The magical world of Sega and good old computer games. The Magical World of Sega and Good Old Computer Games Scooby-Doo Sega Walkthrough
Manufacturer: Illusions/Acclaim/Sunsoft
Year: 1995
Genre: Quest,
Interface language: Russian
Tags: action, quest, puzzle
About the game: Scooby-Doo Mystery is a game for the Sega console based on the animated series about the adventures of Scooby-Doo the dog and his friends. You will play as Shaggy Rogers, who, along with the dog Scooby-Doo, solves various mysteries. The game is made in the quest genre. The player needs to collect various items and use them to progress further. Some items need to be combined with each other for further use. Management is carried out using ten commands that are located at the bottom of the screen.
The game consists of two episodes (big levels) not connected in any way. In the first episode, you have to find the kidnapped innkeeper, Daphne's uncle. Suspicion falls on one of the hotel staff, and our heroes begin an investigation. In the second episode, you will visit an amusement park where a criminal hiding under the mask of a clown scared away all the visitors. You will have to find evidence pointing to the villain, and then the criminal himself.
background
There are 2 scenarios in the game: BLAKE'S HOTEL" And " ON-ON CARNIVAL"
In the first scenario, you have to find and free the owner of the hotel, Uncle B. LAKE"and and get rid of the ghost.
In the second scenario, you must catch the troublemaker clown and restore the carnival.
Control
At the beginning, you can choose one of two scenarios ( Start), begin new game (Start) or continue by typing " password» (« continue"). Typing " password", use viv end" End».
During the game, by clicking on " Start", you can write down "password" for now and continue or finish ( Quit mystery) game.
A- driving mode;
IN- Cursor mode and command execution. The cursor is placed on the desired commands or items. Having gone somewhere, explore all spaces with the cursor so as not to miss the desired item;
WITH- choice of items.
Teams
TAKE- take
TALK- talk
PUSH- press (push)
GIVE-give
OPEN-open
PULL- to pull
USE- use
LOOK-look
SHUT-close
EAT- There is
Walkthrough
Blake's Hotel
At the beginning of the game, you find yourself in the lobby ( THE LOBBY) of the hotel. Open the door ( open door) to the left of the picture. In the office ( THE OFFICE) take the electric heater ( take Heater). Open drawer ( open drawer) desk and take the scissors ( take Scissors).
Return to the lobby and go up the stairs. You will find yourself in the hallway (THE HALLWAY), along which there are six doors and the seventh at the end is locked. Open all the doors in a row while running away from the ghost, and in the end, you will exit the seventh door, which will now be open. Enter through it into the gardener's room ( THE GARDENER'S ROOM). In the nightstand next to the bed, open the drawer ( open drawer) and take the book ( take Book). Open the drawer in the table with the broken mirror and take the bottle of antacid ( take Antacid). Remove the spring from the bed ( take Bed Spring).
Return to the hallway and using the elevator ( use Dumb Waiter) located near the stairs, go down to the kitchen ( THE KITCHEN). Take the pot hanging on the hook on the left ( take Pot) and fill it ( use Pot with Kitchen Sink) tap water. On the shelf next to the refrigerator at the bottom, take a can of canned food ( take Chili). Move aside ( push) bag of flour ( Flour) and look through the hole ( look Peephole). You will see two figures near the fireplace in the lobby, who are talking about Uncle BLAKE "e. One of them will throw a piece of paper into the fire.
Pick up the beads from the floor near the sink ( take Beads). Move aside ( push) fridge ( Refrigerator) and take the asbestos eyelet on the floor ( take Soda Tab).
Take the elevator upstairs and down the stairs to the lobby. Extinguish the fire in the fireplace with water from the pot ( use Pot o'Water with Fire) and take a crumpled piece of paper ( take Crumpled Note).
From the lobby through the aisle ( archways) go to the cafe ( THE CAFE) and talk to the chef ( talk to the cook). He won't believe you're hungry and will chase you away. Then eat eat) antacid. Your stomach will growl, and the cook will rush to the kitchen to prepare food for you. When he leaves, take the key take key), which hung behind the back of the cook. Open buffet ( open Cabinet) and take the can opener ( take Can Opener). Turn (push) the radio ( Radio) on the round table, open it ( open Radio) and take batteries ( take Battery).
