WICKLES' MANSION LIBRARY
NARRATOR: Velma picks up a Book and turns to the first page. Daphne looks over
her shoulder.
VELMA: It's an old Book used by secret societies in the mid-nineteenth
century.
NARRATOR: Inside the Book are the names of all the people who ever owned it.
DAPHNE: Look! J. Jacobo! He was the original Pterodactyl Ghost!
FRED: Maybe he gave this Book to Old Man Wickles before he died.
NARRATOR: Velma continues to flip through the pages, She finds something else
- -
VELMA: Here's a list of ingredients to create your own carbon-based organic
composite predators. In other words, it's an instruction manual on how to make
- -
FRED: Monsters!
DAPHNE: Monsters!
VELMA: Monsters!
DAPHNE: Like the Pterodactyl Ghost at the Museum.
FRED: I hope Shaggy and Scooby are also finding exciting Clues.
You are now given a new password, so write it down and press the A Button to
continue.
==============
Section 2.3
==============
WICKLES' MANOR HALL
NARRATOR: Scooby enters wearing sunglasses and a Wizard's hat. His arms are
full of other cool stuff he ahs found around the Manor. He dumps it all onto
the floor.
SCOOBY: Rues!
SHAGGY: Dude, these aren't Clues. They're just things you want to take home
with you.
OBJECTIVE: Help Shaggy find Clues in Wickles' Manor.
All right, this time we're playing with Shaggy. From the beginning, take the
three Snacks to your left, then go to the right and leave the area (go past
the door you see). You're now in front of a big staircase. Walk over it and
kill the two rats. Smash the crates that are blocking the way and continue
going right. Enter the door. You now should have 18 Snacks.
Go left, but look out for the falling lamps. Enter the first door you see.
Look out for falling vases and take the Red Key at the end. Go back through
the door, take all the Snacks and kill the few rats you come across. Now drop
down and continue walking, this time to the right. Look out for more rats (and
later some bats) to come and attack you. Drop down at the end and take the
hamburger at the the far right. Go left, kill the rats, take the Snacks and
enter the door. You should have 45 Snacks now.
Look out for the rat and the bat, kill them and enter the first door you see.
You can crawl to the right for an emblem, then go to the left. Kill any rats
and bats you come across and continue to the left. Look out for the white/blue
vases, as they fall down when you get near them. There are also two lamps
hanging at the ceiling which are gonna drop down. Take the carrot at the end
and hit the machine.
NARRATOR: Shaggy hears something moving...
Well, that's a good thing. Go back and enter the door. Now keep walking to
your right. Take the carrot and all the Snacks you see, but look out for those
pesky rats and bats. You'll see a strange, blue door, but you can't enter it
yet, as it is locked. Continue to the right and you'll come across a strange,
red door, but don't enter it yet. First, keep going to the right to find an
emblem. Now go back and open the red door with your key. You should now have
66 Snacks.
Go to the left, kill the rats, take the Snacks and climb up the ladder. At the
top, jump off to the right and take the blue Key. Go down the ladder, enter
the door and go to the left to enter the blue door.
Kill the rats and take the yellow note. Good job, you finished the level.
WICKLES' MANOR HALL
NARRATOR: Shaggy notices a Note stuck to Scooby's foot.
SHAGGY: Wait, like, what's this?
NARRATOR: Shaggy grabs the Note and reads it.
SHAGGY: The Faux Ghost - Tonight. We found an actual Clue! We are detectives,
Scoob!
NARRATOR: Scooby and Shaggy do a little "Clue Dance" When they hear something
approaching them, they freeze. Scooby jumps into Shaggy's arms, shaking with
fear.
SHAGGY: It's like, the Black Knight Ghost.
NARRATOR: The Black Knight Ghost starts to chase them. They scream and run for
their lives.
You get a new password, so write it down and continue.
==============
Section 2.4
==============
NARRATOR: The Black Knight Ghost prepares to fight Shaggy and Scooby.
FRED: Yo, metalhead!
NARRATOR: Fred, Velma, and Daphne appear in the doorway. Fred holds a sword
and shield.
FRED: Bring it.
NARRATOR: The Black Knight Ghsot thrusts his shiel into Fred's face. Clang!
FRED: He brought it, all right.
NARRATOR: Fred falls unconscious. The Black Knight Ghost's sword comes down
towards him, but a metal lance blocks it. He looks over to see Daphne holding
the lance. Meanwhile, Velma quickly flips through the pages of "How To Make A
Monster" to try to defeat the Black Knight.
VELMA: Hold him off! Maybe there's a formula in this Book to help defeat the
Black Knight Ghost.
OBJECTIVE: Help Daphne defeat the Black Knight Ghost.
Okay, time for another bossfight, this time against the Black Knight Ghost
(BKG). You're controlling Daphne again; her weapon is a metal lance this time.
The BKG has a few attacks. He can hit the ground with his sword, causing a
shockwave to travel across the floor. When he does this, jump over it or run
away from it. If you touch the BKG you'll get hurt too. Another attack of the
BKG is a simple thrust forward with his sword, but it's easy to dodge by
walking away. Sometimes he'll jump towards you. The best way to beat him is
simply hit him as often as you can (try to corner him and keep pressing B to
easely defeat him). If you're having trouble surviving, there are three
hamburgers which completely refill your Courage Meter (located at the left,
the middle and the right of the area). Hit the BKG ten times to defeat him.
When you defeat him, you'll need to press buttons as fast as possible to flip
the pages in the Book. The Buttons you'll need to press are random, so just
pay attention. You'll need to flip through 30 pages, so you'll probably need
to defeat the BKG 3 or 4 times to complete this.
WICKLES' MANOR BALLROOM
NARRATOR: Velma continues to read from the Book, trying to figure out the
Black Knight Ghost's weakness. She's got it!
VELMA: "If I follow these directions, his weakness should be... "
NARRATOR: Velma looks up to see the Black Knight Ghost about to attack her.
She pulls back and kicks him between the legs.
VELMA: ...right about there.
NARRATOR: He then collapses to his knees and in a very low voice says -
BLACK KNIGHT GHOST: Mommy.
You get your new password again, write it down, remember it, do whatever it is
you do with those passwords.
=======================================
hhkk Area 3 - The Faux Ghost
=======================================
==============
Section 3.1
==============
FAUX GHOST - DANCE FLOOR
NARRATOR: The Faux Ghost is the club where all the villains that Mystery, Inc.
have unmasked in the past go to hang out and dance. It's filled with freaky
criminals and thugs. Scooby and Shaggy enter in disguise. The band plays a
groovy song. Scooby gets up on the dance floor and does a little dance. Others
at the Faux Ghost notice Scooby's cool moves. But suddenly, Scooby's wig flies
off. It lands in one of the villain's bowl of soup. Shaggy covers his face in
fear. A Tough Guy shouts out,
TOUGH GUY: That's Scooby-Doo, the meddling mutt who helped throwed us in jail!
SHAGGY: No Dude. Like, he's just wearing a mask.
NARRATOR: The Tough Guy isn't buying Shaggy's story.
TOUCH GUY: And you're Doo's beatnik best pal, Shaggy Rogers!
OBJECTIVE: Help Shaggy escape from the Faux Ghost. Press the R button to throw
Green Goo at the monsters to make them easier to knock down.
NARRATOR: Beginning with this stage, Shaggy is able to throw the Green Goo by
using the R Button. Let's hit the monsters with the Green Goo.
Okay, we're playing with Shaggy again, and he has a new move. Throw the Green
Goo by pressing R to make killing monsters a lot easier. If you hit them with
the Goo first, you won't have to hit them not as much as usually.
Anyway, just go to the right. Throw some Goo at the wizard and hit him to
destroy him. Do the same with the clown and the other wizard and enter the
door. Be sure to take the 12 Snacks before you go up the ladder.
On the roof, go left and destroy the Hunchback guy. There are two ladders to
go down; first go down the first ladder where you can find some Snacks, a rat
and a carrot. Don't fall of the edge, as you'll die from it. Go back up the
ladder, then go down the second ladder. Look out for the bat down there, then
take the Snacks and jump across the gap (a running start here is very usefull
before jumping. Go up the new ladder. Kill the Red Samurai there and walk past
the door (ignoring the ghost). Go down the ladder for some Snacks and a
wizard. Take the Snacks, go back upstairs and enter the door. You should have
30 Snacks now.
Kill the wizard and go to the right. Kill the Hunchback and take the Snacks.
