@ @#@ @###@ @#####@ @###()##@ @#########@ @###########@ @#############@ @###############@ @#############/\##@ @####/\#######|##\##@ @####/##\######|###\##@ @####/####\#####|####\##@ @####/######\####|#|\##\##@ @#####\######/####|#|#\##\##@ @######\####/#####|#|##\##\##@ @######\###\#####|#|###|#/###@ @######\###\####|#|##/#/####@ @######\###\###|#|#/#/####@ @#####/####\##|#|/#/####@ @###/#####/##|###/####@ @##\####/###|##/####@ @##\##/#####\/####@ @##\/###########@ @#############@ @###########@ @#########@ @#######@ @#####@ @###@ @#@ @ =_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_= Scooby-Doo!: Night of 100 Frights Walkthrough For PS2, Xbox, and GameCube Version 1.0 Copyright 2004 YuGiOhFm2002 & YuGiOhAngel (YuGiOhAngel@yahoo.com)(YuGiOhFm2002@yahoo.com) (If you Email one of us or both of us.) (Please add Game Name or Guide Name in Subject) (to let us know which game you need help with.) First Created: 3/14/04 Last Updated on: 7/16/04 =_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_=-=_-_= ***************** Table of Contents ***************** I. Legal Info II. Introduction III. Walkthrough Area 01. The Mystery Machine: Part 1 Area 02. The Mystery Machine: Part 2 Area 03. The Mystery Machine: Part 1 (Second time) Area 04. Clamor in the Manor!: Part 1 Area 05. Clamor in the Manor!: Part 2 Area 06. The Mystery Machine: Part 1 (Third time) Area 07. Shock on the Dock!: Part 1 Area 08. Shock on the Dock!: Part 2 Area 09. Fear on the Pier!: Part 2 Area 10. Fear on the Pier!: Part 3 Area 11. The Mystery Machine: Part 1 (Fourth Time) Area 12. On Edge in the Hedge!: Part 1 Area 13. On Edge in the Hedge!: Part 2 Area 14. On Edge in the Hedge!: Part 3 Area 15. On Edge in the Hedge!: Part 4 Area 16. It's a Mean Greenhouse, Scooby!: Part 1 Area 17. It's a Mean Greenhouse, Scooby!: Part 2 Area 18. Chills & Spills on Haunted Hill!: Part 1 Area 19. Chills & Spills on Haunted Hill!: Part 2 Area 20. Chills & Spills on Haunted Hill!: Part 3 Area 21. The Mystery Machine: Part 1 (Fifth Time) Area 22. Clamor in the Manor!: Part 1 (Second Time) Area 23. Clamor in the Manor!: Part 2 Area 24. Clamor in the Manor!: Part 3 Area 25. Clamor in the Manor!: Part 4 Area 26. Mind Your Manors!: Part 1 Area 27. Mind Your Manors!: Part 2 Area 28. Mind Your Manors!: Part 3 Area 29. All Scares Upstairs!: Part 1 Area 30. All Scares Upstairs!: Part 2 Area 31. All Scares Upstairs!: Part 3 Area 32. All Scares Upstairs!: Part 4 Area 33. Don't Look Down, Scooby-Doo!: Part 1 Area 34. Don't Look Down, Scooby-Doo!: Part 2 Area 35. Cower in the Tower!: Part 1 Area 36. Panic in the Attic!: Part 2 Area 37. Panic in the Attic!: Part 3 Area 38. Panic in the Attic!: Part 4 Area 39. A Dark and Stormy Knight!: Part 1 Area 40. A Dark and Stormy Knight!: Part 2 Area 41. A Dark and Stormy Knight!: Part 3 Area 42. Cower in the Tower!: Part 1 (Second Visit) Area 43. Shock on the Dock!: Part 2 (Second Time) Area 44. Fishy Clues for Scooby-Doo?: Part 1 Area 45. Fishy Clues for Scooby-Doo?: Part 2 Area 46. Fishy Clues for Scooby-Doo?: Part 3 Area 47. Fishy Clues for Scooby-Doo?: Part 4 Area 48. Fear on the Pier!: Part 1 Area 49. Fear on the Pier!: Part 2 Area 50. Fear on the Pier!: Part 3 Area 51. Fishy Clues for Scooby-Doo?: Part 4 Area 52. Coast For Some Ghosts!: Part 1 Area 53. Coast For Some Ghosts!: Part 2 Area 54. Coast For Some Ghosts!: Part 2 Area 55. Going Down Witch Way?: Part 1 Area 56. Lighthouse Fright House!: Part 1 Area 57. Lighthouse Fright House!: Part 2 Area 58. Creepy Crawlies In The Hallways: Part 1 Area 59. Creepy Crawlies In The Hallways: Part 2 Area 60. Creepy Crawlies In The Hallways: Part 3 Area 61. Chills & Spills on Haunted Hill!: Part 3 (Second Visit) Area 62. Scared Stiff At Skull Cliff!: Part 1 Area 63. Scared Stiff At Skull Cliff!: Part 2 Area 64. Scared Stiff At Skull Cliff!: Part 3 Area 65. Scared Stiff At Skull Cliff!: Part 4 Area 66. Misbehavin'? Cause A Cave In : Part 1 Area 67. Misbehavin'? Cause A Cave In : Part 2 Area 68. Misbehavin'? Cause A Cave In : Part 3 Area 69. A Tight Spot for a Grave Plot!: Part 1 Area 70. A Tight Spot for a Grave Plot!: Part 2 Area 71. A One Way Trip to the Crypt!: Part 1 Area 72. A One Way Trip to the Crypt!: Part 3 Area 73. Gloom & Doom Down in the Tomb!: Part 1 Area 74. Gloom & Doom Down in the Tomb!: Part 2 Area 75. Gloom & Doom Down in the Tomb!: Part 3 Area 76. The Mystery Machine: Part 1 (Sixth Time) Area 77. Going Down Witch Way?: Part 1 (Second Time) Area 78. Wreck on the Deck!: Part 1 Area 79. Wreck on the Deck!: Part 2 Area 80. Wreck on the Deck!: Part 3 Area 81. Aghast by the Mast!: Part 1 Area 82. Aghast by the Mast!: Part 2 Area 83. Aghast by the Mast!: Part 3 Area 84. Shiver your Timbers, Scooby!: Part 1 Area 85. Shiver your Timbers, Scooby!: Part 2 Area 86. Aghast by the Mast!: Part 3 Area 87. The Mystery Machine: Part 1 (Seventh Time) Area 88. Creepy Crawlies In The Hallways: Part 3 (Second Time) Area 89. Gusts Abound Underground: Part 1 Area 90. Gusts Abound Underground: Part 2 Area 91. Who's Yella' In The Cellar?: Part 1 Area 92. Who's Yella' In The Cellar?: Part 2 Area 93. Who's Yella' In The Cellar?: Part 3 Area 94. Who's Yella' In The Cellar?: Part 4 Area 95. Creepy Crawlies In The Hallways: Part 3 (Third Time) Area 96. Creepy Crawlies In The Hallways: Part 2 (Second Time) Area 97. Little Lab of Horrors: Part 1 Area 98. Little Lab of Horrors: Part 2 Area 99. Little Lab of Horrors: Part 3 Area 100. Little Lab of Horrors: Part 2 (Upper Area) Area 101. Mastermind Unmasked!: Part 1 Area 102. Mastermind Unmasked!: Part 2 ============================I. Legal info================================= This document may not be altered, copied, published, sold nor reproduced for profit in any way shape or form without advance permission from me. Use of this guide on any other web site or as a part of any public display is strictly prohibited. If you steal any part of this Guide, FAQ, you will be punished to the full extent of the law. Plagiarism is illegal, and I really detest it. If you do Email us for our permission, We have nearly no problems in allowing you to post it on your site as long as full credit is given to us (YuGiOhFm2002 & YuGiOhAngel), and you are not charging or profiting off of Gamers/Users to access it directly or indirectly in any way shape or form. However, you may print this document out if it is for your own personal use. If you see a site using this without our permission let us know. ========================================================================== II. Introduction This will hopefully help some of you at least by guiding you through what you need to do to beat this game. We are not covering this in any great detail due to other newer games coming out soon that we may or may not be interested in covering. We did feel that we would at least cover the basics in this game to help those in their trouble spots. This is complete no more updates needed unless there are errors. If you see any words missing or something like that let one of us know and we will correct it. ----------------------------------------------------------------------------- Tips/Hints You will need to collect certain amount of Scooby snacks to enter certain areas. In any area you visit collect as many as you can. This of course is provided you don't need a special item to get to them. If you don't have the item needed you will have to wait to get them. Check your map to find out where Scooby snacks are that you have not gotten yet. Use warp gates to get around to areas quicker. Look for secret passages, books that look odd or just go into areas that I don't mention about in this walkthrough to find the Scooby Snack amount that you need. If you are unsure of where to go try following a Scooby Snack Trail as it may lead you to where you need to go. To Activate Warp Gates just go over and touch them. When you use a warp gate you can only go to an area that has a warp gate design on the map. Also, always keep an eye out for boxes or vases that you can destroy to get more Scooby snacks. If you have a hard time with landing on jumps I recommend you watch Scooby’s shadow that will tell you where he will land. I recommend also that you don't bother opening up the Gallery Scooby Snack lock until after you have beaten the game. This way you won't run out of Scooby snacks for locks that you run into through the game. ----------------------------------------------------------------------------- III. Walkthrough _____________________________________ /Area 01. The Mystery Machine: Part 1/ /------------------------------------/ Scene < I will use this to indicate a Movie you will be watching. 