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Scooby-Doo! Night of 100 Frights™ - The Mastermind has kidnapped Mystery Inc

Gameplay & Walkthroughs

Scooby-Doo! Night of 100 Frights™

GameCube® Scooby-Doo! Night of 100 Frights™ game box front.
  • Developer: THQ
  • Publisher: Heavy Iron Studios
  • Game Rating: E (Everyone) [Comic Mischief]
  • Published Date:September 16, 2002
  • $48.99 / $4.99 Game Stop
  • Players: 1

Information

The Mastermind has kidnapped Mystery Inc, and it's up to Scooby-Doo to search for his lost friends. Guide Scooby through 12 huge levels that include a creepy mansion, a spooky cave, a ghostly graveyard, and a perilous pier. As you search for clues, you must avoid classic Scooby-Doo monsters, use wacky inventions, eat Scooby Snacks, and gather power-ups. Do you have what it takes to foil the Mastermind's plan to rid the world of Mystery Inc?

Scooby-Doo! Night of 100 Frights™ challenges the Scooby Gang to cleanse Daphne's uncle's haunted mansion. Spanning 12 huge platform-laden levels, Night of 100 Frights boasts various creepy locales like caves, graveyards, and the mansion itself as players explore four unique worlds inspired by the timeless cartoon series. Just be sure to avoid the 20 perilous monsters waiting to get their hands on everyone's favorite slacker dog and do not forget to find the hidden power-ups that can unlock special DVD features and secrets. Best of all and keeping things entirely authentic, Scooby's first PS2 adventure even boasts the same voice talent used for the cartoon series. Zoinks!

Your objective is to solve the mystery of the disappearance of Professor Alexander Graham. To complete the game 100% and unlock all the monsters and concept art in the gallery you must collect every single Scooby snack, snack box and monster token. You can however finish the game (beat the final boss and solve the mystery) without collecting every single item. Note: This guide does not contain spoilers and will not ruin the enjoyment of solving the mystery.

  • Explore 12 beautifully rendered levels within four worlds based on the classic Scooby-Doo cartoon
  • Avoid 20 creepy monsters from the Scooby-Doo universe to solve the mystery
  • Power-ups unlock secret areas and bonus DVD features giving players added replay value
  • Familiar celebrity voice talent, including some of the original Scooby-Doo cartoon voice actors

Scooby-Doo! Night of 100 Frights™ is an easygoing adventure game that manages to perfectly duplicate the look and feel of the cartoon series on which it is based. Although this is not one of the finest-looking games for the Xbox console, those who are even remotely familiar with the characters and stories in a typical Scooby-Doo episode may still get a kick out of it.

A lot of what is in the TV show is in the game. there is the gang chatter, Velma losing her glasses, and Shaggy overusing the word 'zoinks.'

Story

The story revolves around the gang's trip to a seaside mansion that is owned by one of Daphne's college buddies. As Shaggy points out early in the game, the mansion is haunted. Soon after the game opens, Shaggy, Fred, Daphne, and Velma disappear, for a variety of reasons, leaving you in control of Scooby-Doo — the tireless talking pooch known for such timeless phrases as “ruh-roe” and "Scooby dooby doo!" As you explore the more than 80 different levels, in and around the mansion, you find yourself in situations reminiscent of events that you have probably seen in episodes of the cartoon. Twenty of the show's most memorable villains make appearances in the game, as do a number of familiar guest cast members, like Tim Conway and Don Knotts.

Game Actions

Scooby's basic actions are fairly standard. You can run, jump, and bash monsters. You can also talk to friendly characters that you will meet in the story. The inventions, scattered throughout the mansion, give the game most of its depth. They allow you to dig for treasure, walk through tar, fly across long distances, and perform actions that Scooby could not normally accomplish. In the course of solving the case, you need to track down eight of these inventions and gather hundreds of Scooby Snack items in order to access all areas of the mansion.

Even though some of the gameplay feels generic, the Scooby-Doo license never seems pasted on. The majority of areas in the mansion include the typical sorts of situations you have come to expect from 3D platformers — namely, switch puzzles, platform jumping, slippery surfaces, rope swings, and the occasional battle against a boss character. However, these situations are representative of the kinds of things Scooby would do in a typical episode of the show. The game also does a nice job of varying the presentation of these situations in order to keep them fresh. Sometimes you will navigate an area that is fully 3D and allows for unlimited exploration, while at other times your movement is limited to the horizontal or vertical axis and involves leaping over pits or outrunning a rampaging flood.

Visually, Scooby-Doo! Night of 100 Frights has a grainy and washed-out look that resembles the sloppy artwork of the cartoon show. The backgrounds and textures aren't exceptionally detailed, but the fact that they genuinely resemble settings from the show compensates for the lack of technical horsepower. The character animation is also pretty good, especially for the 20 or so familiar Scooby-Doo monsters you will encounter. Every last detail is accurate, right down to the lip-syncing and clothing. The camera perspective can be pretty annoying at times, since the viewpoint tends to shift unpredictably and often fails to reveal dangers lurking just outside your field of vision.

While Night of 100 Frights is new to the Xbox, it actually made its debut on Sony's PlayStation 2 almost 15 months ago — in May of 2002. THQ should have used the interim time to improve the game in some significant way, either by including additional levels or by upgrading the game's modest, albeit tolerable, visuals. Instead, the Xbox game is simply a carbon copy of the earlier PS2 and GameCube versions. This point is relevant for a number of reasons. Chief among them, the game looks like a run-of-the mill PS2 game from 2002. Graphics tend to improve from year to year as developers become more familiar with a console's capabilities. This not only puts Scooby-Doo! Night of 100 Frights far behind the curve, when compared to the majority of Xbox games, but it also puts Scooby-Doo! far behind a number of recent PS2 games as well. If you haven't played the game before, or are picking it up as a gift for someone else, the dated visuals probably will not pose a problem. Those of you who already own the game for the PS2 or GameCube should steer clear of the Xbox version, however, since there is nothing new or exciting to justify a second purchase. Not even 480p progressive scan support, which has become quite commonplace in Xbox games nowadays.

Swinging from chandeliers is a common practice in the game — not that it is a bad thing.

The audio is somewhat low-key, although appropriately so. The soundtrack is quiet and spooky, though there are a few humorous overlays; they include ghosts and bats that caterwaul in the distance and a laugh track that pipes up every time Scooby uses one of the professor's inventions. During boss battles, there are sing-alongs that feature the game's voice actors, much like you'd see in an actual Scooby-Doo cartoon from the 1970s. Generally speaking, there is a lot of voice-over work in the game. THQ was smart to recruit the same set of actors from the recent made-for-video Scooby-Doo releases. Their performances provide a level of authenticity that's absent from so many other cartoon-licensed video games.

For a variety of reasons, Scooby-Doo! Night of 100 Frights will appeal most to young children and to diehard fans of the cartoon show. it is not a particularly lengthy game, but the 10 to 15 hours of first-run play time should suit the intended audience just fine. Above all, the game's story and characters are just as entertaining as an episode of the TV show.

Controls

  • left thumbstick - up/down/left/right
  • square - charge attack
  • x - jump/double-jump
  • L1 - shoot bubble gum
  • L2 - shoot soap bubbles
  • R1 - run
  • R2 - creep/hide
  • X then square - execute a super smash pound

Foes

Caveman

requires two hits to defeat - the first will only stun temporarily. Helmet charge or Super smash.

The Creeper

requires two hits to defeat - the first will only stun temporarily. Helmet charge or Super smash.

Funland Robot

requires two hits to defeat - the first will only stun temporarily. The first hit must be a helmet charge to knock him to the ground. The second hit must be a Super Smash from above to destroy him

Gargoyle

one hit to defeat. Super smash from above is best.

Ghost Diver

one hit to defeat. Helmet charge or Super smash.

Captain Moody's Ghost

one hit to defeat. Super smash from above is best.

Geronimo

one hit to defeat. Helmet charge or Super smash.

Ghost

cannot be defeated, but can be temporarily trapped in bubbles.

Headless Spectre

one hit to defeat. Helmet charge or Super smash.

Sea Creature

equires two hits to defeat - one will only stun temporarily. Helmet charge or Super smash.

Scarecrow

one hit to defeat. Helmet charge or Super smash.

Space Kook

one hit to defeat, but he will reappear again soon after. Helmet charge or Super smash. Space Kooks are a great source of health as they reappear infinitely.

Tar Monster

one hit to defeat. Helmet charge or Super smash.

Witch

one hit to defeat. Super smash from above is best.

Witch Doctor

one hit to defeat. Helmet charge or Super smash.

Wolfman

one hit to defeat. Helmet charge or Super smash.

Zombie

one hit to defeat. Helmet charge or Super smash.

Black Night

lightning bolt

Redbeard's Ghost

falling treasure chest

Green Ghost

grave vacuum

Mastermind

electricity

Power Ups

Map

enter the mansion and talk to Holly in Clamor in the Manor! Part 1. Press start to open map screen.

Shovel

speak to the Groundskeeper outside the mansion in The Mystery Machine Part 1. Allows Scooby to dig up flowers. Press circle to dig where single flowers appear.

Springs

found at the left screen end of the tar-covered dock in Fear on the Pier! Part 2. Allows Scooby to jump twice as high and in mid air. Press jump twice to double-jump for extra height.

Slippers/lampshade

speak to the Groundskeeper in On Edge in the Hedge! Part 2. Allows Scooby to pass by enemies undetected. Press R2 to sneak or hide.

Suit of Armor

found in Don't Look Down, Scooby-Doo! Part 1. Allows Scooby to pass by enemies undetected. Press R2 to sneak or hide.

Football helmet

found on top of the mountain in Chills and Spills on Haunted Hill! Part 3. Allows Scooby to charge at enemies and buttons. Press square to charge attack.

Galoshes

beat the boss in A Dark and Stormy Knight! Part 3. Allows Scooby to walk on sticky surfaces, such as tar. Context sensitive.

Plunger boots

found in Creepy Crawlies in the Hallways! Part 3. Allows Scooby to climb up steep inclines. Context sensitive.

Super smash

on top of the lighthouse in Lighthouse Fright House! Part 1. Allows Scooby to pound enemies and buttons from above. Jump and press square while airborne to pound.

Super sonic smash

found in Misbehavin'? Cause a Cave In! Part 3. Allows Scooby to temporarily stun nearby enemies. Jump and press square while airborne when near an enemy.

Umbrella

beat the boss in Gloom & Doom Down in the Tomb! Part 3. Allows Scooby to float down gradually from heights. Activates after a jump has reached maximum height. Keep the jump button depressed after jumping to float.

Bubble Gum

beat the boss in Shiver Your Timbers, Scooby! Part 2. Allows Scooby to shoot gum at an enemies feet, temporarily sticking them to the floor. Press L1 to fire.

Soap Bubbles

found in Who's Yella' in the Cellar? Part 4. Allows Scooby to shoot a soap bubble at an enemy, temporarily encasing them in a large bubble that may be used as a stepping stone to access heights. Press L2 to fire.

Walkthrough

--- The Mystery Machine Part 1 ---
Activate the warp gate (machine with the spiral on it) but do not enter it.
Collect 7 snacks on the path to the Mystic Playground gate.
Collect 5 snacks on the path to Smuggler's Cove gate.
Collect 6 snacks outside of the mansion front door.
Collect 5 snacks on the LS side of the mansion, under the flapping shutters.
Collect 3 snacks on the path to the Haunted Hedge Maze gate.
Collect 5 snacks DS from the seat that is near the 3 flowers.
Collect 5 snacks on the path DS of the fountain by the main entrance gate.
Enter the Mystic Playground gate.


--- The Mystery Machine Part 2 ---
Collect 18 snacks leading to the teeter totter.
Collect 9 snacks on top of the platforms leading to the monster token. Collect
the monster token (Gargoyle). Don't worry if the platforms collapse - they will
rebuild shortly.
Collect 10 snacks by swinging from the 2 tyre swings.
Collect 12 snacks in the ice rink.
Collect 13 snacks by jumping on the trampoline and sliding down the slide.
Collect the remaining 20 snacks by swinging from the suspended flying tyre.
ALL SNACKS COLLECTED. 118/118. YAY!


--- Clamor in the Manor! Part 1 ---
Stand before the snack gate and enter the mansion.
Collect 5 snacks leading up the stairs. Grab the key and return downstairs.
Enter the US door and get the map from Holly.
Collect 5 snacks in this hallway. Enter door on RS.
Collect 12 snacks and 2 snack boxes.
Head LS and return to the Mystery Machine (outside the front of the mansion).


--- The Mystery Machine Part 1 ---
Speak to the Groundskeeper and get the shovel (stand over a flower and press circle to dig). Dig the flowers to retrieve the key that opens the gate to Smuggler's Cove. Enter this gate.


--- Shock on the Dock! Part 1 ---
Collect 19 snacks by heading RS screen, avoiding the enemies (ignore the snack box in the air). You will drop down a level where a large ice block sits. Collect the 4 snacks that surround it and the 1 snack inside it. Head RS and upward, entering the door at the top on the right.


