Wednesday, January 8, 2020

PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 2 of 6


In this entry, we complete the first case and go on to the second.

Go through the door that One-Eyed Matt flew through. You'll trigger another mini-game.

This time around, it's a Whack-A-Mole game. There are three pots, and you'll have to press Left, Right or Down to whack the enemies you see. The ghosts, knights, ghouls and vampires are the things you need to whack; if you hit Scooby, Daphne or Velma, you'll lose time. If you whack a mallet icon, you'll speed up for a few seconds, while a clock will give you more time and a clock under ice will stop the timer for a few seconds. If you do well enough, you can reduce your fright meter or even get extra lives.

You'll end up on Deck 3, and Freddy and Daphne will follow you. Freddy goes down, while Daphne goes left. Go left and talk to Daphne for another Scooby Snack, then go further left and pick up the box of matches. Down from that area is Velma - who tells you it is time to shed some light on this mystery, meaning that you'll need the lantern soon - as well as a TNT barrel you'll also need to pick up. Right of Velma is Freddy - who will tell you to open the locked door to Deck 3 - and a scrap of paper. Give the scrap of paper to Velma; it is a list of places near the shipwreck that have been robbed.

If you have the box of matches and the TNT barrel when you talk to Freddy, you'll be able to open the locked door. Go up two doors, then go left three doors. When he stops, you'll be able to blow up the door leading down on the far left end. You'll be able to go through it.

Freddy will tell you that the door to the right is electric and that you'll need to find a way to open it. Velma will show up and go to the left when you enter the room; follow her and go all the way to the left to get the generator, then go up near the door near the generator to see Daphne, who will not only give you another Scooby Snack at this point, but will be standing near a power cord that you'll need to pick up. There is a red rug all the way to the right in this room, but Shaggy will say that it is not mysterious in any way if you try to pick it up. Remember that rug for later.

Go back to Freddy when you have the generator and the power cord. You'll be able to power the door lock with the generator and the power cable, and the lights will flicker before you can go to the right. You'll find a submarine, but you won't be able to enter it yet. Instead, go down. If you have the lantern, you'll be able to continue to the right, pick up a key and talk to Daphne for another Scooby Snack. Go back to the submarine, as the key will be able to open it. This time, however, you'll need to have the key in the center slot of your inventory to open it.

In the submarine, go left and pick up the gold bar, then leave the submarine and give it to Velma, who will be nearby. She will tell you that it is still warm, and that the pirate is melting down stolen gold. She'll then tell you that the mystery can be solved and that you need to see Freddy. Freddy will be to the left. Talk to him, and he'll tell you to set up the trap. You'll then see a screen of Freddy holding a blue scroll showing the plan for the trap. You'll have the teddy bear and the trolley (assuming you haven't used the trolley on the rats), but you'll need the rug. Thankfully, it should be easy to remember where the rug is (the room where you found the generator), but if you used the trolley on the rats and lost it, you'll have to backtrack a little bit to get it again.

If you go down from Freddy, then go right and enter the first door you'll see, you'll find an eyepatch. Get away from the rat, then get out of there. This is obviously a clue, but we won't be 

When you get the things for the trap, talk to Freddy. You'll give him every item - one at a time - then you'll be able to go to the left. When you go all the way to the left-hand wall, One-Eyed Matt will show up. Hold Y and run to the right, and you'll spring the trap. You just beat the first level! Turns out One-Eyed Matt was really Captain Porter, who wanted to scare everyone away from the shipwreck so he could have the treasure for himself and not have it be displayed in a museum, where he says the treasure would be of no use to anybody. As a result, he came up with the One-Eyed Matt idea, and he would have gotten away with it if it weren't for us meddling kids.

Interestingly, all the culprits are named after some of the people who worked on the game.

When you beat a level, you'll get a password.

Mystery 2


This mystery takes place at the Bing Bong Bros. Funfair, where the gang decides to take a break. When they go over there, they find out that a nearby tent is padlocked. Shaggy has a bad feeling about this, and everyone else realizes that the place is empty and suddenly closed. The gang finds out the funfair is closed due to a ghost, and they strike out to solve yet another mystery.

There will be a coconut at your feet to the left. Pick it up; you'll need it to fight the enemies. From there, go up and head right. An evil clown shows up and tells you to leave now or never leave again. There will be a bell to the right of where the clown showed up; pick it up. Everyone else will be nearby. If you talk to Freddy, he will tell you that there are some clues somewhere and that you'll need to sniff them out. If you go all the way to the left and press X, you'll find a book. If you talk to Velma when it is in the center slot of your inventory, she will tell you it is a manual on how to improve your strength.

If you go all the way to the right to pick up the oil can, Shaggy will say that lamp oil is no use without a lamp. You won't be able to pick the lamp oil yet, but you will soon enough. For now, head up near the oil can and talk to Daphne for a Scooby Snack, then go left and pick up the hammer. Go up to the left side of the strength game near Daphne and use the bell, then equip the hammer and press A. A key will land between Daphne's legs, even though it is hard to see. Pick it up, and Daphne will notice you have a key and tell you to go see Freddy. Go back to where Freddy is, and he'll tell you that you can investigate more of the funfair.

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