Drop down to enter a room filled with enemies. There's a rat on the floor, as
well as a Hunchback and a wizard. There's also a clown on the table. Destroy
or evade them, take all the Snacks (you'll need to jump via the platforms to
reach the upper right corner, where there also a carrot to be found). Also
check out the right bottom corner for some Snacks and a carrot. When you're
done (ie. have 60 Snacks), go to the bottom left to exit the room.
Kill the wizard and keep walking. A hunchback will jump out of the window, so
be ready for him. Keep walking and a Red Samurai will jump out of the next
window when you've past it. Kill him and keep walking (take the carrot if you
need it). Look out for the two bats and the rat. Also, another Red Samurai
will jump through the window. The next window has a Wizard coming through it.
Destroy them and keep going. Take the last Snacks and take the box of Scooby
Snacks to complete the first part of this level.
NARRATOR: Shaggy and Scooby leap over the bar and jump down a trash chute.
Shaggy and Scooby land in a giant trash bin. They dizzily poke their heads out
of the huge pile of garbage. They suddenly notice Old Man Wickles and they
follow him.
After the scene you don't get your new password as you're used to, but a new
level starts. It's a bit new, you'll have to follow Old Man Wickles! I think
it's pretty nice to have some diversion in a game!
OBJECTIVE: Help Shaggy follow Wickels. But make sure Wickles doesn't spot
Shaggy. Good luck! Press the B Button to make Shaggy walk faster.
Stay out of the yellow area, as that is the area Old Man Wickles (OMW) can
see. He'll turn around every now and then, so be careful. Once OMW has left
the screen, you only have 3 seconds left to also exit the screen, or he'll
escape. This level is divided in 5 different areas. I made some simple maps
for each area below to help you out. The O is where you begin, the ='s are the
road, the X is where you should stand to be safe, the X is where OMW will turn
around and the 1 is the exit. Basically, what you have to do here is run from
safespot to safespot, as indicated on the little maps.
AREA 1
When you gain control of Shaggy, go to the top of the screen and stand next to
the cactus. OMW will turn around and look. If you're standing next to the
cactus, you won't be spotted. When OMW starts walking again, just follow him
and exit the screen, as he won't turn around again.
================S
O========================X=
===
===
===
===
=1=
AREA 2
Follow OMW and go up the stairs in front of the house. At the end of the path
OMW will turn around, but you'll be safe in front of the house. When he
continues walking, stand right aboce the cactus, as he'll turn around again.
=O=
S ===
=X=========================
====S======================
===
===
=X=
=1=
AREA 3
Immediately go to the small road at the right, next to the house, as OMW will
turn around at the end. Now run down (with the B Button) and follow OMW. Go
past the first water and go up to the safe spot. You should be in time,
because OMW is about to turn around. Don't go around the corner yet, as OMW
will turn around once more. Now you're safe to follow him to the end.
=O=
===S ====1
=== ===
=== ===
=== ===
=== =X=
=== ===
=== S ===
=X=========X=S===
AREA 4
Things are getting a bit tricky here, as their are three doors which will
close in time (indicated by the | on the map). If you aren't past them when
they close, you will fail the level, because you won't be able to get to the
end of the screen.
Keep moving and go down a bit for the first safespot. OMW will go up around
the pillar, so you should go down around the pillar. After OMW has turned
around for the second time, go through the second door and go down around the
second pillar. OMW will turn around one more time, then you can safely exit
the screen. Hurry up though, as the door will close.
=====
===|====X
O==|S =
= X|=======|=
==S==|=======|1
=====|======X|=
=====|== S=
===== == ==
= =======
=======
AREA 5
In this area, instead of the doors, there are trains. Once OMW has passed a
certain point, trains will block the pathway, so you'd better hurry up.
Anyway, keep standing on the wooden platform, as OMW will turn around almost
instantly. Walk forward a bit and wait for OMW to turn around again. Keep
waiting, as he'll turn around again. Now keep following him and stand in the
safespot between the two iron pillars. After OMW has turned around again, go
up and a bit to the right, but not to the end of the path. When OMW has looked
back, run to the safespot at the right of the orange barrel. Wait until he
looked again, then run down and stand at the left of the orange barrel. Wait
until OMW has looked once more, then exit the screen.
====X==
=====S=
=S ==
===== == X=
O=S=S == =S
======== ==
=X==X==X ==
SX
==
=X==
==
X1
After this, you will get the message you've completed the level and earn a
rank, based on how well you did. You'll also earn some emblems for some extra
tries.
OLD TYME MYNING TOWNE
NARRATOR: Shaggy and Scooby follow Wickles to the Old Tyme Myning Towne. They
hide behind two tumbleweeds so Wickles can't see them.
SHAGGY: This is the oldest part of the city. It's been deserted for a hundred
years! Wickles has led us into, like, a terrifying Ghost Town!
SCOOBY: Roast Town?
SHAGGY: That's right, dude.
NARRATOR: Scooby screams. Wickles hears the scream and looks back, but he
doesn't see them. He whispers to himself.
WICKLES: There's no one there. Just those durn bushes yowling at me again.
NARRATOR: Wickles enters the nearby Abandonded Silver Mine.
You finally get your password, so write it down and press A to continue.
==============
Section 3.2
==============
ABANDONDED SILVER MINE
NARRATOR: Shivering with fright, Shaggy and Scooby follow Old Man Wickles into
the Abandoned Silver Mine.
SHAGGY: Dude, did you see that? It looked like a guy with an eyeball for a
head!
SCOOBY: Ro.
SHAGGY: It was, like, probably nothing.
NARRATOR: Shaggy lights a match holds it up. The Skeleton Man is standing
there smiling at Scooby and Shaggy. It blinks its huge eye.
SCOOBY: Ruh oh!
OBJECTIVE: Help Scooby find his way out of the Old Tyme Myning Towne. Use the
R Button to throw the Magnifying Glass to shrink the monsters and make them
easier to knock down.
NARRATOR: Beginning with this stage, Scooby-Doo is able to throw the
magnifying glass by using the R Button. Let's hit the monsters with the
magnifying glass.
All right, we're in control of Scooby again this level. Take the three Snacks
and go to the right. Keep going up on the roof (jump from roof to roof) and
try to get as high as possible. Take all the Snacks and jump down when you see
the carrot (watch out for the Skeleton). You'll land in the middle of two
Hunchbacks, so be carefull! After defeating them, go to the right where you'll
find another Hunchback. Defeat it, take the Snacks on the platforms. Look out
for the red platforms, as they will fall down when you step on them (you'll
land between some enemies). Keep walking is the advice there. Don't worry if
you fall down; the platforms respawn. Take the Snacks and walk out the screen
(you should have 28 Snacks now).
You'll immediately encounter a new enemies, the Eye. Kill it and take the
carrot. Once you're on the moving assembly line, take the Snacks and start
running. You'll need to make a big jump to the next platform, or else you'll
fall into some spikes. Make it to the platform one way or another, look out
for the bat and jump on the moving platform. Jump off at the new platform and
keep going to the right until you find the ladders (look out for another bat
and a skeleton). Go up the ladders and go to the left. Keep going (you can't
go wrong here), but look out for the two Eyes. Jump on the platform you see at
the end and wait until you're brought up, then jump off to the left for a
carrot. Take it and jump across to find a Skeleton for you to defeat. Jump on
the red platform, but look out as it will fall down again. If you happen to
fall down, just go to the left again to find the platform to bring you back
up. Go to the right, but watch out for the three bats you'll find there. Take
the Snacks and keep going. Jump over the hole with spikes in it, kill the Eye
and the Skeleton and go to the next screen. You should have 54 Snacks now.
Look out for the bat who'll come swooping down. There's a Skeleton on the
pipes, so kill it, take the Scooby Snakcs and go to the right by running and
jumping over the spikes. Run and jump over the new set of spikes, but look out
for the two Eyes waiting for you at the other side. You can go up the ladders
here to collect three Snacks, then go left by jumping on the moving platform
and jump off again at the end for three more Snacks and another try. Then take
the final Snacks at the right of the level and take the box of Scooby Snacks
to finish this level.