--- Shock on the Dock! Part 2 ---
Collect 10 snacks. Collect 2 snack boxes by throwing Shaggy into the air. Throw Shaggy up to the life buoy and swing to the right, landing on the crate with the arrows. Head RS under the suspended crate, collecting 17 snacks that lead to the warp gate (ignore the snack boxes in the air near the ice block). Activate the warp gate but do not enter it. Collect 1 snack box in front of the snack gate. Enter the snack gate.


--- Fear on the Pier! Part 2 ---
Head LS up the ramp, collecting 14 snacks. Enter the door.


--- Fear on the Pier! Part 3 ---
Head LS and collect 8 snacks on the tar-covered pier. Get the springs power up (press x twice to double-jump for extra height). Walk back to Fear on the Pier! Part 2.


--- Fear on the Pier! Part 2 ---
Walk RS down to the small power boat. Ride it back to Shock on the Dock 2.


--- Shock on the Dock! Part 2 ---
Head LS back to Shock on the Dock! Part 1.


--- Shock on the Dock! Part 1 ---
Once you enter this level, double-jump LS over the gap that contains the sandwich and the rat. Collect 1 snack box. Wait for the pelican to appear and ride it back to the beginning of the level, collecting 11 floating snacks. Use the lone barrel of fish RS of the Groundskeeper to retrieve 2 snack boxes that are on top of the roof, above the two crabs. Return LS to the Mystery Machine (outside the front of the mansion).


--- The Mystery Machine Part 1 ---
Get the floating key outside the Haunted Hedge Maze gate and enter it.


--- On Edge in the Hedge! Part 1 ---
Collect 15 snacks and 1 snack box. Jump onto the floating marble tables to collect 17 snacks. RS of the monster token are 2 snacks and 1 snack box, followed shortly by another 2 snacks and 1 snack box. After the two Wolfmen appear, keep heading RS until you find a seat. Directly to the right of the seat is a hidden path through the hedge that conceals 8 snacks and a Witch. Return to the seat and head DS, collecting 23 snacks as move onward, jumping over the smoking pits. Exit via the gate.


--- On Edge in the Hedge! Part 2 ---
Head DS, collecting 15 snacks and 1 snack box. Ride the floating table up to the next level and collect 6 snacks. Talk to the Groundskeeper and get the slippers and lampshade (press R2 to use). Head RS and collect 4 snacks and 2 snack boxes near the poisonous plants. Collect a further 24 snacks on your way RS to the exit gate (ignore the snacks in the distance).


--- On Edge in the Hedge! Part 3 ---
Collect 1 snack box and dig the flower near the scarecrow to uncover 1 snack box. Head RS and collect 42 snacks, jumping on the platforms. Ignore the snacks US on the tar path. Where the tar path ends RS collect 1 snack box. Exit via the RS gate.

--- On Edge in the Hedge! Part 4 ---
Ride on Shaggy's tractor to collect 75 snacks and 3 snack boxes.
Activate the warp gate but do not enter it.
Activate the snack gate and enter it.


--- it is a Mean Greenhouse, Scooby! Part 1 ---
Collect 1 snack box and 5 snacks. Head RS up the stairs to collect 20 snacks and 1 snack box. Collect 1 snack box RS of 2 Zombies. Jump to the chandelier and pull it downward, collecting 9 snacks. Once you are on the first pivoting platform, jump RS again to collect the 11 snacks on your right. Head down the steps over the poisonous plants, collecting the 10 snacks that arc down over the plants (ignore the snacks that arc upwards). Exit via the RS door.


--- it is a Mean Greenhouse, Scooby! Part 2 ---
Collect 1 snack box and 16 snacks moving RS.
Collect 2 snack boxes by the cauldron.
Collect 6 snacks and 1 snack box by the Zombie.
Collect 15 snacks and activate the warp gate but do not enter it.
Activate the snack gate and enter it.


--- Chills and Spills on Haunted Hill! Part 1 ---
Collect 1 snack box and head RS up the slope to collect 6 snacks (5 on the
ground and 1 in the air - ignore the snacks that are higher up).
Dig the flower by the Zombie to get 1 snack box.
Return to the fork in the path by the Wolfman and head DS.
Collect 37 snacks along the path.
Exit via the gate.


--- Chills and Spills on Haunted Hill! Part 2 ---
Collect 4 snacks and 1 snack box. From the first shooting cherub statue, head RS and collect 19 snacks (ignore the snacks above the Scarecrow). Exit via the RS gate.


--- Chills and Spills on Haunted Hill! Part 3 ---
Collect 2 snack boxes near the poisonous plant. Col1ect 11 snacks from the area in front of the Witch. Do not go RS past the spider just yet. Activate the warp gate behind the witch but do not enter it. Return to the ledge that has the spider below it and collect the 6 snacks. Continue RS and jump on the bat, launching yourself onto the ledge above it. Collect 3 snacks on the ledge. Return to the path below and collect 26 snacks on the unstable platforms. Continue up the mountain path, collecting 41 snacks and 1 snack box (pass by the large spider web). Get the helmet power up and smash the crate (press square to charge). Collect 4 snack boxes. You can now destroy most enemies with this attack. Return to the large spider web you just passed. Charge it and return to On Edge in the Hedge! Part 1.


--- On Edge in the Hedge! Part 1 ---
Collect 10 snacks.
Head DS through this level until you come upon the monster token (Wolfman).
Charge through the gate to retrieve it.
Backtrack LS to the beginning of this level and return to the mansion. Go
inside the mansion.


--- Clamor in the Manor! Part 1 ---
Return to the ground floor hallway where Holly gave you the map.
Charge the book that protrudes from the bookcase.
Collect 5 snacks and 1 snack box.
Exit via the bookcase at the far end of the passage.
Double-jump up to the chandeliers to find 2 snack boxes.
Exit via the RS door.


--- Clamor in the Manor! Part 2 ---
Charge the first cobweb-covered fireplace and collect 11 snacks and 2 snack
boxes (charge the crate).
Return through the fireplace you entered and charge through the second
fireplace that appears right screen, collecting 7 snacks. Ignore the snack box
in the air.
Exit via the RS door.


--- Clamor in the Manor! Part 3 ---
Collect 25 snacks in this room. Remember to explore the area down screen from
the fireplace.
Collect 1 snack box, hidden under the collapsing floor boards near the Wolfmen.
Collect 1 snack box in the flames issuing from the fireplace.
Collet 1 snack box in the air above the cupboard.
2 snack boxes are suspended over the smoking pit.
1 snack box is in the room concealed by the cobweb.
Exit via the RS door.


--- Clamor in the Manor! Part 4 ---
Collect 28 snacks and 1 snack box.
Kill all the enemies and stand on the switch near the RS door.
Retrieve the key from the stove.
Now stand on the stove to the right of the refrigerator. This will reveal a
secret sliding panel that is covered in cobwebs.
Charge the cobweb and enter this passage, collecting 3 snacks and 1 snack box.
Exit via the bookcase.
Continue RS through to the next hallway.
Kill Geronimo and enter the secret passage he appeared from - do not charge the
large cobweb yet.
Charge the bookcase on your left to reveal 1 snack box.
Continue along the hidden passage and collect 4 snacks and 1 snack box near the
ceiling.
Activate the warp gate but do not enter it.
Return to the hallway and charge the large cobweb.
Activate the snack gate and enter it.


--- Mind Your Manors! Part 1 ---
Collect the 4 snacks that surround the Witch.
Stand under the save token facing RS. You have to ascend the broken stairwell
avoiding the Ghosts. Wait until the Ghost that moves left to right has his back
to you before beginning your ascent.
Collect 10 snacks along the staircase and 1 snack box at the top of the stairs.
Follow the balcony, collecting 1 snack on the collapsing floorboards.
Collect 4 snacks and 4 snack boxes near the ceiling on either side of the 4
chandeliers. You must double-jump from the nearby furniture placed against the
wall to achieve height. Once you have hold of the chandelier, swing to obtain
the closest items.
Charge the cobweb in the doorway. Collect 1 snack box and activate the fan
button.
Exit via the LS screen door.


--- Mind Your Manors! Part 2 ---
Collect the 4 keys. Enter the doorway behind The Creeper and collect 5 snacks.
Enter the painting above floating table.
Collect 10 snacks and 2 snack boxes on the balcony. Some are quite high and may
be out of view.
Enter the painting above floating table.
Collect 10 snacks and 2 snack boxes above the witches.
Exit via the RS door.
From this balcony you should be able to see a monster token. Collect 6 snacks,
then pull the cord by the painting of the knight. Swing across the chandeliers
collecting 5 snacks and a monster token (Geronimo). If you fall, return back to
this location via the same route.
Return to the balcony with the pull cord by the painting of the knight.
Head through the door that leads to the descending staircase, collecting 4
snacks.
Jump on the bed to collect 1 snack box.
Exit via the US door.


--- Mind Your Manors! Part 3 ---
Collect 6 snacks before leaving the dark wood panelled room with the small
crates. Once you pass through this door you cannot return this way for
sometime, so be sure to collect those snacks that appear DS first.
In the next hallway, avoid the Ghosts and collect 44 snacks. Some may only be
obtained by using the floating carpets to gain height (we will return to this
room later to collect the hidden snacks that are near the ceiling).
Use the chandelier over the misty pit to collect 14 snacks and 1 snack box.
Ride the chandelier around the room and drop off down screen from the Ghost.
Collect 17 snacks and 1 snack box. Stand on the switch to open the bookcase.
Descend the carpeted staircase collecting 11 snacks.
Activate the warp gate but do not enter it (keep your knickers on, we'll be
using these buggers plenty later on).
Exit via the US door.


--- All Scares Upstairs! Part 1 --- Collect 18 snacks on the floor. Use the trampoline beds and chandelier to retrieve 6 snacks from the ceiling and 1 snack box near the Headless Spectre. Jump to the upper balcony and without leaving this room, collect 18 snacks and 1 snack box. Enter the LS door where the Zombie lurks and collect 14 snacks on your way downstairs to the Groundskeeper. Enter the door behind him.


--- Clamor in the Manor! Part 1 --- You are back in the first entrance room. Collect 15 snacks in this room. Collect the two boxes that are resting on the chandelier. Stand on the upper balcony railing and jump from there. Leave the monster token for now - you can collect it once you have the umbrella. Return through the upper balcony door to All Scares Upstairs! Part 1.


--- All Scares Upstairs! Part 1 --- Return to the balcony with the two flaming chandeliers and exit through the door on the RS side of the balcony. Collect 12 snacks in this hall. Collect 29 snacks in the next hall and 1 snack box hidden in the crate. Exit via the RS door.


--- All Scares Upstairs! Part 2 --- Collect 25 snacks about the floor and above the trampoline. Pull the cord and kill the Headless Spectre. Enter the revolving staircase and collect 24 snacks about the floor, jumping the pit to collect those DS. Do not go near the chest on the RS side of the room or you will release bats that will make this next challenge even more of a bitch. Return to the revolving bookcase and allow it to open. Once it is open, jump onto it and launch yourself up to the chandelier, avoiding the Ghost. Collect 2 snacks as you swing LS. Collect the monster token (Witch Doctor) and 7 snacks. Follow the staircase LS and exit via the bookcase. Collect 24 snacks about the floor. Use the trampoline to reach the chandelier and collect 11 snacks and 1 bubblegum. Nah - you can't use that yet I'm afraid. Exit via the LS door with the 'Go Away' mat.


--- All Scares Upstairs 3! Part 3 --- Continue around the upper and lower passage collecting 68 snacks and 2 snack boxes. Do not enter the small arched cobwebbed opening yet. Use the trampoline to achieve height in getting the snacks near the ceiling (don't forget the one above the arched cobwebbed opening). Charge into the arched cobwebbed opening and collect 32 snacks and 2 snack boxes hidden in the crates. Use Shaggy to launch Scooby upwards onto the trampolines. Charge at the button on the upper balcony and jump into Shaggy's arms again. Leave Shaggy standing on the square button and exit via the US door.


--- All Scares Upstairs! Part 4 --- Ok - this room is a real shitter - patience is the key. Use the bed to launch yourself onto the chandeliers, collecting 44 snacks and 2 snack boxes hidden in the crates. Charge at the chests in the lower room and this will trap the bats so that they will not get in your way when you are swinging from the chandeliers. As before, use the furniture lining the upper balcony to leap onto the chandeliers to retrieve 1 snack box. Activate the warp gate but do not enter it. Activate the snack gate and enter it.


