Freddi Fish 2: The Case of the Haunted Schoolhouse

Freddi Fish 2: The Case of the Haunted Schoolhouse

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Freddi Fish 2: Case of the Haunted Schoolhouse - Walkthrough (On-Going)
By VolnuttHeroP64
In this Guide, I will walk you through on Freddi Fish 2: The Case of the Haunted Schoolhouse (Windows & iPhone Versions).
   
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1. Story - Ghostbusters Under The Sea!


When Freddi and Luther are at school one morning, a ghost appears and tries to steal Luther's Codfish Commando action figure. Following the ghost to the basement of the school, they discover that the ghost is just someone wearing a ghost costume. They then plan a trap to catch the ghost, but they are missing some objects needed for the trap.
2. Minigames
Chalkboard:
This is basically a doodling game in which the one can draw as much as one wants. The drawings can be printed out onto paper. After one has drawn a picture, a smaller version of it will appear in the classroom.

TBA
2-1. Chalkboard
Click on the blackboard to draw stuff. Click the eraser to erase part of your drawing. Click the empty blackboard in the upper left to erase the whole drawing. You can even print your drawing by
clicking the printer (Standalone CD Version) or Press F12 to take a screenshot of your drawing (Steam Version). There's letters and lots of nifty stuff. Have fun!
3. In-Game Locations
There are some In-Game Locations that my catch your fancy under the sea.

1. Schoolhouse
2. Theater
3. Pully Shop
4. Submarine
5
6
7
4. Walkthrough Guide - Time for School
The Game Starts with Freddi Fish & her best friend on their way to school. First go the right then head down to the schoolhouse. Watch the cutscene. Then exit the classroom to the left, get the scissors on the shelf above, then continue down to the left. Click on the exit to the schoolhouse, and then the ghost will lead you to a hidden basement area. There you'll get your objective: you must collect 5 items to complete a trap to catch the ghost.

This game is unique in that the 5 items you find are always different. There are a total of 8 items, and every time you start the game, it randomly chooses 5 of those items to be the items for the trap & 3 of the Items are already in place for you.
4-1. Ghost Trap Walkthrough - Key Items
This section details how to get every item for the trap to catch the ghost which you need to beat the game. Since 3 of them are already done for you, 5 of them are randomized in each Walkthrough.


Helmet
Just to the left of the outside of the schoolhouse, heading to the submarine, is a seaweed area with a diver's suit. Use the Scissors on the helmet to break it loose.


Wheel
In the submarine, use the Wrench on the steering wheel to break it loose.


Trident
In the stone monument area, to the right of the outside of the schoolhouse, is a statue holding the trident. Click on the ceiling when the mouse changes to an up arrow to move to a slider puzzle. Click on a square next to the empty black one to move that square into the hole. Continue moving squares until the hole is above the trident. Then click on the trident to slide it free.


Cork
In the area below the schoolhouse is the cork. Replace the cork with the Pipe to get the cork.


Pulley
Hidden randomly throughout the map are 5 purple sea urchins. Collect all 5, then go to the Pulley Emporium and buy a pulley for 5 purple sea urchins. One sea urchin will be on a ledge right before the crab game (get there by taking the series of paths to the up left from just outside the schoolhouse). You will need the Slingshot to knock it down.


Life Preserver
Give a Worm Doodle to Eddy the eel. Get to Eddy by going to the left just outside the schoolhouse until you get to an abyss, then go through the hole near the top of the screen.


Mock-Stock-Mibble-Bock-Wopper-Bopper
Give the Manta Ray the Trophy. The manta ray is found right after going up right from just outside the schoolhouse.


Rope
Just outside the sub, above the captain, is the rope tied in a knot. You'll need the Book about Untying Knots to get it loose. Get to the sub by going left just outside the schoolhouse.


Once you have all 5 parts for the Ghost Trap, Return to the Schoolhouse, complete the Ghost Trap, find out who that ghost REALLY is & you'll beat the game.
5. Game Items & Locations
= Options
Quit Bubble: Exits to Windows


= Items
Wrench
In the area below the schoolhouse, to the left on a bolt, is the wrench. This is only found if you need the Wheel. The wrench is used to pry the steering wheel loose from the sub.

