Scoobypedia
(We don't use "Plots" and even if we did it wouldn't be here it would be on the levels.)
(Undo revision 184905 by RiMiEg007 (talk)They're supposed to be like that)
(28 intermediate revisions by 10 users not shown)
Line 1: Line 1:
 
{{Expansion}}
 
{{Expansion}}
[[File:Scooby-Doo!_Night_of_100_Frights_Coverart.png|thumb|188px|''Scooby-Doo! Night of 100 Frights'' (PS2)]]
+
[[File:Scooby-Doo!_Night_of_100_Frights_Coverart.png|thumb|188px|''Scooby-Doo! Night of 100 Frights'' (PS2).]]
'''''Scooby-Doo! Night of 100 Frights''''' is a third person Adventure video game with action elements that was developed by Heavy Iron Studios and published by THQ for the PlayStation 2, Game Cube and Xbox consoles. The game was first released on May 20th, 2002 in North America and was released later that year in other regions. It is the first ''Scooby-Doo'' video game title to come to sixth generation consoles. The game became a ''Greatest Hits'' title in 2003<sup class="reference" id="cite_ref-0">[1]</sup>. The game had a follow up titled ''[[Scooby-Doo! Mystery Mayhem]]''.
+
'''''Scooby-Doo! Night of 100 Frights''''' is a third-person Adventure video game with action elements that was developed by Heavy Iron Studios and published by THQ for the PlayStation 2, Game Cube and Xbox consoles. The game was first released on May 20th, 2002 in North America and was released later that year in other regions. It is the first ''Scooby-Doo'' video game title to come to sixth generation consoles. The game became a ''Greatest Hits'' title in 2003<sup class="reference" id="cite_ref-0">[1]</sup>. The game had a follow up titled ''[[Scooby-Doo! Mystery Mayhem]]''.
   
The game puts players in the control of Scooby; searching for the rest of the gang around a spooky mansion after they are kidnapped by the eccentric "[[Mastermind (Scooby-Doo! Night of 100 Frights)|Mastermind]]". The game has twelve levels, ranging from graveyards to secret labs and from fishing villages to haunted mazes. These are in three locations: [[Mystic Manor]], [[Smuggler's Cove]] and the [[Haunted Grounds]].
+
The game puts players in the control of Scooby; searching for the rest of the gang around a spooky mansion after they are kidnapped by the eccentric "[[Mastermind (Scooby-Doo! Night of 100 Frights)|Mastermind]]". The game has twelve levels, ranging from graveyards to secret labs and from fishing villages to haunted mazes. These are in three locations: [[Mystic Manor]], [[Smuggler's Cove ()|Smuggler's Cove]] and the [[Haunted Grounds]].
   
 
The game opened to mixed reviews from critics, mainly criticizing the games simplicity, although its massive environment staying true to the ''Scooby-Doo'' universe was praised by critics and fans alike. Fans of the original show loved the game, feeling it was compensation for the N64 game released in 2000.
 
The game opened to mixed reviews from critics, mainly criticizing the games simplicity, although its massive environment staying true to the ''Scooby-Doo'' universe was praised by critics and fans alike. Fans of the original show loved the game, feeling it was compensation for the N64 game released in 2000.
Line 11: Line 11:
   
 
==Synopsis==
 
==Synopsis==
  +
[[File:Scooby-doo-night-of-100-frights-image908310_-_Copy.jpg|thumb|Mystery Inc. en route to Mystic Manor.]]
===Prologue===
 
