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[[File:The_Mastermind.jpg|thumb|The Mastermind]]
 
[[File:The_Mastermind.jpg|thumb|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 Knight 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 (What A Night For A Knight)|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.
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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==

Revision as of 01:53, 12 March 2015

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