1. Follow the Scooby Snacks to your right to the "Mystic Playground". ______________________________________ /Area 02. The Mystery Machine: Part 2 / /-------------------------------------/ 1. Collect at least 25 Scooby snacks in here. 2. Once you have that many go back to The Mystery Machine: Part 1 area ____________________________________________________ /Area 03. The Mystery Machine: Part 1 (Second time) / /---------------------------------------------------/ 1. Go to the front door of the Manor and unlock the Scooby snack gate here. 2. Go inside the Manor. _______________________________________ /Area 04. Clamor in the Manor!: Part 1 / /--------------------------------------/ 1. Follow the Scooby snacks up the stairs in here on the right. 2. Go around to the left and Jump to where the key is. 3. Once you have the key drop down and unlock the door on the first floor. Conversation < I will use this to indicate when you are talking to someone sometimes. 4. You now have a map. Go around her and go into the door you find to the right. _______________________________________ /Area 05. Clamor in the Manor!: Part 2 / /--------------------------------------/ 1. Collect all the Scooby snacks in this room that you can and then return to The Mystery Machine: Part 1. ___________________________________________________ /Area 06. The Mystery Machine: Part 1 (Third time) / /--------------------------------------------------/ 1. Talk to Don Knotts in front of the Mystic Manor sign. Conversation 2. Go and get the "Shovel" to your right. Use the shovel to dig up the flower to your right (Use it with the circle button for Ps2 when you are over it). 3. Get the key to unlock Smuggler's Cove. Go and enter Smuggler's Cove. _____________________________________ /Area 07. Shock on the Dock!: Part 1 / /------------------------------------/ 1. Head to your right jumping over the barrels and holes on the dock. 2. You will come to a bigger hole. You need to jump and grab the fishing net. Swing and jump to the other side. Go up and to the right Jump on the rats if you want. Get passed the rats and through the gap at the top of the ramp. Make your way left and then to the right. Go up the ledges on the far right. Go into the door on the right at the top. _____________________________________ /Area 08. Shock on the Dock!: Part 2 / /------------------------------------/ Conversation 1. Run into shaggy to pick him up. Go under the life preserver and throw him up to it. 2. Jump and grab Shaggy's legs. Swing and jump to the crate to the right. Conversation 3. Jump down and continue on through the opening you just opened up. 4. Head down the path avoiding the hooks swing back and forth. Jump past the next set of hooks. 5. You will see another Scooby Snack gate. You need 50 of them to enter here. If you don't have enough go back and collect more from places you missed or from other areas that you missed some in. 6. Enter the door to the new area you opened up. ____________________________________ /Area 09. Fear on the Pier!: Part 2 / /-----------------------------------/ 1. Take notice of the boat here. This is what you use to get back to where you came from. 2. Go to your left and follow the pier covered in tar to the left. 3. Enter the door you find at the end. ____________________________________ /Area 10. Fear on the Pier!: Part 3 / /-----------------------------------/ 1. Go to your left following the pier covered in tar to the left while avoiding the crabs. 2. Jump to where the doorway is to get the "Professor's Springs Invention" 3. Practice your double jump you will be using it alot in this game. 4. Head all the way back to the Manor. Use the warp Gate at Shock on the Dock: Part 2 to get back there faster. ____________________________________________________ /Area 11. The Mystery Machine: Part 1 (Fourth Time) / /---------------------------------------------------/ 1. Go to the Gate on the far left of the Manor. You will see a Floating key. Use your new Double Jump to get that key. It will unlock the gate in front of you and you will want to use that gate. ________________________________________ /Area 12. On Edge in the Hedge!: Part 1 / /---------------------------------------/ 1. Follow the path to the right. Follow the path down and around to the right. You will eventually run into a gate you need to enter at the end of the path. ________________________________________ /Area 13. On Edge in the Hedge!: Part 2 / /---------------------------------------/ 1. Follow the path down and to the left. Jump to the table going up and down near the zombie. 2. Jump off at the top and go left. Talk to Don Knotts here. Go down and right. Use your double jump to get over all the holes ahead. Jump up on the high ledge near the single plant and enter the gate here. ________________________________________ /Area 14. On Edge in the Hedge!: Part 3 / /---------------------------------------/ 1. Follow to the path to the right. Double jump the gaps when you come to them following the Scooby snack trail. You will eventually come to another gate you need to enter. ________________________________________ /Area 15. On Edge in the Hedge!: Part 4 / /---------------------------------------/ 1. Talk to Shaggy and after that jump on the back of his vehicle. Try to get as many scooby snacks as you can here while riding at times you will need to jump off to avoid things and jump back on at the end of all the platforms. Unlock the 150 Scooby snack gate at the end and enter the door. __________________________________________________ /Area 16. It's a Mean Greenhouse, Scooby!: Part 1 / /-------------------------------------------------/ 1. Save if you need to here. Follow the path to the right. When you get passed the gas spraying plants and zombies. You will see some crates you will want to jump near those crates to grab the chain above you. This will lower a platform you can use to cross over the untouchable ground. Continue down the path to the right and go into the door at the end. ___________________________________________________ /Area 17. It's a Mean Greenhouse, Scooby!: Part 2 / /--------------------------------------------------/ 1. Follow this path Double jumping over the holes. You will reach another Scooby Snack Gate to unlock. You need 175 to unlock it. Go into the door once you do. ___________________________________________________ /Area 18. Chills & Spills on Haunted Hill!: Part 1 / /--------------------------------------------------/ 1. Go to your right and at the fork go to your right. Avoid the swinging branches here. Once the path goes left you will be near the gate you need to go in. ___________________________________________________ /Area 19. Chills & Spills on Haunted Hill!: Part 2 / /--------------------------------------------------/ 1. Go down and to your right. Follow the path to the right riding the tables over the big holes. Follow the path to where the gate to enter is. ___________________________________________________ /Area 20. Chills & Spills on Haunted Hill!: Part 3 / /--------------------------------------------------/ 1. It shows you the hill you need to climb when you enter here. At the fork in the road head up to activate the "Chills & Spills on Haunted Hill" Warp Gate Follow the path to your right making your way up the big hill. Watch out for boulders rolling down the hill. At the top of the hill get the "Professor's Helmet invention". Now make your way back down the hill and either use the cave with the webs on it or use the "Chills & Spills on Haunted Hill" Warp Gate at the bottom near the witch to get back to the Mystery Machine: Part 1. ___________________________________________________ /Area 21. The Mystery Machine: Part 1 (Fifth Time) / /--------------------------------------------------/ 1. Go into the main entrance of the Manor again. _____________________________________________________ /Area 22. Clamor in the Manor!: Part 1 (Second Time) / /----------------------------------------------------/ 1. Go straight and into the door in front of you. 2. Go to the right down this hallway and into the next door. _______________________________________ /Area 23. Clamor in the Manor!: Part 2 / /--------------------------------------/ 1. Continue to your right and use the Helmet on the spider web covered fire place. Go in the door you come to on the right. _______________________________________ /Area 24. Clamor in the Manor!: Part 3 / /--------------------------------------/ 1. Make your way across this room and into the door on the far right. _______________________________________ /Area 25. Clamor in the Manor!: Part 4 / /--------------------------------------/ 1. Watch out for wet floors in this room you will slide on those spots. Go to your right and it will show you a key. You can't get that key yet though. 