--- Don't Look Down, Scooby-Doo! Part 1 --- If that last level didn't get up your goat this one surely will. It may be some small consolation to learn that you've completed 30% of the game so far. Ok - stand on the railing DS of where you are situated and walk LS off the ledge so that you fall to the ground without touching any snacks, other than the one you may land on. Collect the 10 snacks that are here, then walk LS towards the Gargoyle. Use the trampoline to reach the swinging lantern. Swing RS to the ledge, collecting 4 snacks along the way. 5 snacks should be in an arc above where you are situated, so jump onto the roof tiles, springing repeatedly to retrieve them. If you fall, simply trampoline back up again. Move RS again from the point where you retrieved the 5 snacks to the ledge with 4 snacks on it. A bat should appear on your right. Jump to the next ledge and collect 4 more snacks. Ignore the snack that lies down between the ledges and jump RS, collecting 5 snacks from the balcony with the trampoline and rat. Use the trampoline to reach the lantern above, collecting 5 snacks. Swing LS and collect 1 snack, catching the next lantern. Swing again to the left, collecting 1 snack. Swing again to the left, collecting 1 snack box. You should now arrive back at the save point and beginning of this level. Save your game. To your left will be 7 snacks, which you should now collect. If you miss them, simply quit your game and start the game again from this point. Return via the aforementioned route to the ledge that had a bat flying around it, where you were instructed to ignore a snack that appeared in between two ledges. Drop into this gap, collecting 1 snack as you fall. On the lower balcony with The Creeper, collect 11 snacks. See the snacks on the jutting balcony above you? If you stand on the railing of the balcony you are on and jump from there you will make it. Avoid the spider and collect 11 snacks. Jump to the ledge below again and continue RS to find a second Gargoyle. Ignore the Gargoyle, stand DS of his plinth and jump RS to the lantern, collecting 1 snack. Continue jumping RS until you reach another balcony. Collect 9 snacks and enter the door. Quickly return back through the door again (don't worry, there is method in the madness). Swing from the lantern to your left onto the flying carpet, avoiding the Ghosts to collect 12 snacks. Suicide and you will reappear at the door to the next level.


--- Don't Look Down, Scooby Doo! Part 2 --- Collect the 6 snacks that lie before you and smash the first cobweb only for 2 more snacks. Return DS to the doormat and then enter the first door on your left, collecting 3 snacks, 1 key and 6 snacks up the stairs. Jump up to the splintered ledge and continue LS, charging the Witch Doctor while collecting 8 snacks. Use the small crates to jump up onto the flying carpet and charge the Witch Doctor on the right, collecting 4 snacks. Return to the flying carpet. Continue LS, collecting 1 snack and 1 snack box. Kill the Witch Doctor and collect the key. Ride the carpet down the shaft collecting 18 snacks and the final key hidden by the crate. Exit via the door near the painting of Mastermind.


--- Cower in the Tower! Part 1 --- Collect 9 snacks as you descend downstairs to the save token. Kill the Tar Monster and charge the button he was guarding. Head back up the stairs and jump the gap in the staircase to 8 snacks. Charge the Witch Doctor and ride the carpet upwards to collect 22 snacks. The snacks above the tar are beyond your reach, so head through the door.


--- Panic in the Attic! Part 2 --- Collect 14 snacks along the passage before the path slides downwards. Collect 13 snacks on the slide, jumping over the holes as you go. If you miss any snacks simply follow the passage back around to the top of the slide. Collect 21 snacks and 2 snack boxes on the stairway that brings you back to the top of the slide. Ignore the snacks behind the cobwebs on the slide for now. Slide downwards once again, only this time launch yourself up onto the ledge that appears at the bottom of the slide, collecting 3 snacks and 1 snack box. Exit via the door.


--- Panic in the Attic! Part 3 --- Collect 24 snacks and get the key above the second Witch Doctor. Do not charge the cobweb or jump over the tailor's mannequin/crates just yet. Collect 26 snacks and 1 snack box in this corridor, killing the two witches. Now backtrack and charge through the cobweb, collecting 4 snacks, 1 snack box and 1 key that is hidden in the rafters. Drop down. Head LS and continue over the tailor's mannequin/crates that lie blocking the way. Collect 7 snacks, 1 key and 4 snacks before leaving via the LS door.


--- Panic in the Attic! Part 4 --- Collect 31 snacks from the floor (do not jump into the air). Collect 1 snack from the crate near the Headless Spectre and jump to the 2 snack boxes in the larger area below the flaming chandelier (look for their shadows if they appear off screen). Follow the path of snacks that lead over the crates RS, collecting 6 snacks. Hop on the flying carpet and retrieve 14 snacks and 3 snack boxes from the rafters. Double-jump to bridge the gaps between the rafters. Return to the flying carpet and jump left screen over the gap avoiding the flaming chandelier, and then over the next gap, collecting 11 snacks. Collect 9 snacks near the Headless Spectre. Head US. Collect 19 snacks from the floor area with the rolling barrels. Ride the carpet behind the Caveman to collect 2 snacks and 1 snack box from the rafters. Head up the stairs avoiding the rolling barrels, collecting 7 snacks. Activate the warp gate but do not enter it. Activate the snack gate and enter it.


--- A Dark and Stormy Knight! Part 1 --- Avoid The Creepers and lightning to collect 29 snacks and 1 snack box. Activate the switch and run RS, quickly jumping over the sliding iron fence. Collect 8 snacks on the ledge with the two Headless Spectres. Collect 10 snacks from the roofs of the small dormer windows. Enter the french doors that have the bat flying through them. Moving left screen, avoid the flaming chimneys (one hit is instant death). Collect 4 snacks, 1 snack box and 17 snacks. Slide down screen onto the tiled roof. Collect 9 snacks on the balcony with the Wolfmen and 4 snacks from the 2 smaller dormer window rooftops. Jump onto the flying carpet and activate the switch that opens the french doors. Enter the french doors to collect 1 snack box and 1 snack. Exit via the door.


--- A Dark and Stormy Knight! Part 2 --- Collect 35 snacks from the courtyard. You will need to jump to reach some. Use Shaggy to throw you up onto the upper ledge where the railing is broken, up/right screen. Head LS collecting 8 snacks. Head US to the flaming chimney that has 1 snack box above it. Move LS to retrieve 1 snack box from the next flaming chimney. DS from this chimney is a button and 2 snacks. Activate the button and a Witch will appear, totally tripping Shaggy out. Keep moving LS to collect 11 snacks. Jump over the next chimney, collecting 5 snacks. Stand on the next chimney and Shaggy's head will appear. Launch yourself in to the air moving left screen, collecting 30 snacks and 4 keys. Once that nonsense is over activate the warp gate but do not enter it and proceed through the door.


--- A Dark and Stormy Knight! Part 3 --- Ah, your first boss battle. Depending on the random movements of the Witch, the Black Knight and the lightning, this level can be babyass easy or diabolically difficult. Walk down the slope and save your game. Your aim is to electrocute the Black Knight by charging at the buttons that appear underneath him. He must be standing directly above the switch you are pressing to be electrocuted. Each button may only be used once to shock him, and once it has been used it malfunctions, becoming useless. The Black Knight must be shocked 4 times, once by each button to be defeated. Keep the run button depressed at all times to avoid his axe throws, the lightning strikes and the Witch. Keep an eye out for replenishing health items. The battle area is pretty expansive so make use of the DS area while waiting for the Black Knight to appear above the desired button. Keep double-jumping and remain airborne as long as possible to avoid the shock waves from the axe strikes and electrified puddles. Don't listen to the lyrics - they are mind-boggingly bad and will only compound your frustration. Once you've defeated the Knight Black, jump up to the cage that imprisons an insanely neurotic Velma and earn your next power up - banana-flavoured galoshes. Exit via the door near where Velma was caged.


--- Cower in the Tower! Part 1 --- Collect 2 snacks, 1 bubblegum inside the crate and a monster token (Black Knight). Activate the warp gate but do not enter it. Head downstairs and retrieve 3 snacks. When you land on the tar you will notice that your galoshes appear. Groovy. Jump back up to the warp gate and prepare for your first warping experience. Warp back to The Mystery Machine Part 1.


--- The Mystery Machine Part 1 --- Enter the gate to Smuggler's Cove.


--- Shock on the Dock! Part 1 --- Man, are you gonna be over fish by the time this level's done. It shoulda been called 'Botany Monotony', only there is no plants and very little foliage and... um... back to the fish. Ok - everytime you see a barrel that's overflowing with fish from this point on, charge attack it. It may contain useful health items or snacks. Or fish. Smash the 3 barrels that block your path RS of the Groundskeeper, collecting 3 snacks. Find 1 snack inside the barrel that stands alone in between the two buildings. Find 2 snacks inside the barrels near the two crabs, and 3 snacks inside the 3 barrels to the right. Smash the two barrels that are balanced on top of each other for 2 snacks. On the corner of the dock above the lamp post is 1 snack box. Smash the nearby barrel to reveal a button. Jump from the button to get it. Continue moving RS until you arrive at the exit door.


--- Shock on the Dock! Part 2 --- Continue right until you reach the ice block containing the Caveman. Jump up and swing from the life buoy to reach the 2 snack boxes in the air. Continue on past the warp gate and smash the 3 barrels that lead to Crusty's Cannery, collecting 1 snack. Enter the cannery.


--- Fishy Clues for Scooby-Doo? Part 1 --- First of all, save your game and drop down, killing all the Sea Creatures that jump out of the rotting piles of fish (lovely). Collect the 17 snacks and 1 snack box you can reach from the floor level. Use the trampoline to return to the save point. Head RS jumping continuously to remain on the conveyer belts. Use your shadow as a guide to indicate where you will land. Collect 49 snacks on the conveyer belts to your right. Some snacks may appear out of reach, but we will return here later once we have the umbrella (it is difficult to accurately count the snacks in this level, as the camera view sometimes zooms arbitrarily). Drop to the floor in the room that has the exit door (marked with a sign above it reading 'Exit') and collect 11 snacks and 1 snack box. Use the trampoline to launch yourself back up if you fall. Exit via the exit door RS.


--- Fishy Clues for Scooby-Doo? Part 2 --- You must collect 4 keys in tis room in order to leave via the exit door. Drop to the floor and collect 21 snacks and 1 key. Head DS and jump onto the suspended platform. It will rise upwards. Head LS along the walkway, collecting 15 snacks and 1 key. Return to the platform you rode up on (RS) and drop off to the floor. Head US toward the 2 beams of sunlight and ride the platform upward, jumping to the walkway that has a door. Move LS onto the moving platforms, following the trail of snacks around to the exit door (marked with the exit sign). This path contains 22 snacks and 1 key. Do not enter the door. Drop to the floor in this new area and collect 24 snacks and 1 key. Activate the red switch with charge attack. Ride the platform near the switch upward and head RS, collecting 1 snack box. Drop to the floor again and ride the other platform up to the door marked 'Exit'.


--- Fishy Clues for Scooby Doo 3 --- Ok - if the previous levels didn't get on your tits, this one will. Drop to the floor and collect 18 snacks. Use the trampoline to return to the first platform you just dropped from. Jump RS onto the suspended platform, collecting 4 snacks as you continue jumping right from platform to platform. Kill the Ghost Diver. Jump LS onto the rotating platform and continue moving left, collecting 4 snacks. Kill the next Ghost Diver. Jump to the platform on your left and collect the 3 snacks that lead downward to 1 snack box sitting on a wooden platform. Continue moving RS on the rotating and teetering platforms, collecting 14 snacks as you head toward the door with the 'Exit' sign. Do not enter it. Drop to the floor, collecting 17 snacks. Move DS to obtain a better view of the whole area. Before leaving through the exit door, collect the 1 snack box that sits atop a wooden platform. Leave through the exit door.


--- Fishy Clues for Scooby-Doo? Part 4 --- Ok - the final level of fishyness is upon you. And this one is pure hell. Drop to the floor, collecting 16 snacks. Ride the platform back up to the ledge you just dropped from. Move RS, collecting 24 snacks from the first two sets of conveyer belt squares, intermittently cursing the game designers every time you plummet to the floor. The trick is to keep jumping and watching your shadow. Once you have reached the second conveyor belt jump US to the nearby conveyer belt, then LS to the next one, collecting 8 snacks. If you look down through the centre of the last square-shaped conveyer belt loop, you will notice another conveyer belt lined with snacks - jump to it and collect 9 snacks. If you miss, you can return to this conveyer belt shortly by jumping on the trampoline that is located below the snack gate. Drop to the floor and collect 16 snacks, using the trampoline and rising platform. Ignore the snacks that lead in an arc over to a machine against the up screen wall. Use the trampoline to catch the bottom of the net that hangs above it. Swing left screen for 6 snacks. Activate the warp gate but do not enter it. Leave via the snack gate. Thank god that's over.


--- Fear on the Pier! Part 1 --- Head LS collecting 22 snacks before you reach the ice block. Continue past the ice block, collecting 7 snacks and 1 snack box. Follow the path around to the left until you reach the save point, where there is 1 snack. Head left, collecting 4 snacks on the way down to the trampoline. Use the trampoline to collect a string of 12 snacks and land on the ledge above for 7 snacks. Return to the save point and head DS, collecting 3 snacks before entering Bill's Boat Shop.