Daphne's friend, [[Holly Graham]], calls the gang to the mysterious [[Mystic Manor]] to solve her uncle's disappearance. He was the famous inventor [[Alexander Graham|Professor Alexander Graham]] who mysteriously vanished before he could reveal his new top secret invention. Daphne, Fred and Velma agree to help, but Scooby-Doo and Shaggy are reluctant. While the rest go into the mysterious Manor, Shaggy falls down a trap door in the floor, leaving Scooby alone outside.
+
[[Daphne Blake|Daphne]]'s friend, [[Holly Graham]], calls [[Mystery Inc.]] to the spooky [[Mystic Manor]] to solve her mystery, as through Daphne, she has heard about the gangs past cases. Holly tells Mystery Inc. about her uncle, the famous inventor [[Alexander Graham|Professor Alexander Graham]] - who mysteriously disappeared without a trace before he could reveal his new top secret invention and no one will help search the premises as the location is haunted. Daphne, [[Fred Jones|Fred]] and [[Velma Dinkley|Velma]] agree to help, but [[Scooby-Doo]] and [[Shaggy Rogers|Shaggy]] are reluctant, so they stay by the [[Mystery Machine]] while the rest go into the mysterious Manor. Shaggy gets distracted by [[Scooby Snacks]] and falls down a trap door in the ground, leaving Scooby all alone in the courtyard.
===Plot===
 
After losing the others, [[Scooby-Doo|Scooby]] investigates the Manor and finds Holly inside who gives him a map of the Manor and other areas. He then goes outside and discovers a stereotypical spooky groundskeeper played by [[Don Knotts]] who tells him how to get a shovel. He digs up the key to the gate to the nearby [[Smuggler's Cove]] and battles his way through until he finds the Professor's Spring Invention, allowing him to gain access to the [[Hedge Maze]]. He makes his way through the Hedge Maze until he finds the Professor's Helmet Invention.
 
   
  +
[[File:Mystic_Manor.png|thumb|left|Scooby outside Mystic Manor.]]
Scooby returns to the Manor and fights his way to the roof top, where he encounters The Mastermind for the first time. Revealing he is the one who resurrected all of his old foes, and that he also has Velma, who is locked in a cage near by. The Mastermind then brings the Black Knight Ghost back to fight Scooby and he departs. After Scooby defeats him, he saves Velma. However, after Velma reclaims her glasses, she begins to shriek as she thinks The Creeper is right behind her chasing her. A befuddled Scooby stays behind, as there was nobody chasing her.
 
  +
Scooby enters the creepy manor house and frees Holly, who got trapped behind a locked door and she gives some information to the dog. She tells him that as soon as she, Fred, Daphne and Velma got inside the mansion, [[Mastermind (Scooby-Doo! Night of 100 Frights)|The Mastermind]] appeared, boasting that he is behind her uncle's disappearance. He then pulled on a lever, sending them down trapdoors, with Holly being stuck behind the locked door ever since. She gives Scooby a Map to help him keep track of where he is.
   
  +
[[File:Smuggler's_Cove.jpg|thumb|Scooby in the fishing village.]]
Scooby then ventures to the Graveyard where he finds more inventions and collects more Monster Tokens. He eventually saves Daphne from the Green Ghost, only to have her (and Holly) fall through a trapdoor. Scooby then goes on to the shipwrecks. There, Scooby reaches a pirate ship where he is greeted by Fred & the ghost of Redbeard. Scooby defeats Redbeard, & Fred and Scooby then begin a conversation, but are interrupted by Velma, still seeing Creepers. Fred notices that the lenses in her glasses have creepers imprinted on them. Curious, Fred and Velma head to the Professors secret lab. Shaggy then arrives and the two begin to eat, but Shaggy flees after he sees a ghost diver.
 
  +
Unable to proceed further into the manor without the Professor's Helmet invention, Scooby heads back outside, where he comes across a strange [[Groundskeeper (Scooby-Doo! Night of 100 Frights)|Groundskeeper]], who gives him a clue about the key to the [[Smuggler's Cove (Scooby-Doo! Night of 100 Frights)|Smuggler's Cove]] gate. The key is buried underground, so he gives Scooby a Shovel to help dig it up. Once he unlocks the gate, he travels into the abandoned fishing village by the sea. He encounters Shaggy, who somehow hitched a ride with a pelican. He helps Scooby get past the area and after some more advice from the Groundskeeper, Scooby goes out to a spooky, tar-covered pier and finds the Professor's Springs invention which allows to jump twice in the air. After going back to the dock, Scooby is delayed going into the rundown fish factory as he requires special boots that allow him to walk on tar without getting stuck. He backtracks to the Mystery Machine and with the use of his Springs, manages to get the key to a gate which leads into the haunted Hedge Maze and the mansion's grounds.
   
