Difference between revisions of "Scooby Doo! Night of 100 Frights/Level Notes"

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(Cliffs, Caves, and Graves)
(Wrecks, Masts, and Shivering Timbers)
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== Wreck On The Deck! ==
 
== Wreck On The Deck! ==
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At this point, there are good news, and bad news. Good news, with two exceptions, you won't have to backtrack to any levels you venture into from here. Bad news, the levels here are among the hardest in the game, and it is easy to kill a run here. That said, Part 1 plays normally, although there is a buried snack near the button that is technically underwater, and so it is risky to get. The caveman on the upper platform cannot be reached, because an invisible platform blocks your way. That will be your second last backtrack before the Lab.
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 +
Part 2 is straightforward but deceptively difficult. Part 3 has a monster token that would normally require the Gum, but you can smash off the Ghost Diver to reach it. Note that you only get one shot, and if you miss, you have to reset the run or level. The area with the tilting platforms has a cutscene that shows you the button. Although you can skip it on the way down, you can't skip it on the way up.
  
 
== Aghast By The Mast! ==
 
== Aghast By The Mast! ==
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Part 1 is hard, Part 2 is harder, but Part 3 isn't that difficult. Part 1 is sunken ships with slippery surfaces, that you have to glide from one to another. There are snacks on these ships close to the water, that are difficult to get without drowning. There is also a bonus ship at the end normally only accessable by soaping the flying fish, but you can reach it by doing a super smash (or, as in the record run, by doing a kind of running jump). Part 2 is a partially sunken boat with a series of platforms that are difficult to traverse. The monster Token can be collected early by going up the wall on the left.
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Part 3 is easy, but don't forget the snacks on the side of the ship, and especially don't forget to get the last snack in Wreck On The Deck.
  
 
== Shiver Your Timbers, Scooby! ==
 
== Shiver Your Timbers, Scooby! ==
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The hard part of this area is the trampolines and the spinning platforms. The latter requires practise, while the former can be sped up by timing your second jump to coincide with the rope holding up the life preserver/platform, to reach the other side.
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Part 2, the boss fight, has a trick where you can jump on one of the ropes to avoid the ghosts, but you still have to kill the Moody Ghosts to get Redbeard to throw his knife at the rope.
  
 
= You Need The Soap =
 
= You Need The Soap =

Revision as of 03:37, 24 November 2014

Below are notes for all of the level series within the game. They are ordered by the order in which they are accessed in an any% run.

Game Start

Mystery Machine

In any%, this section is done best by getting all the snacks for the Manor snack gate within the first Mystery Machine Level, skipping the playground entirely. In 100%, there are two notes to be had about this level. Firstly, don't forget to unlock the Monster Gallery snack gate and enter the Gallery itself (then immediately leave). Secondly, the hardest part of this level series is getting all of the snacks in the air with the flying swing thing in the Mystic Playground, so be sure to practise this.

Shock On The Dock

In 100%, you will have to backtrack through this area. The things you will need to backtrack for are the snacks in the barrels, the snacks on the path that the seagull takes you on, the few floating snacks and the soap box, a few boxes you get on a roof, a box you need the super smash for, and boxes in Part 2 that require the galoshes, and typically require soap too, although soap isn't required to reach that area. A route that will do this quickly, is warping to Part 2, going backward through Part 2 getting the secret snacks, then go through Part 1 backwards getting all the snacks except for the pelican snacks, die, get all the pelican snacks, die again, and return to the Warp Gate in Part 2. Alternatively, Warp to the Mystery Machine, Go forwards through Part 1 getting all of the hidden snacks and return via the Pelican, then Warp to Part 2 and get the snacks there, then continue.

Fear On The Pier

In this section, you will be heavily restricted by tar. In any% and 100%, your aim is to get to the springs, while getting damaged by the crabs in such a way that you get the Springs with only one tag left, so you can death abuse back to Part 2. There is a snack box in Part 2 that can be obtained early by bouncing off the crab onto a post, and then onto the box. If you miss in any%, you can just move on. If you miss in 100%, you can return later with a powerup that makes this snack as easy as a single button push.