--- Fear on the Pier 2 --- Collect 13 snacks on the tar pier. Collect the 12 snacks and 2 snack boxes that sit around the ice block up screen. Jump into the crow's nest that protrudes from the water and collect 3 snacks. Continue heading US, turning left to collect 2 snacks. Return to the start of this level and jump down between the docks to retrieve 2 snacks. Jump along the boats collecting 3 snacks. Destroy the crates on your left and collect 1 snack box. Return RS to the start of this level and exit via the door.


--- Fear on the Pier! Part 1 --- Return to the save point. See that sign that says 'Lighthouse - Keep Out'? That's where we're headed.


--- Coast for some Ghosts! Part 1 --- Continue LS, ignoring all snacks that appear in vertical columns above the misty chasms (hmmm... good porn name that). We'll collect these once we have the umbrella. To avoid collecting them for now, simply jump once DS into the air beside the gap and then bounce back US onto the path again. Collect all the snacks that appear on the path after the Ghost Diver, 15 in total. Ignore the next 4 columns of snacks that appear above the gaps. Ignore the slope on your right that has the crabs moving down it and continue jumping LS, ignoring all the snacks that are in the air - collect only the 3 snacks that are on the ground as you jump LS to the pier. Kill the Sea Creature and Caveman on the pier and destroy all the crates, collecting 4 keys and 8 snack boxes. Exit via the door on the pier.


--- Coast for some Ghosts! Part 2 --- Continue DS along the ramp collecting 24 snacks. At the cement path turn right and collect 5 snacks. Move LS and collect 23 snacks and 10 snack boxes, avoiding the crushing crates. Wait by the door LS for the crate on the right to drop down and double-jump onto it. Jump from the small doorstep to ensure you gain enough height. Move RS, jumping on top of the falling crates to collect 2 snacks and a monster token (Caveman). Exit via the LS door.


--- Coast for some Ghosts! Part 3 --- Continue LS collecting 10 snacks and 7 snack boxes. Activate the warp gate but do not enter it. Activate the snack gate and enter it.


--- Going Down Witch Way? Part 1 --- Move LS collecting 20 snacks along the path. Ignore those that are in the air for now, collecting only those that are on the ground. Collect 12 snacks that lead up the path to the Groundskeeper. Activate the warp gate but do not enter it. Leave the snacks that appear in a column over the vent. Return to the save point and continue LS to where the Tar Monster lurks. Collect 17 snacks and 3 snack boxes on the path that leads to the lighthouse. Halfway along this path on the LS wall you will notice a lantern. Jump RS off the ledge opposite the lantern and run like crazy LS up the slope to avoid the tide. Collect 11 snacks and 1 snack box. You will appear above the main path again next to a large pipe. Jump onto the pipe for 7 snacks. Return to the lighthouse path and head US, entering the lighthouse.


--- Lighthouse Fright House! Part 1 --- Smash the crates revealing 6 snack boxes. Run up the stairs, collecting 92 snacks and 2 snack boxes. Be sure to kill every monster on the way. Drop to the ground floor and activate the red button. Race up the stairs to the top and smash the light bulb to get the Super Smash power up. Drop to the ground floor and use the new power up to pound through the planks that lie in front of the red switch. You can now pound enemies by jumping on them using the Super smash power up.


--- Lighthouse Fright House! Part 2 --- Head LS following the path over the collapsing bridges and narrow walkways. Explore the entire area, collecting 57 snacks and 6 snack boxes. Stand on the tips of the posts at the ends of the bridges to reach higher snacks. Use helmet attack on the red button to activate the moving platform, then return to the lower level to retrieve the snacks below. Activate the warp gate but do not enter it. Activate the snack gate and enter it.


--- Creepy Crawlies in the Hallways! Part 1 --- Collect the 10 snacks that surround the pit. Out of view, in the pit behind the rock island lies 1 hidden box of snacks. Jump up onto the RS ledge to collect 1 box of snacks. Enter the door.


--- Creepy Crawlies in the Hallways! Part 2 --- Collect 1 box of snacks. Exit back through the same door.


--- Creepy Crawlies in the Hallways! Part 1 --- Kill the Sea Creature and pound the 3 buttons. Head US avoiding the boulders, collecting 11 snacks along the path. Exit via the door at the top of the path.


--- Creepy Crawlies in the Hallways! Part 2 --- Collect the 3 snack boxes and 4 keys. Enter the door that leads into the hallway with the Zombie. Kill the Zombie and collect 5 snacks. Pound the button. The cell to the left of the button contains 4 snacks. The cell to the right of the button contains 1 snack box. Charge at the grey rectangular doorway to release Shaggy. Collect 4 snacks. Throw Shaggy up to the ceiling in the central passage for 1 snack box and 1 key. Ignore the doorway at the far end (US), but enter the newly opened cell LS as you walk back DS. This cell contains a skeleton and a door in the left wall. Enter the door.


--- Creepy Crawlies in the Hallways! Part 3 --- Head US and follow the passage, avoiding the swinging axes. You will emerge in a large hall with 3 lava pits. Do not collect any snacks. Activate the warp gate but do not enter it. Collect the plunger power up from the centre of the room, then exit via the warp gate. Warp to Chills and Spills on Haunted Hill! Part 3.


--- Chills and Spills on Haunted Hill! Part 3 --- Walk LS down the wooden ledges and smash the button. Enter the gate.


--- Scared Stiff at Skull Cliff! Part 1 --- Collect the 7 snacks in an arc on your left, then the 7 snacks LS that bridge the jump. Hit the red button on your LS and cross chasm on the moving platform, collecting 14 snacks. Move RS collecting 8 snacks and 1 snack box. Drop down to the Ghost Diver collecting 5 snacks in an arc. Drop down again to the next Ghost Diver and collect 6 snacks. Drop down again and collect 14 snacks and 1 snack box. Hit the red switch and cross back over the chasm again, returning to the save point. Run LS and drop down one level, collecting the arc of 7 snacks and 1 snack box on the far right. Move LS and jump onto the moving platform, collecting 10 snacks. Exit via the LS gate.


--- Scared Stiff at Skull Cliff! Part 2 --- Collect 4 snacks on your left, then head US avoiding the falling boulders. Collect 12 snacks and 1 snack box. Cross the collapsing bridge, collecting 11 snacks. Cross the collapsing ledges, collecting 11 snacks and 1 snack box. Jump to collect the arc of 8 snacks near the Sea Creature. Exit via the LS gate.


--- Scared Stiff at Skull Cliff! Part 3 --- Continue moving LS collecting 16 snacks and 1 snack box. Use the trampolines to collect 8 snacks and 2 snack boxes. Cross the moving platforms collecting 10 snacks. Kill the Ghost Diver and cross the next moving platform, collecting 10 snacks and 1 snack box. Exit via the LS gate.


--- Scared Stiff at Skull Cliff! Part 4 --- Ride the elevator upwards for 1 snack box, ignoring the snacks in the air to your left. Follow the path along until you reach a suspended platform. Collect 6 snacks as it moves LS. Beyond the falling boulders, collect 4 snacks. Continue moving LS. Use the teetering platforms to collect 11 snacks. Move LS for 1 snack box, then cross the teetering platforms for 13 snacks. Use the 2 trampolines to reach 1 snack and 1 snack box. Cross the trampolines back to the main ledge and continue moving LS. Jump onto the moving platform that crosses the large chasm, collecting 8 snacks and 1 snack box in the mouth-like entrance to the lake cave. Follow the path, jumping across the boats for 12 snacks. Collect 1 snack box near the warp gate. Activate the warp gate but do not enter it. Smash the button and follow the new stepping stone path of islands RS - hurry though, as the tide will return in a few seconds. Collect 30 snacks. Return LS and enter the snack gate.


--- Misbehavin'? Cause a Cave In! Part 1 --- Congratulations! you are 50% of the way there. Collect the snack box LS. Kill both Sea Creatures and collect the 52 snacks, 2 snack boxes and 4 keys that appear in the ice cave. Be sure to search the narrow ledge plagued by Gargoyles. Now walk LS up the steep incline marked by the arrow sign and exit via the door at the top.


--- Misbehavin'? Cause a Cave In! Part 2 --- Jump US onto the ledge with the Ghost Diver and 24 collect snacks, moving LS as you go. Ignore the snacks that trail off to the crate in the distance. Helmet smash each of the three giant stalactites, causing them to drop below. Return to the lower path and move LS, collecting 11 snacks and 2 snack boxes. Exit via the LS gate.


--- Misbehavin'? Cause a Cave In! Part 3 --- Ok - better take a chill pill now, cause this level is another pain in the ass. Once you activate the button near the Sea Creature, the whole cave will begin to fill with water. You must run around the perimeter of the cave using boats and ledges to beat the rising tide. If you move too slowly you will drown. If you move too fast you will drown. A steady pace is recommended. It pays to wait for the tide to almost catch you, so you can make more accurate shorter jumps from boats to ledges and vice versa. Try to remain on each sinking boat for as long as possible. Begin by collecting the 13 snacks and 1 snack box that lead to the button. Kill the Sea Creature, then pound the button. Run back to the 3 boats and jump RS across them to the first ledge. They will sink if you stand on them for more than a few seconds. Collect the 7 snacks and 1 snack box. Collect the 16 snacks that are located over the next string of boats. Collect 15 snacks on the next ledge with the rocks. Collect 13 snacks and 1 snack box by jumping across the next string of boats and avoiding the 2 Ghost Divers on the next ledge. Cross the next 2 boats and collect 10 snacks on the next ledge. Jump across to the darker coloured boat - this one will float. Ride the boat upward with the tide collecting 10 snacks and 1 snack box. Collect 16 snacks by crossing the final string of boats to the ledge, and the rising tide will stop. Collect the Super Sonic Smash power up. Now you can pound the ground near enemies and they will be temporarily stunned. Don't worry if you didn't collect every snack in this level, as we will return here once we have the umbrella. Exit via the gate at the end of the path.


--- A Tight Spot for a Grave Plot! Part 1 --- Activate the warp gate but do not enter it. Move RS, collecting 7 snacks that lead down to the lower path. Be careful to avoid the Ghosts - they can't be damaged. Move RS and collect the 5 snacks and 1 key that appears over the smoking pit. Repeat the process over the next 2 pits, collecting 10 snacks and 2 more keys. Jump up a level collecting 6 snacks and exit the level via the RS door.


--- A Tight Spot for a Grave Plot! Part 2 --- The only way out of this room is to activate the 4 switches on the ground by dropping urns onto them from above. Begin by collect the 13 snacks and 1 snack box on the ground. Now stand to the right of the door you came in until the camera angle changes and the stone steps begin to protrude from the wall. Mount each step carefully timing your jumps, collecting 10 snacks on your way to the first urn. Collect 1 snack above the urn. Smash it forward off the edge. Collect 5 snacks on your way up to the second urn. Knock it off as well. Underneath you is a monster token in a cage. Carefully walk off the LS edge of the ledge and land beside the token. You can access it from the left hand side where the fencing has been removed, although this detail cannot be seen. Continue upward to the third urn collecting 9 snacks. Drop the third urn. Continue onward to the final urn collecting 5 snacks. The last urn must be kicked off while you are swinging at it from the chandelier. Collect 2 snacks as you jump to the chandelier. Swing towards the urn and kick it down (it must be kicked 3 times before it will topple). Jump from the chandelier to the circular platform that is suspended from the ceiling RS. Jump from here down to the ledge below (US), collecting the final 3 snacks in this room. Exit via the door at the bottom.


--- A One Way Trip to the Crypt! Part 1 --- Walk RS, collecting 6 snacks and 2 snack boxes (1 is hidden inside an urn near the spider). Walk past the object that looks like a refrigerator and jump up to grab the chandelier, opening the refrigerator door. Press the button inside to activate the protruding steps to your right. Collect 9 snacks as you jump upwards on the moving stone slabs to the RS ledge. Go through the door that has a coffin beside it.


--- A One Way Trip to the Crypt! Part 4 --- Collect 6 snacks and 1 snack box as you jump down a level, killing the Witches. Collect 5 snacks by the 'No Trespassing' sign and 1 snack box hidden in the urn. Collect 6 snacks and 1 snack box by jumping down RS to the Wolfman. Ignore the gate on your right and walk LS, avoid the branches. Collect 19 snacks, 1 snack box (hidden in the urn) and 1 bubblegum. Return back RS through the gate.


--- A One Way Trip to the Crypt! Part 3 --- You are on a circular path that branches off 3 ways. Begin by collecting 55 snacks and 1 snack box from this area. Kill the Zombies that appear and examine the alcoves they emerge from - the one that contains no eyes will lead to the centre of the tomb, concealing a monster token (Ghost). Charge it to break through the wall. Find the path with the warp gate. Activate the warp gate but do not enter it. Activate the snack gate and enter it.


--- Gloom & Doom Down in the Tomb! Part 1 --- Move LS collecting 7 snacks. In the area with the Gargoyles collect 50 snacks and 2 snack boxes. Charge each pillar to kill the Gargoyles. Walk across the far LS pillar to bring Shaggy back. Allow him to throw you up into the tree tops to the right of the swinging pumpkins to get the key (look for the shadow). Exit via the LS gate, collecting 1 snack box.