  +
[[File:Scooby_screen002.jpg|thumb|left|Scooby in the haunted hedge maze.]]
Scooby heads for the secret lab, and he discovers the gang waiting for him. They tell him the Mastermind has been using [http://en.wikipedia.org/wiki/Holograms holograms] the whole time- thus the recreated monsters and the creepers on Velma's glasses. Fred devises a plan, but needs Scooby to distract the Mastermind so that it will succeed. Scooby reluctantly agrees & he confronts the Mastermind, and after the final boss battle is complete, The Mastermind is then sucked up a strange tube that descends from the ceiling . The gang rushes back to the Manor's parlor.
 
  +
During Scooby's journey through the maze, he comes across monsters from the past such as [[Witch (Which Witch is Which?)|Witches]], [[Werewolf (Big Top Scooby-Doo!)|Werewolves]] and [[Zombie (Which Witch is Which?)|Zombies]]. Once again, he comes across the mysterious Groundskeeper and gets given a pair of Slippers and a Lampshade to help him avoid detection from dimwitted monsters. As Scooby gets closer to the greenhouse, Shaggy shows up controlling a lawnmower like vehicle and takes his pal for a lift. Scooby passes through the heavily damaged greenhouse and more parts of the garden. He eventually reaches a massive hill and finds the Professor's Helmet invention, which allows him to smash certain objects and now defeat monsters instead of just stunning them. The next area is the Cliffs and Caves, which require a different invention to enter them, but now that Scooby has the Helmet, he is able go back to the inside of Mystic Manor.
   
  +
[[File:The_Mastermind.jpg|thumb|The Mastermind]]
Back in the Manor's parlor, they unmask the Mastermind. Fred unmasks the Mastermind, and its the professor himself. Velma, confused, says that the clues do not add up. "If you ask me, someone's playing a nasty trick- a trick of the light!" she announces. She holds her glasses up to a mirror to reveal Holly working the controls of a machine behind a wall. Shaggy is puzzled, as Holly is standing right next to him. He reaches for her, but when his arm goes through her, the gang realizes that Holly is a hologram -the real Holly was the Mastermind all along. Holly was in the Mastermind costume the entire time- she used one of the Professor's inventions to get back to the Mansion from the Secret Lab and put the Professor into the costume. Because Daphne kept Holly "up to date on all of their cases." it was fairly simple to recreate all of their old foe's. Holly admits that she wanted Mystery Inc. to come, arrest her uncle as the Mastermind, and leave so she could take the credit for his hologram machine and become rich. Scooby & the gang successfully close another case.
 
  +
Now in the mansion, Scooby travels through the various rooms and hallways, including the mansion's kitchen and library. After more help from Shaggy, he proceeds further outside on balconies, where he finds a black suit of armor, and then in the attic. Scooby finally emerges onto the rooftops. Soon a mysterious figure appears out of nowhere, introducing himself to Scooby as the Mastermind. He states that he is the one who made Professor Graham disappear, that he is the one who has brought back all of the gang's old foes and also the one who has kidnapped them. Scooby turns round and see's Velma in a cage. The Mastermind sends the [[Black Knight (Scooby-Doo! Night of 100 Frights)|Black Knight]] to destroy Scooby. He uses his helmet to ram buttons, which causes lightning to rain down on the adversary. After doing this four times, Scooby helps free Velma (by standing on it causing it to snap off the chain and crash on the ground, making Velma lose her glasses. While searching for them, she says she finds the reappearance of the Black Knight strange as they solved that mystery ages ago. She asks Scooby if he found any clues, he replies that he saw a spooky groundskeeper and ghosts and monsters. Velma finds her glasses and finds that the lenses have been knocked out. Scooby finds them and Velma puts them on her glasses. When she puts them on, however she sees the [[Creeper]] in them and runs away. Suddenly a computer pops out of a crate along with boots. The screen shows a recorded message from Professor Graham presenting one of his invention crates. This one contains special boots called Galoshes, which allows Scooby to walk on any sticky surface and not get stuck and it is also banana flavored.
   