ABANDONED SILVER MINE
NARRATOR: Shaggy and Scooby run and trip over a chain on the ground. They both
go flying into a rack of tools. One of them is actually a lever. A wall
suddenly slides open, revealing an ancient-looking elevator. They crawl into
the elevator, out of sight from the Skeleton Man.
You now get your newest password, so write it down, then press A to continue.
==============
Section 3.3
==============
MONSTER HIVE
NARRATOR: Velma, Daphne and Fred arrive at the Monster Hive. They hear an
explosion and run to see what's happening. They discover Scooby ans Shaggy
still inside the elevator hiding from the Skeleton Man. They're covered with
black soot from the explosion and shaking with fear. Velma stands by a huge
hole where an iron door has just been blown off. The Gang walks into an
enormous room. They see that Costumes from the Museum are hangin there. Velma
notices that the iron door has old text written on it and reads it to the
Gang.
VELMA: "Beware who enters the Monster Hive. Inside your fears will come
alive."
DAPHNE: This must be where the Evil Masked Figure turned the Black Knight and
the 10,000 Volt Ghost Costumes into real monsters.
FRED: I don't know who's behind this, but we need to find a way to shut down
this Monster-Maker for good.
NARRATOR: Meanwhile, Scooby and Shaggy crawl out of the elevator and slowly
creep along the wall, trying to escape the Mine. As they do this, they stumble
upon the Control Panel that the Evil Masked Figure uses to make his monsters.
But, Shaggy thinks it's a light switch and turns it on. Suddenly, the Costumes
come to life as real monsters. There's the Giggling Green Ghost, the Miner
49er, the Cotton Candy Glob and the Tar Monster!
VELMA: Quick! Disconnect the Control Panel!
FRED: We gotta get out of here!
VELMA: Bring the Control Panel with you!
OBJECTIVE: Help Shaggy escape from the Monster Hive.
All right, we're back to playing with Shaggy. Just keep walking to right,
taking all the Snacks you see. Look out for the enemies here; you'll come
across a few bats, a Hunchback, 2 Red Samurais and three copies of the new
enemy, Lizardman. It can be pretty though getting through this area, so I
suggest picking the enemies off one by one, and use your Green Goo. Luckily,
there's a hamburger at the end of the screen. Take it and enter the red door
thingy.
This next area is a bit tricky. There are quite a lot of Eyes, a lot of
Skeletons and there are two giant black balls swinging from the ceiling. I
suggest just to keep moving fast, trying to take all the Snacks and run as
fast as possible past every obstacle. Again, a hamburger awaits you at then
end of the screen. Take it and follow the arrow (by pressing up). You should
have all Snacks by now.
Bossfight!! Actually, more like a lot of enemies fight. Notice the number 30
on the right bottom of the screen? Do you also notice the four machines
spitting out Skeletons? That's right, you'll have to defeat 30 Skeletons! If
you're low on health, just go up the ladders at both sides of the screen for
Hanmurgers (two on each side). If you destroyed more than 20 Skeletons,
there'll come Green Skeletons. They're exactly the same, except they're green,
can throw bones at you and take one more hit to die than their white
counterparts. You can buttsmash the bones away, but it's still very annoying.
The Green Goo doesn't work on the Green Skeletons. There's no real strategy
for this fight. I just walked around at the bottom, smashing every Skeleton I
saw. It is wise to go for hamburgers when you're low on health. If you happen
to die, you don't have to start with 30 Skeletons, but you continue with how
many were left when you died, which makes this a pretty easy fight.
Once you're done with the fight, wait for the box of Scooby Snacks to fall
down in the middle. Then take it to finish the level and to watch Shaggy
dance.
UNDERGROUND LABORATORY
NARRATOR: The Evil Masked Figure appears on a walkway and calls down to his
monsters who are surrounding Scooby and the Gang.
EVIL MASKED FIGURE: Stop them! Destroy the city if you have to, but get me
that Control Panel! With it, Mystery, Inc. can destroy everything I have set
out to do.
NARRATOR: Daphne, Fred and Velma evade the monsters and run toward the Mystery
Machine.
Yay! Another password for the collection! Anyway, just write it down..
==============
Section 3.4
==============
OLD TYME MYNING TOWNE ALLEY
NARRATOR: Shaggy and Scooby jump out of the window and into an alley. Scooby
lands on top of Shaggy. The Skeleton Man jumps out of the window after them.
TOP OF HILL
NARRATOR: Shaggy and Scooby reach a dead-end. They stand at the top of a hill.
They're trapped. Shaggy spots some Old Trash Cans. He grabs the Lid off of one
of them and places it on the edge of the hill.
SHAGGY: Come on!
NARRATOR: Shaggy jumps onto the Lid and pushes off, riding it like a snowboard
down the hill. Scooby sees the Skeleton Man coming and grabs the other Lid.
OBJECTIVE: Help Shaggy slide down the hill on the Trash Can Lid. Watch out for
trees and falling objects.
Again a change of genre. After the following of Old Man Wickles comes this odd
minilevel. The general idea is to slide down the hill as fast as possible,
without getting hit by rocks and trees. The Skeleton Man will follow you, so
you'd better hurry up, because when he touches you, you'll lose health. Press
B to jump and use the Control Pad to steer. It's a bit difficult, but just
avoid the Skeleton Man, rocks and trees and you'll be fine. The controls are
extremely odd here, as pressing "left" sometimes causes you to turn left, but
sometimes causes you to turn to the right. Don't bother with the Scooby Snacks
in this level, as they're near impossible to collect. You'll get a rank at the
end.
BOTTOM OF HILL
NARRATOR: The rest of the Gang pulls up in the Mystery Machine just in time
for them to slide into its open door.
DAPHNE: You guys okay?
SHAGGY: Sure. As long as you define "okay" as "in total agony."
FRED: To Headquarters!
DAPHNE: But that'll be the first place the monsters will look for us!
VELMA: I know where to go.
NARRATOR: Fred puts the pedal to the metal and the van screeches off.
You now get another password, so write it down. With this you've completed
Area 3, and we're moving on to the next area.
=======================================
hhll Area 4 - Old Tyme Myning Towne
=======================================
==============
Section 4.1
==============
MYSTERY, INC.'S OLD CLUBHOUSE
NARRATOR: The van screeches to a halt and Velma jumps out holding the Control
Panel. She heads toward the Gang's Old Clubhouse. The rest of the Gang follows
her.
VELMA: All we have to do is rewire the Control Panel, bring it bacl to the
Monster Hive and we can --
FRED: --reverse the current! Therefore reversing the Monster-Making process!
DAPHNE: We plug it back in the Base --
VELMA: Pull the Lever --
DAPHNE: And instead of creating monsters, we destroy them!
OBJECTIVE: Help repair the Control Panel by connecting the two points with the
pieces of wire to make a circuit. Press the R button when you're done to test
what you've built!
Okay, it looks like they had to made up for the horrible board level, so they
put in this fun section. The idea is to connect the two yellow wires by
placing the pieces at the bottom in the Panel. The current can't go through
the brown block already in the panel, so you'll have to built around those.
Select the piece you want to use by pressing A when it's highlighted, and
place it in the Panel by presing A again. Press R when you're done to go to
the next puzzle. I'll just put ASCIIs of possible solution, but there are more
correct ways. Mine just earns you an A-ranking ;) The more blocks you use, the
higher your ranking will be.
On the left is the beginning situation, on the right a possible solution. The
X is the brown piece already placed in the beginning, around which you'll have
to built. 1 is the wire where you ened to begin, 2 the wire you need to reach.
I also put the pieces used seperate below, to make the ASCII a bit clearer.
++ dd kk s s r iii c p 333 777 u ff aa rrr
d k sss rrr i cc g p p 7 u ff a r r
r c ppp
Puzzle 1
____________ ____________
|_|_|X|X|_|_| |k|k|X|X|_|_|
|_|_|X|X|_|_| |k|_|X|X|+|+|
1|_|_|X|X|_|_|2 1|+|+|X|X|d|d|2
|_|_|X|X|_|_| |_|r|X|X|_|d|
|_|_|_|_|_|_| |r|r|r|s|_|s|
|_|_|_|_|_|_| |_|r|_|s|s|s|
Puzzle 2
____________ ____________
|_|_|_|_|X|_|2 |_|_|_|_|X|c|2
|_|_|_|_|_|_| |_|p|_|_|c|c|
|_|_|_|_|_|_| |_|p|g|p|c|_|
|_|_|_|_|_|_| |_|p|p|p|_|_|
|_|_|_|_|_|_| |i|i|i|_|_|_|
1|_|X|_|_|_|_| 1|i|X|_|_|_|_|
Puzzle 3
____________ ____________
|_|_|_|_|_|X| |a|a|r|r|r|X|
|_|X|_|_|_|X| |a|X|r|_|r|X|
|_|X|_|_|_|_| |_|X|7|7|7|_|
1|_|_|_|X|_|_| 1|3|3|3|X|7|u|
|_|_|_|X|X|_|2 |_|f|f|X|X|u|2
|_|_|_|X|X|X| |_|f|f|X|X|X|
This level isn't completely over yet, as there's another minigame to complete.