--- Gloom & Doom Down in the Tomb! Part 2 --- Jump up the ledge LS collecting 6 snacks, then collect 6 snacks left of the magnifying glass. Activate the four buttons as you continue moving LS, collecting 26 snacks and 1 snack box near the warp gate. Activate the warp gate but do not enter it. Return to the first Zombie's tomb and smash through the wall revealing a monster token (Scarecrow). Head back to the warp gate and turn right at the fork. Ignore the path that leads US to a pit with leaves blowing out of it. Continue moving RS over the first coffin to retrieve 4 snack boxes. We'll come back here later on to retrieve more snacks from these coffins. Go back to the warp gate and continue moving LS through the next gate.


--- Gloom & Doom Down in the Tomb! Part 3 --- Simply follow this path all the way around, collecting 45 snacks, 3 snack boxes and 2 keys. NOTE: every week I receive about 10 emails from gamers complaining that the gates will not open, even though they have the 2 keys. This may be a fault with the game, or perhaps you need a certain number of snacks before you are allowed to proceed. Either way, I will not respond to any emails regarding this problem, as the only suggestion I can offer is to return back to the very first level and follow this walkthough again PERFECTLY. If anyone can shed some light on the key glitch please email me and I'll credit you. Now for the second boss fight. The Green Ghost can only be defeated by sucking him down into one of the coffins. To do this you must wait for the coffin to open its' lid when the Green Ghost is directly above it, and then smash the button that lies in front of the coffin. Hitting the button does not open the lid - it only activates the suction power that drains the Green Ghost of his life. Jump to the higher ledges when the Green Ghost unleashes his laser beam attack and double-jump over it as it swoops past. Avoid his fire bomb attack by moving as far away from its' damage as possible - wait until he releases it, then run in the opposite direction. Health items are located up screen, but you may risk getting hurt by the plants trying to get them. 3 direct suction hits will finish him off. Congratulations - the game just got a hell of a lot easier now that you've got the umbrella. Keep the jump button depressed after jumping to float. Stand on the middle coffin and jump across the pit, floating US to the far gate. Enter it.


--- The Mystery Machine Part 1 --- You will arrive back outside the mansion. Use the warp gate to return to Going Down Witch Way? Part 1.


--- Going Down Witch Way? Part 1 --- Walk US past the groundskeeper and use the draft from the vent to float as high as possible into the air, collecting 4 snacks. Float forward to the large boat. Enter the door on the boat.


--- Wreck on the Deck 1! Part 1 --- Float RS to the save point. Watch the tide level as it changes constantly. Collect 32 snacks from the nearby rocks. On the mainland path collect 16 snacks. If you study the water carefully near the Tar Monster you will notice that the tide sometimes reveals a small submerged rock island that has some snacks leading to it. Jump across when the tide is low, collecting 25 snacks as you continue moving LS to the island with the red button and 1 snack box on it. Activate the button to lower the crow's nests into the water. Return to the mainland and jump across the crow's nests to the boat. Enter it.


--- Wreck on the Deck! Part 2 --- You are gonna HATE this level, seriously. I wouldn't be surprised if many gamers actually abandoned the game at this point because of the taxing, frustrating and seemingly insurmountable difficulties that await in this level. Many of the snacks are obscured by poor camera angles, Scooby's shadow disappears, etc - really shitty game design that turns an otherwise enjoyable adventure into a headache. Anyhoo... Quit bitching and listen up. Your task is to jump from the small boat to the masts, using the sails as trampolines to bounce across to the large boat that lies on the other side of the area. However, there are 3 buttons that must be depressed along the way in order for the masts to be in the correct position for you to pass through them. Begin by collecting the 2 snacks and 1 snack box above the red button. Hit the button and jump to the boat, then over to the first mast. Jump to the mast on your left, then to the mast on the left. Collect the snacks and snack boxes above these sails now. If you do not, you will be unable to retrieve them when the other masts have been repositioned. Suicide and begin again at the first red button. Hit the button, jump to the small boat and then to the first mast again. This time bounce RS along the sails to the second red button, collecting snacks as you go. Hit the button and return to the first mast. Now head US to the nearest mast and then RS again to the third button. Hit the button and return back along the sails, collecting the snacks. There are 76 snacks and 6 snack boxes to be collected in this area. Be sure to watch the position of your shadow. If you fall, you have to begin the whole process again from scratch. Once you have completely cleared the snacks that appear in the first half of this level, hightail it to the other boat as quickly as possible, ignoring the remaining snacks. If you enter the next level and immediately return back to this level again, if you die falling into the water you will appear at the up screen boat instead of the down screen boat with the red switch, which will save you time. Once this level is cleared of snacks, leave via the door in the US boat. NOTE: every week I receive about 10 emails from gamers complaining that the can't get through this level. I will not respond to any more emails regarding this problem. All I can suggest is that you jump from the very corners of the sails and use your double-jump - this means jump once in the desired direction, then once you have achieved the maximum height from your first jump, jump again to reach your destination. Always watch your shadow, as this will indicate where you will land. Good luck.


--- Wreck on the Deck! Part 3 --- Jump LS across the two small boats, collecting 6 snacks. Land on the large upturned cargo liner - think Titanic, with its' nose in the water and ass in the air, like a big shameless, sexed-up duck. Got the picture? On this side of the deck there are 28 snacks to collect. Continue moving LS past the Ghost Diver until you come upon a vent that blows upward. Ride the draft upward and then float RS, landing on another vent. Float to the right and land on the ledge with the crab. Ride the next vent draft to your right and the next, floating downward near the Witch to collect any snacks you see. Repeat this circuit until the area is clear of snacks. Return to the ledge with the crab on it and float upward to your right, landing on the metal hatch door with the circular window. Head LS to collect 3 snack boxes. Ignore the monster token for now. Return to the metal hatch door and enter the doorway US. Float downward in a zigzag pattern onto the teetering platforms collecting 18 snacks. Activate the red button at the bottom RS. Return to the hatch door with the circular window, using the teetering platforms to escape back upward. Float downward again to where the Witch lurks and move LS to the farthest vent. Below you are two unsinkable boats. Land on the nearest one and jump to the moving boat that was released by the red button. Collect 3 snacks and jump to the large boat with the warp gate. Activate the warp gate but do not enter it. Exit via the door on the boat.


--- Aghast by the Mast! Part 1 --- Righto - this level is another mini-nightmare. Summon your powers of patience. Move LS and double-jump continuously in the air, making your way to the nose or front of the boat. Collect 12 snacks and 2 snack boxes on the first boat. Don't forget to look on top of the cabin for snacks. Pound the witches from overhead if they become a nuisance. Collect 7 snacks in the air as you float downward US to the second boat. Collect 11 snacks and 1 snack box on the second boat. Ignore the soap powder. Collect 7 snacks in the air as you float downward US to the third boat. Collect 11 snacks on the third boat. Float down to the cement pier with the crate and collect 4 snacks and 1 snack box. Continue LS onto the small boat and continue on to the LS boat with the exit door. Collect 1 snack. Exit via the door on the boat.


--- Aghast by the Mast! Part 2 --- Another difficult level, but thankfully the last headache you will face in Smuggler's Cove. Jump LS to the metal ramp and enter the large cargo liner collecting 30 snacks and 1 snack box. Kill the Witch, smash the red button and enter the RS door. Collect 1 snack and 3 snack boxes. Pound the red button on the right and go back to the cabin where you killed the Witch. Notice the new doorway with the ice block beyond it? Head US through this door and follow the metal ramp collecting 16 snacks. Be sure you collect those that are in the air near the Ghost Diver. At the ice block jump RS onto the platform. Basically, jump RS over the series of moving platforms, collecting 47 snacks and 5 snack boxes. Time your jumps well and memorise the movements of the different platforms before crossing each one. Always use your shadow as a guide as to where you are about to land. Exit via the gate on your right.


--- Aghast by the Mast! Part 3 --- Ah, relief... This next level will allow you to take a breather. Collect 44 snacks by jumping across the leaking boats, using the life buoys to swing your way RS. Activate the warp gate but do not enter it. Collect 36 snacks and 7 snack boxes by swinging across the suspended lifebuoys to the snack gate. Enter the snack gate.


--- Shiver your Timbers, Scooby 1 --- Well done - you are completed 75% of the game so far. Ok - first things first, kill the 3 Cavemen on the deck. The basic idea here is to collect the 4 keys that open the door to the next boss battle with Redbeard. Walk DS and right until you notice a platform that has 3 snacks above it. Jump on it and collect 3 snacks and 1 snack box. Jump LS to the second platform, collecting 3 snacks. Jump LS again to the third platform, collecting 3 snacks. Jump LS again to the fourth platform, collecting 3 snacks and 1 key. Drop back down to the deck. you will notice 4 lifeboats that are covered in tarpaulins. Use the DS lifeboats as trampolines to reach the sails above. They also act as trampolines. There are 19 snacks and 1 key you must collect by jumping from these trampolines. The third key can be found by jumping from the next set of lifeboats to the suspended platform that hangs in the air between them. Once it has reached its' maximum height, jump RS onto the sail and bounce in an arc through the air, collecting 9 snacks and 1 key. You can use the sail on the opposite side to bounce back again. Drop back down to the deck. The fourth and final key can be gained by jumping upon the revolving platforms. They are easier to jump on if the bottom of the platform is spinning towards you, catching you as you land on it. Jump upward on the RS platforms until you have reached the third height level. Then jump to the suspended life buoy overhead and swing across to the red button that activates the conveyer belt. Hit the button. Collect 16 snacks and 1 key on the conveyer belt. Move US to the next deck and collect 6 snacks that appear in an arc in the air. Move US to the next deck with the 2 Ghost Divers and collect 26 snacks and 4 snack boxes. ALL SNACKS COLLECTED! Jump down to the lower deck and enter the door that is flanked by two lanterns.


--- Shiver your Timbers, Scooby 2 --- Prepare for the third boss battle, Redbeard. This fight is fairly easy, far less challenging than the Black Knight. Redbeard is situated under a suspended treasure chest that is supported by 4 ropes that extend down to the 4 corners of the room. If Scooby stands in front of one of these ropes as Redbeard throws his sword, the sword will spin toward the rope. Scooby must move out of the path of the sword before it hits him. Captain Moody's Ghost will appear in increasing numbers. Simply pound him from above with a double-jump super smash as he flies low to the ground. Redbeard will throw the sword immediately after Scooby has defeated the current wave of Moody's Ghosts, so that's the time to run to the nearest corner that still has a rope. Listen for the sound of the spinning sword if Redbeard is off screen. Avoid the Ghosts by remaining centre DS in front of Redbeard, double-jumping over them as they pass. Health items may appear when Moody's Ghost is killed. Trick Redbeard into throwing his sword at the US ropes first. This will give you a better camera angle for when Moody's Ghost appears in numbers. Cheers - you've earned the next power up - bubble gum (L1). Scooby can even practice his new skill on the Rhost River - sorry - Ghost Diver that appears. Remember that the bubble gum will only stop an enemy temporarily. Exit via the door US.


--- Aghast by the Mast! Part 3 --- Don't enter the cannon. Instead jump DS onto the ledge, then right onto the ledge that runs alongside the ship. Move RS collecting 15 snacks. See the big hole in the side of the ship? Enter it.


--- Wreck on the Deck! Part 1 --- Collect 1 snack near the ice block. Drop down to where the Tar Monster lurks and continue moving RS along the shoreline, back to the rock islands. Move LS to return to the boat and exit through the door.


--- Going Down Witch Way? 1 --- Jump from the large boat onto the little boat US and ride it back to the Groundskeeper. Warp to Creepy Crawlies in the Hallways! Part 3.


--- Creepy Crawlies in the Hallways! Part 3 --- This is the room in which you found the plunger power up. Use your bubble gum to stick the Space Kooks to the ground, and use them as trampolines to bounce up to the balcony with the fire-breathing dragon head. Collect 3 snacks and activate the button that opens and lowers the rectangular cages into the lava pits. Stand on the RS side of the railing on the dragon head balcony and jump upward to the teetering platform. Now jump DS again onto the second platform. There is 1 snack box directly under the second platform. From the second platform jump to the cylindrical cage hanging from the ceiling. This will pull the middle rectangular cage up out of the middle lava pit. Collect 7 snacks and 2 snack boxes whilst swinging and jumping to the 2 cylindrical cages on either side of you, thus pulling the final 2 rectangular cages out of the lava pits. If you fall, use the Space Kooks to jump back to the balcony again and start over. You will notice a key in each of the 3 rectangular cages above the lava pits. Collect them, and the 11 snacks that are found on the floor area. Collect the 7 snacks in the air around the middle pit. Leave the other snacks that are in the air. We will return for the later. Exit via the door on the dragon head balcony.


