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Scooby-Doo: Night Of 100 Frights - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Scooby-Doo: Night Of 100 Frights - Strategy Guide (Page 01).

                    Scooby-Doo: Night of 100 Frights Walkthrough FAQ

GameFAQS Screen Name: Pistikus
Date Created: 7/21/02
Email: timchevron@aol.com

Version 1. Not much to say yet...

Table Of Contents

1. Introduction
2. Walkthrough
3. Credits
4. Thank You Section
5. Copyright Section


1. Introduction.

This walkthrough includes the location of every single Scooby Snack, every
single Monster Token, and every single Boss Strategy.

This is my first walkthrough attempt. I've loved Scooby-Doo cartoons ever since
I was a kid, and I couldn't be more happy with this game. They have included
some of the real voices from the actors in the original cartoon series, as well
as some voice actors from the new Scooby-Doo movies. Heck, they even have Don
Knotts doing voice acting! Be prepared for some amazing graphics, cheesy
dialogue, and a storyline that stays true to Scooby-Doo.

I found all Scooby Snacks, all Monster Tokens, and beat all bosses without any
help from any walkthrough or outside help. Am I bragging? No. Am I letting you
know that you can do it, too? Yes.

Just remember that if you see something "fishy," investigate it. Keep your eyes
peeled for any signs of clues. The most important thing to do though is to
relax and have fun while playing this game. You can never "die" in the game.
You simply start at the beginning of the level that you "got scared" in. This
is very convenient and makes this a very enjoyable and fun game.

2. Walkthrough.

-Mystery Machine- Part One

5 directly behind your starting place.
7 to your right, along the path to Mystic Playground.
6 along the path to Mystic Manor.
3 along the path to the Hedge Maze.
5 in the upper-left corner of the screen, resting against Mystic Manor in a
slight half-circle.
5 along the bottom-left part of the area, in between two creepy trees.
5 along the path to Smuggler's Cove.
Before you leave, be sure to save your game by touching the small version of
the Mystery Machine.
Also, be sure to touch the Warp Gate to activate it. It's a gray gadget to the
right of the entrance of the Mystic Manor.
Warp Gates are very important and handy, so be sure to activate all of them
that you come across!

-Mystery Machine- Part Two (Mystic Playground)

Zoinks! It's your old pal, Don Knotts! He must really be hurting for work
nowadays, because he is the Mystic Manor's groundskeeper. (I wonder if he still
sniffs and pulls his pants up like the old days?).

18 along the path straight in front of you, past Don Knotts.

9 in the upper-left part of the area. You'll have to jump on the falling
platforms. Be faster than the platforms.

You'll also receive your first Monster Token!!!! This one is the Gargoyle.

10 on the swinging tires directly below the falling platforms. (5 on each).

8 on the ground in the ice rink, which is below the swinging tires.

4 by grabbing the hanging tire in the ice rink.

3 by jumping on the trampoline near the upper-right portion of the area.

10 by sliding down the slide in the upper-right part of the area.

20 by grabbing the tire on the slide platform, and swinging side to side. (10
on each side).

Congratulations! You've just cleared your first area: The Mystery Machine!

Total Scooby Snacks: 118
Monster Coins: 1 (Gargoyle).

Make your way back to the Mystery Machine - Part One (Which I'll begin
referring to as the "Main Area").

From the Main Area, approach the door to Mystic Manor. You'll come across your
first Snack Gate. These objects require a certain amount of Scooby Snacks
before you can pass through them (you only need the Scooby Snacks required for
the first time you pass through the Snack Gate. After that, they disappear and
you have free access to that area).

This Snack Gate requires 25 Scooby Snacks.

Enter the Manor, and prepare for...


-Clamor In The Manor- Part One


First off, head up the stairs and grab:

5 on the path up the stairs.

Forget about trying for the snacks on the other side of the "long" jump. You'll
need one of the Professor's inventions before you can reach these snacks. (Yes,
you can jump and get 1 on those snacks now, but I have to maintain order in my
walkthrough! We'll save these snacks for later...)

Go back down to the bottom of the mansion, and approach the door in front of
you. Be prepared, because as soon as you approach the door, 2 bats will fly out
at you.

Here you'll find Holly. She'll give you some information, and, more
importantly, the Map! Now you can check out the different levels you'll be
coming across by accessing the start menu, and choosing "Map."

