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

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(The Manor)
(The Manor)
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== All Scares Upstairs ==
 
== All Scares Upstairs ==
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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.
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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! ==
 
== Don't Look down, Scooby Doo! ==
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 +
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 ==
 
== Panic In The Attic ==
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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.
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Parts 3 and 4 are the same for both run types.
  
 
== A Dark and Stormy Knight ==
 
== A Dark and Stormy Knight ==
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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.
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 +
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 =
 
= Fishing Village, Lighthouse, And Plungers =

Revision as of 10:55, 22 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!

Fear On The Pier - Second Run

Coast For Some Ghosts!

Going Down Witch Way?

Lighthouse Fright House

Creepy Crawlies In The Hallways

Cliffs, Caves, and Graves

Scared Stiff on Skull Cliff

Misbehavin'? Cause A Cave In!

A Tight Spot For A Grave Plot!

A One Way Trip To The Crypt!

Doom and Gloom, Down In The Tomb!

Wrecks, Masts, and Shivering Timbers

Wreck On The Deck!

Aghast By The Mast!

Shiver Your Timbers, Scooby!

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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