2. There is a white button to the far right of this room you need to stand on to make the sprinklers turn on. Quickly make your way back to where the key was and grab it. Now go to that door that was near the white switch and go in. Follow this hallway to the end using your helmet on any spider webs that are in your way. You will reach another Scooby Snack Gate to unlock. You need 200 to unlock it. Go inside the door behind it once you have unlocked it. ____________________________________ /Area 26. Mind Your Manors!: Part 1 / /-----------------------------------/ 1. Jump up to the ledge to the left to save if you need to and go to the right on this ledge. Watch out for the ghost here and double jump under or over the ghost here that is going up and down. Go up the stairs here. Go in the doorway at the top of the stairs. 2. Go to your left down this hallway here and avoid the parts of the floor that collapse. At the fork in the road continue to your left and in the door at the far end of the hallway. ____________________________________ /Area 27. Mind Your Manors!: Part 2 / /-----------------------------------/ 1. Go straight and it will show you Shaggy running away from a ghost upstairs. Use your helmet twice on the Creeper to get rid of him and grab all four keys in this area to open up the door the Creeper was guarding. 2. Go in the doorway that opened and jump on the fortune teller's Table. Go into the passageway that was uncovered behind the painting that it takes you up to. Follow this passageway out to a balcony area. Make your way to the right and jump onto the fortune teller's table here. Go into the passageway that is revealed and out the door at the far end of the passageway. Use your helmet on any of the monsters in your way. 3. Go towards the broken balcony railing and go to the left along the railing to find a doorway. Go in the doorway and down the stairs to the bottom. 4. Go into the door in the back of the bedroom you enter at the bottom of those stairs. ____________________________________ /Area 28. Mind Your Manors!: Part 3 / /-----------------------------------/ 1. Go out the open doorway from this little room and follow the hallway. You will eventually come to a big hole in the floor and it will show you a chandelier going around along the ceiling. Jump and grab the chandelier when it comes near you and ride it until you can jump off onto the ledge on the far right of this hole. Follow this hallway to a white button on the floor. Stand on it and it will open a door in the distance. 2. Go in that doorway that opened and follow that hallway straight ahead. You will come to a Mind Your Manors Warp Gate. Use it if you need to . If not go into the door near the warp gate. _______________________________________ /Area 29. All Scares Upstairs!: Part 1 / /--------------------------------------/ 1. To your left save if you need to. 2. Use the bed to the right of the save point to jump up to the higher area of this room. Once you land up there go into the doorway to your right. Follow this hallway passed some monsters and holes in the floor to a door and go into it. _______________________________________ /Area 30. All Scares Upstairs!: Part 2 / /--------------------------------------/ 1. When you enter to the left there is a rope with a tassel on the end of it. Jump and grab the rope to pull it. This will open up a bookcase passage. Go into that opening to reach the next room. 2. To your left is another tasseled rope to pull. This will open up a bookcase across the pit near you. Quickly jump the pit and go through the opening. 3. Go to your left and open up the door to the left of the Go Away rug. _______________________________________ /Area 31. All Scares Upstairs!: Part 3 / /--------------------------------------/ 1. Follow the Scooby Snack trail here down the hallway. You will come to an area with a fork continue following the Scooby Snack trail along the lower hallway to find a broken wall covered with a spider web to the right. Use your helmet to get into it and use your helmet on the bats chasing after Shaggy. Conversation 2. Walk over to Shaggy to let him pick you up. Move over to where you can see a trampoline ledge and let shaggy throw you up and double jump up to it. Jump from ledge to ledge until you reach the top. Follow the ledge here down and use your helmet on the red spring button to the right. Go over to Shaggy again and let him pick you up again and walk him over to the white button that you passed to get to the red spring button. Jump away from Shaggy to leave him standing on the white button and go into the door that is revealed. Conversation 3. Go into the door. _______________________________________ /Area 32. All Scares Upstairs!: Part 4 / /--------------------------------------/ 1. Go straight and into the next room. You will see a little scene of a Creeper falling into the hole. Go down to where he is and use your helmet on the two treasure chest here to get the bats back into them. 2. Use the bed and then the slanted trampoline ledge to get back to where you started in this area. Use the bed to your right and jump to the closest chandelier. Swing and jump from chandelier to chandelier to reach the fortune teller's table on the far left. 3. Jump up to the balcony area and go to your left. You will come to the All Scares Upstairs warp gate. Use it if you need to otherwise continue on and unlock the Scooby Snack Gate with 350 Snacks. Go into the door to the right of it. _______________________________________________ /Area 33. Don't Look Down, Scooby-Doo!: Part 1 / /----------------------------------------------/ 1. Save to your right if you need to. This area is a little annoying due to the hanging light swinging that you need to do. 2. Use the hanging lights just to the right of the balcony you are to make your way to the right. At the end you will want to drop down to a trampoline. From that ledge drop down two ledges to get to where a sleeping gargoyle is. 3. Wake up the gargoyle by going near it. Try to get it away from the white block it is standing on. Once you have done that jump on the white block and use your helmet attack to hit the gargoyle. Once you have defeated the gargoyle you will want to ride the white block all the way up and jump onto the balcony it stops near to the right. Get the "Black Knight's Armor Costume" from this balcony. Now drop back down or ride the white block back down. Stand between where the white block is or would be and the portion of railing that is missing near you. The camera will change angles when you do this. From here use the hanging lights to get across the gap to the right. 3. Go along this balcony up a ramp to a door and go in the door. _______________________________________________ /Area 34. Don't Look Down, Scooby-Doo!: Part 2 / /----------------------------------------------/ 1. You will need to find three keys in here. Go into the first door on your left you will get a key here and follow this path up some stairs. Make your way up the ledges to the upper left of this area to find a second key guarded by a witch doctor. Ride the flying carpet down near you and follow the path here to the left. Break open the box here near the creeper to get the third key or near the box. Now head to the right and go to the end of the hallway and go in the door that is now usable. ______________________________________ /Area 35. Cower in the Tower!: Part 1 / /-------------------------------------/ (Note: Just to make you aware I ran into a game stopping glitch in this area after I had the umbrella. After pushing the red spring button at the bottom of this area. I tried to jump and use the vent to float up and instead of floating up the camera got stuck over head and I could not move away from next to the vent. You won't get the umbrella for awhile but, I thought I would make you aware of this possible glitch like I do in all other walkthroughs. You may want to save before using the vent at the bottom of this area.) 1. Go down the stairs to the left if you need to save. 2. Jump across the gap to the right from the door you entered from. Make your way up this tower jumping across gaps avoiding/hitting monsters and avoid the flaming chandelier. 