Continue past Holly and grab:

5 on the ground past Holly.

Enter the door.


-Clamor In The Manor- Part Two


2 right in front of you.

Box of Scooby Snacks in the first pit. (Go ahead and jump in after them. You'll
simply go back to the door to start over).

5 up against the windows in the back of the room.

2 on the right side of the first pit.

Box on top of a falling floor piece. Be quick!

3 on the right side of the third pit.

You can't continue on just yet, because you'll need another of the Professor's
inventions to smash away the cobwebs blocking your path.

For now, head back the way you came to the Main Area (Mystery Machine - Part
One).


-Mystery Machine- Part One


Talk to Don Knotts to get your first power-up: The Shovel!!!!

Okay, not that big of a deal, but you'll need it. With the Shovel, you can
press the (O) button while standing over those pink flowers. "Buried Treasure"
is what Scooby calls it.

Try your new find out! Walk to the right of Don Knotts, and dig up the lone
flower. You'll get the key that is required for entering the gate to Smuggler's
Cove!

Follow the path and enter the Smuggler's Cove...


-Shock On The Dock- Part One


3 to the right of Don Knotts.

4 above the two barrels a little further down the path. (2 above each barrel).

In between your first pits, you'll see 2 barrels stacked on top of one another.
Jump up to the top one to grab:

1 on top of the two stacked barrels (you can't really see this one).

3 further along the path.

Box by jumping on the round ball of fishing net dangling above a pit. Grab a
hold and swing to your left. Jump off an on top of the light to grab the box.

2 near the flying fish.

7 on the ramp with the rats.

5 at the bottom of your wooden descent on the floor with the ice block that
houses a Caveman.

Box on top of the platform, near the bird (to the left of the door).

11 by jumping on a barrel near the bird, and then jump up when he flies over to
grab his feet. Hang on, and he'll take you on a downward path to collect the
floating Scooby Snacks.

Make your way back up and to the right, and enter the door at the end of this
level...


-Shock On The Dock- Part Two


It's your good buddy and best friend, Shaggy!

8 on the ground near Shaggy.

2 by throwing Shaggy up to the hanging life ring. He'll knock them down to you.

2 continuing up the path near the swinging hooks.

7 in an upward arc surrounding the block of ice/Caveman.

6 near the second set of swinging hooks.

2 on the ground near Don Knotts and the Warp Gate. (Don't forget to touch it to
activate it!).

Box near the Warp Gate.

You won't be able to access the tar-covered ground part yet. For now, approach
the Snack Gate behind Don Knotts.

Snack Gate: 50 Scooby Snacks.

Enter the door...


-Fear On The Pier- Part Two


This area is mostly covered by tar. You can't run or jump on the tar just yet,
but you can collect:

14 on the path to the door.

Enter the door...


-Fear On The Pier- Part Three


This area is covered by tar as well. Avoid the monsters on the ground as you
gather:

8 on the ground path.

At the end of your path, be sure to jump up onto the platform to receive...

The Professor's Springs invention!!!! Finally!

With the springs, you'll be able to do a double-jump, by pressing the (X)
button twice. Master this move, and hit your second jump at Scooby's peak of
his first jump. This move will come in handy many times throughout the game!

Be sure to jump into the small room and save at the small Mystery Machine.

Now, head back the way you came. Go all the way back through this level, and
also Fear On The Pier - Part Two. Jump on the boat down the ramp and let it
take you back to:


-Shock On The Dock- Part Two


Head back to your left and pass the swinging hooks.

Jump on the boxes near the ice block, then double-jump out to get:

2 boxes of Scooby Snacks.

Continue towards your left.

Jump above the ice block/Caveman to the hanging life ring above him. Swing to
the left to get:

Box of Scooby Snacks.

Continue left.

2 boxes where you first met Shaggy. Double-jump up to get them both.

Enter the door...


-Shock On The Dock- Part One


Double-jump out from the platform on the left (where the bird is) to grab:

2 Scooby snacks.

Box on the rat ramp. Double-jump up to get it.

Going left through this level still, you'll see three barrels side by side, and
some boxes of Scooby snacks up on the roof. Stand on the barrels and
double-jump up to the roof to grab:

2 Boxes.

Continue leftward to the Main Area...