--- Gusts Abound Underground! Part 1 --- Head butt Shaggy and press circle to call him over to the button RS so that he remains standing on it. Collect the 5 snacks and 1 snack box. Enter the doorway RS above Shaggy and collect 16 snacks and 1 snack box along this path. Smash through the wall LS near the closed gate that requires a key. Grab the key and continue down the path collecting 8 snacks. Exit via the door at the end.


--- Gusts Abound Underground! Part 2 --- Collect 8 snacks on the ground. Activate the warp gate but do not enter it. Pound the 3 barrels that are US from the warp gate, collecting 1 snack and 1 snack box (look behind the button barrel). Ride the vent current upwards to the chandelier, collecting the 4 keys. Now execute a large jump LS from the chandelier. You will land on a thin ledge that has 2 snacks and 1 snack box. To the left of these snacks on the ledge is 1 snack that is out of sight. You must jump to retrieve it. Return to the floor area and walk up the wooden ramp, following it around to collect 16 snacks and 1 snack box. Some snacks are hidden in barrels. Enter the door that is RS of the large crate containing the Zombie and collect 3 snack boxes. You are now in Creepy Crawlies in the Hallways! Part 1 again. Return back through the same door to Gusts Abound Underground! Part 2. Now walk LS and enter the passage that is flanked by 2 flaming torches. Collect 2 snacks on your way to the large vent. Ride the draft upward to the passage containing the Zombie, collect 10 snacks on the way. Enter the door.


--- Who's Yella' in the Cellar? Part 1 --- Do not smash the crates. Collect 12 snacks and the 3 snack boxes that are in the air. Jump from the crates to reach the chandelier. Once you have the snack boxes you can smash the crates for 1 snack box and bubblegum. Stick the Space Kook the ground in front of the square opening that lies US jump on him, into this passage. Collect 3 snacks and exit via the door.


--- Who's Yella' in the Cellar? Part 2 --- In this passage collect 25 snacks and 3 snack boxes. Gum the Space Kooks to utilise them as trampolines to jump higher. Once the room is free of snacks, return RS and jump up to the chandelier. You must pull it down, thereby opening the gates that contain the urns. You must then pound the buttons in the floor very quickly to knock each urn off its' ledge before the gates close, revealing the 3 keys needed to leave this area. Exit via the LS door.


--- Who's Yella' in the Cellar? Part 3 --- Walk LS collecting 3 snacks, then head US to collect 6 snacks. Ignore the snack box above you and smash the button on your left. Enter this door. Collect 4 keys in the room with 5 wells and exit via the door US.


--- Who's Yella' in the Cellar? Part 4 --- You appear in a frozen basement. You must smash each ice block from above, and one of them will slide US gradually, allowing you to use it as a step up to the ledge where Shaggy was freaking out again. Hippies. Collect 14 snacks and 2 snack boxes in this room. The US gate will only open once each of the 4 buttons in corners of the lower room have been activated. Smash the DS buttons first, then the US buttons. If you take too long, the gate will not open. You are now in the laundry room. Collect the final power up, soap bubbles (L2). Now you can really kick ass and race through the rest of the adventure. Collect 16 snacks and 3 snack boxes. Pound the 4 washing machines for hidden items. Trap the US Ghost in a soap bubble and bounce on him to collect the snack box in the air. Activate the warp gate and warp to the The Mystery Machine Part 1 - it is time to backtrack through the entire adventure and bring this baby home.


--- The Mystery Machine Part 1 --- Head LS to the Haunted Hedge Maze.


--- On Edge in the Hedge! Part 1 --- Race through this level to the exit gate.


--- On Edge in the Hedge! Part 2 --- Head up screen toward the spider and the Wolfman. Go up the slope and collect 6 snacks jumping LS across the windy pit. Collect 1 snack box and a little further on 2 snacks, before returning through the revolving hedge back to the main path. Continue moving RS until you reach the bubbling cauldron. A little to the right of this you may move DS to a tarred path. Follow this path and jump the various obstacles, collecting 22 snacks as you go. Keep moving RS, over the ledge that has 4 lamp posts. Collect 19 snacks as you proceed RS through to the exit gate.


--- On Edge in the Hedge! Part 3 --- Head RS through this level until you reach a tarred path that has a Scarecrow patrolling an avenue between 2 lamp posts. Head US between the lamp posts, collecting 12 snacks and a monster token (Witch). ALL SNACKS COLLECTED! Run like crazy back DS Indiana Jones-style or you will be crushed to death. Exit this vis the gate RS.


--- On Edge in the Hedge! Part 4 --- Race through this level to the exit gate.


--- it is a Mean Greenhouse, Scooby! Part 1 --- Walk RS through this level until you come upon the stack of 6 large crates beside the chandelier. Smash through the crates and continue up this path. Jump DS over the swaying pillars, collecting 10 snacks. Follow the path to the left and collect the 6 snacks that are above the poisonous plants. If you fall down, simply head LS and complete the circuit again. ALL SNACKS COLLECTED! Exit via the RS door.


--- it is a Mean Greenhouse, Scooby! Part 2 --- Race through this level to the exit gate.


---Chills & Spills on Haunted Hill! Part 1--- Head RS up the slope to the Zombie and trap him in a soap bubble. Jump on the bubble to land on the tree tops above. Basically, follow the trail of snacks through the tree tops, collecting 45 snacks. Once you land on the wooden structure housing the birdbath, return to the path below and exit the level by following the path RS to the gate.


--- Chills & Spills on Haunted Hill! Part 2 --- Continue through this level, crossing over the 3 floating marble tables until you reach a Scarecrow that is in front of a string of snacks that lead US into the distance. Trap him in a bubble and bounce up to the chandelier, following the wooden platforms around. Collect 26 snacks. Jump across the path to the chandelier and swing to the platform on the other side. Follow the trail, collecting 29 snacks and 1 snack box. ALL SNACKS COLLECTED! Exit via the RS gate.


--- Chills & Spills on Haunted Hill! Part 3 --- Head towards the warp gate beyond the Witch and stand there. Take the path downwards LS and exit the level by smashing the button to open the gate.


--- Scared Stiff at Skull Cliff! Part 1 --- Head LS and drop down to the lowest platform with the crab on it. Continue LS, jumping from the suspended platform to the exit gate on the left.


--- Scared Stiff at Skull Cliff! Part 2 --- Jump into the arc of snacks that bridge the chasm, riding the air current with the umbrella. Collect 7 snacks and exit via the LS gate.


--- Scared Stiff at Skull Cliff! Part 3 --- Move forward passed the 2 trampolines and stop under the lantern that hangs above the corner of the cliff face. Move US under the lantern and down onto the wooden ledge. Jump across the gap using your umbrella to collect 2 snacks. Hit the button and collect the 2 snacks that are left screen. Trap the Ghost Diver in a bubble and jump to the higher ledge, collecting 14 snacks. Hit the button and activate the moving platform that will carry you across to the Sea Creature's ledge. Ride the platform across the chasm, kill the Sea Creature and collect 16 snacks. Exit the level via the LS gate.


--- Scared Stiff at Skull Cliff! Part 4 --- Jump LS from the platform, collecting the downward arc of 5 snacks. Hit the button and continue moving LS for some time. Jump across the two suspended trampolines to the Tar Monster's ledge. Jump from the LS edge of this ledge into the windy chasm, riding the updraft to its' height and then float downward for 6 snacks. Suicide and follow the path LS again, this time stopping on the ledge with the crab on it. Ride the platform halfway across the divide and jump off into the updraft, riding it upward and then forward to collect 8 snacks. Head LS avoiding the falling boulders, collecting 4 snacks and 2 snack boxes. ALL SNACKS COLLECTED! Continue LS through the skull-faced cave until you reach the exit.


--- Misbehavin'? Cause a Cave In! Part 1 --- Follow the narrow winding path US toward the monster token. Stand as close to the token as you can and trap the nearby Gargoyle in a bubble. Jump to the bubble and bounce up to the monster token (Green Ghost). Drop down to the ice and continue LS up the slope to the exit gate.


--- Misbehavin'? Cause a Cave In! Part 2 --- Jump US to the Ghost Diver ledge and float forward to the distant crate for 6 snacks and 2 snack boxes (inside the crate). Hit the button to form a path back to the starting point. Follow the higher ledge to the left, smashing the stalactites as you did before. Return to the lower path and proceed LS to the exit.


--- Misbehavin'? Cause a Cave In 3! Part 3 --- Ah, everyone's favourite level. You know the drill - hit the button, run like mad, drown a lot and with some luck reach the top. I guarantee it is a lot easier with the aid of the umbrella. Once you reach the top of the cave, you will end up on an L-shaped island. Go to the corner of the L, and jump RS to the next island you can just see. Collect 2 snack boxes. ALL SNACKS COLLECTED. Exit via the top gate.


--- A Tight Spot for Grave Plot! Part 1 --- Drop down to the lower path and trap a Ghost in a bubble, allowing you to jump up to the roof of the crypt. Collect 20 snacks and 3 snack boxes. If the Ghosts get in your way, bubble 'em. ALL SNACKS COLLECTED. Use the warp gate on your LS to warp to A One Way Trip to the Crypt! Part 3.


--- A One Way Trip to the Crypt! Part 3 --- Run US to the circular path, turn right and then DS on the path that leads to A One Way Trip to the Crypt! Part 1.


--- A One Way Trip to the Crypt! Part 1 --- Head LS past the refrigerator and enter the door that is flanked by 6 candles.


--- A One Way Trip to the Crypt! Part 2 --- Move US into the room with the misty pit and use the updrafts to collect 43 snacks. Bubble the Gargoyle to speed things up. Return to the exit door DS.


--- A One Way Trip to the Crypt! Part 1 --- Head RS up the moving stone slabs that protrude from the wall and jump across to the ledge with the Wolfman hidden in the urn, collecting 5 snacks and 1 snack box. Jump to the next ledge RS and follow it around, collecting 8 snacks. Jump on the chandelier and swing to the circular platform on your right, collecting 2 snacks. Jump from here to the distant ledge with the Witch. Collect 15 snacks on this narrow ledge. Float downward to the right, collecting 6 snacks. ALL SNACKS COLLECTED! Return to the Witch's ledge and exit through the door LS.


--- Gloom & Doom Down in the Tomb! Part 2 --- Jump DS over the hole, collecting 11 snacks. Move LS to the warp gate, then walk RS. Imagine the buttons on this path are numbered from left-right 1, 2, 3 & 4. This means that the button closest to the warp gate will be button number 1. Activate the 4 buttons in this order: 2, 3, 4, 1. This means that the last button you hit will be the button closest the warp gate - dig? Collect the 4 snack boxes from the upper path. Leave the area via the gate left of the warp gate and return, this time activating the buttons in this order: 1, 2, 4, 3. Collect the 4 snack boxes from the upper path. Leave the area via the gate left off the warp gate and return, this time activating the buttons in this order: 3, 2, 1, 4. Collect the 4 snack boxes from the upper path. ALL SNACKS COLLECTED! If this sequence of combinations doesn't deliver the goods, try others. Congratulations - that's the Haunted Hedge Maze completed. Use the warp gate to return to Shock on the Dock! Part 2.


--- Shock on the Dock! Part 2 --- Head LS and stop just left of the 3 swinging hooks. Follow the tar path up the right side of the house and kill the Sea Creature. Collect 8 snacks and 1 snack box. Head US to the 2 flying fish. Trap one in a bubble and jump up to the dock beyond them. Collect 2 snack boxes. Return to the main path with the 3 swinging hooks and continue LS until you reach the exit gate.


--- Shock on the Dock! Part 1 --- Wait on the platform with the magnifying glass for the pelican to pass by, then jump LS into the air, collecting 2 snacks and 1 snack box. Move LS until you come across double doors that open onto a broken portion of the pier. Smash the fish barrel beside the door to reveal a switch. Hit the switch to lower the net - disco. 1 snack box. ALL SNACKS COLLECTED! Run RS all the way back to the warp gate in Shock on the Dock! Part 2. Do not enter the warp gate. Head RS past the 3 fish barrels into Crusty's Cannery.


--- Fishy Clues for Scooby-Doo? Part 1 --- Drop down and activate the red button that controls the conveyer belt on the wall behind the save point. Jump onto the conveyer belt and collect 3 snacks as you ride it upward. As it nears the top, jump LS onto a higher platform. Collect 1 snack. Return to the save point and ride the series of conveyer belts RS until you reach the exit door. Do not go through the door. Drop down and hit the red button that operates the fans. Ride the trampoline back onto the conveyer belts. Jump into the air before the first fan and float DS onto the platform. Collect 3 snacks as the platform moves upward. Jump to the Tar Monster and collect 5 snacks, 2 snack boxes and a monster token (Tar Monster). Leave this room via the RS exit door.


--- Fishy Clues for Scooby-Doo? Part 2 --- Jump to the floor and run all the way DS. See the suspended platform on the right over the 2 stacked crates? Get on it. Jump to your right, landing on the platform with the 2 Ghost Divers. Collect 1 snack box. Drop to the floor and ride the same moving platform upward again. This time jump to your left onto the long platform with the crabs. Walk off the LS edge of this platform and fall to the floor. Run US and ride the moving platform that is located at the upper right corner of the room to the exit door.


