Matuvu in combo. (18.320 points)
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| [http://www.youtube.com/watch?v=xTbK0eVoVTw Fairy Council part 4 - The Matuvu Combo]
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| Renew the Vortex and once again jump to the hole in the left wall. Jump and take the four yellow and the red in combo and continue the combo with the two mushrooms. (18.700 points)
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| Renew the Vortex and jump to the hole in the left wall. Run fast to the pathway that leads to the Tribelle. Take the Matuvu on the ceiling, strafe and take the Tribelle in combo. Jump and climb to take the yellow gems in the same combo. (20.380 points)
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| Jump the jelly fish trampolines and collect the gems below. (20.560 points)
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| You now enter the second room. First go left to climb the wall to the first fairy hole. Don’t ignite it yet, but climb to the one higher up. When standing on the ledge at the hole (you can do that without igniting it) ignite it and fast roll off the edge to the fairy hole below and ignite it in the same combo. (20.650 points)
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| The rest of the items in this room are taken in the same combo. The combo starts with the fairy hole that is located above the jelly fish trampolines. Jump the trampolines and ignite it, fall down to take the yellow gem below. Finish off the Slapdash and get the Vortex. Get the three yellow gems and hit the first mushroom. Jump to the mushroom and take the yellow gem there. Hit the second mushroom and quickly turn around to finish off the wood. The last piece of wood gives you a long combo. Jump to the second mushroom, take the yellow gem and proceed to the fairy hole, where Andre is residing. (22.620 points)
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| Get the remaining gems as you leave this area. (22.910 points)
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| In the third room, start by finishing off the Crab to the right with a charged fist before the stone falls down. Get the Vortex and take the two yellow gems on the right in the same combo. (23.020 points)
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| What follows now is a long combo with 15 items before taking the Tribelle. Start by giving the Crab two shots. Get the Vortex and run past the Crab with out getting hit and jump to the level above and get the two yellow and one red gems before dropping down to finish off the Crab with one hit. Now take the five gems and run to the crack in the wall. Climb it and get the yellow gems along the way. After the last yellow gem, drop down while having the Look Mode on the mushroom. Hit it and strafe back towards the Tribelle. (26.190 points)
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| Get the remaining yellow gems on this room. (26.230 points)
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| ===Part 5=== | | ===Part 5=== |
| Find the secret room by climbing the ledge. Get the gems. (34.590 points)
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| ===Part 6=== | | ===Part 6=== |
| Combo all the gems. Be careful to get the green gem near the end in a 3.000 points combo. (42.190 points).
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| | ==Glitchless Walkthrough== |
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| [[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]] | | [[pl:Solucja do gry Rayman 3: Hoodlum Havoc/Rada Rusałek]] |
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| [[Category:Solutions of Rayman 3]] | | [[Category:Solutions of Rayman 3]] |