 
==Cast and characters==
 
==Cast and characters==
Line 42: Line 44:
 
|-
 
|-
 
| [[Don Knotts (actor)|Don Knotts]]
 
| [[Don Knotts (actor)|Don Knotts]]
| Groundskeeper
+
| [[Groundskeeper (Scooby-Doo! Night of 100 Frights)|Groundskeeper]]
 
|-
 
|-
 
| [[Tim Conway (actor)|Tim Conway]]
 
| [[Tim Conway (actor)|Tim Conway]]
Line 50: Line 52:
 
| [[Mastermind (Scooby-Doo! Night of 100 Frights)|Mastermind]]
 
| [[Mastermind (Scooby-Doo! Night of 100 Frights)|Mastermind]]
 
|}
 
|}
  +
  +
==Locations==
 
* [[Mystic Manor]]
 
* [[Mystic Playground]]
 
* [[Haunted Hills]]
 
* [[Graveyards]]
 
* [[Smuggler's Cove (Scooby-Doo! Night of 100 Frights)|Smuggler's Cove]]
 
** [[Fishing Village]]
 
* [[Hedgemaze]]
  +
 
==Monsters==
 
===Boss monsters===
  +
* [[Mastermind (Scooby-Doo! Night of 100 Frights)|Mastermind]]
  +
* [[Phantom Shadow|Green Ghost]]
  +
* [[Ghost of Redbeard (Scooby-Doo! Night of 100 Frights)|Ghost of Redbeard]]
  +
* [[Black Knight (Scooby-Doo! Night of 100 Frights)|Black Knight]]
  +
 
===Common monsters===
  +
* [[Tar Monster]]
  +
* [[Zombie]]
  +
* [[Phantom (Hassle in the Castle)|Ghost]]
  +
* [[Caveman (Scooby's Night With A Frozen Fright)|Caveman]]
  +
* [[Wolfman (A Gaggle of Galloping Ghosts)|Wolfman]]
  +
* [[Creepy Heap from the Deep|Sea Monster]]
  +
* [[Captain Cutler's Ghost|Ghost of Captain Cutler]]
  +
* [[Charlie the Funland Robot]]
  +
* [[Witch (Which Witch is Which?)|Witch]]
  +
* [[Witch Doctor]]
  +
* [[Space Kook]]
  +
* [[Gargoyle]]
  +
* [[Headless Specter]]
  +
* [[Scarecrow]]
  +
* [[Ghost of Captain Moody]]
  +
* [[Creeper]]
  +
* [[Ghost of Geronimo]]
   
 
==Power ups==
 
==Power ups==
Line 57: Line 94:
 
* Soap: allows Scooby to blow bubbles, trapping monsters. He can also jump and bounce off them.
 
* Soap: allows Scooby to blow bubbles, trapping monsters. He can also jump and bounce off them.
 
* Bubble-Gum: allows scooby to spit gum at monsters, sticking them to the spot.
 
* Bubble-Gum: allows scooby to spit gum at monsters, sticking them to the spot.
* Plunger/Suction Cups: allow Scooby to walk up slippery slopes.
+
* Plunger/Suction Cups: allows Scooby to walk up slippery slopes.
 
* Galoshes: allow Scooby to walk across sticky surfaces.
 
* Galoshes: allow Scooby to walk across sticky surfaces.
 
* Black Knight Armor: replaces the slippers and lampshade; fools the slightly cleverer monsters as well.
 
* Black Knight Armor: replaces the slippers and lampshade; fools the slightly cleverer monsters as well.
Line 65: Line 102:
 
* Monster Tokens: unlocks information about monsters in the monster gallery.
 
* Monster Tokens: unlocks information about monsters in the monster gallery.
   
