Challenge 7: Poor Ol’ Fiddlesworth!


Challenge 1: Billiard Room Bust-Up! | Challenge 2: Bring out the Imps! |
Challenge 3: Super Duper Super Scary Shock! | Challenge 4: Friday Night at the Embassy! |
Challenge 5: Soak-A-Zombie! | Challenge 6: A Touch of Frost! | Challenge 7: Poor Ol’ Fiddlesworth! |
Challenge 8: Who’s the Daddy? | Challenge 9: Smash the Study, Buddy! | Challenge 10: Chop Socky Whacky! | Challenge 11: Amber Wants a Kiss! | Challenge 12: Hey, Big Swinger! | Challenge 13: Gone to Pot! |
Challenge 14: Kick ‘Em Quick! | Challenge 15: Take out the Trash! | Challenge 16: Dirty Laundry! |
Challenge 17: Catch the Cowards! | Challenge 18: Bedtime Gory! | Challenge 19: Who’s Still the Daddy? | Challenge 20: (Don’t Fear) The Reaper! | Challenge 21: Play it again, Son!


CHALLENGE 7: POOR OL’ FIDDLESWORTH!



Scenario: Pluck my pickle! Ghoulhavens’ Groundskeeper has found himself in quite the spot of bother with the resident Imp Ghoulies. Seeking vengeance for their fallen brother, Roger the Cabin Boy, they’ve taken to targeting Fiddlesworth from all sides and charging in one at a time. It’s up to Cooper to take care of these ankle-biters before they cover enough ground; if even one makes it past your vigilant watch to swat at Fiddlesworth you’ll have to start the entire Challenge over again. It’s a bit of an endurance match really, the longer you manage to ward off the impeding Imps, the higher your reward in the end. You’ll have to strive for an entire minute of Ghouly-free interference if it’s Platinum Prizes you seek.


Strategy: While there isn’t much to help you endure this challenge aside from your own quick reflexes, a Turbo Cooper Super Soup Tin may be found and utilized at the beginning of the challenge if you turn around from where you start off and head towards the large stage of hay bales. Behind these bales you’ll manage to spot the Turbo Cooper Tin, pick it up quick-like and then rush back towards Fiddlesworth; you’ll only have a total of 7 uninterrupted seconds to wander off before the Imps make themselves known, so this bit of leeway at the beginning is opportune to snatch up the Tin. Once you’ve returned to Fiddlesworth you’ll likely spot the first Imp hop out from the dismantled wagon where we were facing when we started off – deal with the Imp with two swift kicks and be sure that it doesn’t cover too much ground. Once you’ve done that, spin around on the spot and you’ll manage to catch the next Imp as it bounds out from the well in the center of the area. Akin to the others, you’ll be tasked with intercepting this Imp with a jaunty kick and then finishing it off with another to send it skyward. The third Imp will leap out from the hay bale pile that we found our Turbo Cooper Tin behind, and the forth Imp will spring out from the fence just behind Fiddlesworth. Once you’ve managed to take out both of these Imps, the pattern will reset and you’ll find the fifth Imp lunging out from the dismantled wagon, then the well, hay bales and fence to complete the sequence. While your Turbo Cooper is about to wear as you reach the second round, you shouldn’t have much trouble in dispatching the Imps without the tin as you keep the Imps order in mind. Once you manage to complete the second round you should manage to find yourself at the 40 second mark, nearly at the Gold medal safe haven; from here you’ll have to prepare yourself as the Imps will appear much quicker, and they aren’t going to wait until you’ve dispatched their previous brother to spring out and make headway towards Fiddlesworth. The easiest way to deal with these new developments is to attack the nearest Imp only once to have them enter a dizzied state; doing so will prevent them from moving towards Fiddlesworth for a lengthy duration, with the added benefit of allowing you to take on the other Imps in the meantime – just make sure to come back and finish them off! Be sure to stick around Fiddlesworth in order to utilize your space effectively and you shouldn’t be too overwhelmed when the pattern quickens its pace. Once you’ve managed to endure the challenge for an entire minute you’ll have earned the Platinum, which should come at the start of round five. While it can be rather annoying if a single Imp manages to make it through to Fiddlesworth despite your best efforts, with a little practice you should manage to sneak away with the Platinum medal.


Bronze Medal: Protect Fiddlesworth for 15 Seconds.


Silver Medal: Protect Fiddlesworth for 30 Seconds.


Gold Medal: Protect Fiddlesworth for 45 Seconds.


Platinum Medal: Protect Fiddlesworth for 60 Seconds.