Scooby-Doo! Night of 100 Frights - Power-ups/Inventions

Power-ups/Inventions

Scooby must collect all of the professors inventions to progress farther into the game.

Map - after opening the very first snack gate in front of the Mystic Manor, Scooby enters the haunted house and finds Holly behind a door, who gives him a map of the areas.

Shovel - after obtaining the map from Holly in the manor and returning to the courtyard, Scooby must talk to Don Knotts, who will give him a shovel.

Double-Jump Springs - At the end of the Fishing Village, Scooby finds this invention inside a mini-lighthouse, which allows him to jump higher and farther, and get the too-high-to-reach key to the hedge maze.

Football Helmet - On the top of the hill in the hedge maze, Scooby finds a helmet that allows him to charge through spider webs or walls, or defeat recurring enemies. He uses this to progress through Mystic Manor by smashing the spider webs blocking his way.

Anti-Stick Galoshes - Appearing in the professor's box of inventions that is knocked over by Velma after Scooby defeats the Black Knight, these yellow boots let Scooby run, jump, and use the football helmet in the sticky black tar. In the professor's video, he mentions that they are banana flavored.

Lightning Smash Power-up - When Scooby breaks the light at the top of the lighthouse, he will find this power up, which allows him to smash on the ground after doing a jump in the air, which can break floor, press buttons, or defeat enemies. Later on in the sea cliffs area, he will find an advanced power up based on the lightning smash, called the thunder smash. This allows him to do a smash that will stun all nearby enemies when he performs the move.

Plunger - Professor Grahms plunger invention allows Scooby to walk on steep slopes, and slippery surfaces without falling.

Umbrella - A very useful invention, the umbrella, found when Scooby defeats the Green Ghost, lets him float in the air after doing a double jump, which allows him to cross large chasms or ride updrafts (or "sidedrafts").

Bubblegum - After defeating Redbeard's Ghost in the shipwrecks, Shaggy finds a bubblegum invention for Scooby that lets him spit wads of the gum that will stop enemies in their tracks, letting him bounce off of them.

Soap Bubbles - Found in the basement of Mystic Manor, these inventions, similar to the bubblegum, trap an enemy in a bubble of soap. They are more useful than the bubblegum because they will keep an enemy still wherever it is, even in the air, while the gum wads would make it fall and stick to the ground. Instead of bouncing off of the enemy, Scooby will simply walk on top of the bubble to his advantage or disadvantage. However, the gum wads last longer than the bubble.

Diving Helmet* Originally designed to allow Scooby Doo to swim in certain areas of water, but was never programmed into the game from the beginning. Hackers have been known to find this invention in the game's code, but crashes the game when used.

  • Not found in game

Warp Gate - Professor Alexander Graham has placed these around to get places. When you use the warp gate you can go places where you have already activated one.

Black Knight Armor - This suit of armor replces the Lampshade and slippers,this allows Scooby to fool the slightly clever monsters as well.

Bunny Slippers and Lampshade - Allows Scooby too sneak past particularly the dim-witted monsters.

Monster Tokens - These unlock facts about the monster as you collect them.

Magnifying Glass - When you find a magnifine glass you'll find a hint.

Food - Food gives Scooby courage.

Read more about this topic:  Scooby-Doo! Night Of 100 Frights

Famous quotes containing the word inventions:

    In America, the geography is sublime, but the men are not: the inventions are excellent, but the inventors one is sometimes ashamed of.
    Ralph Waldo Emerson (1803–1882)