==Locations==
+
==Walkthrough==
  +
# [[The Mystery Machine: Part 1]]
* [[Mystic Manor]]
 
  +
# [[The Mystery Machine: Part 2]]
* [[Mystic Playground]]
 
  +
# [[Clamor In The Manor! Part 1]]
* [[Haunted Hills]]
 
  +
# [[Clamor In The Manor! Part 2]]
* [[Graveyards]]
 
  +
# [[Shock On The Dock!: Part 1]]
* [[Smuggler's Cove]]
 
  +
# [[Shock On The Dock!: Part 2]]
** [[Fishing Village]]
 
  +
# [[Fear on the Pier!: Part 1]]
* [[Hedgemaze]]
 
  +
# [[Fear on the Pier!: Part 2]]
 
  +
# [[Fear on the Pier!: Part 3]]
==Monsters==
 
Certain villains from Scooby's past appear in this game, such as:
 
===Boss Monsters===
 
*'''The Mastermind''' - The Main Villain who brought back all the old enemies.
 
*'''The Black Knight''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby-Doo, Where are You!]: What a Night for a Knight) - A living suit of armor, he guards Velma in a cage.
 
*'''The Green Ghost''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby Doo Where are You]: A Night of Fright is No Delight) - A ghost, who is summoned by the Mastermind to attack Daphne and Scooby. Although he resembles the Phantom Shadow from one of the Scooby Doo, Where Are You! episodes, the Monster Gallery incorrectly mentions it being from the later series, A Pup Named Scooby Doo, in the first episode, "A Bicycle Built For Boo."
 
*'''The Ghost of Redbeard''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby Doo Where are You]: Go Away Ghost Ship) - The Ghost of an old pirate, who is summoned by the Mastermind to guard Fred from Scooby.
 
===Common Enemies===
 
*'''The Ghost (The Phantom of Vázquez Castle)''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_Are_You%21 Scooby-Doo, Where Are You!]: Hassle in the Castle)
 
The ghost is the only villain that cannot be killed, it can only be stalled by the "bubblegum" and "soap box" inventions. The ghost is also one of the only villains who cannot talk, but simply moans. It appears in the Mansion and the Graveyard. Also appears in the Redbeard boss battle.
 
*'''The Ghost Diver (Captain Cutler's Ghost)''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby-Doo, Where are You!]: A Clue for Scooby Doo)
 
The ghost diver can be killed by any one of Scooby's inventions, and he appears in the Sea-side levels. He simply moans, rather than talks.
 
*'''The Ghost of Captain Moody''' ([http://en.wikipedia.org/wiki/The_New_Scooby-Doo_Movies The New Scooby Doo Movies]: Guess Who's Knott Coming to Dinner?)
 
Moody's Ghost appears only in the Sea Side and Secret Lab/Secret Passageway levels, but unlike the other ghost, he talks, saying things like "Beware!" and "I'm coming for you!". Also appears in the Redbeard boss battle. This villain can be killed.
 
*'''The Creeper''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_Are_You%21 Scooby-Doo, Where Are You!]: Jeepers, It's the Creeper)!
 
The Creeper is one of the bigger villains, as he needs to be hit two times in order to be killed. As in the original cartoon, he only grunts "Creeper!". The Creeper appears only in the Mansion and the Secret Passageway levels.
 
*'''The Space Kook''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_Are_You%21 Scooby-Doo, Where Are You!]: Spooky Space Kook)
 
The Space Kook only appears in the Secret Lab/Secret Passageway levels. He is the only villain who can regenerate on a regular basis after dying.
 
*'''The Gargoyle''' ([http://en.wikipedia.org/wiki/The_New_Scooby-Doo_Movies The New Scooby Doo Movies]: A Good Medium is Rare)
 
The Gargoyle appears in the Mansion, Canary, Graveyard, and the Sea Cliff levels, and he can fly and breathe fire. Rather than talking, he laughs menacingly.
 
*'''The Wolfman''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby Doo Where are You]: A Gaggle of Galloping Ghosts) The Game mentions him being from the episode "Who's Afraid of the Big Bad Werewolf", but his design is taken from the Wolfman in "A Gaggle of Gappoling Ghosts".
 
The Wolfman appears in the Mansion, Graveyard, and Hedgemaze, and he can only growl.
 