Return to the lobby, open the door on the left ( open outside door) and go outside. Go left until you see a snowman ( Snowman). Take the shovel from him take Shovel). Then scatter the snowman with a shovel ( use Shovel with Snowman) and in its place pick up a frozen bell ( take Frozen Bell). Unlock the lock on the shed door ( use Key with Lock). Open the barn yourself open Shed) and take the crowbar ( Crowbar), work gloves ( Work Gloves) and sprayer ( Weed Killer). Go to the house and clean the entrance to the basement from the snow with a shovel ( use Shovel with Snow Covered Doors). Use a crowbar to remove the latch ( use Crowbar with Locked Doors), open the doors to the basement ( open Double Doors) and go down. Open the locker ( open Locker), take an extension cord ( take Extension Cord) and pick up a screwdriver ( take Screwdriver) in the bottom left corner. Climb up the stairs and you'll be in an office.
Go up to the gardener's room again and use your gloves to grab the poison flower pot ( use Work Gloves with Poison Oak) from the shelf on the left. Take the air freshener from the TV ( take Air Freshener).
Exit to the corridor and go down the elevator to the kitchen. Open the microwave open Microwave), place the frozen bell there ( use Frozen Bell with Microwave). Turn on ( use) microwave and then remove the defrosted bell ( take Cow Bell). Open the can with a can opener ( use Can Opener with Chili). Unscrew the ventilation grill at the bottom right using a screwdriver ( use Screwdriver with Vent cover). Collect termites in the same corner in an empty canned food jar ( use Empty Chili Can with Termites). Through the door on the right kitchen door) go out to the cafe, and from there - to the lobby.
Go to an empty counter and ring the bell ( use Bell) that is on it. You make sure the bell is not working. Then use the one you have and talk to the bellhop who came up ( talk to Bellhop). Give him beads give Beads to Bellhop), and the bellhop will tell you about a toy he recently lost somewhere.
Go outside and put on the springs ( use Bed Spring) (standing on the porch!), take one light bulb from the Christmas garland ( christmas lights) above the entrance.
Now place the heater next to the snoring bear ( use Heater with Bear) and using an extension cord, turn it on ( use Extension Cord with Heater). When the bear wakes up, give him a leaf. poisonous plant (use Poison Oak with Bear), why he runs and knocks down a pole ( Totem Pole). The fallen pillar will become a bridge to the opposite bank.
Cross the river, cut the rope with scissors ( use Scissors with Rope) and take it with you. Take the fishing rod ( take Pole) and use it three times on the bridge. The first two times you will come across fish, and on the third you will catch a doll toy ( Doll). Take it and take it give) corridor. In return, he will give you a cup ( Goblet).
Go down to the basement and use the piece of paper on the bottle rack (use Crumpled Note with Rack). Behind the rack, a secret passage will open into the mine, where you need to find and take three wheels ( take Wheel). Put them on the cart use Wheels with Mine Car) and go ( use Mine Car).
Go right to the stone bridge ( STONE BRIDGE) through a stinking pond ( PUNGEANTPOND). Put ( use) air freshener and walk across the bridge. You will find yourself in a dark maze ( THE MAZE). To be able to move on, you must provide yourself with at least some kind of lighting. Connect the light bulb from the garland to the battery ( use Light Bulb with Battery), and then connect the light bulb with the battery to the asbestos eyelet ( use Bubb and Battery with Soda Tab). Use a homemade flashlight (Flashlight) and find a way out of a small maze.
Entering the tomb THE TOMB), move right to the thickets ( KILLER LETTUCE). Use a sprayer ( use Weed Killer with Killer Lettuce), and at this place there will be a passage to the next room ( THE DUNGEON).
Tie the rope to the chain on the left ( use Rope with Cuffs) and go down the well ( use Rope). There you will find the chained uncle BLAKE "a. Use termites to release him ( use Termites with Uncle BLAKE).
While you were freeing your uncle, your dog disappeared somewhere.
Go back to the tomb and give ( take) your uncle's book. He will read the ancient writings on the wall and tell you what to do next. Use the goblet on the stone statue ( use Goblet with Statue) to talk to her. Tell her a spell XYZZY”, and a niche with a golden medallion (Medallion) will open. Take it and go to the left, into the room with cars ( The Shaft) where your cart was left. Use Hose with Engine (use Hose with Engine), then Fuel Hose ( Gas) and start the engine ( switch).
Get into the trolley and go out into the basement room, where the ghost is chasing SCOOBY. Use the medallion on the hook above the well ( use Medallion with Hook) to get rid of the ghost and free the dog.