MYSTERY, INC.'S OLD CLUBHOUSE
NARRATOR: Fred, Daphne and Velma spot one of the monsters approaching the
Clubhouse. It's Captain Cutler's Ghost!
FRED: The Monsters found us! We'll have to take the Control Panel with us and
head to the Monster Hive!
NARRATOR: As Fred drives the van out of the woods onto a city street, Captain
Cutler's Ghost chases them. Then Velma looks out of the window and sees the
Pterodactyl Ghost swooping toward the van.
VELMA: Jinkies. Tweeties back.
FRED: I'm putting us in cruise. Shaggy, take the wheel!
SHAGGY: Me? But I left my permit at home!
OBJECTIVE: Take the Wheel of the Mystery Machine and escape from the
Pterodactyl Ghost. Running into other cars will make you lose your cool.
Okay, another minigame level. This one is pretty fun, but also pretty
difficult. Just use the Control Pad to steer to leftright, up and down. In the
first area, watch out for trees and rocks, in the second look out for cars.
The Pterodactyl Ghost will swoop down and try to hit you; if you see this,
just move up (or down) to avoid him. In the second area you'll come across a
big truck. Look out, as it'll start driving from left to right and back. It's
pretty random, so just stay out of its way. After a while the Pterodactyl
Ghost will hit his head and the level will be done, after which you'll receive
a ranking.
THE OLD TYME MYNING TOWNE
NARRATOR: The van skids to a halt. Velma grabs the Control Panel out of the
van, while the rest of the Gang gets out.
FRED: All right, Gang. The Monster Hive is right up there. Let's go and plug
this baby in.
NARRATOR: Suddenly, the Black Knight Ghost appears.
BLACK KNIGHT GHOST: You'll go nowhere, knave.
FRED: Take the long way round! I'll hold him off!
VELMA: Come on!
NARRATOR: The 10,000 Volt Ghost appears. It creates a fence of electrical
currnets that prevents the Gang from entering the Hive.
DAPHNE: You guys go! I'll take care of Sparky!
Finally you're given the new password, so write it down.
==============
Section 4.2
==============
OLD TYME MYNING TOWNE
NARRATOR: Daphne punches at the 10,000 Volt Ghost. It roars back.
DAPHNE: Taste the pain, Mr. Glowy-Ugly-Thing.
OBJECTIVE: Help Daphne fight the 10,000 Volt Ghost. Touching it will only hurt
you, so try kicking or punching things at it instead.
Okay, we're fighting another boss with Daphne. You don't have your sword handy
this time, you can only kick and punch. This boss comes in three stages. In
every stage you'll have to hit him two times with a falling object. In the
first stage he has two attacks, in the second and third he has three attacks.
The attacks increase in speed after each battle, so beware. Carrots to heal
yourself are placed before each fight. If you don't need them, leave them, as
you can always run back to get them!
Just walk to the right (leave the carrot) until the monster appears. Now walk
back a little and the fight can begin. You cannot touch the monster, because
he's made of electricity (if you touch him you'll be hurt). He only has a few
attacks, and can disposed of very easily, if you know what you're doing. If
you need health, you can always take the carrots at the beginning of the
fightd.
His first attack will be the appearrance of little white/blue bubbles in the
air. You can anticipate this attack a bit, because the screen will turn dark
when this attack is happening. Once the bubbles have solidified (after about
two seconds), they'll hurt you when they touch you (and causing two bars of
damage). Just stay in one place (a safe distance from the monster) and wait
until the attack is done. If a white/blue bubble appears where you are
standing, just walk a bit to the right or left. The attack will last about 10
seconds.
After the attack, he'll shoot a yellow, homing bubble at you. Dodge it by
jumping or ducking, then dodge it again as it keeps coming back after you. A
good way of evading this attack is by being close to the monster and ducking
when it fires, causing him to miss you. When the bolt comes back just jump
over it. Walk a bit to the left after you jumped over it, and it should drop
down before it reaches you. The bubble takes away one bar of health every time
it touches you. It keeps coming after you until it falls on the ground (after
about 8 seconds). You should be standing pretty close to the monster when this
happens, as the arrows appear where you are.
After this attack, it's your change to hurt him. You'll notice the three
arrows on top of the screen. Objects will drop down from there, so stand next
to an arrow and kick or punch the object when it falls down (be quick though,
as they fall pretty fast). Don't let the objects hit you, as they cause one
bar of damage. If done correctly, the object will hit the monster and do a lot
of damage (about half his health). Repeat these steps one more time to defeat
the monster.
Go back to take the carrot if you haven't already (or take the carrot you see
to the right and keep walking. Looks like ol' 10,000 Volt Ghost isn't defeated
that easily...
He has a new attack this time around. He starts with shooting two lightning
bolts from the sky (each causing one bar of damage). Just keep running around
to evade them, then prepare for his next two attacks (the same as the previous
fight). Hit him two times with the falling objects to defeat him.
Walk to the right, take the carrot if you need it and keep walking until the
monster appears (again...). He has the same three attacks as before, only they
are happening faster after each other. Also, his lightning bolt attack has now
three bolts in it (run around to evade them). He starts with making the
white/blue bubbles appear, then he'll shoot the lightning from the sky. He'll
repeat these two attacks both, then shoot the yellow homing bolt at you. Then
it's your turn again, so hit him with a falling object. He'll change his
pattern now, starting with the three lightnings from the sky, then the
appearance of the white/blue bubbles. He'll repeat this once more, then fire
the yellow homing bolt after you. Then you can hit him again with a falling
object to finish him off for good (we hope...).
After the fight, walk to the right and take the box of Scooby Snacks to finish
the level.
OLD TYME MYNING TOWNE
NARRATOR: The 10,000 Volt Ghost and the Black Knight Ghost have now cornered
Daphne and Fred in the Mystery Machine, when Daphne spots something in the
back.
DAPHNE: Honey, in this, our last moment, I really want to connect with you --
NARRATOR: Fred looks at Daphne as if to say "What the heck?" But she's really
just trying to tell him something without actually saying it.
DAPHNE: -- like when we were young, and you wore that jumper.
FRED: Me, in a jumper?
DAPHNE: And we'd watch cable together --
NARRATOR: Fred finally notices Jumper Cables in the toolbox. Fred's eyes
widen. Now he gets it. As the ghosts approach, Fred quickly grabs the Cables.
He tosses one end to Daphne. She hooks her end up to the 10,000 Volt Ghost as
Fred hooks his end up to the Black Knight ghost, and... both ghosts gulp,
realizing what is happening. The electric current quickly moves towards them.
And with that, we receive another password. Write it down (do I even need to
tell anyone that?).
==============
Section 4.3
==============
SMALL SHACK
NARRATOR: Daphne hands Scooby and Shaggy the Control Panel. It's up to them to
place it in its Base and activate it. They shiver with fear as they step out
of the Shack.
SHAGGY: Think we can make it, dude?
SCOOBY: Ro.
SHAGGY: Me neither.
NARRATOR: Shaggy looks at his best pal with affection.
SHAGGY: I just, like, want you to know, Scoob, that you're, like, the
grooviest friend ever.
NARRATOR: Scooby's eyes well up with tears.
SCOOBY: Roo are too, Raggy.
NARRATOR: Shaggy is touched. He reaches out and scratches Scooby behind the
ears. Then Scooby reaches out and scratches Shaggy's ears, too. They both
smile. Shaggy reaches into his pocket and pulls out a Scooby Snack.
SHAGGY: Our last Scooby Snack. Halfsies?
NARRATOR: Scooby nods. Shaggy snaps it and they pop it onto their mouths and
make a run for it.
