Note: This is a simple walkthrough. Scooby Doo!- Classic Creep Capers (GBC) Controls: D-pad- Moves your selected character (Or characters, in the case of Shaggy & Scooby) around the area. Also activates an action icon to perform with "A", or scrolls through inventory. A Button- Opens or closes the action icons on a certain thing. Also used to choose the action to perform, to use items, or to advance text quicker. (Good for faster readers. Text will advance on its own slowly.) Eyes icon= Look at. Hold up to choose this icon, then press "A" to look at the item. Mouth icon= Talk (or eat as Shaggy & Scooby only). Hold left to choose this icon, then press "A" to talk to the character. (or to eat the item. Using the mouth in this way is only utilized once, though.) Hand icon= Use, move, or take. Hold right to choose this icon, then press "A" to interact with the item. B Button- Opens inventory. Scroll through your items with left and right, then press "A" to use the item. You may have to choose another item to use the first one on. Select- Opens the character selection screen. You may play as Fred, Velma, Daphne, or Shaggy & Scooby together. Start- Pauses the game. Press it again to continue. (The game is stubborn, you're not allowed to leave the pause screen with any button but Start.) Walkthrough Prologue Password: None You start as Shaggy and Scooby after the intro. As Shaggy & Scooby: Press Select and choose Velma. As Velma: Cross to the window on the right side of the den and look out of it. Velma will notice a large Tesla Coil in the backyard. She'll mention that it can transmit electricity without wires, but wonders why Jekyll Labs would need it. (This step is not actually required, but is canon to the story, which is why I mentioned it. Also, you may look out this window at any time while playing as Velma, but this is the earliest time you can do it, so I put it here. Also, anyone may look out this window, but only Velma will recognize the Tesla Coil. All other characters hint that she will.) Ok, now switch to either Fred or Daphne. (it doesn't matter which) As Fred or Daphne: Just stand there and wait for the grandfather clock to chime. If you turned off the sound (through the options) or you have the volume on your GBC down to 0, you'll still know it chimed, since your character will wonder why; it's apparently 13 minutes past the hour. However, once it does, the Green Ghoul will cross from the doctor's bedroom to the bathroom, unlocking the bathroom door for a few seconds. Open the bathroom door ASAP, and attempt to go in. (so it won't end up locking on you again) Your character will call to the other, and you'll both end up in the bathroom. You can move the shower curtain and take the towel now, or leave that for Velma later. (if you do, it'll reveal a symbol Velma must decipher later.) In any case, use the the Telepot, and Daphne will sit on it and pull the flush handle, teleporting her to the basement, where she'll be captured (go figure) for Jekyll's experiments. (By the way, nice cameo by Speed Buggy!) Chapter One- It's a mystery! Password: Trident four, triangle in circle, "Fish", "Handle", "Detroit", "Cranium" You start as Fred, even if you were using Daphne. It's obvious why. As Fred: You can fool around as much as you like, but most of this chapter will be completed by Velma, so press Select to swap to her. As Velma: Now, Velma has free range of the mansion and can explore the whole thing, (barring certain rooms that are still locked) so you'll be able to go around and decipher the symbols all around the house. You'll also need to check the keypad next to the pneumatic door that keeps the lab closed, and pick up a certain book of poetry from the library. (Right side; it's magenta.) If you do these two before deciphering any of the symbols, Velma will comment that she's pretty sure the symbols and the poem in the book represent the code for the keypad when you decipher one, she just has to match the symbols to the words in the poem. (If you haven't done either, she'll wonder if there's any connection. If you only checked the keypad, she'll wonder what the order is, and if you only picked up the book, she'll notice that the symbol's name is in the poem, and wonders if it's a code.) Here's the list of symbols, their names, and where you can find them: Symbol- Neptune symbol Location- Stained glass window above the library door (can be deciphered from hall or library itself) Name- "Sticky" Symbol- Triangle with line Location- Kitchen (Remove the papers on the fridge to reveal it) Name- "Detroit" Symbol- Taurus symbol Location- Second floor, left-hand side picture. Name- "Handle" Symbol- Uranus symbol Location- Stained glass window above the ballroom door (May be deciphered from hall or ballroom itself) Name- "Fish" Symbol- "Handle" flipped upside-down. Location- Second floor, right-hand side picture. Name- "Elk" Symbol- Pisces symbol Location- Bathroom, behind towel and shower curtain. Name- "Bean" Symbol- Arrow with halo Location- Stained glass window above entrance door (may only be deciphered from outside) Name- "Cranium" (as is apparent, these symbols (also used in the password system) are taken and based off of zodiac and planetary symbols. I don't know the significance, but I think they were probably used because they're globally recognized. There