Hedge Maze

On Edge In The Hedge

In any%, this level plays out as normal. In 100%, there are a few areas that require backtracing. Firstly, there is a Werewolf Monster Token in Part 1. In part 2, there are a few snacks in the early side area, that require the Plungers to obtain. In the second side area, there's about 30 to 40 snacks, that can be collected on the first run by glitching up the cliff at the end. To make this a bit faster, enter Part 3 and immediately leave it before getting those snacks, to set your spawn point at the end. Then once you have all of those snacks, slide down the slippery slope and jump into the pit.

In part 3, there is a second monster token, blocked by tar. There is also a shortcut to here from the first Cave level, and as you have the Galoshes there, it is a smaller detour to get the token from the level, and death abuse back, as opposed to running through the whole hedge.

It's A Mean Greenhouse, Scooby Doo!

The only extra strategy here is for 100% runs. In Part 1, you will find some boxes you can't get past, as you normally need the Helmet. To get past them, jump onto the swinging chandeleir and simply swing through the boxes, then get the snacks. Part 2 is as normal for both runs.

Chills and Spills on Haunted Hill!

For the majority of this series of levels, a 100% run is the same as an any% run. The two areas where you need to backtrack for snacks are in Part 1 and Part 2. In Part 1, there are some snacks and a soap box on the upper path on the trees. You need the soap invention to get these snacks, and there isn't any known way of getting them on the first run through. In part 2, you again need the soap, and the snacks are on a series of flimsy platforms that will collapse when you stand on them. Again, you cannot get these snacks early.

For part 3, the strategy in any% was to activate the warp gate at the beginning and exit through the secret passageway at the top of the mountain. The strategy now is to die at the top and leave the level through the warp gate.

However, in a 100% run, you still need to leave through the secret exit. This is because this is the only known way of getting the ten snacks on the other side of the gate in the first Hedge level.

The Manor

Clamor in the Manor

In the first runthrough, it is best to get the key, talk to Holly, and then immediately run back outside for the shovel. You can get partway into part 2, but because you cannot go further, it is a waste of time.

When you come back to kill the Black Knight, in any%, the levels play normally. In 100%, there are two snacks which are tricky to get. In part 2, there is a box of snacks that is very high up, and that you would normally need to use gum or soap to get. You can, however, double jump off the armchairto get the snack. It takes practise, but you can get it fairly quickly.

The second difficult snack box is in Part 3. At the beginning, there is a snack box in a bottomless pit. It is possible to jump to get it, and then jump out, although the easiest method is to jump to it and fall, then respawn and continue. This loses about 10 seconds.

Mind Your Manors!

In 100%, there exists only a few snacks that cannot be collected on the first run. These are in the first level, and they are in a fan based path that leads to Cower In The Tower. In the first part, there are more snacks that can be collected up high in the second part of the room, and you can use the bats and furniture to get them early. In part 3, there's a single box of snacks that normally requires soap, but you can use an invisible ledge to get it.

In any%, the chandeleir part in Part 3 can be skipped by double jumping to the right.

All Scares Upstairs

In any%, this is another normal series of rooms. In Part 4, it is theoretically possible to barrel into the pit, which saves a few seconds, but this is highly difficult to do, and has little reward.

In 100%, the main area of interest is in Part 2. There is an upper area of the room that can be reached by jumping off the trampoline, onto the staircase, and then immediately jumping onto the upper floor. This gets you more snacks and a monster token.

Don't Look down, Scooby Doo!

100% differs from any% here at the gargoyle on the right. In 100%, you need to either lure the Gargoyle off his pedestal, or kill him while he's on it. The simplest way to do this is to jump onto the pedestal, take a tag of damage, and helmet the gargoyle while inside his hitbox. Then ride the pedestal up and get the Knight armor. Part 2 is as normal.