-Mystery Machine- Part One


Double-jump up to get the floating key near the patch of three flowers to the
left of Don Knotts.

Now you can unlock the gate to the Hedge Maze.

Do so...


-On Edge In The Hedge- Part One


5 as soon as you enter.

5 as soon as you turn the corner.

5 over the first pit you have to jump.

Box when you turn the next corner.

6 jump to the white moving platform.

5 jump to the second moving platform.

5 jump off that second moving platform to the ground.

Box when turning the next corner.

2 right next to the above-written box.

Box + 2 more past the werewolves.

8 along the narrow path up the hill to the witch. This might be a bit hard to
see, but the path can be accessed near the top of the screen before you head
downwards. Be sure to turn around and head back down once you get them. The
witch is a dead end.

8 along the downward path.

5 along the jump after you pass the zombie vase.

5 along the jump to the werewolf.

5 along the pit, jumping away from the werewolf.

Turn the corner and enter the gate...


-On Edge In The Hedge- Part Two


10 along the downward path. Forget the upper path for now. You can't access
that ramp just yet.

5 along the narrow path near the werewolf.

Box after that narrow path.

Jump up to the moving platform. Jump off to the top on the other side.

6 as you jump down and see Don Knotts.

Talk to Don Knotts to receive:

The Bunny Slippers and Lamp Shade!!!! Eh...ahem. Well, they don't do much, but
they come in handy for now. By holding the R2 button, you can either stand
still and have a lampshade over your head, or sneak past monsters by walking
and holding down the R2 button by wearing the Bunny Slippers. Pretty comical...

Try them out and continue along the path.

4 as you jump over a pit.

2 Boxes in between the acid-spraying plants. (Yikes!!!!).

4 as you jump the pit after the plants.

6 along your jump to the werewolf platform.

6 jumping away from the werewolf platform.

8 as you jump the next pit.

Ignore the upper path for now. Continue right.

Jump past the plant and up to the gate.


-On Edge In The Hedge- Part Three


Box right in front of you.

Box by digging up the first plant you see.

6 by the first pit near the Scarecrow.

6 by the second pit near the Scarecrow.

7 on your first jump to the platform after the Scarecrow.

7 jumping to the next platform.

6 to the next platform.

6 to the next platform.

5 jumping off the platforms.

Continue right.

Box on the path.

Enter the gate...


-On Edge In The Hedge- Part Four


This is straight forward, and snacks are hard to miss. Shaggy will stop for you
if you don't keep up, so no worries. Just relax and make your jumps count and
you'll have no problems here...

5 on your first jump.

4 + Box on your second jump.

16 across the falling platforms.

5 on your next jump.

3 on the teeter platform.

5 next jump.

5 next jump.

6 + Box next jump.

5 next jump.

5 next jump.

5 next jump.

6 + Box next jump.

5 next jump.

Congrats!

Activate the Warp Gate.

Approach the Snack Gate.

Snack Gate: 150 Scooby Snacks.

Enter the door...


-It's A Mean Greenhouse, Scooby!- Part One


Save at the Mystery Machine.

Box on the path going right.

5 on path where the rats pop out of the pot.

11 up the first set of stairs.

7 on the second set of stairs upward past the Scarecrow.

Turn the corner.

2 + Box headed towards the three archery statues. Be careful and jump well!

Box by the two Zombies.

9 by the stack of six boxes.

Jump and grab the metal chandelier.

Swing to the right.

5 on the first platform.

6 on the second platform.

Worry about the bottom string of snack ONLY!!!! Go down the stairs carefully.

5 down past the first plant.

5 down the second drop down the stairs.

Enter the door...


-It's A Mean Greenhouse, Scooby!- Part Two


Box right in front of you.

6 on the first pit jump.

6 jumping to the moving platform.

4 jumping to the white platform.

2 Boxes near the cauldron.

6 on the platform with rats.

Box near the Zombie.

6 on your next jump to the Scarecrow.

5 jumping to the falling platform.

4 jumping to the Warp Gate. Activate it!

Approach the Snack Gate.

Snack Gate: 175 Scooby Snacks.

Enter the door...


-Chills And Spills On Haunted Hill- Part One


Save.

Box right in front of you.

You'll come to a fork in the road.