*'''The Zombie''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby-Doo, Where are You!]: Which Witch is Which)
 
The Zombie appears in the Hedgemaze, Graveyard, and Mansion levels, and he can grunt and mutter sayings like "..I guess he isn't here.." and "ah-ha!".
 
*'''The Headless Specter''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby-Doo, Where are You!]: Haunted Housed Hang-Up)
 
The Headless Spectre appears in the Mansion levels, and he can only grunt and laugh, despite being headless.
 
*'''The Scarecrow''' (The New Scooby-Doo Movies: The Frickert Fracas)
 
The Scarecrow only appears in the Hedgemaze and the Greenhouse, and when he does not see Scooby, he can be heard humming. Many have said the Scarecrow is the most humorous of the villains, due to his humming and screaming.
 
*'''The Witch Doctor''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby Doo Where are You!]: A Tiki Scare is No Fair)
 
The Witch Doctor appears in the Manor. He can speak, and he can shoot fireballs from his stick.
 
*'''The Funland Robot (Charlie the Robot)''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_Are_You%21 Scooby-Doo, Where Are You!]: Foul Play in Funland)
 
The Robot appears in the Super Secret Lab levels, and he requires two hits in order to die. He can speak and laugh, and he makes mechanical noises when he walks.
 
*'''The Ghost of Geronimo''' ([http://en.wikipedia.org/wiki/Scooby_Doo,_Where_Are_You%21 Scooby Doo, Where Are You!]: Decoy for a Dognapper)
 
The Ghost of Geronionimo appears in the Manor, and when Scooby's presence is unknown to him, he is heard chanting some sort of spell. When Geronimo is killed, he exclaims "Geronimo!"
 
*'''The [http://en.wikipedia.org/wiki/Caveman Caveman]''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_Are_You%21 Scooby-Doo, Where Are You!]: Scooby's Night With a Frozen Fright)
 
The Caveman appears in the Manor, Sea-Side levels, and Sea Cliff levels, and he requires two hits in order to die. He is armed with a club and he cannot speak, but he can grunt.
 
*'''The [http://en.wikipedia.org/wiki/Swamp Swamp] Witch''' ([http://en.wikipedia.org/wiki/Scooby-Doo,_Where_are_You%21 Scooby-Doo, Where are You!]: Which Witch is Which)
 
The Witch is one of the very few villains to appear in every level of the game(expect the Secret Lab levels). She flies on a broomstick and casts spells, and she can also speak. On rare occasions she will regenerate after dying.
 
*'''The [http://en.wikipedia.org/wiki/Sea_Monster Sea Monster] (The Creepy Heap from the Deep)''' ([http://en.wikipedia.org/wiki/The_Scooby-Doo_Show The Scooby Doo Show]: The Creepy Heap from the Deep)
 
The creature is female, and she requires two hits in order to die. She can speak. Appears only in the Sea-Side levels.
 
*'''[http://en.wikipedia.org/wiki/The_Tar_Monster The Tar Monster]''' ([http://en.wikipedia.org/wiki/The_Scooby-Doo_Show The Scooby Doo Show]: The Tar Monster)
 
The Tar Monster appears in every level of the game, he can throw "tar balls" at Scooby. He sometimes exclaims "Don't do 'dat!" when he spots Scooby.
 
 
The ghost of Mr. Hyde, from the Scooby-Doo episode "Nowhere to Hyde" appears in paintings in Mystic Manor.
 
   
 
==Notes/trivia==
 
==Notes/trivia==
 
* The Wolfman is said to be from the episode, ''[[Who's Afraid of the Big Bad Werewolf?]]'' in the monster gallery, but the character model is based off of the Wolfman from ''[[A Gaggle of Galloping Ghosts]]''.
 
* The Wolfman is said to be from the episode, ''[[Who's Afraid of the Big Bad Werewolf?]]'' in the monster gallery, but the character model is based off of the Wolfman from ''[[A Gaggle of Galloping Ghosts]]''.
 
* The Green Ghost is said to be from ''[[A Bicycle Built For Boo!]]'' in the monster gallery, but the character model is from ''[[A Night of Fright is no Delight]]''.
 
