Monday, 12 December 2011

Scooby Doo! First Frights REPACK MEDIAFIRE PC GAME

Developer(s)- Torus Games
Publisher(s)- Warner Bros. Interactive Entertainment
Platform(s)- Wii, Nintendo DS, PlayStation 2
Release date(s)-
NA September 22, 2009
AUS October 7, 2009
EU October 9, 2009
Genre(s)- Action
ESRB: E10+
PEGI: 7+
Media/distribution- DVD, Wii Optical Disc, Nintendo DS Game Card

Scooby-Doo! First Frights is the latest Scooby-Doo game. It is developed by Torus Games. First Frights was published by Warner Bros. Interactive Entertainment, and released on September 22, 2009.[1] The game tied in with the release of Scooby-Doo! The Mystery Begins on DVD. This is the fourth Scooby-Doo game to use a laugh track.

The game begins with the Mystery, Inc. gang at their "incorporation" (really just a small house in a swamp, as seen in Scooby Doo 2: Monsters Unleashed). Velma arrives with a newspaper, announcing to the gang that there will be a food festival at Keystone Castle. Scooby and Shaggy like the idea of going, but Daphne reminds them that they promised to help her cousin Anna at the St. Louis High School Musical. Scooby and Shaggy want to help her, but they plan to get it done quickly so they can go to the food festival. The game divides in to four episodes from here.

Anna is working on the musical with the drama teacher: Ms. Hillkin. As Anna works on her lines for the talent show, Ms. Hillkin mysteriously vanishes. Her disappearance is partially due to The Phantom of the high school musical. Laughing maniacally, he attacks Anna and scares her. She barely escapes. The gang then head to the high school. Episode 1 serves as a tutorial, guiding the player through the mechanics of the game.

Level 1
Scooby and Shaggy make their way towards the cafeteria and are informed by Anna that there is a Phantom trying to ruin the musical. Anna tells them where the cafeteria is, so that they can "fuel up" to help Anna in the contest. When they reach the roof, Scooby crawls through a vent leading to the cafeteria, leaving Shaggy deserted. Later, Fred and Velma are looking for clues. They come upon a baseball field, but the lights are off. With quick use of her technological know-how, Velma turns on the lights. They gather clues and find the Phantom's glove on the field. Then the school football coach, Coach Hayes, runs by and tells of a way to get in the school and suggests talking with Ms. Hillkin, seeing as she disappears every time the Phantom is around. After the coach leaves, many skeletons attack them. They make their way to the locked door of the school. On the roof above, Daphne shimmies on a pole and meets up with Scooby at the end of the vent he went through to find food. They make their way in the school, facing off against some musketeer ghosts and six witches so they can open the door for the gang to look for clues inside.

Scooby and Shaggy are chased by the Phantom and narrowly escape, avoiding skeletons, electrified floors, pitfalls and falling lockers as they run through the hallways.

Level 2
Fred and Daphne go searching for clues in the library, finding a coach's whistle in the library, suggesting the identity of the culprit. They go to the theater and talk to Ms. Hillkin. The Phantom is heard and Ms. Hillkin mysteriously disappears yet again. Daphne recalls that Ms. Hillkin was a famous actress at one point, having won a "Golden Square" award. Fighting past musketeer ghosts and a headless ghost of Shakespeare, Mystery Inc. makes their way to the stage, ready to stop the Phantom.

Fred and Velma face the Phantom, who sings through the whole first portion of the fight. In Stage 1 of the fight, Velma must hack two controls to shut off the lights and coax the Phantom off of his perch. During Stage 2, the Phantom flies around with the help of 4 skeletons that are holding him up. The skeletons must be knocked down to commence Stage 3 of the fight. With his flying ability stopped, the Phantom makes one final stand, as he fights Velma and Freddy. After being beaten, he is pinned underneath a pile of loose lighting fixtures. He is unmasked and is revealed to be Coach Hayes. His star player was in the show, which was on the week of the big game, so he tried to get the show sabotaged to get his star player back.

Pete Smithers, a fairground security guard, is busy making his rounds in a local amusement park when he is attacked by a giant Toy Robot! Frightened, he naturally runs away.

Level 1
The gang stops outside the park, finding that the place isn't open. Velma is shocked, saying this place is never closed. A scream is heard coming from inside the park. Fred, Velma and Daphne decide to investigate while Shaggy and Scooby decide to "investigate" some Dagwood Dogs (which are a type of hot dog). To find the Dagwood Dogs, they take a "shortcut" through the sewers. Along the way, they are attacked by some living rag dolls! They go clue hunting and find a tag of a man wearing a top hat and a bow tie and end up having to deal with jack-in-the-boxes that throw exploding teddy bears. After fighting off toys that look like pumpkin-headed Grim Reapers on roller skates and a clown in the big top, they make a sandwich, but their treat is interrupted by Pete Smithers. Shaggy and Scooby decide to make Pete a sandwich as well (just so they don't get busted). Enjoying their meal, Mr. Smithers suggests visiting the haunted house for clues.

Level 2
Daphne and Velma battle the rag dolls and some more Teddy bears. During their trek to the Haunted House, they meet a boy vigilante called Numbers. A machine on his belt starts flashing; suddenly, some big juggling clowns attack. Numbers claims he'll save them before falling off the big ferris wheel he was standing on and ends up hanging onto it for dear life, leaving the girls to deal with the monsters. After that, Velma and Daphne go to the haunted house and find the toy-detecting device that Numbers was using.