Go up first.

5 on that path.

Jump near the Zombie to get:

1 Scooby Snack.

Dig up the flower near the Zombie to uncover:

Box.

Go back down to the fork and head right.

4 on the first jump with the swinging branches.

5 on the path.

8 in the first branch ditch.

5 in the second branch ditch.

6 as you jump the pot.

6 as you jump the second pot.

3 past the swinging branch.

Enter the gate...


-Chills And Spills On Haunted Hill- Part Two


4 on the path in front of you.

Box on the path.

9 on the path.

5 jumping to the moving platform.

1 in between the moving platforms.

4 jumping to your next set of moving platforms.

4 on the jump by the Scarecrow.

Enter the gate...


-Chills And Spills On Haunted Hill- Part Three


Box on the path in front of you.

Box on the path in front of you.

You'll see a fork.

Go up by the witch and "Danger Cliffs Below" sign to activate the Warp Point.

Come back down to the fork and go right.

11 along the path.

6 as you drop down by the spider.

Ignore the upper snacks for now.

6 to the falling platform.

20 along the moving platforms that move side to side.

4 on the path.

25 jumping the pits on your way up the mountain.

Cross the two moving platforms.

12 next to jumps.

Box on your next jump.

Go to the very top and get:

The Helmet!!!! This Professor's invention allows you to attack monsters (hold
the ([]) button) by facing them, and bust through cobwebs.

Drop down and bust open the large box and get:

4 Boxes of Scooby Snacks!

Go back down the mountain a bit to the magnifying glass and spider webs.

Bust open the spider webs with your helmet. Enter.


-On Edge In The Hedge- Part One


10 Scooby Snacks in this small area.

Go through the gate (which you couldn't get through before, because it was
locked from the other side).

Continue down from the gate.

Go right and then up like you're going through the level again.

Cross the two moving platforms until you come to a gate.

Bust open the gate with your football helmet, and get your second Monster
Token! This is the Werewolf!

Now, go back left, the way you came, and out of the level, back to the Main
Area.


-Mystery Machine- Part One


Let's check out the Monster Gallery in the upper-right part of this area near
the Manor.

Snack Gate: 150.

Enter the Gallery.

You'll see a large machine on the left. By viewing its contents, you can check
out some really cool stuff.

The Video section allows you to review the movie clips that you've already
seen.

The Pictures section allows you to view really cool information about the
design of this game. To unlock the pictures, you'll need to gather all of the
Scooby Snacks in an entire area for each picture to appear here.

Continue further into the Gallery and you'll see the main monsters in the game
in their own, individual booths. By receiving that monsters Monster Token,
you'll unlock some cool stuff by approaching that monster's booth. The monster
will appear out of the revolving coin in its booth, and you'll get some cool
trivia and facts about Scooby-Doo and his Friends!

Go to the very end on the left to activate the Warp Gate here.

If you haven't already, try to use the Warp Gate, and warp yourself back to the
Main Area (Mystery Machine).


Mystery Machine- Part One


Enter Mystic Manor again.


-Clamor In The Manor- Part One


Go up the stairs and follow the path around to the previously impossible jump.
It's a bad angle, but you can do it! Double-jump across the chasm and grab the:

5 Scooby Snacks along the jump.

Follow the path.

5 on the path.

See that chandelier in the middle of the screen? Double-jump to it to grab:

2 Boxes in the middle of the chandelier.

Double-jump back to the ledge and continue along the path, avoiding the
Headless Specters!

5 along the path near the Headless Specters.

Pass the door and continue around.

Ride the magic carpet across.

Double jump off the carpet to the falling platform and QUICKLY double jump off
again to the ledge containing the Headless Specter Monster Token!

Now drop down to the very bottom and enter through the door to where you first
saw Holly.

Continue down this path until you see a bookcase. See that gray book near the
bottom sticking out of it? Use your helmet to bash the odd book to open up a
secret passageway behind the bookcase!

Inside, you'll find:

3 snacks on the ground in front of you.

Go over the first magic carpet, and ride the second one up to get a Box of
snacks.

2 more snacks past the second magic carpet.

Helmet the odd book on this new bookcase to get out.

Head out and right.

In between the first and seconds paintings on the wall (a bat comes out of the
second), double jump up to grab a Box of snacks.

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