From the subsequent scene at the entrance to the hotel, it turns out that the kidnapping of the uncle BLAKE"a gardener and a cook organized. Both are arrested, justice has triumphed, and you can proceed to the second mission - putting things in order at the carnival.
"On-On Carnival"
The game starts from a place called THE FRONT LOT. The carnival is in some desolation, neither the ticket office nor the snack bars work. Enter the blue building ( BOARDWALK). Open trash can ( open Trash Can) and take the bandage ( take Mummy Bandages). Then on a shelf near the booth with the inscription " Madame Zelda» take the yellow coupon ( take Coupons) which will allow you to play Hammer Game. at the kiosk ( TAFFY MACHINE) take the belt ( take Taffy).
To the right of the kiosk is the entrance to the boat station ( BOATHOUSE). Entering there, pull the boat out of the water ( take Boat) and bottle ( take Bottle). Open ( open) bottle and read the note ( look note), which says that someone is imprisoned in FUN HOUSE and asks for help.
Return again to BOARDWALK and go to the attraction, the entrance to which is made in the form of an open mouth of a clown. That's what it is FUN HOUSE
Entering it, you will find yourself on a spinning plate, from which there are three exits. To exit through them, you need to press the arrows on the joystick in opposite directions to the exits.
Exit through the middle opening and you'll be on a ride with colliding cars ( The Bumper Cars). Put the belt on the gear wheel ( use Taffy with Engine) and turn on the mechanism with the switch ( switch). Get in the car use Bumper Car) and get ready to fight the clown. You need to beat his car to the side (control the car - button IN And D-pad). Below are the life lines - yours and the clown. If you win, the clown will run away (get ready for the fact that you may have to make several attempts - this is not as easy as it seems at first glance). At the exit from the attraction, pick up a dart ( take Dart).
Sign in again FUN HOUSE and exit through the left opening. You will find yourself in a hall of mirrors ( THE HALL OF MIRRORS). Go to the third mirror (on wheels) and turn ( push) his. The clown in the fourth mirror will dissolve and throw out the spark plug ( Spark Plug). Pick it up, exit the mirror room and re-enter FUN HOUSE. This time exit through the right opening.
You will find yourself in an unattractive gloomy place called THE HAUNTED HOUSE. Approach the lying monster and take off his boots ( take Boots). Open the coffin open Coffin), which is on the left. A mummy will fall out of there and hide again. Pull ( pull) per bandage ( Bandage) sticking out of the coffin and you will free the carnival manager, who will tell you that someone is trying to ruin his carnival.
Exit the room to BOARDWALK, and from there exit to FRONT LOT.
Talk to the child talk to kid) that appeared here. He has a roll of tickets in his hands, but he does not give them to you, but wants a water gun.
Go left to the attraction HAMMER GAME. Give the coupon to an employee and you will have a hammer ( Hammer). Try to play use Hammer with Hammer Game), but it's all useless - no matter how much you play, you can't win. Use a pin ( use Field) and his strength is just enough to not only achieve his goal, but also break HAMMER GAME. As a result, after negotiating with a disgruntled employee, you leave the ride with a hammer.
Log in again to BOARDWALK and go right to the entrance to BACK LOT. Climb to the left use) up the stairs to the jumping tower ( Ladder Harness), put on a belt with a rubber rope ( use Bungee Harness) and while jumping, take a bucket ( take Bucket). Get down ( use Ladder), go back to BOARDWALK and fill the bucket with tap water next to the kiosk ( use Bucket with Faucet).
Come back to BACK LOT, go right to the kiosk with balloons(with sign " balloons”) and use SCOOBY to remove the magnet (Magnet) from the ferris wheel ( use Balloons with Scooby).
Going even more to the right, you will find yourself in an attraction called Diving Bell. Enter the descent submersible and descend underwater ( use Valve). Open hatch ( open Hatch) and a bucket of water, catch a small octopus ( use Bucket of Water with Inky). Use the magnet to remove some coins from the chest ( use Magnet with Treasures) and rise to the surface ( use Valve).
Return again to FRONT LOT and go into the red tent ( The Game Tent) with the sign “ Area". Throw some coins into the slot machine ( use Tokens with Crane Game), pull out (button IN) water pistol and pick it up ( take Water Pistol).