OBJECTIVE: Help Scooby get through the Old Tyme Myning Towne.
On the bottom of the level are two lizardmen, so be careful. Remember you can
still throw your Magnifying Glass and you should be fine. Just walk to the
right and when you're blocked by a wall, go up the ladder. Kill the Skeleton
on the platform and jump on the moving platform to the left. Jump off it at
the next platform and continue moving to the left (look out for another
Skeleton). Go up the ladder at the end and move to the right at the top.
You'll encounter a new enemy; the Medicine Man. There are actually two of them
on the roof, so defeat them and keep moving. Jump down where the Snacks are
(climb back if you missed some) and you'll land next to the wall which blocked
you before.
Go to the right, destroy one crate and defeat the bat you see. Take the Snacks
you see and keep moving. You'll encounter a Lizardman, so defeat him and
continue to the right. Go up the ladder you find at the end, climb it and go
left again. Defeat the two skeletons, take the Snacks and go up the next
ladder. Don't go through the door yet, but defeat the two Medicine Men first
for some Scooby Snacks and an emblem for another try! Now go through the door
(you should have 30 Snacks now).
You'll notice the screen starts shaking sometimes, well, don't worry about
that but look out for the Red Samurai you'll immediately encounter. Keep
moving, go across the assembly line, defeat the second Red Samurai and take
the carrot if you need it. Defeat the two Eyes, go across another assembly
line and you'll find out just why your screen was shaking. Pillars are moving
up and down from the ceiling, and when your trapped between one and the floor,
you'll be dead. To avoid that, just wait until the pillar is moving up, then
move towards the next assembly line and jump on it. Wait until the new pillar
is moving up, drop down to the floor and crawl (move while ducking) towards
the right. Now go through the door (with 48 Scooby Snacks).
This time you're not allowed to fall in the holes, as you will when you do.
Just take a small running start to jump form platform to platform. Then jump
on the moving (upwards) platform. You can stay on it to find a hamburger to
your left, or jump to the right on the other moving (downwards) platform.
Before you're jumping to the right platform, be sure to be high on the upwards
moving platform, because you need to be high enough to reach the next floor.
When you made it, just ignore the Green Ghost and go through the door (you
should have 57 Scooby Snacks).
Take a running start and jump to the next platform. Now be careful for those
rolling barrels, as they'll hurt you on contact. Just jump over them and keep
going to the right. There's a Skeleton and a hamburger waiting for you there.
When you're done, go through the door (66 Snacks now).
Defeat the Lizardman, take the Snacks and continue to the right. Defeat the
Red Samurai, take the Snacks and fall down into the sewer. There, you should
be going to the left, but be on the look-out for bats, rats and Skeletons.
Drop down at the end again and go to the right. Look out for the bats here, as
you ened to jump from platform to platform again, and they can be very
annoying when you're trying to do so. The best thing is to defeat them first.
Evading is also possible, as they'll keep flying to one side (simply ducking
works most of the time; after a few moments they will be gone). Then, take a
running start and jump from platform to platform. Take the carrot after the
second platform and keep moving. Crawl to the next area, where there are bats
waiting. Evade or defeat them and jump form platform to platform again (don't
forget your running start, or else you are likely to fall in a hole). Defeat
the rat you see at the end and climb up. Jump off to the left, take the Snacks
and defeat the Skeleton. Defeat two more rats and climb up the ladder. Jump
off to the right, defeat the Lizardman and take the Snacks you see. There's
one final Red Samurai to take care of, after that, you're free to take the
remaining Scooby Snacks and the box of Scooby Snacks to complete the level!
OLD TYME MYINING TOWNE
NARRATOR: A large shadow falls over Shaggy and Scooby. They look up to see a
Giant Bearded Man with a pickax.
SHAGGY: The Miner 49er.
SCOOBY: Ra Riner Rorty-Riner!
Hurray, we get another password! Do with it as you please. I write them down.
==============
Section 4.4
==============
OD TYME MYNING TOWNE
NARRATOR: The Miner 49er breathes fire at Shaggy and Scooby. It just barely
misses them.
MINER 49ER: A bit frightened lads, eh?
NARRATOR: Shaggy and Scooby run around another corner. The Miner 49er chases
them. As he rounds the corner, he's surprised to see Shaggy holding Scooby up
like a weapon. Shaggy is pointing Scooby's butt straight at the Miner 49er.
SHAGGY: Dig this, bro. It's real gas.
OBJECTIVE: Help Scooby defeat the Miner 49er. Stay away from his flaming
breath!
Okay, it's time for another boss fight! This time we're fighting with Scooby,
and his Magnifying Glass weapon doesn't work. He's pretty hard to beat, but
we'll try anyway. You'll need to hit him 20 times. There's a carrot on both
sides of the room, and you'll probably need them.
The first thing to look out for, is the Miner's fire breath. He spits fire at
you, and ducking it at close rang won't help. It's extremely hard to jump
over, so the best thing to do to protect yourself from it, is to walk/run away
from it and duck. The fire goes up after a few seconds, so you'll be safe at
long distance. Another way to dodge his fire is to jump on the pipe at either
side of the room and jump up to the red platform. He can't reach you there,
and it gives you a nice spot to attack him.
He will add a few techniques after a while. He'll continue spitting fire every
now and then, but he also starts throwing it! He'll throw three fire pickaxes
every now and then, but they're fairly easy to dodge. Look out for the fire
start where they land though, as it'll burn for a few seconds.
Another technique you'll come across is his spinning around. He holds out his
axe and comes spinning at you. He doesn't go very fast, but while he's
spinning, he's invincible! Just walk/run away from him and you'll be fine.
His last attack consists of his fire breath again, but this time it goes up
and down instead of straight-forward. Evade it by moving away from him.
The best way to defeat him is to use a hit-and-run technique. Stay away from
him, and move in right after he attacked to counter-attack. After you've hit
him, run away again. Just stay on one side of the room, and when the Miner
comes too close, move to the other side of the room via the pipe and the red
platform. You'll also notice the Miner panting sometimes, he's tired then and
you can attack him more easily. But he won't be tired for long, so get your
shot in and run away. If the Miner is using his first fire breath, just run
towards him when he's done breathing it, hit him and run away (you'll be right
in time to dodge his new fire breath). If he's throwing the fire axes, you
should be close by to hit him, because the axes won't hurt you when you're
close to him. If he starts spinning around, just walk with him, but make sure
you don't touch him. If he stops spinning, just hit him once and run away. His
last fire breath is very hard to dodge, so I suggest you just hit him if
you're close to him, or run away from him if you're at a distance.
If you follow these tactics, the Miner 49er won't mine again! After he's
defeated, Scooby'll do a little dance.
OLD MYNING TOWNE
NARRATOR: Just as the Miner 49er breathes fire at Scooby and Shaggy, Scooby
pulls on his tail and farts. The fart shoots the Miner's flame back toward him
and engulves him in flames. But the Miner 49er is relentless. He holds up his
pick.
MINER 49ER: We can make this easy or hard, lads. Take... Your... Pick!
NARRATOR: Our heroes scream and run away.
Yay! We've earned another password, so write it down.
=======================================
hhmm Area 5 - Monster Hive
=======================================
==============
Section 5.1
==============
ABANDONED SILVER MINE
NARRATOR: As Scooby and Shaggy run away from the Miner 49er, they look back.
They see that he's far behind them now.
SHAGGY: All those years of running away in fear have, like, finally paid off!
SCOOBY: Rep!
NARRATOR: Shaggy and Scooby turn toward the Abandoned Silver Mine.
SHAGGY: The Monster Hive is straight through there!
OBJECTIVE: Help Scooby escape the Miner 49er and make it safely through the
Old Tyme Myning Towne.
Okay, we're still playing with Scooby and it looks like a "normal" level here.
The first thing to do is get rid of that Hunchback you'll immediately come
across. Just throw a Magnifying Glass at him and hit him once to dispose of
him. Now jump on the wooden platform and keep jumping to the next one (making
sure to have a small running start. Don't fall down, as there's nothing there
but two Lizardmen. Look out for the Hunchback on the last wooden platform. At
the last platform, jump to the right and press up near the ladder in the air
to climb it. Climb to the top and jump on the small platform at the top. Jump
to the right and land where the Snacks are. You should land on a purple/pink
barrel. Jump down and hit the Eye twice to take it out (temporarely). Just
keeping dropping down and hitting the Eyes, and take the carrot and the Snacks
you see. When you're finally at the ground again, take the Snacks and take out
the Lizardman. Keep walking to the right. There's another Hunchback, a
Lizardman and a Medicine Man there, as well as a few Snacks. You know what to
do with those... At the end go up the small wooden stairs and go through the
door. You should have 24 Scooby Snacks now.