3. Go into the door that you come to after the Chandelier. ______________________________________ /Area 36. Panic in the Attic!: Part 2 / /-------------------------------------/ 1. Follow the scooby snack trail here sliding down a ramp and up some staircases. You will end up where you started from go back down the ramp and this time jump up to the opening above the end of the sliding ramp. Go into the door you find here. ______________________________________ /Area 37. Panic in the Attic!: Part 3 / /-------------------------------------/ 1. You need to find three keys here follow the scooby snack trail. You will find the first key above the head of the second witch doctor. Continue to follow the scooby snacks and you will come to a witch guarding a pathway. Use your helmet on the spider web here and ride the carpet you find at the end up to the rafters of this attic area. Follow the scooby snacks to the second key. Drop down to the left and follow the scooby snacks left. There is a path behind some boxes near the witch and picture frame you will want to follow the scooby snacks down. 2. Jump over the boxes at the end and you will come to a hallway with some falling floor boards. Near the witch doctor here is the third key. Once you have that go into the door to the far left. ______________________________________ /Area 38. Panic in the Attic!: Part 4 / /-------------------------------------/ 1. Follow the scooby snacks and you will come to a large room with cavemen jumping out of boxes. Go to the right of this room following the path of scooby snacks up the boxes. Head to the left (Use the magic carpet here to get more snacks). Jump across the gap while avoiding the flaming chandelier. 2. Continue to follow the scooby snacks across the next gap here and then up the hallway with the witch doctor in it. Follow the scooby snacks at the end of the hall to a room with barrels rolling down a staircase (Use the magic carpet across from you to get some scooby snacks). Avoid the barrels and make your way up the stairs. Go to the right at the top of the stairs and you will find the Panic in the Attic Warp Gate. Go to your right and unlock the 400 scooby snack lock. Go into the door it was blocking. ____________________________________________ /Area 39. A Dark and Stormy Knight!: Part 1 / /-------------------------------------------/ 1. Save your game by jumping up to the save point to your right if you need to. 2. From where you are standing you should see a red spring button to your left. Use it with your helmet (Square). 3. Quickly go over to the opposite side to double jump up through the opening in the fence that opened before the fence raises back up. Jump up on one of those ledges with the scooby snacks on them and then jump to the ledge with the open shutters. Go into that opening and out the doorway to the left. 4. Avoid the chimneys here by jumping over them when they are shooting out fire. After you have jumped over two of them the path will go down. To your left you will want to jump over this chimney and quickly use your helmet to get rid of the monster here. Once you have done that jump over the next 2 chimneys and at the end the path will go down. Go left and you will see another red spring button to push. You can either try jumping to it or slide down the roof below you and jump from ledge to ledge to where the magic carpet is. Ride the carpet to that button and use your helmet on it. 5. Shutters will open where the magic carpet is. Go through that opening between the shutters and out the door to the left. Go into the door that is at the end of this path. ____________________________________________ /Area 40. A Dark and Stormy Knight!: Part 2 / /-------------------------------------------/ 1. Follow the path of Scooby snacks ahead of you and take care of the monster chasing Shaggy with your helmet (Square). Talk to shaggy and then get into Shaggy's arms and walk over to the wall on the left where scooby snacks are going up the wall. Double jump up to the ledge here and push the white button you find here. Shaggy will be picked up and dropped by a Witch. You will also see where shaggy was at is a magic carpet going up and down now. Use that carpet to get up to the higher fenced in ledge. 2. Follow the path to the left and up the slanted roof. Jump across the roofs to the left Once you are on the other side go down the slanted roof and jump up to the higher ledge to the left to continue along the path to the left. 3. Go to the chimney that shaggy is in and jump on his head. He will launch you up. When you are up in the air you need to grab the first purple key to your left. Do this with the next 2 or 3 chimneys to get all four purple keys. Follow the path around to the left avoiding the fires and past the "A Dark and Stormy Knight" Warp Gate. 4. Go into the door that leads to the next area. ____________________________________________ /Area 41. A Dark and Stormy Knight!: Part 3 / /-------------------------------------------/ 1. Go to your right down the tar covered ramp and save at the bottom of it. 2. Go down and to your right. Scene 3. Boss Battle "Black Knight" This guy is quite easy for the most part. All you need to do is hit the red spring button (with the helmet) that is below where he is standing. If you do this correctly he will be electrified. After you have hit him with the lighting of that button you will not be able to use that button again. You need to electrify him with all four buttons to win this battle. Watch out for the witch that flies around and the axes he throws they will shoot lightning around themselves. On the Ice patches avoid the lightning clouds attacks. 4. Jump up to the ledge where the Dark Knight was at and go to the right to where Velma is. Scene 5. You now have the Banana flavored Galoshes. These will allow you to jump on those tar covered areas you have passed by in the game. Go to your right and into the door with the mat. It's the door that was under the cage Velma was in. Go save your game first if you want at the save point you used earlier. _____________________________________________________ /Area 42. Cower in the Tower!: Part 1 (Second Visit) / /----------------------------------------------------/ 1. You will find the "Cower in the Tower" Warp Gate in here with a monster token. Use the Warp Gate and you will want to move the cursor on the warp gate map to the Mystery Machine at the bottom. Push X and go to "Smuggler's Cove". From there go to the "Shock on the Dock" Area. ___________________________________________________ /Area 43. Shock on the Dock!: Part 2 (Second Time) / /--------------------------------------------------/ 1. To your right is the tar area you couldn't go into earlier. You can now go there and push circle after jumping over the barrels to enter the next area. (Note: This next areas are a bit hard to explain. You should be able to figure them out though.) ______________________________________________ /Area 44. Fishy Clues for Scooby-Doo?: Part 1 / /---------------------------------------------/ 1. Save at the save point here and head to your right. Go across the conveyor belts to your left. You need to make it to the exit door on the far right of this area. If you fall off of one of the Conveyor belts avoid the Fish monster and climb up on one of those big machines along the back wall to jump back onto the Conveyor belts or use the slanted trampoline. ______________________________________________ /Area 45. Fishy Clues for Scooby-Doo?: Part 2 / /---------------------------------------------/ 1. It shows you where to go. You need to go to that high up door to the north. Drop down into the area below and get the purple key here. You will need four of them to unlock the locked door. Go back to the ledge you started on and take the moving ledges to the left and jump from moving ledge to moving ledge to get to the second Key. Continue across the divider of the two areas below and drop down into that second area. Get the 3rd Key on the far side of this area and then hit the red spring switch with the helmet (Square). There will be a lift that comes down near you. Take it up and grab the scooby snacks here. In the distance you will see the final purple key. You will see four ropes in front of that ledge showing that there is a moving ledge there. Jump out in between those ropes and land on that lift. Yes I know you could have just taken that lift when you were on the lower area but, I didn't know how to explain it and this is alot easier way for me to explain it. Take that lift up to the final key and continue to the right on this ledge. 2. Go to the door you first started at and take the moving ledges to the left of that door all the way to the unlocked door to continue to the next area. ______________________________________________ /Area 46. Fishy Clues for Scooby-Doo?: Part 3 / /---------------------------------------------/ 1. Make your way across the moving ledges to the right. You will end up on a ledge with a monster on it. From here head to your left onto the spinning ledges. When you get to the ledge on the other side you will notice a fish net above you. jump on the railing to the right of it and from that railing jump up to the net to grab it. Swing and jump to the ledge to the right. Drop down on the right side of this ledge and find the platform in the lower part of this area. Use the moving ledges near it to get to the exit door on the right. ______________________________________________ /Area 47. Fishy Clues for Scooby-Doo?: Part 4 / /---------------------------------------------/ (Note: This area gets quite annoying if you are not very good at jumps.) 1. Go to your right and Ride the Conveyor belts while avoiding the Flying fish. At the last square conveyor belt formation you will want to jump down into the center of it and land on the single conveyor belt below it. Make your way to the right along these conveyor belts and past the "Fishy Clues for Scooby-Doo" Warp Gate. Unlock the Scooby Snack lock to the right of it with 450 snack and go into the door to the right of it. ____________________________________ /Area 48. Fear on the Pier!: Part 1 / /-----------------------------------/ 1. Collect the Scooby Snacks to your left and follow this path to the left. Follow this path to a save point and save your game. 2. Take the path that is south of the Save point and double jump over the gap here. Go into the door you find here. ____________________________________ /Area 49. Fear on the Pier!: Part 2 / /-----------------------------------/ 1. Follow the Scooby Snacks to your left and then jump across the gap to the north. Jump across the next gap and head to your left. Jump over the boxes you come to and go into the door you find to your left. ____________________________________ /Area 50. Fear on the Pier!: Part 3 / /-----------------------------------/ 1. To the far left of this area you can find another Save Point. This area is just to get Scooby Snacks in. If you are ready to continue on head all the way back to "Fishy Clues for Scooby-Doo?: Part 4". ______________________________________________ /Area 51. Fishy Clues for Scooby-Doo?: Part 4 / /---------------------------------------------/ 1. Go back to the save point here and save if you need to. Otherwise go into the Keep out gate that leads to the Lighthouse to your left. ________________________________________ /Area 52. Coast For Some Ghosts!: Part 1 / /---------------------------------------/ 1. Go to your left and hop over any holes that you come upon. You will eventually come to a fork in the road. The upper road has ice on it and the ledges to the left lead you to where you need to go. After going across the ledges you will find a locked door to your right. Locate the four keys for this door in the wooden boxes near by. Smash them open with your helmet (Square). Enter the door you have now unlocked. _________________________________________ /Area 53. Coast For Some Ghosts!: Part 2 / /----------------------------------------/ 1. Follow the scooby snacks you see in front of you until you reach a cement walkway. Head left along this walkway avoiding the raising and dropping crates. Enter the door that you find at the end of this walkway. _________________________________________ /Area 54. Coast For Some Ghosts!: Part 2 / /----------------------------------------/ 1. Make your way to the left. Jump quickly onto the sinking boat and off it to the left before it sinks. You will want to avoid the Flying fish that are coming up to your left. Continue doing this and you will eventually make it to the Coast For Some Ghosts Warp Gate. Unlock the 500 Scooby Snack Gate to the left of the warp gate and then go into the door next to it. ________________________________________ /Area 55. Going Down Witch Way?: Part 1 / /---------------------------------------/ 1. Save to your left if you need to and then you will come to a fork in the road to the left. Take the Left path first and double jump any gaps you come to. You will eventually come to a door you want to go into. ___________________________________________ /Area 56. Lighthouse Fright House!: Part 1 / /------------------------------------------/ 1. Hit the Red spring switch in the center of this room under the light. Once you have done that make your way up the staircase in here with the scooby snack trail going up it. At the top of the stairs go into the opening and smash the light with the helmet (Square). Get the lightning bolt that is left behind to get the "Super Smash" Invention. Go back down to where the red spring switch was and use your new invention on the different colored boards in front of that switch. Go into the hole you created. ___________________________________________ /Area 57. Lighthouse Fright House!: Part 2 / /------------------------------------------/ 1. Go left and up the path. You will come to some bridges quickly get across them because they will collapse. You will eventually come to the Lighthouse Fright House Warp Gate. Go up the path and unlock the 500 Scooby Snack Gate. Go into the door that is behind it. __________________________________________________ /Area 58. Creepy Crawlies In The Hallways: Part 1 / /-------------------------------------------------/ 1. Go straight and your come to a small walled in area. Go to the back of this area and super smash the three white buttons. Follow the path that is opened up. Jump over any rocks that come at you and go into the door at the top of the path. __________________________________________________ /Area 59. Creepy Crawlies In The Hallways: Part 2 / /-------------------------------------------------/ 1. Collect the four purple keys in this room. Watch out for the bubbles that come out of the cauldrons. Go into the door that you have now unlocked. Super Smash the white button in front of you to open up some of the dungeon gates. Go into the cell on the right and use your helmet to smash through the wall in here to get to the cell next door. 2. Pick up Shaggy and go back out to where the White button is. You will see a purple key floating high up in the air in the distance. Throw shaggy up to get the key and door will open in front of you. You will need to come back here later. For now go back towards the white button and go into the first open cell on your left. There is a door here you need to use. __________________________________________________ /Area 60. Creepy Crawlies In The Hallways: Part 3 / /-------------------------------------------------/ 1. Follow the path here avoiding the swinging axes until you reach the big room at the end of this path. There are four keys in this room inside of cages and the Creepy Crawlies In The Hallways Warp Gate.. Instead of trying to get the keys go to the far side of this room to get the "Plunger" Invention. You will get the keys at a later time for now use the Warp Gate and go to "Chills & Spills on Haunted Hill" in the Hedge Maze area. _________________________________________________________________ /Area 61. Chills & Spills on Haunted Hill!: Part 3 (Second Visit)/ /----------------------------------------------------------------/ 1. Go down the wooden ledges to your left and Super smash the white button here. Go into the gates it opened to the left. _______________________________________________ /Area 62. Scared Stiff At Skull Cliff!: Part 1 / /----------------------------------------------/ 1. Save your game to your left. 2. Go left and jump the gap you eventually get to. Use your helmet on the red button next to the winch. Jump onto the moving platform that shows up. On the other side go down and then to the right. Drop down the gap you come to and go to your left. Continue to the left until you come to another red button you need to use with your helmet. In the distance you will see a lift moving side to side. Head back to where you started this area at and drop down the gap that you jumped passed earlier. After you go down the ramp to your right you will want to drop down and go under that ramp to the left to find that moving platform. When you get to the other side on that moving platform go into the gate to your left. _______________________________________________ /Area 63. Scared Stiff At Skull Cliff!: Part 2 / /----------------------------------------------/ 1. Go to your left and go up the dirt path you find there. Watch out for dropping boulders. Quickly jump across some of these ledges to your left as some of them will collapse. Continue left across the bridge that collapses and you will need to make your way across more falling ledges. Continue left and up when it goes up. Go into the gate you find here. _______________________________________________ /Area 64. Scared Stiff At Skull Cliff!: Part 3 / /----------------------------------------------/ 1. Follow the path in front of you and you will eventually get to some moving platforms. Get across those moving platforms and then head to