Shaggy and Scooby are chased by the Toy Robot through the sewers, as they jump over pitfalls in the walkway to escape the beast. They finally lose him when they jump into the runoff of the sewer.

Level 3
Fred and Daphne find a catalogue full of the toys that they've been fighting and, while en route to the toy factory where all the toys are coming from, they meet a strange man named Tim Toiler. He seems oddly pleased with the park being shut down. He claims he knows who the Toymaker (the head of the factory) is and he plans to take them to him until Numbers shows up. Numbers fires a small explosive, scaring off Tim Toiler and blowing up an arch. Before he can be questioned, however, he disappears. They both head for the factory.

Level 4
While going through the factory, Shaggy and Scooby-Doo find a top hat, like the one Tim Toiler was wearing.

Velma and Daphne take on the Toy Robot, after Velma uses a power box to turn the thing on. In Stage 1, the girls must wait until the robot swings one of its arms down; after which, the girls can pound on it. After smashing all four arms, Stage 2 begins. The robot pulls a laser beam out of its chest and begins firing. When the laser cools down, the girls must strike it. In Stage 3, since the robot lost its laser, it activates two missile launchers in its eyes. When the girls destroy the robot's head, the mystery is over. After the fight, the gang finds that Tim "The Toyman" Toiler was behind this mystery. With the amusement park open, nobody wanted to play with the toys he made. In retaliation, he crafted evil toys to scare business away from the park.

Captain Bluebeard sees a ship sink and then is attacked by a "the deep one" a giant lobster.
Level 1:The gang arrive at Rocky Bay and find out that the village is deserted. Velma suggests they do a little investigating. Daphne and Fred are then ambushed by sea crabs, and fisherman holding anchors and crab cannons. They soon contact Velma about a crab bait box they found. They find Bluebeard and talk to him and diving instructor Seth Angler abou where to find clues. Captain suggests they should find Willy the Whaler down by the pier.
Level 2:After fighting urchinmen, Freddie and Daphne found the whaler and are heading towards the lighthouse to see a better view of the bay. After that, they bump into Seth again and tell Shaggy and Scooby to go onto the ghostly cruise ship and look for clues. They find a bag of pearls in Seth's workshop. Fred rings the bell and he and Daphne set sail for the cursed ship.
Level 3:Shaggy and Scooby Doo arrive on the cruise ship. First avoiding enemies then finding a bank check that says "for boat recovery" on the back. They faced deep sea divers along the way too.
Chase: The two cowerds are terrorized by the giant sea monster across the ship. To escape they jump below deck.
Level 4:Velma and Scooby find the final clue inside the storage rooms of the ship. Willy's boat plate. They decided to go to the middle of the creepy ship to face the Lobster MKLV.
Boss:Shaggy and Velma face their fears and use all their fighting skills to defeat the monster. Willy and Seth teamed up to recover Willy's boat.

In the final episode the gang arrive at their destination: Keystone Castle. But the food festival is over.
Level 1: Velma and Fred find their way through the castle. Costington, the castle butler, talks about the curse of the castle. They also met Lady Azarni Von Richinstoof, the baron's sister. They could not believe what they found in the courtyard: gold! They find the baron in the courtyard too.
Level 2: Shaggy and Scooby are lost in the woods. Freddie tells them to find Cal Perkins, the huntsman. When they find him they are spooked by werewolves. Then the huntsman tells them they could find Creepy Cabin by the lake and look for clues. The clue they find are Cal's keys to the castle.
Level 3: Daphne and Velma search the secret gold mine for evidence. The mine is next to a lava river. They tell Fred that they find Azarni's slippers in the mine shaft. They will meet back at the castle.
Chase: Shag and Scoob are chased by a werewolf through the mines.
Level 4: Daphne and Freddie are working their way through the castle in search of the witch queen. The mystery is getting more confusing by the minute. But in the library, they find the final clue. They found the Von Richenstoof family photo album and Lady Azarni is not in it once.
Boss: After a long fight, Shaggy and his pal managed to defeat the monster, but they didn't get a chance to unmask the witch queen before the castle fell. The baron thanked Fred, Daphne, Velma, Shaggy, and Scooby Doo for saving the day, and the food festival is served.

The gameplay is straightforward, with 22 levels and 4 episodes. You can play as Scooby Doo, Shaggy, Velma, Daphne, or Fred. Scooby Doo has a sausage string to hit with, blocking capability, and the ability to crawl into vents. Shaggy shoots with a slingshot, has blocking capability, and carries a yo-yo to grapple with. Velma throws books, blocks, and can activate machines. Daphne has hand to hand combat, flying kick, and can climb up poles. Fred has hand to hand combat, stun bombs, and super strength to push crates. Each character has 2 costumes unique to each episode with different powers and weapons. Each level has a clue, and at the end of each episode you choose who you think the villain is, based on the evidence you have gathered . You can get trophies for doing certain tasks. You can unlock costumes for each of the 4 villains. You can also play with a friend in co-op.
The gameplay and interface are highly reminiscent of TT Games Lego game series.

Processor : Intel Pentium IV at 2.2 GHz / Athlon 64 2200+ or equivalent processor
Video Card : 128 MB VRAM – DirectX 9.0c Compliant video card (nVidia GeForce 6600 or better, ATI Radeon X800 or better)
Memory : 1 GB RAM (XP) / 2 GB (Vista)
Operating System : Microsoft Windows XP / Windows Vista
Sound Card : DirectX Compatible

Repacked by: KaOskrew
Recode: A: Precoded
Language: English
Size: 281 MB

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