As soon as you go through the door, you'll be attacked by an Eye and a Red
Samurai, so be carefull. Jump on the assembly line, but look out for more Eyes
there. Also, 3 out of 4 lamps will fall down (only the second won't), so dodge
those. At the end of the line there's another Red Samurai to take care of.
You'll also find a Hamburger to restore your Courage. take it and go through
the new door (with 30 Scooby Snacks in your possession).
Walk to the right to find a wooden platform in the air (I always wonder how
these things stay aloft...). Don't fall in the blue hole, as you will die if
you do so. Jump on the floating platform and it'll move to the right. Dodge
the bats and the Green Ghost (ducking is very useful here), but make sure to
take those Snacks. If you get touched by an enemy, change are you'll fall in
the hole, so be carefull. Jump off at the end and take the carrot. Destroy the
Hunchback and proceed to the right by jumping on the wooden platform. To the
right is another blue hole, so climb up the ladder instead. Jump off at the
top and destroy the Medicine Man. Keep walking the pink pipe, destry the other
Medicine Man and climb down the ladder at the end. Don't go left, as there's
the hole, but go right and defeat the Medicine Man. Keep jumping on the wooden
platforms and destroy the Lizardman. Take the Snacks and the Hamburger and go
into the tunnel (you should have 60 Snacks by now).
There's a Red Samurai there to greet you, so throw a Magnifying Glass at him
and take him out. Keep walking and jump on the moving steel platform. Look out
for the bat and jump to the right, where you'll find another moving platform.
From there, jump to the non-moving platform and wait a little. You'll notice
rocks falling in front of you, so wait until a rock has just fallen before you
jump to the other side. Look out for the Medicine Man at the other side (hit
him whit a Magnifying Glass first, then try to hit him in your jump). To the
right you'll see another assembly
line, but it's filled with Eyes, so look out. Dodge them as best as you can,
and go to the end of the line. At the end, jump to the non-moving platform
with the Medicine Man. Look out for him, as he can make you fall in the
depths. Look out for falling rocks, and jump, when the coast is clear, to the
new platform, and then to the assembly line (there's another Red Samurai
there). Kill the Samurai, but look out, as this assembly line moves the wrong
way. So keep walking to the right to avoid falling. Destroy the new Samurai
and jump on the moving platform at the end. Jump to the next platform, let it
move up and jump at the top for an emblem (yay! another try!). Jump to the
next platform and jump to the other side. Dodge the Green Ghost you'll see
there and go up the ladder at the end. You should have 78 Snacks here.
Take the carrot to the left if you need it and follow the arrow to the right.
Destroy the Lizardman and look out for the bat. When the wooden floor changes
to a steel floor, make sure not to stand on the wooden boards too long, as
they will fall down. Simply run across to get past them. Drop down and destroy
the Lizardman only to arrive at a new assembly line, again filled with those
annoying Eyes. Look out for the blue pipe in the air, as rocks will fall out
of it. Jump across to the next assembly line, over the spike pit. Same story
here (except the line moves in the oppossite direction); look out for Eyes and
the blue pipe in the air. Take the box of Scooby Snacks at the end to complete
the level.
ABANDONED SILVER MINE
NARRATOR: Shaggy and Scooby jump into the Abandoned Silver Mine. They quickly
lock all the locks on the door. When they're finished, they hear a roar behind
them. They turn to see the Cotton Candy Glob. Shaggy and Scooby can't believe
their eyes. It's huge! They're terrified.
COTTON CANDY GLOB: You should have never locked those locks! Now you're stuck
in here with me, the Cotton Candy Glob!
NARRATOR: Shaggy and Scooby instantly stop sobbing.
SHAGGY: Cotton... Candy... Glob?
COTTON CANDY GLOB: Yes!!
SHAGGY: Man, I think You're stuck in here with Us.
NARRATOR: Shaggy and Scooby start licking their lips. This time it's the
Cotton Candy Glob who's terrified.
You'll get a new password here, so write it down.
==============
Section 5.2
==============
UNDERGROUND LABORATORY
NARRATOR: Daphne, Velma, and Fred race into the Underground Laboratory.
FRED: I don't see Shaggy and Scooby anywhere!
DAPHNE: Poor guys are probably terrified!
NARRATOR: Suddenly the elevator doors open. It's Scooby and Shaggy. Scooby
burps loudly.
SHAGGY: This is like the greatest day of our lives! Finally, a monster we
could really sink our teeth into!
NARRATOR: Shaggy and Scooby crack up. Fred grabs the Control Panel from
Shaggy.
FRED: Come on! We have to hurry!
NARRATOR: Fred leads the way. The rest of the Gang follow him into the Monster
Hive.
OBJECTIVE: Help Scooby find his way out of the Monster Hive.
Move to the right, where you'll find two platforms on a red scale. Simply jump
on one to start it. The two platform will go up. Try to collect the Snacks,
but look out for the water from the pipes, as you will get hurt from them.
Jump from platform to platform to avoid the water. Jump off to the right when
you see the red arrow. Take the Snacks and go through the door (with 17
Snacks).
Duck and crawl, and wait for the pillar to move up. Then quickly crawl across
and go up the stairs. Look out for the two rats there, but also for the saw on
the red railing just above you. Duck when you see it coming. The best approach
is to kill the rat, then wait for the saw. Once it goes back, follow it and
take out the other rat. Then duck and wait fot the saw to pass, after which
you're safe to go. Next is a moving platform, and again, a nasty saw on a
railing. Wait for the saw to return to the right, jump on the first platform,
quikcly jump across to the non-moving platform (look out for the Medicine Man,
try to hit it in your jump). Then wait for the saw to move to the right again
before jumping to the next platform. On it, grab the emblem for another try
and jump to the next non-moving platform (which also has a Medicine Man, so be
careful). This time, awit until the saw goes to the left of you, then jump to
the next platform. Quickly jump on the assembly line, but make sure to dodge
the bat. Throw a Magnifying Glass at the Clown and take it out. Look out for
another bat and make your way to the right. It's another pounding pillar, so
wait until it moves up, then quickly move the right (make sure to dodge and
crawl). Take the carrot and enter the door (with 38 Scooby Snacks).
Take out the two Skeletons on the assembly line, then continue to the right.
You'll see four ladders there, but they lead nowhere. Underneath them are
spikes, so what you need to do is jump from ladder to ladder. Simply climb up,
then jump and move to the right whilst pressing up. When you reach the fourth
ladder, jump off on the platform with the three Snacks (make sure you don't
hit the up-and-down moving saw on the rail). Underneath you is a Lizardman,
but he can't harm you up there. Jump towards the Scooby Snacks you see
floating to the right. Under the Snacks is a moving assembly line, so keep
moving to the right to avoid the Lizardman. He'll follow you eventually, so be
careful. To the right is a Skeleton, so take it out. Once you reach the end of
the line, you'll come across some more floating platforms. Keep jumping up to
climb to the next floor. At the top right of the screen is an hamburger, so
take it if you need it. To the left you'll see a Lizardman. Wait patiently
until it falls off the edge, then jump to the left platform. At the top is a
lamp, which spits energy bolts. It'll fire in three directions: straight down,
and diagonally to both sides. You can tell it's about to shoot when it starts
glowing brighter. Dodge those bolts and defeat that nasty Wizard. At the end
of the platform you'll see another one of those moving saws. Wait for it to
move down, then jump across (don't fall down, as you'll be at the beginning of
the screen again), where things will get tricky. Quickly defeat the Skeleton
(simply press B very fast to keep hitting it). When you move to the left, look
out for a Green Ghost and another one of those firing lamp. Immediately after
the lamp is another firing lamp, a Wizard and a Lizardman. This part is very
hard to do, all I can do is tell you to be careful. Or, if you have enough
energy, run straight through it all. However you do it, go through the door at
the end (with 65 Snacks).