your left across more moving platforms. Go into the Gate you find here to your left. _______________________________________________ /Area 65. Scared Stiff At Skull Cliff!: Part 4 / /----------------------------------------------/ 1. Go to your left and wait at the edge until a moving platform shows up. Ride the platform up and go to your right. Go down in the direction the arrow in the corner you see is pointing. Ride the platform that you find here to the left. Follow the path to the left passed some falling boulders and teetering platforms. Follow this path until you reach a very big pool of water. Make your way across the water by jumping from leaky boat to leaky boat. Continue your way left and you will come to the "Scared Stiff At Skull Cliff" Warp Gate. Super smash the button if you want to get more snacks. If you don't need them go to your left and unlock the 550 scooby snack lock to go into the door behind it. ________________________________________________ /Area 66. Misbehavin'? Cause A Cave In : Part 1 / /-----------------------------------------------/ 1. Go left and save your game if you need to. Locate the four keys in this room and then go into the gate they unlocked. ________________________________________________ /Area 67. Misbehavin'? Cause A Cave In : Part 2 / /-----------------------------------------------/ 1. Jump up onto the path the Ghost diver is walking on and follow this to the left. You will notice there is some ice stalactite/icicles. Use your helmet on the three you find here. Go back to where you entered and now follow the path to your left. From knocking down those ice stalactite/icicles you have made ledges to cross over the gaps you come to. Cross over the gaps and go into the gate you find after the third gap you cross. ________________________________________________ /Area 68. Misbehavin'? Cause A Cave In : Part 3 / /-----------------------------------------------/ (Note: I have to warn you this place is a little annoying due to the fact that if scooby even gets touched by water you will be starting from the beginning again.) 1. Follow the scooby snack trail here to the island with the fish monster on it. Smash the White button you find here. 2. Camera angle will change and water will start to rise. Quickly run back to where you started and you will see some boat to jump to on your left. Follow the scooby snack trail along these ledges while using the boats to get across gaps. The gray boat that you get on won't sink. When you are on it you will want to ride it up to the second ledge. If you jump off on the first one it's a dead end. After you have gotten off at the correct ledge head to your right. 3. At this ledge you will want to wait until the water level is high enough that you can jump and get the scooby snacks while jumping from boat to boat. When you reach the other side you will find the "Sonic Enhancement" for the "Super Smash". Now go into the gate you can see up ahead of you near the Ghost Diver. _________________________________________________ /Area 69. A Tight Spot for a Grave Plot!: Part 1 / /------------------------------------------------/ 1. To your left is the "A Tight Spot for a Grave Plot" Warp Gate and to your right you can save your game if you need to. 2. Go to your right and at each hole in front of the crypt there is a purple key that will float out. Collect all three keys from each hole and then go into the door to the far right of this area. _________________________________________________ /Area 70. A Tight Spot for a Grave Plot!: Part 2 / /------------------------------------------------/ 1. Go up and jump your way up the stone ledges that come out of the wall. 2. At the top use your helmet on the blue vase you find here to knock it onto the switch below. Go to your right and jump across the ledges coming out of the wall to reach the next vase and push it over with your helmet. Continue to the right doing the same to the next vase. When you get to the fourth vase you will want to jump on the chandelier and swing at the vase to knock it off it's high ledge perch. Jump to your right onto that hanging platform in the center and then to the ledge that you see the scooby snacks go to. Drop down and go down to where the door that you opened up. _______________________________________________ /Area 71. A One Way Trip to the Crypt!: Part 1 / /----------------------------------------------/ 1. Save to your right if you need to and follow the path to the right. Go passed the first big door you come to and Jump and grab the white chandelier above you. A ghost will come out of a box with a button inside of the box. Hit that button with your helmet to activate the stone ledges to your right. You can go that way to get more snacks. Once you have done that go into the second door near the bottom of the moving stone ledges. _______________________________________________ /Area 72. A One Way Trip to the Crypt!: Part 3 / /----------------------------------------------/ 1. Go to the back part of this area where the "A One Way Trip to the Crypt" Warp Gate is and unlock the 600 Scooby snack gate here. Go into the gate behind it. _________________________________________________ /Area 73. Gloom & Doom Down in the Tomb!: Part 1 / /------------------------------------------------/ 1. Save if you need to and then go to your left. Go into the gate that you find. Conversation 2. Use your helmet on the pillars near by to hit them into the gargoyles. The last pillar on the far left of this area will fall flat. Go across it to see Shaggy. Conversation 3. Get into Shaggy's arms and carry Scooby over to where the key is. Throw Scooby up and use your second jump to get the key. Scene 4. Go into the gate Shaggy ran towards and go into the gate to your left. _________________________________________________ /Area 74. Gloom & Doom Down in the Tomb!: Part 2 / /------------------------------------------------/ 1. Follow the Scooby Snack trail to the "Gloom & Doom Down in the Tomb" Warp Gate. Go into the gate to the left of the Warp Gate. In this area you will see some white buttons and when you hit them some boxes of scooby snacks will appear. If you leave this area and come back you can do it over. Keep doing it until it doesn't give you anymore snacks. _________________________________________________ /Area 75. Gloom & Doom Down in the Tomb!: Part 3 / /------------------------------------------------/ 1. Locate the two keys in this area and follow the Scooby snacks through the gate. Scene 2. Boss Battle "Green Ghost" This guy is a bit tougher. You need to avoid his lightning attack and is spread beam that he puts on the ground. You will notice he is passing over three different coffins and in front of each one is a switch. All you need to do is smash the button of coffin he is floating over. It also needs to be a coffin that Daphne has opened. Watch out for the plants green clouds also when pushing the buttons. Pull him into the coffins three times and you will defeat him. Scene 3. You now have the umbrella which will let you float through the air and also float on the updrafts that you have passed in various areas. If you are unsure what I’m referring to it's those place that you've seen leaves being blown upwards that you have not been able to do anything with until now. Double jump and hold X to use it. 4. Float across the big gap you see in the distance with the save point on the other side. Save if you need to and then go into the gate here. You can also save in the area after the gate it's up to you. ___________________________________________________ /Area 76. The Mystery Machine: Part 1 (Sixth Time) / /--------------------------------------------------/ (Note: Before doing Step one I recommend you go back to all the updraft areas you were unable to use before and use them now to get the scooby snacks. Also, Go back to other areas that you may have missed some Scooby Snacks at as you will need to be prepared for other Scooby Snack locks that you will encounter farther into the game.) 1. Use the Warp Gate here and go to the "Going Down Witch Way" area in the Smuggler's Cove area of the map. ______________________________________________________ /Area 77. Going Down Witch Way?: Part 1 (Second Time) / /-----------------------------------------------------/ 1. Go up and use your umbrella on the updraft here. Go to the highest that it will blow you up and float to the back of the boat in front of you. Enter the door you find here on the boat. _____________________________________ /Area 78. Wreck on the Deck!: Part 1 / /------------------------------------/ 1. Jump to the island to the right and save your game. There is two ways to do this next part: 2a. Follow the scooby snack trail to the right and you will eventually come to a trail that a crab is guarding follow it around the big rock and follow the scooby snack trail you find here. Make your way across the rocks with the raising and lowering water. 