Next to the machine, go into the staff room with the sign " Employees Only”, take the application form from the table ( take Application), open drawer ( open Trunk) and take the wrench from there ( take Wrench).
Return to FRONT LOT, give ( give) tickets to the employee of the attraction with darts. He will give you darts Darts) to be taken from the rack and used ( use Darts). To win a teddy bear ( teddy bear), must be played three times.
Go to BOARDWALK and go to the fortune telling machine MADAME ZELDA. Putting a coin in the machine ( use Tokens with Madame Zelda), ask about fate ( What's the meaning of Life?). The machine will break, and you will pick up the fallen off head ( take head).
Go to FUN HOUSE and exit through the right pipe. You will be back in HAUNTED HOUSE. Unscrew a few bolts from the lying monster ( use Wrench with Bolts).
Then in FRONT LOT talk to the boy and invite him to ride the roller coaster ( Wanna ride the roller coaster with me and Scooby?). He agrees, and you go with him to the usher in BOARDWALK. The ticket attendant notices that the boy is too small for such an attraction. Then give the child high boots ( GIVE BOOTS TO KID). The employee agrees to let you through, but the boy runs away at the last moment. However, if the head is from a machine gun MADAME ZELDA with you, you will be allowed to go to the attraction. As soon as you climb the hill, immediately apply the handbrake ( use Brake). After stopping, repair the damaged rails ( use Bolts with Track). Release the brake ( use Brake) and try to stop a little further, using the second handbrake (you may have to do this more than once, then each hand out tickets to the employee). After stopping a second time at a small booth, open it ( open Shed) and take the paintbrush ( take Paint Brush).
Removing from the second brake and being in BOARDWALK, exit the building and, next to the place where the boy is standing, go along the stage to the pond. Use the spark plug on the boat ( use spark Plug with Boat) and then use the boat ( use Boat with Spark Plug with Pond). In the next scene, you are in the office and talking to the manager. After the conversation, once outside, go back to the office ( THE FRONTOFFICE) and take the seal from the table ( take Stamp).
in the tent GAME TENT again go to the staff room, put a stamp on the application ( use Rubber Stamp with Application) and stick it on the board ( use Application with Bulletin Board).
After leaving the tent, take the sign on the left ( taker sign) and go to BACK LOT. Give ( give) a teddy bear to a bear on a ball, he will leave and leave the ball ( Ball) which you choose ( take). Near the van with the boarded-up grate, from where the monster's paw protrudes, dip the brush into the bucket in the octopus ( use Paint Brush with Bucket with Inky), and then use this brush to write some words on the sign ( use Inky Brush with Sign). Post a sign next to the van and the clown will come running in no time. But he still does not want to climb into the cage, although the sign clearly indicates where his place is. Then pierce the ball with a dart ( use Dart with Ball), and the clown, frightened by the pop from the exploding ball, will climb into the van.
As it turns out later, under the guise of a clown, one of the employees of the carnival was doing outrageous things. But everything, in the end, ends happily, and very soon the carnival will work in full force.
Covers/Scans:
Data/Summary:
Publisher: Acclaim developer: Illusions Gaming Genres: Adventure Release date: 1995 ESRB: EVERYONE
Synopsis/Sinopsis:
This is the coolest toy! With amazing graphics and animation. By genre, this is a quest and a little RPG. There are two scenarios in the game: one is to free Uncle Blake and defeat the ghost, and the other is to catch the clown who interferes with the carnival.
Screenshots/Screenshots:
Secrets and Walkthrough/Secrets
The game has two plots:
Blake's Hotel
Ha Ha Carnival
The company, along with the dog Scooby, goes to Uncle Blake's for the weekend. Arriving at the place, they learn that a ghost has started up in the hotel, which scared everyone away. This riddle is for you to figure out.
TIPS FOR PASSING
BLAKE'S HOTEL
1. After defeating the snowman, "applying" a shovel, do not forget to take a frozen bell (frozen bell).
2. You will see a door covered with snow (snow covered poor). Now I have to work as a janitor. USE the shovel on the buried door.
3. You need to turn the radio (PUSH radio), open it and take the batteries (TAKE battery).
4. Next, climb up the stairs you saw in front of this room. There, in the hallway (hall way), you will see seven doors, one of the first is connected with them. the most difficult tasks. One of these doors is locked. To open it, you need to go through all the other six doors in any order.