Panic In The Attic

This level series is unusual in that the first part has a different name, "Cower In The Tower". Nevertheless, there are a few points of interest. In Part 1, there are snacks intended to be collected with the Umbrella, but one can jump down from the exit to Part 2, and use gravity to get them. If the snacks are persistent upon reloading the room, you can leave and then return to Part 1 to get them, and death abuse at the bottom to save a bit of time.

In Part 2, there is a long slide section with a part on the side with a Creeper Token. You cannot get this on the main run, so you have to return. This is the only part of this series of levels that you have to return to, so warp to Part 1 and go to Part 2 to get it.

Parts 3 and 4 are the same for both run types.

A Dark and Stormy Knight

The final series of levels before the Black Knight succumbs to Scooby's Helmet. Part 1 has snacks on the right side that needs plungers to get, and Part 2 has snacks on the rooftops that need the same. The former snacks cann be collected early, but you will be stuck in the nook they were in. Part 2's snacks might also be collectable early, but it hasn't been tested.

When it comes to zapping the Knight, try to get the two outer buttons pushed first. Once a button has successfully been pushed, the Knight will avoid it, and so doing one of the inner buttons first will cause the Knight to more likely avoid the buttons you want him to be near.

Fishing Village, Lighthouse, And Plungers

Fishy clues for Scooby Doo!

In this level series, there are a few points of interest in a 100% run. Firstly, the tar monster token and the monster token in part 4 must be backtracked to, as you need the umbrella for both. However, part 2 has an area that normally requires the super smash to reach. It is possible to get it on the main run by using a nearly frame perfect double jump.

In any%, you can skip part of Part 3 by double jumping off the first platform with a Ghost Diver on it onto the platforms on the other side of the level. You miss about 10 to 20 snacks, but gain about 30 seconds.

Fear On The Pier - Second Run

In Any%, you will want to collect as many snacks as you can without taking too long, as usual, and continue straight onto Coast For Some Ghosts!. In 100%, however, there is less pressure for you to get snacks, as you will have to return here for snacks. Although there is a horizontal barrier that can be glitched through in part 2, the snacks on the two boats in Part 3 on the sea require the umbrella, and so you have to return.

Coast For Some Ghosts!

In any%, there is a bunch of snacks in Part 3 that you can get to early, by using an invisible fish net. In part 1, just after the second spawn point, there is a secret area with about 50 to 60 snacks that can be accessed early with a double jump. However, there are snacks in the first part of Part 1 that require the umbrella, and in Part 2 that require the smash. Hence, it is slightly faster to return to the extra snacks in Part 3 so that you aren't backtracking more than you need to.

Going Down Witch Way?

All snacks in this level can be collected early on the first run, although you cannot complete Lighthouse Fright House Part 3 on your first run, as the last few snacks absolutely require an umbrella.

Lighthouse Fright House

Aside from Part 3, which you don't enter in any%, there isn't much you have to backtrack to. In any%, you can skip part of Part 2 by performing a smash on the flying fish, and you can skip the snack gate by warping to Shock on the Dock Part 2 and smashing through the horizontal barrier. In 100%, you have to activate the gate.

From where you spawn in Part 2, there are a few snacks to the right that require death abuse to get, but this isn't that hard to do.

Creepy Crawlies In The Hallways

If the run is any%, you'll start in the middle platform. If it is 100%, you will start before it. Part 1 is as normal, except for the fact that in any%, a couple of snacks should be avoided due to being too dangerous. Aside for story reasons, you won't have to backtrack here. The snacks in the pit in Part 2 can be collected faster by exiting via climbing the wall of the pit.

The tall chamber in Part 2 that leads to the Lab is notable for being the only part in an any% run that requires the Soap. If this could be skipped, you can skip the Soap invention, and as the Gum invention is only used to get the Soap invention, you could skip that too, bypassing 14 levels, a 750 snack snack gate, and a boss.

Unfortunately, an invisible wall prevents this.

Cliffs, Caves, and Graves

Scared Stiff on Skull Cliff

In any%, the main trick here is to skip part of Part 1 by jumping for the exit and mashing circle. The other parts can be run through straightforwardly. In 100%, you do have to return to parts 2, 3, and 4, because of snacks that require the Umbrella. It might be possible to get some early with death abuse, but that would be slower, as well as being not likely to work.

Misbehavin'? Cause A Cave In!

In 100%, the snacks on the far platform in part 2 can be accessed with a double jump. Also, be sure to practise getting all the snacks in Part 3, as missing even one is a run killer (or segment killer for a segmented run).

In part 1, there is a shortcut to On Edge In The Hedge Part 3, which will let you quickly get the Witch Monster Token. Be sure to get that in 100%.

A Tight Spot For A Grave Plot!

The main point of this area is that an invisible wall prevents you from getting the upper snacks. Getting the token in Part 2 is fairly easy to do with only a double jump.

A One Way Trip To The Crypt!

You need to return to parts 1 and 2 to finish getting snacks. Part 1 has some floating snacks, and Part 2 has a huge pit with about 20 snacks. Note that you can warp to Doom and Gloom, Down In The Tomb! Part 2 from part 3 of here, and this is the only known location from where you can do this.

Doom and Gloom, Down In The Tomb!

In part 2, there's a jump that requires the Umbrella to achieve. The door here is your path to A One Way Trip To The Crypt!, and you can then get the snacks in A Tight Spot For A Grave Plot! Part 1 and leave via its Warp Gate. The snacks out of the coffins in Part 2 are random, and the room has to be reset to get snacks out of the other coffins. Fortunately, this can be done by dying.

Wrecks, Masts, and Shivering Timbers

Wreck On The Deck!

At this point, there are good news, and bad news. Good news, with two exceptions, you won't have to backtrack to any levels you venture into from here. Bad news, the levels here are among the hardest in the game, and it is easy to kill a run here. That said, Part 1 plays normally, although there is a buried snack near the button that is technically underwater, and so it is risky to get. The caveman on the upper platform cannot be reached, because an invisible platform blocks your way. That will be your second last backtrack before the Lab.

Part 2 is straightforward but deceptively difficult. Part 3 has a monster token that would normally require the Gum, but you can smash off the Ghost Diver to reach it. Note that you only get one shot, and if you miss, you have to reset the run or level. The area with the tilting platforms has a cutscene that shows you the button. Although you can skip it on the way down, you can't skip it on the way up.

Aghast By The Mast!

Part 1 is hard, Part 2 is harder, but Part 3 isn't that difficult. Part 1 is sunken ships with slippery surfaces, that you have to glide from one to another. There are snacks on these ships close to the water, that are difficult to get without drowning. There is also a bonus ship at the end normally only accessable by soaping the flying fish, but you can reach it by doing a super smash (or, as in the record run, by doing a kind of running jump). Part 2 is a partially sunken boat with a series of platforms that are difficult to traverse. The monster Token can be collected early by going up the wall on the left.

Part 3 is easy, but don't forget the snacks on the side of the ship, and especially don't forget to get the last snack in Wreck On The Deck.

Shiver Your Timbers, Scooby!

The hard part of this area is the trampolines and the spinning platforms. The latter requires practise, while the former can be sped up by timing your second jump to coincide with the rope holding up the life preserver/platform, to reach the other side.

Part 2, the boss fight, has a trick where you can jump on one of the ropes to avoid the ghosts, but you still have to kill the Moody Ghosts to get Redbeard to throw his knife at the rope.

You Need The Soap

Gusts Abound, Underground!

Who's Yella In The Cellar?

The Final Stretch

Little Lab Of Horrors

Mastermind Unmasked

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