Great, just what we needed. More lamps. This lamp also has a Wizard in the
vicinity, so take good care (a Magnifying Glass works well here). After you've
taken care of it, jump on platform, then on the moving steel platform to the
right to continue. Now jump to the right on the white, scientific platform.
Don't stand still here for too long, as bolts will shoot down where you are
standing. The best way to do this, is before you jump on it, wait until the
moving platform is pretty high. Then jump on it, keep jumping to the right
while taking the Snacks, then jump to the right moving platform. Next up is a
new scientific platform. Repeat the steps, but instead of jumping to another
moving platform, you'll have to jump to another scientific platform. Use the
same tactics again, and jump to the moving platform on the right. Then jump to
the right and take the Box of Scooby Snacks to complete the level.
MONSTER HIVE
NARRATOR: The Gang enters the Monster Hive.
FRED: We have to put this Control Panel in its Base, before --
NARRATOR: Suddenly, the Green Ghost flies out of one cavern. Then the Miner
49er runs out of another cavern. The Skeleton Man appears from still another.
they surround Scooby and the Gang. Fred looks around at the menacing monsters.
FRED: -- before this happens.
Hurray! Another password! Write it down, mash it, stick it a stew.
==============
Section 5.3
==============
MONSTER HIVE
NARRATOR: The Evil Masked Figure suddenly appears beside the monsters that now
surround Scooby and the Gang.
EVIL MASKED FIGURE: Don't let these fools put the Control Panel back in its
base! Destroy them, my pets!
FRED: Fred sees the Control Panel Base. He starts to run, then realizes he
can't make it -- because the floor has now become sticky tar. He's trapped!
The Tar Monster is behind him, laughing. Fred looks over at Daphne.
FRED: Keep away, Daphne!
NARRATOR: Before Fred is completely engulfed in tar, he tosses the Control
Panel to Daphne. She avoids the Green Ghost as she catches it.
DAPHNE: Velma!
NARRATOR: Daphne then flings the Control panel to Velma. Velma leaps up and
catches it, but lands in a puddle of tar. As the tar rises up over Velma, she
throws the Control Panel to Shaggy.
VELMA: Shaggy! It's all up to you now!
OBJECTIVE: Helps Daphne. Shaggy and Scooby work together as a team to hold on
to the Control Panel and keep it away from the monsters.
Okay, we're playing with Daphne this time. Simply keep moving to the right,
destroying the monsters you see. Watch out for the green pits, because when
you're standing in them, you'll lose energy (run, then jump over then). After
two Medicine Men and a Hunchback, you'll come across a giant black ball. Wait
for it to move to the right, then quickly follow it. Look out for the Skeleton
you'll immediatelly see, then defeat the Hunchback a few steps further. Keep
moving to the right, and you'll see another big black ball swinging from the
ceiling. Just repeat the trick I just told you, and watch out for the Skeleton
again. Go up the pink (?) stairs at the end (you should have 21 Snacks now).
DAPHNE: It's up to you now, Shaggy.
Surprise! You're playing with Shaggy now! First off, take the carrot if you
need it, then defeat the Hunchback. Jump or run over the crumbled floor
quickly, before it collapses under your feet (if you fall in such a hole,
you'll be dead immediatelly). Dodge or defeat the bat, then jump across the
hole in the floor. Defeat the Red Samurai, then jump over another hole in the
floor (who built this place anyway?). Look out for crumbled floors here, so
walk carefully. Defeat the Medicine Man and the Red Samurai and keep moving
to the right. Another crumbled floor here, this time with a bat and a
Hunchback. Take care of them and keep walking. Jump over the new hole and
defeat the two Skeletons until you come across a blue ray. Time your movements
right so you won't get hit (but make sure to take the emblem for another try).
Jump over the hole and defeat the Medicine Man. Jump over the next hole and
take out the Skeleton. Take the hamburger if you need it and go down the
ladder (with 48 Scooby Snacks).
SHAGGY: Scooby, it's all yours now, man. Like, good luck, dude.
Surprise, surprise! It's Scooby time! And we've got a boss on our hands, too!
It's a purple monster! Actually, although he looks pretty impressive, he
fairly easy to beat. First of all, the monster needs to be hit 20 times.
However, by using the Fire Extinguishers found at left and right side of the
screen (just jump on the platform to find them) you can hit him for four
points by using it just in front of him (by pressing R, just like the
Magnifying Glass). The best thing about these Extinghuishers, is that they
just keep appearing. You'll never run low on them! If you're running low on
health, there are two Hamburgers to be found, in the topright and the top left
corner. Also, if the monster is close on your tail, you can flee via the main
platform to escape to the other side (reach it by jumping on the platform at
the side, then jump on the the big platform).
The monster has a few attacks to watch out for. Simply touching him will take
a bar of Courage. He will also stomp the ground sometimes, which causes purple
slime to come out of the ground were you are standing. Just walk around to
avoid this. Sometimes he bends over, which causes four purple balls to fly out
of his back; the first one will fly the farthest away, then the distance will
slowly decrease. They will hurt you when they hit you, but they will also
still be alive on the floor for some more annoyance (they even move around,
usely in your direction). You can easily defeat them by hitting them, though.
The monster won't shoot new balls if there are still old ones around, luckily
for us. He won't appear at the main platform in the centre though, so you
should be safe there.
After you've hit him a few times (if he has less than 10 hitpoints left),
he'll gain some new moves. He can now just dissappear and appear somewhere
else after a while, so keep paying close attention. You don't want to find him
somewhere you thought you were safe. He can also jump around and land on you.
He can now also be at the platform, so look out.
Use these tips above to avoid his attacks, heal when necessary and use the
Fire Extinguishers. You need to use them five times, or less times if you try
and hit him too. I'd suggest to stick with the Fire Extinguishers. You should
be able to beat him in a few tries.
MONSTER HIVE
NARRATOR: Shaggy watches as Fred, Daphne, and Velma are completely covered in
tar. Terrified, Scooby backs against a wall where he discovers an old Fire
Extinguisher. Shaggy looks down to see his own legs being covered in tar now,
then his arms and neck. He can't move.
EVIL MASKED FIGURE: Ha! Soon Coolsville will be destroyed! My evenge will be
final. And there is nothing Mystery, Inc. can do about it!
NARRATOR: Suddenly, Scooby tiptoes over to Shaggy and sprays him with the Fire
Extinguisher. The tar suddenly freezes, cracks and shatters away. Shaggy's
free!
SHAGGY: Like, frostbite never felt so good!
You get another password, so jot it down or don't. Your decision.
==============
Section 5.4
==============
MONSTER HIVE
EVIL MASKED FIGURE: You still can't get past my creatures!
SHAGGY: Oh yeah? Go long, Scoob!
NARRATOR: Shaggy throws the Control Panel to Scooby. Scooby runs and leaps
over the attacking monsters. He isn't scared. He's determined now and catches
the Control Panel!
OBJECTIVE: This is the final level. Help Scooby defeat the Evil Masked Figure.
Okay, we've finally arrived at the final level! In it, we must defeat this
Evil Masked Figure. First, there's a small cut-scene, in which the Evil Masked
Figure (EMF) appears, after which the showdown begins!
The first thing you should be aware of, is the fact there are two Hamburgers
in the level. If you're low on health, there's one at the left and the right
side of the level. The second important thing to know is the return of the
Pterodactyl Ghost (which we've first encountered in level 1.2). The little,
green dinosaur will fly around at the top of the screen, and hurls some kind
of projectiels at you. You should dodge whatever he throws, and also dodge his
swoop attacks; ignore him for the rest. You cannot kill him, as he's just some
kind of sidekick. Another important factor is the fact that when you die, the
EMF keeps his current hitpoints. This means that if you've managed to hit him
5 times, then die, the EMF will still have 10 hitpoints when you return. Also,
the Magnifying Glass doesn't work on the EMF (obviously).
Let's look at the attacks of the EMF. As I said before, don't touch him. One
of his attacks consists of two firebolts, which he'll hurl in the air. They're
coming for you, so run away when you see them coming. His second attack can be
seen when pulls some kind of remote control out of his pocket. With the mere
push of a button, he summons two gray rails with moving saws (remember those?)
on them. They're pretty hard to dodge too, so when you see the remote control,
try to hit the EMF and thus disrupting his attack. The rails can either appear
low or high, or at both heights at the same time (they dissappear after a few
seconds though). After a few hits you'll see his third attack (although it's
not really his): little bolts from the ceiling. Three little bolts shoot down
at you from the ceiling in a fixed pattern; try to figure out this pattern
quick, to make it easier to dodge them. They shoot in three directions:
straight down, and diagonally in both sides. The three bolts always come from
straight above a platform (also note that the middle bolt can't get through
the platform).