* The Green Ghost is said to be from ''[[A Bicycle Built For Boo!]]'' in the monster gallery, but the character model is from ''[[A Night of Fright is no Delight]]''.
  +
* This is the first game to have songs for the boss fights.
[[Category:Video games]]
 
  +
[[Category:Games]]
 
  +
{{DEFAULTSORT:{{PAGENAME}}}}
[[Category:Scooby-Doo! Night of 100 Frights]]
 
  +
[[Category:Scooby-Doo! Night of 100 Frights|*]]

Revision as of 20:59, 11 December 2014

Expansion This needs a stretch. (Feel free to remove when satisfied of completion.)
File:Scooby-Doo! Night of 100 Frights Coverart.png

Scooby-Doo! Night of 100 Frights (PS2).

Scooby-Doo! Night of 100 Frights is a third-person Adventure video game with action elements that was developed by Heavy Iron Studios and published by THQ for the PlayStation 2, Game Cube and Xbox consoles. The game was first released on May 20th, 2002 in North America and was released later that year in other regions. It is the first Scooby-Doo video game title to come to sixth generation consoles. The game became a Greatest Hits title in 2003[1]. The game had a follow up titled Scooby-Doo! Mystery Mayhem.

The game puts players in the control of Scooby; searching for the rest of the gang around a spooky mansion after they are kidnapped by the eccentric "Mastermind". The game has twelve levels, ranging from graveyards to secret labs and from fishing villages to haunted mazes. These are in three locations: Mystic Manor, Smuggler's Cove and the Haunted Grounds.

The game opened to mixed reviews from critics, mainly criticizing the games simplicity, although its massive environment staying true to the Scooby-Doo universe was praised by critics and fans alike. Fans of the original show loved the game, feeling it was compensation for the N64 game released in 2000.

Premise

Insert details here.

Synopsis

Scooby-doo-night-of-100-frights-image908310 - Copy

Mystery Inc. en route to Mystic Manor.

Daphne's friend, Holly Graham, calls Mystery Inc. to the spooky Mystic Manor to solve her mystery, as through Daphne, she has heard about the gangs past cases. Holly tells Mystery Inc. about her uncle, the famous inventor Professor Alexander Graham - who mysteriously disappeared without a trace before he could reveal his new top secret invention and no one will help search the premises as the location is haunted. Daphne, Fred and Velma agree to help, but Scooby-Doo and Shaggy are reluctant, so they stay by the Mystery Machine while the rest go into the mysterious Manor. Shaggy gets distracted by Scooby Snacks and falls down a trap door in the ground, leaving Scooby all alone in the courtyard.

Mystic Manor

Scooby outside Mystic Manor.

Scooby enters the creepy manor house and frees Holly, who got trapped behind a locked door and she gives some information to the dog. She tells him that as soon as she, Fred, Daphne and Velma got inside the mansion, The Mastermind appeared, boasting that he is behind her uncle's disappearance. He then pulled on a lever, sending them down trapdoors, with Holly being stuck behind the locked door ever since. She gives Scooby a Map to help him keep track of where he is.

Smuggler's Cove

Scooby in the fishing village.

Unable to proceed further into the manor without the Professor's Helmet invention, Scooby heads back outside, where he comes across a strange Groundskeeper, who gives him a clue about the key to the Smuggler's Cove gate. The key is buried underground, so he gives Scooby a Shovel to help dig it up. Once he unlocks the gate, he travels into the abandoned fishing village by the sea. He encounters Shaggy, who somehow hitched a ride with a pelican. He helps Scooby get past the area and after some more advice from the Groundskeeper, Scooby goes out to a spooky, tar-covered pier and finds the Professor's Springs invention which allows to jump twice in the air. After going back to the dock, Scooby is delayed going into the rundown fish factory as he requires special boots that allow him to walk on tar without getting stuck. He backtracks to the Mystery Machine and with the use of his Springs, manages to get the key to a gate which leads into the haunted Hedge Maze and the mansion's grounds.