--- Fishy Clues for Scooby-Doo? Part 3 --- Head RS, jumping on the moving platforms until you reach the platform with the Ghost Diver and 4 metal drums. Jump over the railing US and float down to the exit door.


--- Fishy Clues for Scooby-Doo? Part 4 --- Jump RS onto the conveyer belts, riding them around until you see an ice block on a ledge in the distance, with 3 Gargoyles hovering above it. Jump from the conveyer belt to the ice block platform and collect 1 snack and 2 snack boxes. Drop to the floor and use the trampoline to jump upward to the platform with the warp gate. Jump US from the warp gate, over the machine collecting 6 snacks as you float downward. Collect 9 snacks and 2 snack boxes on the other side of the machine and ride the air current to a monster token (Ghost Diver). ALL SNACKS COLLECTED! Exit via the door right of the warp gate.


--- Fear on the Pier! Part 1 --- Follow the ramp downward until your reach the ice block. Activate the button hidden in the ice block. This will lower the net, allowing you to collect the 4 snacks you can see. Move right from the save point down the ramp to Bill's Boat Shop and enter the door.


--- Fear on the Pier! Part 2 --- Run along the top of the pier until you reach the 3 crates that block the path. Pound through the boards that are right of the crates to get 2 snacks. Jump US across the boats to the trampoline, collecting 5 snacks. Enter the door before you.


--- Fear on the Pier! Part 3 --- In this area collect 2 snack boxes near the Ghost Divers. Collect 5 snacks and 2 snack boxes on the tar pier. Wait on the left hand side of the tarred pier for the pelican to fly over you and jump into his grasp. Collect 3 snacks and 2 snack boxes in the air. Jump onto the crate elevator that is halfway along the tarred pier. Ride it down to the boats below, collecting 8 snacks and 2 snack boxes. ALL SNACKS COLLECTED! Return RS to the exit door that leads back to Fear on the Pier! Part 2.


--- Fear on the Pier! Part 2 --- Follow the pier back to Fear on the Pier! Part 1.


--- Fear on the Pier! Part 1 --- Return to the save point and enter the gate that leads to the lighthouse.


--- Coast for Some Ghosts! Part 1 --- Move LS, riding the updrafts for 28 snacks and 4 snack boxes. When you reach the lantern hanging on the post, ride the updraft to your left, collecting 3 snacks. Return to the lantern on the post and walk US on the slope, collecting 8 snacks and 2 snack boxes. Jump LS to collect 1 snack box. Jump to the upper ledge and collect 9 snacks. Drop to the lower ledge DS from the old tree, collecting 1 snack box. Jump LS for 1 snack box. Jump LS for 1 snack box. Jump RS for 1 snack box. Jump RS again to the Ghost Diver ledge for 1 snack box. Jump DS for 1 snack and 1 snack box. Head LS and collect 1 snack and 1 snack box. Exit via the LS door on the dock.


--- Coast for Some Ghosts! Part 2 --- Continue through this level to the exit on the left.


--- Coast for Some Ghosts! Part 3 --- Run LS until you see the suspended net. Smash the nearby fish barrel to reveal the button. Hit the button and collect the 51 snacks leading to the monster token (Sea Creature). ALL SNACKS COLLECTED! Return to the cement path and head LS. Exit via the LS door.


--- Going Down Witch Way? Part 1 --- Use the warp gate to return to Wreck on the Deck! Part 3.


--- Wreck on the Deck! Part 3 --- Jump RS onto the moving boat. Jump to the air vent and ride the draft upward, moving RS and upward to the metal hatch door with the circular window. Move LS and wait for the Ghost Diver to walk under the gap in the ceiling. When he does, bubble him and jump up through the gap, collecting 3 snacks and a monster token (Captain Moody's Ghost). ALL SNACKS COLLECTED! Return to the warp gate but do not enter it. Enter the door on the boat instead.


--- Aghast by the Mast! Part 1 --- Jump across the 3 upended boats until you reach the cement pier with the crate. Bubble the Sea Creature once she is on the right side of the screen, beside the hull of the large ship. Jump on the bubble and onto the ship (there is an invisible ledge you can land on). Collect 11 snacks and 3 snack boxes. Return to the cement pier and head LS to the exit on the boat.


--- Aghast by the Mast! Part 2 --- Board the cargo ship and hit the red switch. Move out to the open deck with the 2 Ghost Divers and the Witch. Hit the red button opposite the Witch. Trap the Witch in a bubble and jump to the monster token (Redbeard). Collect 1 snack box. ALL SNACKS COLLECTED! Unfortunately, the only way out of here is through this level again. Head back through the door and US past the ice block. Just follow the path to the exit gate.


--- Aghast by the Mast! Part 3 --- Jump LS across the boats to the warp gate. Warp to Lighthouse Fright House! Part 2.


--- Lighthouse Fright House! Part 2 --- Exit to the next level via the door that appears on top of the tunnel before you (not in the tunnel). Head down screen over the bridge and along the path. It is the door to the left of the lantern, magnifying glass and vent.


--- Going Down Witch Way? Part 1 --- Collect the 14 snacks and 1 snack box on the ramp path and exit via the door LS.


--- Lighthouse Fright House! Part 3 --- Head DS collecting 4 snacks and 1 snack box. Ride the draft for 4 snacks and float down to the next boat, collecting 4 snacks on your way to the shore. Head LS and jump on the boat, collecting 3 snacks quickly as you jump left to shore again. Jump DS along the next series of boats, collecting 9 snacks. Once you reach the small rock island jump LS for 3 snacks. Head back toward land using the boats, collecting 9 snacks. Jump to the leaking boat on your left and then left onto land once more, to the ledge with the Ghost Diver. Jump to the next boat and again aim for the land on your left. Do not kill the Tar Monster. Bubble the Tar Monster and jump from him to the upper ledge on the left. Jump to the furthest boat left screen, and then onto the small rock island. Jump US to the next rock island, collecting 1 snack box. Return to the previous rock island and jump to the moving boat. Return to shore and collect the final 3 snacks. ALL SNACKS COLLECTED! Ride the vent shaft on your left back to Going Down Witch Way? Part 1.


--- Going Down Witch Way? Part 1 --- Head DS and return to the warp gate by the Groundskeeper. Warp to Lighthouse Fright House! Part 2.


--- Lighthouse Fright House! Part 2 --- Exit to the next level via the door that appears on top of the tunnel before you (not in the tunnel). Head down screen over the bridge and along the path. It is the door to the left of the lantern, magnifying glass and vent.


--- Going Down Witch Way 1 --- Jump to your right collecting the arc of 9 snacks. ALL SNACKS COLLECTED! Well waddayaknow... You've just cleared all of Smuggler's Cove. Use the warp gate near the Groundskeeper to warp to The Mystery Machine Part 1.


--- The Mystery Machine 1 Part --- Enter the mansion.


--- Clamor in the Manor! 1 Part --- Run upstairs to the highest balcony and retrieve the monster token (Headless Spectre). Drop the floor and enter the US door.


--- Clamor in the Manor! Part 2 --- Run RS through the second cobwebbed fireplace and trap the Headless Spectre in a bubble, allowing you to reach the 1 snack box. ALL SNACKS COLLECTED! Race through this level to the exit.


--- Clamor in the Manor! Part 3 --- Race through this level to the exit.


--- Clamor in the Manor! Part 4 --- Race through this level to the exit.


--- Mind Your Manors! Part 1 --- Ride the vent draft upward for 2 snacks and 1 snack box. Do not float too high or you will enter the trapdoor in the ceiling. Fall down the second the trapdoor begins to open. Climb the stairs until you reach the doorway at the top that is flanked by 2 torches. Use your bubbles to avoid Ghost attacks. Continue along this balcony until you reach the exit.


--- Mind Your Manors! Part 2 --- Run passed The Creeper and continue through this level to the exit.


--- Mind Your Manors! Part 3 --- Wait by the table with the single candle on it. When the Ghost appears, trap him in a bubble and jump to the ceiling for 1 hidden snack. Trap the same Ghost in a bubble at the opposite end of this passage, just in front of the first flying carpet. 1 snack box is hidden above. ALL SNACKS COLLECTED! Race through the rest of this level to the exit.


--- All Scares Upstairs! Part 1 --- Jump on the bed and move RS through to the exit.


--- All Scares Upstairs! Part 2 --- Run up the stairs and around the baclcony, collecting 5 snacks. ALL SNACKS COMPLETED! Leave via the door in the LS wall.


--- All Scares Upstairs! Part 3 --- Race through this level to the exit.


--- All Scares Upstairs! Part 4 --- Race through this level to the exit.


--- Don't Look Down, Scooby-Doo! Part 1 --- Ok - now that we have the Super smash attack, we can take on that Gargoyle. Stand on the balcony railing to the right of the save point and jump RS, floating down to the ledge with the trampoline. Walk right off that ledge and you should be on the spider ledge, with the Gargoyle below you to your right. Smash his brains in by pounding directly down onto him. Ride his plinth upwards, collecting 4 snacks and 1 snack box. At the top jump RS and collect 5 snacks and the Helmet of Invulverability! (sorry - you wish). it is just another lameass sneaking power up you probably will not use, like those bunny slippers you've already fed to the dog. Incidentally, if you've a penchant for the slippers/lampshade look, don't collect the knight's helmet - Scooby can only carry one sneak costume. ALL SNACKS COMPLETED! Ride the plinth back downward and jump RS at your leisure, landing on the balcony that leads to the exit door.


--- Don't Look Down, Scooby-Doo! Part 2 --- Smash through the 2 cobwebs and race to the exit.


--- Cower in the Tower! Part 1 --- Jump to the ground and kill the Tar Monster. Activate the button and ride the air current upward, collecting 4 snack boxes. Enter the door at the top of the stairway, right of the flaming chandelier.


--- Panic in the Attic! Part 2 --- Walk LS and then DS, following the path until it reaches the wooden slide. Walk on the slide and smash through the cobwebs collecting 7 snacks and a monster token (The Creeper). ALL SNACKS COLLECTED! Remember the exit to this level is above the bottom of the slide.


--- Panic in the Attic! Part 3 --- Race through this level to the exit.


--- Panic in the Attic! Part 4 --- Race through this level to the exit.


--- A Dark and Stormy Knight! Part 1 --- Kill The Creepers and hit the red button. You can now walk on the sloping tiled roof, so search the roof above the two Headless Spectres for 8 snacks and 1 snack box (to the right of the french doors). Enter the french doors and navigate the flaming chimneys. Collect 2 snack boxes above the red switch to the right of the second french door. Remember to hit the switch to open the doors.


--- A Dark and Stormy Knight! Part 2 --- Yeah, Shaggy's stoned again. Ignore the hippy and ride the vent draft upward to the DS flying carpet for 4 snacks and 1 snack box. When the carpet moves all the way LS, jump off near the square button on the roof and look for 1 snack box. Drop to the ground. Ride the draft upward again. Jump to the DS carpet, then jump DS once more for 1 off screen snack box. ALL SNACKS COLLECTED! Ride the draft upward again to the balcony where Shaggy is getting his jollies off in the chimney pots. Walk LS to the warp gate and warp to Who's Yella' in the Cellar? Part 4.


--- Who's Yella' in the Cellar? Part 4 --- Head DS through the laundry to the ice basement. Exit via the RS door.


--- Who's Yella' in the Cellar? Part 3 --- Avoid the Ghosts and smash through the door on the LS wall. Collect the 6 snacks and 3 snack boxes that are in and around the pit. Ignore the gate that lies beyond the Space Kook. Just suicide into the pit so you reappear at the entrance of the previous room that has the 5 wells. Now leave this room through the RS doorway. Wait in the small room that is filled with wine bottles (this room has 3 doorways and a button set in the LS wall). A Ghost will soon pass through this room, so prepare to bubble him and collect the 1 snack box near the ceiling. Now move RS through the door and collect the 6 snacks that form an arc. Head US through the doorway that leads downstairs. Collect 9 snacks and 1 snack box in this passage. Continue moving RS to the exit door.


--- Who's Yella' in the Cellar? Part 1 --- Avoid the Ghosts and smash the 4 crates in the centre of the room, collecting 4 snack boxes. ALL SNACKS COLLECTED! Now jump on the barrels that contain the wine bottles and aim a soap bubble at the button as a Ghost passes by. Jump on the bubble and hit the switch. Leave via the RS door, collecting the monster token (Space Kook). Ignore the Space Kook and exit via the DS door.


--- Gusts Abound Underground! Part 2 --- Head DS, past the large vent and through to the room with the warp gate. Leave via the ground floor door with the (un)welcome mat.


--- Gusts Abound Underground! Part 1 --- Walk DS over the small cement bridge. On your right you will see a doorway that has been covered over with cement. Smash it and bubble the Ghost, collecting 6 snacks and 1 snack box. Hit the button and return to the main corridor. Walk down screen and retrieve 1 snack box that sits on a wooden platform. ALL SNACKS COLLECTED! Walk back US to the previous room with the warp gate.