Now for the defeating of the EMF. He's actually pretty hard to defeat, and by
far the hardest boss in the game. First of all, don't ever touch him without
attacking, because you will be hurt. Second of all, you'll need to hit him 15
times. Thirth, you can't just hurt the EMF. You'll just run straight through
him, and he'll simply use his cape and dissappear. What you'll want to do, is
get him in the middle of the screen. This can be done in two ways: simply
waiting and avoiding until he shows up there, or hitting him when he's on a
platform (you'll get hit, then quickly hit him again while invincible).
Sometimes he'll keep waiting while on a platform, so resort to technique nr 2
if he does that. There, in the middle, you'll need to hit him, then he will
split up into three EMF's (!), but don't worry; there's only one real one, the
one that doesn't blink. Find the non-blinking one (you can usually see which
one it is when he splits up: just look real carefully where the solid version
goes) and attack him. Now repeat this 6 times, after which the following
happens.
Evil Masked Figure: I'll show you my real power.
Well, threatening as it sounds, the only thing that happens is there are now
three containers coming down (well, you still have the old attacks of the EMF
to deal with, of course). Too bad they are filled with monsters. Expect
Hunchbacks, Medicine Men, Red Samurai, Lizardmen and Wizards to come out of
it. Also, the Pterodactyl Ghost is gone now. Just continue doing what you were
doing, keep avoiding the monsters (there won't come out new monsters if there
are still one or more around) and you should be able to defeat him by hitting
the solid version of the EMF 9 more times. He gains no new attacks here.
MONSTER HIVE
NARRATOR: Scooby holds the Control Panel above the Base. The Evil Masked
Figure and the monsters just stare. They're stunned.
EVIL MASKED FIGURE: No! No! No! You're just a stupid dog!! You can't do this
to me!! Who do you think you are?
SCOOBY: SCOOBY!
SCOOBY: DOOBY!
SCOOBY: DOO!
NARRATOR: Scooby places the Control Panel in the Base and hits the Activation
Button!
EVIL MASKED FIGURE: Noooooooooo!
NARRATOR: The Gang comes out of the Abandoned Silver Mine to face reporters
and photographers. Behind them, policemen lead the Evil Masked Figure away in
habdcuffs.
REPORTER: Mystery, Inc., do you know the identity of the Evil Masked Figure?
You will now be asked to enter the code from Scooby-Doo 2, the movie. The code
is SD2, so enter it. The screen will say "YOU'RE RIGHT" and the scene will
continue. If you've got it wrong, the screen will say "YOU'RE WRONG".
VELMA: Well, if our hunch is correct, the Evil Masked Figure is... Heather
Jasper-Howe, the reporter who has been trying to ruin Mystery, Inc. from the
beginning.
REPORTER: But why did she do it?
VELMA: Because Heather Jasper-Howe is actually --
NARRATOR: Velma grabs Heather's hair, and pulls off her face -- it's a Mask.
Underneath, she's --
VELMA: Dr. Jonathan Jacobo, the original Pterodactyl Ghost!
Dr. JACOBO: I would have gotten away with it if it weren't for you meddling
kids and that dog of yours!
If you didn't enter the correct code, you'll see the "regular ending, which
goes like the following:
NARRATOR: A dark cloud passes overhead. The Evil Masked Figure takes off its
mask. The Gang stares in disbelief.
VELMA: That's impossible. It can't be you. Now could...
FRED: ... you be in two places at once?
DAPHNE: There's got to be some kind of mistake.
NARRATOR: Shaggy turns to Scooby and says:
SHAGGY: Hey Scoob, like, do you see what I see?
NARRATOR: Scooby smiles sheepishly as he watches the now unmasked Evil Masked
Figure walk slowly away in handcuffs. Scoob lifts up his paw and nervously
waves good-bye. He says in a shakey voice:
SCOOBY: Rye Rye.
Great work, we've finished the game! Now you can sit back and watch the
credits, as the Gang walks around in them while you're being treated to some
nice backgrounds of the game. You can press Start anytime to return to the
Title Screen.
========================
iiii Mini Games
========================
How to unlock: Simply beat the game once to open up the Mini Games option (you
can find it in the main menu, where the first question marks were),
There are four minigames to choose from, Sneaky Shaggy (as seen in section
3.1), It's All Downhill (as seen in section 3.4), Circuit Mania (as seen in
section 4.1) and Pedal To The Metal (also seen in section 4.1). You've all
played them before, so you should know what to do.
Sneaky Shaggy
This game is the same as the minigame you played in section 3.1. Use the
Directional Button to control Shaggy as he chases Old Man Wrinkles around.
Make sure he doesn't spot you by hiding behind walls and other obstacles.
Press B to run. the difference with the game you played earlier is that this
time around, you can choose the difficulty. On three stars (the highest
difficulty, OLW will even walk back to you!
Look at section 3.1 for the lay-outs of the 5 levels and more info.
It's All Downhill
I hate this minigame. The controls are horrible, as is the speed of your
character. Anyway, first choose the difficulty (I couldn't even finish the
easy level...), watch out for falling rocks and the Skeleton Man. I have
nothing much more to say about this mini game, except good luck with it.
Circuit Mania
In this mini game, you'll need to connect the red button to the electric lamp
on the other side of the screen. You do this by using the Tetris-like blocks
you see at the bottom. Select a block by using the Directional Button, then
press A to select it. Move it to the desired position with the Directional
Button, then press A again to place it on the screen. Press B to cancel. To
erase an already placed block, select it again at the bottom of the screen,
then press B. You're now able to move it around again and place it somewhere
else (or press B to put it back into the inventory). When you made a path from
the Red Button to the lamp, press the R button to release the current and
light the lamp, after which you'll advance to the next level. Once you
completed a level, you can select it again in the Stage Select at the
beginning of the game.
There are new blocks in the minigame, the Bomb Block and the Positive and
Negative Blocks. A Bomb Block blocks the way to the lamp, and must be
destroyed to continue. You can destroy it by sending some current through it.
The other two blocks are basically teleports. You can send current through the
Positive (+) Block, and it will appear at the Negative (-) Block.
Seeing as this mini game is bigger than the one you played in the story mode
(it has over 30 levels), I won't give a detailed solution for every puzzle, as
it's not really a part of the main game and it would take up way too much room
in the FAQ as well. If you really can't figure out a puzzle, just email me and
I'll tell you the answer (but you should really try it yourself first, as the
puzzles aren't very hard).
Pedal To The Metal
You can choose between two modes here: Story and Score Attack. The Story game
is the exact game as detailed in section 4.1, so look there for the
information. The Score Attack is a bit different, as there are way more
vehicles on the road, as well as holes and roadblocks. The idea is to collect
as many Scooby Snacks as possible and to live as long as possible to get the
highest score.
========================
jjjj Passwords
========================
CBBCBBBB - Tutorial done.
BDBFBBBC - level 1.2 done
CDBFBBBD - level 1.3 done
LBCKBBBF - level 1.4 done
MBC3BVBC - level 2.1 done
LDGYCVBC - level 2.2 done
MDGYFVBB - level 2.3 done
LBB?TVBB - level 2.4 done
MBB7KVBL - level 3.1 done
4DB7KVBL - level 3.2 done
SDB7KCBL - level 3.3 done
4BG7KCBL - level 3.4 done
SBG7KCBL - level 4.1 done
4DG7KMBL - level 4.2 done
SDG7KMB4 - level 4.3 done
4BBY3MC4 - level 4.4 done
SBBY3MF4 - level 5.1 done
4DBY3MK4 - level 5.2 done
SDBY3MT4 - level 5.3 done
========================
kkkk Legal Stuff
========================
This walkthrough, and all it's content (including the ASCIIs), is Copyrighted,
2005 by Jaap van Zon. This walkthrough is only allowed on www.gamefaqs.com. No
part of this walkthrough can be used without proper quoting and/or
recognition. Any person(s) found violating this copyright is/are punishable by
law and will be to the fullest extent. If you see this walkthrough on another
site, please alert me.