Scissors
Right after exiting the classroom, the green scissors are on a shelf above you. They are used to get cut the Helmet loose, and also to cut the fishing line to get the Worm Doodle. If you don't need to find the Helmet or Life Preserver, you won't see the scissors.

Oil
Inside the sub, on a shelf up to the right, is a bottle of oil. Use this to get the Pipe, which is to the right outside the schoolhouse or attempt to get the Steering Wheel which is in the submarine. This will only appear if you need the cork for the trap.

Super Slingshot
If Casey isn't wearing his glasses, you'll need to get the slingshot. Casey is found to the right outside the schoolhouse. Go into the hole next to Casey with Luther, and when he starts bouncing up and down on the orange springy stuff, click to the down left to head in that direction and get the glasses. The slingshot is used to get a sea urchin up on a ledge found right before the crab game (go to the top left outside the schoolhouse to get there). You will only find the slingshot when you need the pulley.

Pipe
Just after Casey, before the stone monument with the slider puzzle, will be a pipe lying on the ground. Click on the pipe, and then a turtle will get his neck stuck in the pipe. Use the Oil to get his neck loose. Then go into the area below the schoolhouse and use the pipe to replace the Cork. The pipe won't appear if you don't need the cork for the trap.

Worm Doodle
Just after the stone monument with the slider puzzle (to the right outside the schoolhouse) will be a fishing line, and on the bottom will be a chocolate-covered worm doodle. Use the Scissors to cut it from the fishing line. Then give it to Eddy the eel to get the Life Preserver. The worm doodle won't appear if you don't need the life preserver for the trap.

Mr. Triplefin's business card
Go to the Hall of Fame (just go up right from outside the schoolhouse to get to it). Inside to the left is a case with a trophy inside. Click on the lock to slide the business card free, then click on the card to add it to your inventory. Then go to Mr. Triplefin and give the card to him to get the Combination Paper. To get to Mr. Triplefin, go to the up left from outside the schoolhouse, and just after the several pools of water that you must jump across is a hole to go deeper. Inside is Mr. Triplefin. Mr. Triplefin's card, and the trophy in the case, won't be there if you don't need the Mock-stock-mibble-bock-wopper-bopper.

Combination Paper
Give Mr. Triplefin his business card to get the combination paper. Use this to open the lock on the trophy case in the Hall of Fame. When at the Hall of Fame, click on the lock, then click on the paper to show the paper, then match the numbers on the lock to those on the paper. To change the numbers, click on the number to increase it by 1 (or lower it back down to 0 if it's at 9). Then click the handle once it's entered correctly to open the case and get the Trophy.

Possible Combinations (Randomized per playthrough):
1. 586
2. 765
3. 825
4. 599
5. 940
6.

You can't get the combination paper if you don't need the Mock-stock-mibble-bock-wopper-bopper for the trap. The trophy won't be in the case.


Trophy
Open the case in the Hall of Fame using the Combination Paper to get the trophy. Give the trophy to the manta ray to get the Mock-stock-mibble-bock-wopper-bopper for the trap.

Book about Untying Knots
This item is found right before the vent area below the schoolhouse, to the left before the square passage downward. Just go through the secret basement area of the schoolhouse and continue following the path and you can't miss it. It is on a shelf to the far left of the screen. Use it to untie the Rope. Once you get to the rope, click on the rope, then click on the book. You can click on the cover of the book to open it. Click on the right page to turn the page to the right, and on the left page to turn it back to the left. Match the picture in the book to the knot, then click on the strands of rope in the same order that the book tells you to untie the knot. If you click on the wrong strand, another knot will form and you'll have to turn pages to match it up again.