Scooby screen002

Scooby in the haunted hedge maze.

During Scooby's journey through the maze, he comes across monsters from the past such as Witches, Werewolves and Zombies. Once again, he comes across the mysterious Groundskeeper and gets given a pair of Slippers and a Lampshade to help him avoid detection from dimwitted monsters. As Scooby gets closer to the greenhouse, Shaggy shows up controlling a lawnmower like vehicle and takes his pal for a lift. Scooby passes through the heavily damaged greenhouse and more parts of the garden. He eventually reaches a massive hill and finds the Professor's Helmet invention, which allows him to smash certain objects and now defeat monsters instead of just stunning them. The next area is the Cliffs and Caves, which require a different invention to enter them, but now that Scooby has the Helmet, he is able go back to the inside of Mystic Manor.

File:The Mastermind.jpg

The Mastermind

Now in the mansion, Scooby travels through the various rooms and hallways, including the mansion's kitchen and library. After more help from Shaggy, he proceeds further outside on balconies, where he finds a black suit of armor, and then in the attic. Scooby finally emerges onto the rooftops. Soon a mysterious figure appears out of nowhere, introducing himself to Scooby as the Mastermind. He states that he is the one who made Professor Graham disappear, that he is the one who has brought back all of the gang's old foes and also the one who has kidnapped them. Scooby turns round and see's Velma in a cage. The Mastermind sends the Black Knight to destroy Scooby. He uses his helmet to ram buttons, which causes lightning to rain down on the adversary. After doing this four times, Scooby helps free Velma (by standing on it causing it to snap off the chain and crash on the ground, making Velma lose her glasses. While searching for them, she says she finds the reappearance of the Black Knight strange as they solved that mystery ages ago. She asks Scooby if he found any clues, he replies that he saw a spooky groundskeeper and ghosts and monsters. Velma finds her glasses and finds that the lenses have been knocked out. Scooby finds them and Velma puts them on her glasses. When she puts them on, however she sees the Creeper in them and runs away. Suddenly a computer pops out of a crate along with boots. The screen shows a recorded message from Professor Graham presenting one of his invention crates. This one contains special boots called Galoshes, which allows Scooby to walk on any sticky surface and not get stuck and it is also banana flavored.

Cast and characters

Actor Character
Scott Innes Scooby-Doo
Shaggy Rogers
Frank Welker Fred Jones
B.J. Ward Velma Dinkley
Grey DeLisle Daphne Blake
Holly Graham
Don Knotts Groundskeeper
Tim Conway Professor Alexander Graham
Tim Curry Mastermind

Locations

Monsters

Boss monsters

Common monsters

Power ups

  • Double-Jump Springs: allow Scooby to jump twice as high.
  • Bunny Slippers and Lampshade: allow Scooby to sneak past particularly dim-witted monsters.
  • Football Helmet: allows Scooby to smash into monsters, thus killing them.
  • Soap: allows Scooby to blow bubbles, trapping monsters. He can also jump and bounce off them.
  • Bubble-Gum: allows scooby to spit gum at monsters, sticking them to the spot.
  • Plunger/Suction Cups: allows Scooby to walk up slippery slopes.
  • Galoshes: allow Scooby to walk across sticky surfaces.
  • Black Knight Armor: replaces the slippers and lampshade; fools the slightly cleverer monsters as well.
  • Umbrella: allows Scooby to float long distances.
  • Shovel: allows Scooby to dig up the ground to find buried items.
  • Lightning Bolt: allows Scooby to do a Thunder Smash. This invoves jumping on monsters and sending lightning down to kill them.
  • Monster Tokens: unlocks information about monsters in the monster gallery.

Walkthrough

  1. The Mystery Machine: Part 1
  2. The Mystery Machine: Part 2
  3. Clamor In The Manor! Part 1
  4. Clamor In The Manor! Part 2
  5. Shock On The Dock!: Part 1
  6. Shock On The Dock!: Part 2
  7. Fear on the Pier!: Part 1
  8. Fear on the Pier!: Part 2
  9. Fear on the Pier!: Part 3

Notes/trivia