were plenty to choose from though; I don't know why the developers decided to make up some of their own.) Once you think you have all seven symbols deciphered and the book of poetry, (You must have the book) go ahead and try to key in the code on the keypad. If you're missing a symbol or the book, Velma won't try it, instead saying that she "Doesn't have the right code". (This is your cue to go back to the house and check all the symbols for question marks, or to press "B" to check your items. If you don't have the book, you'll have to go get it. Remember, it's a magenta book on the right side of the library.) If you have deciphered all the symbols and you have the book, Velma will key in the code and get it right. Then Fred will come by and suggest that they look inside the lab. Instead of going with him, Velma decides to go back to the library and return the book before anyone notices it's missing, so Fred will go in alone. Chapter Two- Boo's clues! Password: "Elk", "Bean", Triangle in circle, "Sticky", Trident four, Three branch "c" Fred enters the lab and gets caught by someone who looks like Shaggy with a mustache, a lab coat, and glasses. In the holding cell, Fred actually mistakes his captor for Shaggy, and wonders "What's gotten into him". He then starts looking for a way out, but can't find one. The game then swaps you to Shaggy and Scooby, and Shaggy complains of being hungry, and decides that, though the mansion is scary, they've got a better chance of finding food in there then by the Mystery Machine. Note: From now until chapter 4, you may only play as Shaggy & Scooby; Velma's too busy trying to find the *exact* spot that the book of poetry was in in the library, so she can return it without anyone knowing it was ever gone; Poor Daphne's trapped in the lab; and so is Fred. Also note that though you actually *can* play as Fred, all you can do as him is look out the vent in his cell to see that Daphne is being experimented on. As Shaggy and Scooby: Move right and walk up the path. Before going into the mansion, go right toward the labs, and open the pneumatic doors to peek in. The two will stumble upon a line of the same guards that ended up capturing Fred, and Shaggy thinks that if he had a mustache, glasses, and a lab coat, he'd able to "fit in". Leave the lab, and go back to the mansion. Note: periodically, Shaggy will tell Scooby that he smells some kinda food "too" (it's cheese, if you were wondering) and since Scooby has a better nose, asks him "Where's it coming from?" This will occasionally be followed by a direction. Just ignore these for now. Go through the hall, and into the room with the clock. Open the north door, and you'll be in the dining room. The only important thing that's here, though, is a broken stool. Take it anyway; you'll still need it. Leave and go into the kitchen, where you can open the bottom cabinet nearest the door to take a jar of cow extract from among an array of vanilla extract bottles that have, for some reason, been glued to the shelf. Then, open the fridge and take the sausage. (For whatever reason, you can't have the two eat it. Maybe they're too fixated on the cheese they can smell.) Now, go back into the main hall and go upstairs. Go into the rightmost room, where you'll find the doctor's corpulent housekeeper, Helga. Talk to her, then go back to the second floor hall and wait for Shaggy to mention that he smells the cheese again, and the leftmost door will unlock for a few seconds. Go through, and Shaggy will start up a conversation with Kenny, the doctor's nephew, who's playing a video game. (Represented by Pong on the TV) Kenny mistakes Shaggy for one of the lab guards, before Shag clears it up. Kenny mentions that Daphne is being used for his father's experiments, and Shaggy wonders why they always leave their Scooby Snacks with her if she's always getting captured, and decides to try and rescue her for the snacks. Kenny wishes you luck. Walk towards the kid, and a trap door will open up below you, and you'll fall into the basement, on one side of a mountain of cheese. Play with the small robot that's here, and it'll crash into the wall and break. Take the metal shards from the wreckage of the robot, and go back towards the mountain of cheese. Press "B" and use the shards to cut the tough skin off the cheese, then use the mouth icon to have Shaggy and Scooby eat it all. Pick up the electrical tape that's now exposed, and go through the door on the right to enter the laundry room. If you move the ironing board, you'll notice the Green Ghoul's costume near some cleaning supplies, which seems to posit that Helga is the Green Ghoul. Go use the box of Exploding Suds soap to make a mess in the washing machine, which you'll tell Helga about later, to get her out of her room. Open the door on the right to continue into the boiler room. Continue to the right, into the tool room. On the far right side of this room are some exposed, cut wires. You'll have to fix them, but you have to turn the power off first. (it's too dangerous to try with it on, they'd get shocked, so you can't.) Go back to the boiler room, and turn off the breakers, which will make Kenny yell, since he was very close to getting a high score on his game. Shaggy will hear this, and will think the breaker is "yelling at him". Heh. Go back into the tool room, approach the cut wires, and press "B," then use your electrical tape to fix them. Then go back and turn the breaker on again. Shift the levers, (they won't work unless you've fixed the wires) and the library will shake, causing Velma to lose her glasses. (of course) Go up the stairs, and you'll come out of a trapdoor in the ballroom. Open the ballroom door if you haven't already, and leave. Note: from now until chapter 4, if you enter Kenny's room again, he'll tell you a random pattern of numbers, to be used elsewhere in the game. You can do this multiple times by leaving and then re-entering his room to get some patterns to write down, but the patterns aren't too hard to figure out if you don't want to take the time to write 'em down. Go downstairs, and enter the library. Pick up Velma's glasses for the disguise, and shift the red book on the far left. Then wait about ten seconds. (Yes, you actually have to wait.) While you wait, the library moves to the attic, and after about ten seconds, you can leave through the door to find that there's a sack and a trunk here. Open the sack to get a lab coat, and open the trunk to get a small key. Return to the library, and push the red book back in. Wait another ten seconds, and leave. Go upstairs and into Helga's room to tell her about the mess in the laundry room. (Of course, you don't tell her that you made it) She'll leave, and you'll have free reign of her room till you leave. (As soon as you do, she'll finish cleaning up the suds, and will return to her room.) Take the note, which tells Helga that the beauty potion experiments that Doctor Jekyll is performing have lost funding, and they don't have a proper test subject for them, anyway. Good evidence. Move the pillow, and you'll find a lockbox. Use your small key on it, and you'll find a fake mustache. Who knows why Helga had this... in any case, you now have the items for the guard disguise, so leave the mansion and go into the lab. Shaggy will automatically put on the disguise. Chapter Three- Chemo-sabotage! Password: Triangle in circle, "Bean", "Elk", "Detroit", b with a crossed pole, "Handle" As Shaggy & Scooby: Open the first door you see, and go in. Here, you'll find some Mad Scientist who doesn't look anything like Dr Jekyll, and a "Scientific Shaggy" robot helping him. Also, Daphne is strapped into a strange machine. There's a key hanging on a wall, but you can't take it, or the robot will notice. You also can't go past it, so just leave. The next door is Fred's holding cell, and you can explain the situation to him, but you can't let him out... yet. Keep walking, and you'll come across 4 numbered doors. This is where Kenny's patterns come into play. They're not too hard to figure out; After you guide Shag and Scoob through the first door of your choosing, they'll enter two more rooms themselves, then you have to choose a fourth that fits with the pattern of doors they *entered*. (The doors they come out of don't count toward the pattern) Like I said, the patterns aren't too hard to figure out, but here's four I got in my last playthrough: My first door:1 Next: 4 Third:1 Which means I needed to choose: 4 My first door: 1 Next: 3 Third: 2 Which means I needed to choose: 3 My first door: 2 Next: 3 Third: 2 Which means I needed to choose: 3 My first door: 3 Next: 3 Third: 3 Which means I needed to choose: 3 Once you figure out the pattern, you'll appear in a dim room lit by an oil lamp, with the florescent light case mysteriously open, and empty. Hm... strange. Nothing to do here now, though, so leave. (Note that you'll always leave this room by door 2, regardless of which door you got into it with.) Go right some more, and open the next door. Inside is an "Insta-Freeze" machine, with a flower frozen inside it. Touch the flower, and it shatters. Neat, but we don't need the machine, right? Return to the hall and enter the next room. Unfortunately, Shaggy can't make heads or tails of the machine in here, and it doesn't matter anyway; this machine is a red herring and useless, as are the other items in this room. Return to the hall. Well, we just exhausted all the possibilties here.... or did we? Check the florescent light cases. You can't reach them without some kind of stepping.... Of course! The stool! But it's broken... what would make a good leg? Maybe the sausage? Unfortunately, the sausage is too soft... I've got it! Freeze the sausage in the Insta-Freeze, and use it as a replacement leg! Unfortunately, the sausage only stays frozen for two uses, so you'll have to keep re-freezing it. (Luckily, once it's "attached" to the stool, it'll stay attached.) Ok, now try and get the florescent lights from their cases. (There's four you can attempt to take. Just look out for "lights" on the HUD bar and use the stool with the frozen sausage leg when you see it.) Unfortunately, you keep dropping the lights and breaking them; you'll only be able to hang on to the last one you go for. (also, since it's a game, you don't have to worry about choking on the florescent gases from the broken lights.) Once you have the light, use it from your inventory to find that it's still lit! Weird... maybe Velma will have some insight. Go see her and tell her about the light. She'll conclude that it's being powered by the Tesla Coil in the backyard, and that that's also what's powering the robots. She says if you can find a room that the florescent light won't light in, and lead one of the robots there, they'll lose power, and you'll have free reign. Go back to the room behind the numbered doors, and check the light. It doesn't work here! This must be the room out of range of the Tesla coil; a dead zone, if you will. Go back to the room with the robot, and you'll hear the mad scientist give the robot an order, which it complies with. That has to stop! Go interact with the robot to take off your disguise, and it'll chase you to the numbered doors. (note: You can only do this if you've checked the light in the dead zone *and* talked to Velma.) This time, the first number will be picked for you, but that doesn't make the pattern any tougher. Enter the dead zone, and the robot will follow you, lose power, and shut down. Shaggy whips on his disguise again, and decides to sabotage the experiment. Return to the experiment room, and take the key. Then go talk to the Mad Scientist. He'll mistake you for the robot, and will request the "Ingredient list for 'skin absolver.'" That doesn't sound good... return to the mansion, and use the key from the experiment room on the locked door in the room with the clock to get into Dr. Jekyll's study. Use the shuttle pen (Shaggy calls it an "astronaut pen," lol) to write a phony ingredient list for the mad scientist on the back of the letter to Helga. Go back and give it to him, and then talk to him again, and he'll request a "DNA Extractor." Return to the mansion again, and use the key from the experiment room on the only remaining locked door; upstairs. Enter Doctor Jekyll's bedroom and take the label gun from the cabinet. All the letters on it are broken for some reason, except "A," "D," and "N." Use it on the cow extract to relabel it "DNA Extract." Bring it back to the Mad Scientist, and he'll apparently snatch it out of your hands, get some in his mouth, and will start turning into a cow. He'll leave, mooing all the way. Shaggy will automatically turn off the machine that Daphne's in, but can't release her without a key. Daphne asks where everyone is, and Shaggy explains that Fred's locked up in the lab, and Velma's still looking for her glasses, but of course, he has them. Daphne scolds Shag and tells him to return Velma's glasses, and free her and Fred. Chapter Four- Jailbreak! Password: "Elk", "Sticky", Trident four, "Handle", Aquarius symbol, b with crossed pole As Shaggy & Scooby You return to the story after the two have returned Velma's glasses and then re-entered the lab. (note: the numbered doors will be broken at this point) Leave once more, and return to the Mansion. (Shaggy will now refuse to enter the Library, since "the last time he went in there, he tried to leave and ended up in the attic") Go up to Kenny's room, then drop through the trapdoor to the basement. Go to the Tool Room, and use the Key Grinder. Scooby will use it on his claw to dupe the key to Fred's cell. Also, notice that there's a key stuck in the grinder, but Shag's not strong enough to get it out. Return to the lab and interact with Fred's cell door to have Scooby use his key-claw to open it. Press select and swap to Fred, finally. As Fred: Leave the cell and go to the mansion. Go up to Kenny's room (Fred won't talk to him) and walk onto the trapdoor. Bring Fred to the Tool room, and interact with the Key Grinder to get the stuck key out. Return to the Lab, and use the key that was stuck in the grinder to free Daphne. Chapter Five- The Plan! Password: "Bean", Aquarius symbol, triangle in circle, "Sticky", "Handle", "Elk" Note: this is the first time in the game that you can't play as Fred. This episode can be finished by either Shaggy & Scooby or Velma, depending on the last item you bring to Fred. Velma won't re-enter the mansion, though, since the other three have it covered. You'll start as Velma in the lab after the dialogue. As Velma: Go to the room with the Insta-Freeze machine, and open the cabinet in the left side of the room. There's a net inside. Bring it to Fred, then swap to Daphne. As Daphne: Enter the ballroom, and take the curtain rope right of the door. Then swap to Shaggy and Scooby. (Daphne won't step on the trapdoor in Kenny's room, due to her woman's intuition. She says she "doesn't trust the floor" there. She also won't go down the staircase, as she's supposed to be looking around upstairs.) As Shaggy and Scooby: Go upstairs and enter Kenny's room to use the trapdoor. Go to the laundry room, and use the Exploding Suds to make a mess. (again) Then soak some suds up using the towel. Go to the boiler room, and climb the stairs back to the ballroom. (you can grab the curtain rope as Shaggy & Scooby at this point if you didn't get it before.) Go give the sudsy towel and the curtain rope to Fred. Chapter Six- Finale! Password: Three branch "c", "Cranium", "Sticky", "Bean", Aquarius symbol, "Detroit" This is a short chapter in terms of character movement. You'll start as Velma. As Velma: Set the clock. When Shaggy and Scooby get chased upstairs, You'll automatically return to the clock hall, so use the towel on the laundry chute. (make sure it's open) That's it! You win! Now, watch the outro, and pat yourself on the back if you saw through the red herrings and guessed who the Green Ghoul really was. