Freddi Fish 2: The Case of the Haunted Schoolhouse

Freddi Fish and The Case of the Haunted Schoolhouse is the second outing of Freddi and Luther, where a ghost haunts their school and steals all the toys on show and tell day. In order to catch it, they decide to finish an extremely elaborate Rube Goldberg trap that was so conveniently there when they needed it.

Unused Text
As with many other Humongous games, this one has subtitles that are inaccessible in this game unless you put TextOn=1 in hegames.ini or in scummvm.ini, or if you enable them with ScummVM's UI.

Debug Mode
As with many Humongous games, this one includes debug rooms for easy testing. On the original interpreter, these can be accessed by adding the following line to hegames.ini: SputmDebug=72296

Room Select


This allows you to jump to any room. To access it, press Shift+G or type "room 43" in ScummVM's debugger.

Item Select


This screen allows you to pick up any item at any time. To access it, press Shift+I or type "room 44" in ScummVM's debugger.

Path Select


Here, you may go to any path you want to. Shift+C does not work for this one though, and the only way to make it here on the original interpreter is to use Ctrl+G to bring up the room goto window and type "45", or type "room 45" in ScummVM's debugger. Unlike most other path debuggers, this one allows you to randomize it. If you pick more than five paths or five urchin locations though, they are randomized based on which ones you picked.

Fast Mode
With debug mode enabled, it is possible to press Ctrl+F to enable fast mode on the original interpreter. It turns off "min jiffies" (as the SCUMM developers called it) and puts everything in turbo speed.

Room Goto
Pressing Ctrl+G brings up the room goto box.

Object Pickup
Ctrl+O prompts which object number you want to pick up.

Change Variable
Pressing Ctrl-E first asks for a variable number to change, then gives the value of that variable and prompts the user for a new value to set it to.

LateNightClassCam


By inputting LateNightClassCam=72296 into hegames.ini or scummvm.ini, you will trigger a hidden Easter Egg. By clicking on the globe on the top left part of the classroom, a duplicate of the screen will show up on the chalkboard.

Always Show Ghost Scenes
By inputting SeeGhostScenes=72296 into hegames.ini or scummvm.ini, the ghost scenes will always appear no matter what. Without it they only appear occasionally.

E3 Demo
By inputting E3Demo=72296 into hegames.ini or scummvm.ini, the E3 demo is triggered. It is nearly identical to the regular demo, except it also includes the first screen of the schoolhouse and Casey's screen. Beyond that, it's the same as the real demo, where you solve the puzzle with Tucker getting his head caught in a pipe.

Unused Dialog


Should you somehow pick up more than five purple sea urchins (it is actually possible if the game glitches), there is some dialog for it and it's even properly written into the game code. There are no graphics for more than five urchins, but this dialog is spoken if it is examined. After seven, Freddi just says she has enough.

Unused Music
When the great Titanic sank Leaving its twisted remains I made my way through the metal debris To find this pulley in chains!

An unused song for the Pulley salesman. It was probably cut due to the fact that the Pulley Emporium doesn't have more than 4 pulleys.

The ending theme consists of three separate themes all stringed together for one scene, with each set to play at a certain point. The first plays when the ending starts (obviously), the second plays when the ghost first walks in, and the third plays after the trap is finished. Even though none of the three are heard in full in the actual game, how much you actually do hear of them varies widely -- if you play the game from the CD or an older computer, you're generally going to hear a whole lot more of it because of the frequent pauses due to loading. If you play it off your hard drive, you hear much less of it. Typically, the first two themes are only heard for about thirty seconds (leaving nearly half of them unheard) while the third one is almost heard in its entirety, cutting off when only a few seconds of it are left.