He defends himself instead, good busniess oppertunity, spoiled rotten kids and all that. Comepleting them means finiding all of the clues and traps. Free Slide - Play the two of Shaggy's sliding minigames, in Candyland and in Wolf's End Lodge. Go outside and talk to Freddy for another driving session. Well, in a roundabout way we've gotten to where we need to be.
That's probably what 90% of you came here for. Just jump between them don't worry they won't fall off and grab the crates at intervals. Take the level 3 elevator defeat the candy ghoul first to level 4 and then head right left has nothing interesting This level is pretty annoying because if you drop down you will have to take a lot of time to climb back up, and it's very easy to fall down. A Ghost Clown has been haunting the candy factory, sabatoging equipment and threatening to shut the place down. After this you come to your first set of hazards. After an intersection with some much-needed Scooby Snax, the next portion has a trap piece-a Candy Maker.
Approach the next marker to learn about double jumping. Find out in this fun-filled game of crazy mechanical gadgets and chain reactions! Their size and coloration varies but their hazard-ness remains the same. You first encounter a new trap, a grate like the others, but only half and hinged so that if you go on it it will drop down. This is not a walkthrough. Stampers I said there were hazards, right? Cross the drop and then avoid another set of hazards to get to another vertical area. Near one ring is a clue; drive between them to claim them.
The Games Room: Read the diary page on one of the chair. However it was still too little, so to reduce the hotel's value he started terrorizing the guests, until he could buy it. It shows the credits, and that's it folks, game over. Head foward and meet your first octo-arm hazard. More carts, rolling between stoppers, and then more of the original varient, and you get to another save point.
Steam Blowers Steaming hot steam. Springboard up and over, climb between the planes whilst avoiding the swinging hook and save point-and skelaton dude. The Winter Garden: There's a key in a glass stand at the center of the garden. Jump across and then over two springboards to get onto a small section with a ghoul on it. Ovoid the falling snowballs, and follow the Scooby Snax onto a long jump to a save point. In lieu with the loading-type area, this happens several times before you are let back onto the ground again for the next section. Climb some crates and get on the planes.
Near the end of this pleasent area are some floating barrles and a emerging and immersing turtle. Head across to find your first clue, without even having entered the level yet! To win this game, you must determine the answer to these three questions: Who did it, where and with what weapon? Follow through onto another save point and the connection to the next level, the Cellar. You'll encounter 5 crates and 2 enemies, and at the end, a trap piece-Jet Pack. Now is your first experience with the 3D aspect of this game. Take the elevator to level 10 and pass around, then take that ele to level 11. The next, Brightly Colored Bag, contains penuts, and thus leads to eveyone but Sweetsugar as he said he is allergic to the stuff. Magnetron Platform Sometimes you will find a falling platform that then rises again as it is attracted by one of those crane magnetic thingies.
You know how this goes. If you get a correct number and the others are off, move that off number to the correct sequence. Once you activate the door, drive through it and collect the last clue-a Key Ring. What is the difference between the balls on the paper and the table? At the end you get a clue-video footage-and leave the area. Follow the coins to the bed and another complex intersection.
Aim - To decipher the letters below the letter wheel. After this there is another trap leading even deeper into the celler. Take the next vent up to a large area containing a clue, a Radio, and a crate. Sometimes, very rarely, they spawn out in the open, always with a question mark that serves as your introduction to the item. Again, turn the dial clockwise to lower yourself. The Store Room: Go to the left room at the cellar.
After this you come to a lateral area. The Library: This door is opened after doing the 15 stand puzzle at the Museum. Wow, solid ground at last. . From here, go down the long hallway, avoiding the track-butket-track-drill-skelo that constitute your obstacles. The hotel is breaking up already, but they have no money to fix it.
Tak to Fred for another trap session. Follow through, jump from a plank with a swinging engine block and onto a wide airplane wing, containing, first and foremost, another Pilot Ghoul. Drop onto the loading crate and kill the Skele on it. However, this probably has something to do with the fact that it's aimed at the younger sect. Start with the light on at the 5th level: up 10th , up 15th , down 8th , up 13th , down 6th , up 11th , down 4th , up 9th , down 2nd , up 7th and up to 12th level. The very first thing you have to do is jump through a moving proppelor blade. The wall safe on the right opens.