2b. From the rock ledge to the right of the save point jump and float to the rocks far to the north to continue on. This is mainly just a shortcut though if you died and don't feel like jumping across those rocks with the lowering and raising water. 3. Super smash the red spring button you find here and you will see some crow's nest go down to water level. Make your way back across the rocks and use those crow's nest to get to the boat. Use the door you find here on the boat. _____________________________________ /Area 79. Wreck on the Deck!: Part 2 / /------------------------------------/ 1. Use the red spring button next to you. A sail and the boat will move. 2. Now float over to where the boat is and jump onto the sail. You will be using these as trampolines. Make your way all the way to the right along the sails and push the red spring button you find here. Go back to the first sail you jumped to and this is the most difficult/frustrating jump in the game. You need to time your jump just right so that you can float to the next set of sails. Get on the very left corner edge of the left sail and right when scooby is about to touch the sail push in the direction of the sail you want to land on. Once you have jumped off the sail you will want to double jump and float to the other sail. You will want to aim/land on the right sail near the pole. This jump just takes practice, good timing and persistence. 3. Once you have made it head right along these set of sails and push the red spring button you find here. Head back to the first sail and do the same as before to reach the next sail. This is also a hard jump if you haven't gotten use to the double jump/float timing but it is not as hard as that first jump. Once you are on these final set of sails jump to the left side of the sail to the right. From here you should see a sail with a scooby snack trail leading down to a boat. Follow that trail down to the boat and enter the door on that boat. _____________________________________ /Area 80. Wreck on the Deck!: Part 3 / /------------------------------------/ 1. Jump and float to your right and land on the first gray boat with scooby snacks on it. Follow the path of Scooby snacks that you see along the side of the ship. Make your way up the ledges to your left and you will come to an air vent. Jump and float above it to float upwards. You will see another one to your right. Use that to float to the ledge to the right. There will be two more vents to your right to use and float up. Watch out for the flying fish. Once you have floated to the top you will want to go into that doorway you see to your left. 2. Float your way down on this see saw ledges you find here and collect the scooby snacks. At the bottom you will want to super smash the red spring button you find here. Scene 3. Make your way back up the seesaw ledges (raise one side to make your jumps higher to reach the other ledges) and back to the other side of the ship. Go back down to where that very first updraft vent you used in this area and jump down to the gray boats below it to the right. Jump/float to the boat you dropped earlier and jump to where the "Wreck on the Deck" Warp Gate is. Go into the door near it. ______________________________________ /Area 81. Aghast by the Mast!: Part 1 / /-------------------------------------/ 1. Go to your left and save your game. 2. Jump to the gray boat to your left and follow it to a half sinking ship. 3. Go to the bow (front pointed part) of the ship and jump from there to get to the next half sinking ship. Continue this until you get to a rock ledge with a fish monster on it. Follow the scooby snacks to the left and jump to the gray boat to the left. Jump to the boat to the left and enter the door on it. ______________________________________ /Area 82. Aghast by the Mast!: Part 2 / /-------------------------------------/ 1. Follow the walkway near you to get onto the ship here. 2. Go into the room with the witch and the red spring button. Push the button and go into the door it opened. Pus the red spring find that you find out here and then go back in the door you came out of. Go into the new door that is now opened and follow the scooby snacks down the ramp to the left. Make your way across the see saw ledges you find here and moving ledges. Go into the gate you find at the end of this room. ______________________________________ /Area 83. Aghast by the Mast!: Part 3 / /-------------------------------------/ 1. Go left and jump/float across the gaps between the little row boats. You can also use the orange rings to swing and jump across the gaps. 2. You will eventually get to an island with the "Aghast by the Mast" Warp Gate. Follow the scooby snacks across the next set of boats to your left using the orange rings that leads you to the ship. Unlock the 750 Scooby Snack gate that you get to and go into the double doors. _______________________________________________ /Area 84. Shiver your Timbers, Scooby!: Part 1 / /----------------------------------------------/ 1. Save your game if you need to. You will need to locate 4 purple keys in this area. 2. Go to your right and make your way up the wooden platforms here that spin when you stand on them. Make your way up to the top and get your first purple key. 3. Use the life boats to the north as trampolines to reach the second and third purple keys. 4. To get the last key go to the far side of this ship where you will see some spinning wooden platforms. You need to make your way up them and grab the orange ring above the upper left one. Swing on that ring to the right and jump to the ledge with the red spring button on it. Super smash the red button and make your way up the conveyor belts that you raised to get the last purple key. 5. Go into the door to the north of that last key. _______________________________________________ /Area 85. Shiver your Timbers, Scooby!: Part 2 / /----------------------------------------------/ Scene 1. Boss Battle "Ghost of Red Beard" Avoid the White ghost and when the yellow ghost come out use your super smash on their heads. Once you have gotten rid of the yellow ghost you will want to quickly go over to one of the ropes holding up the chest above red beards head. when he throws his sword at you it should get one of those ropes. Make him throw is sword at each rope until the chest falls on his head. 2. Once you have beaten him go up the stairs in the back of the room. Scene 3. You now have the sticky gum that you can spit at enemies with L1. Try it out on the Ghost Diver. 4. Go up the stairs and save your game and then go into the door near the save point. ______________________________________ /Area 86. Aghast by the Mast!: Part 3 / /-------------------------------------/ 1. Jump into the cannon here and use it. ____________________________________________________ /Area 87. The Mystery Machine: Part 1 (Seventh Time) / /---------------------------------------------------/ 1. Warp to "Creepy Crawlies In The Hallways" area in the Mystic Manor area of the map. ________________________________________________________________ /Area 88. Creepy Crawlies In The Hallways: Part 3 (Second Time) / /---------------------------------------------------------------/ 1. In front of you there will be monster. Use your Sticky gum on it to jump on it's head and get up onto the balcony with the flames on it. 2. Super smash the white button here and this will open the cages with the keys in them. TO your right near the railing is a wooden see saw ledge you can jump to (if you stand on the railing). Double jump to the next see saw ledge that is at the bottom of your screen. From this ledge jump and hang from that white cage and swing/jump to the white cage to your right. This will raise the cage near by raise up. Jump into the cage and then jump back to the hanging white cage. Go and hang from the far left white cage to raise that cage to get that second key. Finally, use the center one to get the third key. 3. The flames in the back of the room will die down now. Go into the door that was behind the flames. ___________________________________________ /Area 89. Gusts Abound Underground: Part 1 / /------------------------------------------/ Scene 1. Use your helmet on Shaggy's barrel. Start calling Shaggy (circle button) and go towards the white button on the right side of this room. You need to lead Shaggy to that button to stand on it. 2. Jump through the window on the wall to the right of the White switch and