5. After leaving the cafe, go to the fireplace. There you will see a piece of paper with a password to the location of Uncle Blake, but since there is a fire nearby, Shaggy will not want to take this piece of paper. The fire must be extinguished, and in three steps: First. Raise the pot of water over the fire. Second. Turn the pot of water upside down. Third. Wait for the water to pour out of the pot of water (USE pot'o'water with fire). Now take a piece of paper with a password (TAKE crumpled note).
6. Let's open a new passage. Remember the note? USE crumpled note with rack. A passage will open.
7. Now go outside the hotel where the bear is snoring and use the bed springs anywhere (USE bed spring). The bear, sleeping in a nightcap, wakes up and starts to warm himself by the heater. Take a leaf from a poisonous plant, throw it at the bear and do your feet (USE poison oak with bear). The bear in a panic is looking for a pole to scratch, and what is most interesting, he finds it. This is a wooden idol, behind which is the other bank of the river and, in fact, the river. Due to the fact that the pillar is eaten away by termites from below and rubbed on top by a bear's back, it falls and paves the way. Well, go ahead, to the other side of the river!
8. Go to the basement and out of it into the very passage in the wall that you opened. You find yourself in an abandoned mine (the mines). On the right you will see rails and a trough. The trough, in fact, is a trolley, only without wheels. The wheels are easy to assemble, there are three of them, and they are all nearby (TAKE wheel). Now fasten them to the trailer (USE wheel with mine car) and drive (USE mine car).
9. You descend just into the shaft. Here you need to pre-supply the gas to the motor, then to rise back. To do this, take a hose (hose) and connect to the motor (USE hose with engine), and the other end to the gas (USE hose with gas). But in order for it (the motor) to work, it must be turned on using the switch.
10. You find yourself in a maze. In principle, the labyrinth is not particularly difficult, but we will tell you where to turn on all turns: up, right, up, right, left, up, up, and going further along the “corridor”, you will exit the maze ...
11. In the crypt, talk to the statue (TALK to statue) and choose the fourth option - XYZZY. The statue will raise its hands, and... a tomb with a medallion will open. Take it (TAKE) and get out to the very entrance to the basement, where Scooby and ghosts run. Well, it remains only to hang the medallion on the hook and watch (USE medallion with hook)!!! The ghost reaches for the medallion and falls into the well. All the end! The ghost is exposed - it turns out to be Jim, the gardener, and he glowed with the help of luminous paint. The cook was with him.
HA HA CARNIVAL(Amusement park)
1. The House of Laughter has three rooms and three entrances. Spinning in front of these entrances, press RIGHT and, as a result, fly ... to the left.
2. At the slot machine, use coins to play it (USE tokens with crane game) and try to catch a gun (water): as soon as the game screen appears, press RIGHT, and then, when the gun is at the border, press "C".
3. In a conversation with a guy with a pistol, choose options first 1, then 3. He will agree to ride the rollercoaster with you.
4. Once on the roller coaster, you must do the following. First, pull the lever (USE brake). Repair the road (USE bolts with track). Unhooked (USE brake), pull the second lever. And, opening the booth (OPEN shed), take away the brush for drawing (TAKE paint brush). Unhook (USE brake).
CONTROL
In Scooby-Doo, all intelligent actions with objects and people are determined by commands. When you press the "B" button, a cursor appears on the screen. If you point it at an object with which you can do something, an inscription with its name will appear at the top. With the "C" button, you call up the "inventory" or pockets of Shaggy (the main character). And by pressing "A" you, if necessary, can cancel the selected command.
TEAM(there are only ten of them):
TAKE - take an item.
LOOK - look. In principle, this command is not particularly necessary for you, but if you want to know
the opinion of the protagonist Shaggy about any object or person, then - please.
OPEN - open. Well, as you understand, you can open a door, a locker, etc.
PUSH - push, move.
EAT - eat. You can “feed” Shaggy only twice per game, and even then only once
it will be an expired antacid.
GIVE - give some object to a living creature (human, bear).
TALK - talk. You can carry out this command with almost any person.
SHUT - close. The opposite of the OPEN command.
PULL - push, pull.
USE - apply. The most important team in the game. Sometimes used between two items in the inventory.
SECRET
In the "Haha, Carnival" stage, there are four windows in the room with the slot machine and the arrow-throwing contest (darts). Three of them (1st, 2nd and 4th) contain clues, but in any case, do not look into the third window.
Users write
valerya
Cool game! Played by myself