Sea Urchins
You need 5 of these purple sea urchins to get the Pulley. One of them is on a ledge right before the crab game; use the Slingshot to knock it down. The other sea urchins are hidden randomly throughout the area. When you see one, click on it. You only need the sea urchins if you need the pulley. The sea urchins will still be around even if you don't need the pulley, so need to collect them if you don't need the pulley.
5-1. Game Item Usages
= Key Items
Life Preserver: One of 8 Key items to Build the Ghost Trap

Cork: One of 8 Key items to Build the Ghost Trap

Trident: One of 8 Key items to Build the Ghost Trap

Rope: One of 8 Key items to Build the Ghost Trap

Diver's Helmet: One of 8 Key items to Build the Ghost Trap

Mock Stock Mibble Bock Wopper Bopper: One of 8 Key items to Build the Ghost Trap

Steering Wheel: One of 8 Key items to Build the Ghost Trap

Pulley: One of 8 Key items to Build the Ghost Trap


= Regular Items
Wrench: Used to get the Steering Wheel inside the Submarine

Safety Scissors: Used to get Diver's Helmet near the Submarine & the Chocolate Covered Worm Doodle from the Fishing Line past the Old Ruins.

Purple Sea Urchin: Used to buy the Pulley from Bob at the Pulley Emporium. Costs 5 Purple Sea Urchins.

Oil Can: Used to get the Pipe off Tucker Turtle.

Super Slingshot: Used to get the Purple Sea Urchin off the cliff at the Tide Pools.

Book on Untying Knots: Used to get the Rope from the Sunken Submarine.

Worm Doodle: Used to get the Life Preserver & to get past Eddie the Eel.

Combination Paper: Used to open the Trophy case. The Combination is randomized for each walkthrough.

Trophy: Used to get the Mock Stock Mibble Bock Wopper Bopper from Ray.

Pipe: Used to get the Cork from the Pipe room in the schoolhouse.

Business Card: Used on Mr. Triplefin to get the Trophy Case Combination.
6. Saving & Loading
Saving your Game:
To Save your Game, Press the "S" Key on your Keyboard. A total of 12 Files can be saved at a time. Place the game's screenshot onto the file you want to save & name your Save File to save your progress. You can overwrite a save by placing its screenshot on the game you saved earlier & name it. This can be done anywhere in the game at anytime.

Loading your Game:
To Load your Game, Press the "L" on your Keyboard. You can load your Saved Game
by selecting the screenshot you saved your progress in by clicking on it.
7. HE 1996 Ordering Infomation
REGISTER TODAY!
We have a lot of Fun Things happening a Humongus Entertainment
and we want to share them with you.
Simply Call 1-800-499-8386
8. Your Questions
Please let me know If you have any questions or If I missed anything.
9-1. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
9-2. Secret - Full CD-ROM Install (ScummVM)
Want to play Freddi Fish 2: Case of the Haunted Schoolhouse without the CD?
Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

Then, follow these steps:
1. Insert your Freddi Fish 2: Case of the Haunted Schoolhouse CD into your Disc Drive.
2. Click on QUIT at the autorun.
3. Open the CD
4. Create a new Folder on your C Drive and Name it: "HEGames".

5. Create a New Folder in your HEGames Folder & Name it "Freddi2"

6. Copy the Freddi Fish 2: Case of the Haunted Schoolhouse CD Files to your Freddi1 Folder on your Hard Drive.

7. Run the ScummVM Installer & follow the instructions shown.

8. DON'T Open Freddi Fish 2: Case of the Haunted Schoolhouse just yet. If you're using a newer computer, you'll need to use the ScummVM Emulator.

9. Open ScummVM
10. Select "ADD GAME"

11. Find the folder where Freddi Fish 2: Case of the Haunted Schoolhouse is Installed on your Hard Drive, select CHOOSE & then select OK. After that, the game should be added to the ScummVM Library.

12. Highlight Freddi Fish 2: Case of the Haunted Schoolhouse,
then Double-Click on it to start or select START.

13. Enjoy
10. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
11. The Junior Adventure Series


Challenge & Inspire Young Players to think for themselves in creative & flexable ways. Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:

1. Critical-Thinking Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
1 Comments
Smitty Werben Jäger Man Jensen Sep 13, 2021 @ 9:40pm 
Just letting you know, I got a combination of 662 during my play through of Freddi Fish 2: The Case of the Haunted Schoolhouse by Humongous Entertainment :steamthumbsup: :sans: