Thursday, January 9, 2020

PrinceWatercress plays Scooby-Doo Mystery (Super NES) - Part 4 of 6


The second mystery has come to a close...and we are now halfway through the game. However, the game is only going to get harder from there.

Before you forget, search between Velma and Freddy with the X button at this point to find a clown nose. Give it to Velma, who will ask why a ghost clown needs a spare red nose. She will give you a key. Freddy will go down two "rooms". Go right and avoid the rat - and take care of the unicycle, and continue to follow Freddy up past the unicycle. Use the key that Velma just gave you on the door to the trailer Freddy stops at, and go right to find a clown costume. When you exit the trailer, you'll have the mystery solved, and it's time to build the trap. This time, you'll need glue (south of the cannon), cannon ball (north of the cannon), matches (left of the entrance to the clown costume trailer) and gunpowder (near the wild west game at the area where you found the clown nose). As you find these items, talk to Daphne when you see her for a Scooby Snack.

Once you have all four items, the evil clown will be near the cannon. Use the platforms to make a running jump over him and use the glue on the X on the ground. Get the clown to step on the glue by standing on the X afterwards and running away when he gets close. Make a running jump over the clown - as he can still damage you - and use the platforms to use the gunpowder and the cannonball on the cannon. Go up to the beginning of the nearby trail of gunpowder and use the matches, and you'll beat the evil clown. It's none other than Mickey Mindang, the ex-janitor, who says that the funfair was part of a family tradition which was wiped out when he grandfather died trying to save his job. He admits that his nephew helped with the hauntings and that they planed to close the funfair and buy it back at a reduced price if it weren't for us meddling kids.

Two down, two to go. We have another password, too.

Mystery 3


This time around, the gang heads to a lake, but the fog is getting worse. The gang then finds out they are near a swamp, and some sort of swamp monster approaches the back of the Mystery Machine. Freddy punches the engine to get away from it, and realizes this all seems a bit fishy. The gang heads to the ranch of Dean Drabwell, where the third mystery begins.

You'll find out that Drabwell is trying to buy an old man's land, and Shaggy wants to know why somebody would want to buy such a creepy place.

When you head right, you'll run into the tar monster and get scared, then you'll run into Freddy, who notices that the general store is abandoned. You'll see a platform of crates that moves up and down, and while you can't do much on the porch, you can get on the roof. You won't be able to do much here, so head down.

Pick up the can, then talk to Daphne. The can is one of two weapons you'll be using in this stage. Daphne will ask if any of the garbage here will come in handy. Go all the way to the right and go up to talk to Velma, then go back to Daphne and talk to her for a Scooby Snack. Go back to Freddy and use the X Button to search near the beginning of the level for a pair of old boots. Show them to Velma to make some progress, as Velma will notice the boots are covered in tar. She will then go right and go up, and Daphne will follow her there. There is a platform that takes you to the roof here, but there is nothing on the roof.

Follow Velma and Daphne, then go right and then up to meet Daphne again. Talk to her to get another Scooby Snack, then make a running jump onto the platform to the right. On the left side of the roof is an electric fan; just avoid that quick-running rat. Leap Get off the platform and go up from where it is to meet Freddy. Talk to Freddy, and he will tell you that you will need to blow some leaves away to continue on. You have a fun, but you need something that will generate power. If you go left, you'll find a generator, but you'll also find a zombie. Run away from him and wait a few seconds, then go back, get the generator and talk to Freddy twice, once with the fan and again with the generator. You'll get the leaves out of the way and you can continue on. Be sure to take the generator and the fan afterwards, as you will need them again even though you'll need more gas to power the generator.

Search the left gas pump with the X Button to get a can of gasoline. Daphne will show up. Talk to her for a Scooby Snack. To the right is a bunch of tires you can leap on with B to reach a platform that is straight above you. On the left side of the roof is a bunch of tires that acts as an item, so pick it up. Get back on the platform, drop down to the tires on the ground and go up in the opening to the right.

You'll meet the tar monster. Run to the right, and jump to the right before he catches you to avoid raising the fright meter. Freddy will tell you that he needs to find a way to get to the tree nearby, but he cannot even reach the lowest branch. Head to the right of where you met Freddy, and grab the soil sample kit on the ground. Give the soil sample kit to Velma, who will hypothesize that somebody is interested in the land here.

Go back to the right, and this time, use the tires on the edge of the cliff. Leap to the branch to the right, then ride the nest platform up. Throw the can to take out the jumping jack-'o-lantern, then make a running jump to the right off the nest platform that will fall under your weight to the branch to the right. Get on the plank platform, which will move to anotehr nest platform. Jump right to the next branch and grab the stick, which also acts as a weapon much like the can. Go right to the branch below it, then go left to an even lower branch. Go right and drop straight down. Head to the right, then go back through the door when you see the zombie and wait a little while before going back. As soon as you see a path in the background, go up.

You'll meet Freddy here. Search the area with the X button for some extra Scooby Snacks, then leave. Go all the way to the right and then go down. You'll see Daphne here, and if you talk to her, she will tell you that she thought she saw something here. Search this area with the X Button to find a tar monster mask. Talk to Daphne again for another Scooby Snack, then take the tar monster mask to Velma.

Go left from Velma and get rid of the jack-'o-lantern - or make a running jump over it - to find a lantern and a bunch of footprints leading down.

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