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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.
How to download and run Freddi Fish: Coral Cove on your PC and Mac. Freddi Fish: Coral Cove For PC can be easily installed and used on a desktop computer or laptop running Windows XP, Windows 7, Windows 8, Windows 8.1, Windows 10 and a Macbook, iMac running Mac OS X. This will be done using an Android emulator.
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. 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. = 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. 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'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. 765 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.
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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.
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. 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: Then, follow these steps: 1. Insert your Freddi Fish 2: Case of the Haunted Schoolhouse CD into your Disc Drive. Click on QUIT at the autorun. Open the CD 4. Create a new Folder on your C Drive and Name it: 'HEGames'. 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. Run the ScummVM Installer & follow the instructions shown. 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. 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. Highlight Freddi Fish 2: Case of the Haunted Schoolhouse, then Double-Click on it to start or select START.
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.
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