follow the path up past all the axes. The last ax you will need to time your jump just right to get by it. You will come to a gate that needs a key. Right before that gate on your left is a ice wall you can break with your helmet. You can find the key you need in there. Leave this room and follow the scooby snacks up the path and into a door at the end on your left. ___________________________________________ /Area 90. Gusts Abound Underground: Part 2 / /------------------------------------------/ 1. You will see the "Gusts Abound Underground" Warp gate to your left. Stand on one of the barrels near that warp gate to make a vent blow. Ride the air up to the highest you can go and get the four keys you find here. Once you have done that float over into the door those four keys unlock. Ride the air vent you find here with your umbrella. Go into the small corridor at the top with a zombie walking around in it. Go into the door at the end of this corridor. ______________________________________________ /Area 91. Who's Yella' In The Cellar?: Part 1 / /---------------------------------------------/ 1. Save your game to the left if you want and then gum up the monster here. Jump on his head and grab the chandelier in the center of the room. The gate above the monster should open up a new path. Gum up the monster once more and use them to jump up to that path. Go into the door at the end of the path. ______________________________________________ /Area 92. Who's Yella' In The Cellar?: Part 2 / /---------------------------------------------/ 1. To your left you will want to gum up the monster and grab the chandelier above them. You will see to your right a gate open with a vase quickly super smash the white button on the floor to the right to make the vase fall and reveal the first of 3 keys. You will need to use the same chandelier two more times and super smash the white buttons farther to your left to get the second and third key. Once you have the keys go left and enter the door. ______________________________________________ /Area 93. Who's Yella' In The Cellar?: Part 3 / /---------------------------------------------/ 1. Go left and up from where you start. You will see a button on the wall you need to use your helmet on. Go into the doorway to your left and grab the four keys you can see in here. Go up and through the door that the gate opened up in front of. ______________________________________________ /Area 94. Who's Yella' In The Cellar?: Part 4 / /---------------------------------------------/ 1. Go down and you will see shaggy being chased by a creeper. Jump on the large ice cube in this room and ride it until it stops. Jump off it and jump on it again and it should take you to the ledge that shaggy was running on. Now this next part you will need to do quickly on each corner of this room is a switch you need to super smash. Quickly super smash them before any of them raise back up and then go through the gate that opened near that big ice cube you rode a moment ago. Avoid the ghosts in this room and activate the "Who's Yella' In The Cellar" Warp Gate. Get the Soap Bubble Invention near the Warp gate and then use the Warp gate to go back to the "Creepy Crawlies In The Hallways". Now that you have the final invention you can get any remaining scooby snacks you couldn't get before. _______________________________________________________________ /Area 95. Creepy Crawlies In The Hallways: Part 3 (Third Time) / /--------------------------------------------------------------/ 1. Go down back through the door to your left. Back track through the corridor of axes and into the door at the end. ________________________________________________________________ /Area 96. Creepy Crawlies In The Hallways: Part 2 (Second Time) / /---------------------------------------------------------------/ 1. Go to your right and up into the room filled with bats. Use your Soap bubble invention to trap a bat in a bubble and jump on top of the bubble. Do this to the next bat quickly and jump to the door you find to the left. _________________________________________ / Area 97. Little Lab of Horrors: Part 1 / /----------------------------------------/ (Note: This is another area that can get a bit frustrating.) 1. Use your umbrella on the updraft here and into the opting to the right at the top. In this room you can't touch the floor of the lower area. Go down the ramp to your right and jump/float to the gurney when it comes near you. Ride it over to where a red spring switch is. Use your helmet on that red spring switch. Make your way over to the gurneys on the far left of this room to helmet another red spring switch. Back track a little and jump on a pile of barrels to reach the moving platforms. Make your way across the moving platforms and super smash the red spring switch you find on the ledge at the end of the moving platforms. The electrified floor is no longer electrified. Drop down and go up through the doorway. There are two doors the down the hallway you can save in if you need to. Go into the upper door to continue on. The Robots guarding those doors can only defeated by using your helmet first and then super smashing them. _________________________________________ / Area 98. Little Lab of Horrors: Part 2 / /----------------------------------------/ 1. Super smash the red button near the computer monitors to turn off the electric rods. Go into the doorway to the right of the red button. Go down the corridor and hit the red button here at the right time. Go up the stairs and go into the door you find up here. _________________________________________ / Area 99. Little Lab of Horrors: Part 3 / /----------------------------------------/ 1. Push all three red buttons you find on this ground floor and ride one of the platforms on the far right of this room up. Hop off on this second floor and locate the lift that will take you to the third floor to your left. Once on the third floor go to your right and you will see a red button you need to super smash on a floating platform. Go into the doorway it opened up. ______________________________________________________ / Area 100. Little Lab of Horrors: Part 2 (Upper Area) / /-----------------------------------------------------/ 1. Float up to the right of this room to where the "Little Lab of Horrors" Warp Gate is. Go straight and unlock the 850 Scooby Snack Lock. Go into the door behind it. ________________________________________ / Area 101. Mastermind Unmasked!: Part 1 / /---------------------------------------/ Scene 1. This room is fairly easy just go up the stairs near the tank and jump to Shaggy's legs. Swing to one of the buttons and push it with your helmet. Swing over to the second red button and push it with your Helmet to set Shaggy free. Now jump into the tank and pick up Shaggy. Throw him up and out of the center of the tank. Go up and go into the door you find here. _________________________________________ / Area 102. Mastermind Unmasked!: Part 2 / /----------------------------------------/ Scene 1. Save your game at the far left of this room. Once you have done that make your way across the acid by way of those raising and sinking platforms coming out of the acid. You can cheat here a bit. Go back to where the door is and jump/float to the platform closest to the door. Jump to that before it sinks and jump to where the group/gang is. Scene 2. Push the Red Button to your left with your helmet and enter the doorway that opens. Scene 3. Boss Battle "Monster Groups" This battle you will be basically facing the monsters you have been taking on throughout this game. First Group of Monsters: Defeat the two Robots he sends out at you first by using your helmet and then super smash them. Once they are defeated push the two red buttons that were blocked by electricity with your helmet. Second Group of Monsters: Defeat the four monsters he sends out after you and then push the two red buttons that are no longer blocked by electricity. If you take too long some may respawn. Third Group of Monsters: This is a very difficult battle just try to not keep them all together. Defeat the Six Monsters he sends out after you and then push the two red buttons that are no longer blocked by electricity. Again, If you take too long some may respawn. Scene 4. Boss Battle: "MasterMind" This is a semi difficult battle. All you need to do is Super smash Mastermind when he appears and then helmet him in the direction of one of those red buttons when the electricity is blocking the button to electrify him. Just make him touch the electricity once and he's defeated. Congratulations you have now completed Scooby-Doo: Night of 100 Frights. 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