Friday, January 10, 2020

PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 5 of 6


Well, that didn't take long to complete the third mystery. Only one more case to go!

Grab the lantern and follow the footprints down. To the right is a beehive. Search below it for another pair of old boots, then immediately get away and go back to the previous screen to avoid being stung. Go back and pick up the boots, then run to the right.

Talk to Velma with the boots. You'll find out the boots are covered in tar. Go back to the platform you saw moving earlier and take it to the roof. You'll find a map; take it. Show it to Velma, who identifies it as a map of geological exploration of the area and asks why the area is being searched. Go back to the platform, but this time, go up where the ladder is. You'll meet Daphne again. Talk to her for a Scooby Snack, then go right and grab the tar-stained boiler suit. Leave the room and show the suit to Velma. Go back to Daphne, and this time, walk all the way to the left. Do not run, or else you will lose a life. Make a running jump to the left, jump left off the tires and land on the ground on the other side.

Grab the oil lamp as you head left on this new screen, then go into the nearby house. Pick up the paint can full of tar to your right, then leave and show the paint can full of tar to Velma. Go left again and you'll meet Daphne and Freddy. Talk to Daphne for another Scooby Snack, then go left and go up. If you go right, you'll meet the zombie, so get out of there and wait. Pick up the report, then go back. Walk to the right, and if the zombie shows up, go back to the other screen and leave.

Go back to Velma and give her the report. She will notices that Dean Drabwell commissioned the report, but the report is on old man Grumper's land, confirming that Drabwell is behind this. You've solved the mystery, so head back to Freddy to set up another trap that will dry out the tar monster. You'll need the gas, the generator and the fan. (This is why you need to pick up the fan and the generator again when you use them to blow away the leaves.) Since we have them and the gas can, we have everything. Freddy will tell you to find him on the far end of the plank bridge. Make a running jump over the swamp again, then head back through the basement area, run past the bee's nest, and cross the plank bridge near the footprints. Go right through the door at the other end to meet up with the rest of the gang. Talk to him with the fan, again with the generator and once more with the can of gasoline.

From here, head to the right, go down, and then right again. When the tar monster shows up, run left, go up, and run left again on the next screen to dry out the tar monster. Turns out the culprit was indeed Dean Drabwell, who says that old Grumper's land was worth a fortune and wanted to scare everyone else away while scaring Grumper into selling off his land along with the help of wife Nina, who dressed up as the zombie. He almost got away with it, and he would have if it weren't for us meddling kids.

Write down that password! You've got one more mystery to go!

Mystery 4


This time, the gang drives through a graveyard on the way to Bradshaw Manor, which Daphne's aunt has told Daphne about and has been abandoned for years. They make it there, and Daphne explains that her aunt Mabel works here and that the house is haunted by the ghost of Count Bagosi, and that the owner of the manor, J.D. Morgan, went insane to to the point that his business nearly went bankrupt. Now we have to find out what is going on for Daphne and her family's sake. As everyone talks, however, the lights go dim and the ghost of Count Bagosi shows up, threatening to curse everyone if they do not leave.

Head to the right. Freddy will tell you to help Velma, then leaves. Go further right and Velma will tell you to look for clues again. Head further to the right and enter the first door in the background that you see. There will be two sofas and a chandelier. Leap on one until your high enough, then leap into the chandelier and onto the other one to break the chandelier.  Search with the X Button on the left side of the right sofa to find some papers to pick up, then jump over the left sofa to leave. Hand the papers to Velma, who notices that this is bank note quality paper. When you go to the right after that, Count Bagosi will show up to scare you, then he will unlock the door in the foreground to the right. Go through it.

Jump to the tables to move around on them. Run to the left on the left one to get the chandeier to fall, then pick up the melon afterward. The melon will be used as a throwing weapon much like the tin can and the stick from the last mystery. Jump onto the right table and run all the way to the right to open the door at the end and trigger another fridge mini-game. After this, you'll be at the refridgerator. There is nothing in this room. Head to the right. Remember that the chandeliers re-spawn every time you come into this room.

Search the room with the X Button to find a bottle. Head back to Velma with it and you will find out it is green printing dye, which further confirms that somebody is making counterfeit money.

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