--- Gusts Abound Underground! Part 2 --- Enter the warp gate and warp to Creepy Crawlies in the Hallways! Part 3.


--- Creepy Crawlies in the Hallways! Part 3 --- Bubble the Ghosts and Space Kooks to collect the 3 snacks and 1 snack box that are located in the air about this room. Leave this room via the LS door and run past the swinging axes to the exit door.


--- Creepy Crawlies in the Hallways! Part 2 --- Move RS into the main corridor, then DS into the room that contains the cauldrons and the large pit. Jump into the pit for 7 snacks and continue up the tunnel to the exit gate.


--- Creepy Crawlies in the Hallways! Part 1 --- Drop down to the floor and walk through the door US that is guarded by the Sea Creature. Avoid the boulders and head LS. Stand beside the last skeleton you pass and jump across the divide, collecting 3 snacks and 1 snack box. Walk back LS avoiding the boulders to the exit door.


--- Creepy Crawlies in the Hallways! Part 2 --- Run around the pit and through the door on the opposite side, and then straight down the corridor until you enter a room with a crate and 2 bats. You must stand on the crate and bubble the lowest bat, then jump on him and bubble the second higher bat. Then jump from the second bat to the ledge at the top of the room. Collect 1 snack box. ALL SNACKS COLLECTED!


--- Little Lab of Horrors! Part 1 --- Ride the draft upwards for 11 snacks and 1 snack box. Land on the RS ledge and enter the lab. Ok - whenever I hear the phrase 'Fry Scooby, Fry', this room comes to mind. As with all jumping levels, watch your shadow. Your task is to make your way across the electrified lab, without touching the floor or any of the benches (or you will be electrified - duh). The power switch is on a balcony above the exit, way over the other side of the room - that is your goal. If you fail along the way you must begin again from scratch, making this one time-consuming level. Begin by riding the first trolley all the way US to the red switch. Collect 7 snacks as you move along and jump onto the crate that lies before the red switch. Hit the switch and wait for the same trolley to return. Ride it back DS and jump to the second trolley on your left. Ignore the snacks that are in an arc above you. When the camera angle changes, jump to the 2 crates at the end of the electrified bench. Collect 2 snacks. Jump to the fourth trolley (the third does not roll near enough to your current position) and ride it US until it travels by the third trolley. Jump to the third trolley, collecting the 6 snacks that are in an arc above it and then jump to the red switch on your left near the cute lil' biohazard waste containers (don't panic - fortunately, Rebecca Chambers is one freak that will not be making a cameo appearance in Scooby Do. Speaking of annoying little bitches, where the hell is Scrappy Doo?). Hit the switch, then travel back DS on the third trolley and jump back to the fourth trolley. Ride the fourth trolley LS and jump up to the 1 snack box that sits atop the stack of barrels. When a circular platform slides into view RS, jump to it. Now, basically try to jump your way across the room using the circular platforms. Always ensure that your shadow finds the platform you intend to land on - once your shadow appears on the platform, drop immediately onto it. It is very difficult to judge the depth of field in this area because the lighting and proximity of the other ceiling features are deceiving. Be patient and learn the timing and movements of each platform - it is a long way back up here if you fall. You can jump from the second last platform all the way to the power button on the balcony without having to touch the final platform. Just jump forward and float US. Hit the button and the electricity will be turned off. Collect 2 snack boxes. Drop to the floor and kill the 2 Funland Robots - remember you must smash them from the side first, then pound them from above to destroy them completely. Now collect the 9 snacks that remain in this room. Leave through the US doorway and then head DS to the exit door.


--- Little Lab of Horrors! Part 2 --- Jump across the acid pool to the red switch. Hit the button and collect 10 snacks from the floor. Exit via the door.


--- Little Lab of Horrors! Part 1 --- Run US and enter the door on your RS.


--- Little Lab of Horrors! Part 2 --- Run US and jump the laser beams. Hit the red button to deactivate the lasers. Collect 7 snacks and exit via the door RS of the button. Hit the button in the centre of the room and run up the metal walkway, collecting 8 snacks and 2 snack boxes (ignore the monster token). Exit through the door on this upper balcony level.


--- Little Lab of Horrors! Part 3 --- In this room collect the 6 snacks that are in the paths of the laser beams. Activate the 3 red buttons that operate the rising platforms. Jump onto the floating platform and ride it upward to the next balcony. Collect 14 snacks. Do not kill the Funland Robots. Bubble them to reach the 2 snack boxes on either side of the room. Wait on the LS side of the balcony for the platform to appear that will carry you up to the third level. Collect 10 snacks. Bubble the DS Space Kook to reach 1 hidden snack box. Bubble the US Space Kook to reach the monster token (Mastermind). Jump into the centre of the circular walkway and land on the floating red button. Jump RS to collect the final 2 snack boxes in this area. Ride the platforms back up to the third level and exit via the LS door.


--- Little Lab of Horrors! Part 2 --- Jump RS to the floating platform, collecting 1 snack box. Now jump DS (trust me) to collect the final monster token (Funland Robot). You've now collected 100% of the monster tokens. Allow yourself to be killed so you reappear at the top of this room again. Jump to the floating platform again, then jump US, collecting 1 snack box on your way to the warp gate. Activate the warp gate but do not enter it (unless you'd like to go and look at all the monsters you've unlocked in the Monster Gallery, located RS of the mansion entrance). Head US past the warp gate, and the minute you emerge out onto the bridge with the snack gate, jump upward to collect 1 hidden snack box. ALL SNACKS COMPLETED! Enter the snack gate.


--- Mastermind Unmasked! Part 1 --- Do not kill the Funland Robots. Collect 64 snacks in this room, using the bubble technique on the Funland Robots to reach the higher items. Swing from Shaggy's legs to reach the buttons on either side of the room. Collect all the snacks before pressing the buttons or you may not be able to reach them once Shaggy is released. ALL SNACKS COMPLETED! 100% OF ALL SNACKS COMPLETED! Activate both buttons and jump into the tank with Shaggy. Throw him DS and he will release you from the tank. Exit via the US door.

--- Mastermind Unmasked! Part 2 --- Jump across the acid pool using the platforms. Stock up on health items once you reach the other side. Hit the red button, enter the door and don your adult pampers as you prepare for the final battle... Jinkies! Begin by turning the volume on your set WAY down, or the villain's theme tune might just kill you before he does. Your task is to hit each of the 2 buttons at the US end of the room, but you can only do this when they are not shielded by the electric barrier. The electric barrier will stop for a few short seconds immediately after you have cleared the room of all enemies. If you take too long hitting both buttons, the electric barrier returns and you must start again. If the electric barrier does not disappear, it simply means you took too long to defeat the enemies and must try again. There are health items around the room and some will appear when enemies are defeated. Always try to keep your health at maximum. Always keep the run button depressed. The enemies will appear in 4 waves. When they do, try to separate them by luring them DS. The first wave is 2 Funland Robots. Simply kill them and hit each button quickly. The second wave is 2 Space Kooks and 2 Funland Robots. Kill the Space Kooks first with an aerial pound attack, then kill the Robots with a helmet smash attack followed by an aerial pound attack. The third wave will feature 3 Space Kooks and 3 Funland Robots. Again, kill the Space Kooks first with 3 quick aerial attacks and then separate the Robots, picking them off one by one. The fourth and final wave involves 2 Funland Robots and Mastermind himself. You can pound Mastermind on the head, then helmet smash him toward the electric barrier in stages if he is too far from the buttons. Once he's pushed into the electric current he's toast. Alternatively, you can wait for Mastermind to appear in front of the electric barrier, then aerial pound him and then helmet smash him into the electric current, barbequing his ass for good. Until such time as he appears near the buttons, focus on destroying the Robots if you need health items, or avoid them altogether. Try to lead them away from Mastermind after you have delivered the first pound attack on his head, so you have space to commence the second smash attack. Avoid the Mastermind's projectiles and poisonous clouds by constantly jumping, ducking and weaving.
   

Monster Token Locations

Gargoyle - The Mystery Machine Part 2

on the platforms by the seesaw/teeter totter.

Wolfman - Chills and Spills on Haunted Hill! Part 3

charge the gate with the helmet.

Geronimo - Mind Your Manors! Part 2

between the chandeliers on the ceiling.

Witch Doctor - All Scares Upstairs! Part 2

in the room with the revolving bookcase.

Black Knight - Cower in the Tower! Part 1

accessible once the Knight is defeated.

Caveman - Coast for some Ghosts! Part 2

above the first falling crate.

Zombie - A Tight Spot for a Grave Plot! Part 2

hidden inside a caged platform.

Ghost - A One Way Trip to the Crypt! Part 3

hidden inside the central tomb.

Scarecrow - Gloom & Doom Down in the Tomb! Part 2

hidden in the first Zombie's tomb.

Witch - On Edge in the Hedge! Part 3

in front of the giant rolling thorn ball.

Green Ghost - Misbehavin'? Cause a Cave In! Part 1

in a recess in the cave wall.

Tar Monster - Fishy Clues for Scooby-Doo? Part 1

above the exit door on a platform.

Ghost Diver - Fishy Clues for Scooby-Do? Part 4

above the vent behind the machinery.

Sea Creature - Coast for Some Ghosts! Part 3

off shore beyond the cement path.

Captain Moody's Ghost - Wreck on the Deck! Part 3

above the metal cabin with the Ghost Diver.

Redbeard - Aghast by the Mast! Part 2

on the outer deck above the Witch.

Headless Spectre - Clamor in the Manor! Part 1

uppermost balcony in first room - use umbrella.

The Creeper - Panic in the Attic! Part 2

behind the cobwebs beside the wooden slide.

Space Kook - Who's Yella' in the Cellar? Part 3

hidden in the wall in the room with 4 crates.

Funland Robot - Little Lab of Horrors! Part 2

above the balcony.

Mastermind - Mastermind Unmasked - Little Lab of Horrors! Part 3

on the uppermost balcony.

Voice Actors

  • Scooby-Doo/Shaggy: Scott Innes
  • Fred: Frank Welker
  • Daphne/Holly: Graham Grey Delisle
  • Velma: B.J. Ward
  • Mastermind: Tim Curry
  • Groundskeeper: Don Knotts
  • Professor Alexander Graham: Tim Conway

Cheats

  • All power-ups: Hold L+R and press X, B, X, B, X, B, B, B, X, X, B, X, X, X.
  • Unlock alternate credits sequence: Hold L+R and press B, X, X, B, X, B
  • Unlock Movie Gallery: Hold L + R, and press B (x3), X (x3), B, X, B
  • All warp gates: hold L+R and press B, B, X, B, B, X, B, X(x3)
  • Unlock all FMV's: X,X,X,B,B,B,X,B,X
  • Unlock all power up's B,X,B,X,B,X,X,X,B,B,X,B,B,B
  • Unlock all warp gates X,X,B,X,X,B,X,B,B,B>/li>
  • View Credits X,B,B,X,B,X

Unlockables

Holidays: Set your Gamecube clock to the following dates for something different to happen in the game:

  • January 1st = Fireworks
  • February 14 = Hearts on Scooby Snacks
  • March 17 = Green water and smoke
  • July 4th = Fireworks
  • October 31st = Bats
  • December 25th = Snow
  • December 31st = Fireworks

Secrets

Unlock the concept art folio in the Monster Gallery by collecting every single Scooby snack. The concept art folio contains production sketches and wire frame models of the environments created for the Scooby-Doo landscape.

Unlock the Monsters in the Monster Gallery by collecting every Monster token. Each monster is presented with an alarmingly pointless and banal trivia question that relates to Scooby Doo, such as 'Who was the first cartoon vegetarian? Answer: Shaggy' (yeah - right. So why was he getting hard over tuna salad at the start of the game? Hippies). 'What colour were Freds' sisters' shoelaces in closing sequence of A Fine Night for a Fright, just before Velma lost her glasses for the fiftieth time that episode.

Providing the clock is set correctly in your PS2, the exterior of the mansion will appear differently on the days yanks celebrate public holidays, like Christmas, Halloween, Fourth of July and New Year's Day.

Fans of the cartoon will be pleased to learn that the original cast voice actors were used, as well as Don Knotts (Groundskeeper) and Tim Curry (Mastermind).

You need to collect certain amount of Scooby snacks to enter certain areas. In any area you visit collect as many as you can. This of course is provided you do not need a special item to get to them. If you do not have the item needed you will have to wait to get them.

Check your map to find out where Scooby snacks are that you have not gotten yet. Use warp gates to get around to areas quicker. Look for secret passages, books that look odd, or go into areas. If you are unsure of where to go try following a Scooby Snack Trail as it may lead you to where you need to go.

To Activate Warp Gates just go over and touch them. When you use a warp gate you can only go to an area that has a warp gate design on the map. Also, always keep an eye out for boxes or vases that you can destroy to get more Scooby snacks. If you have a hard time with landing on jumps, watch Scooby’s shadow to let you where he will land.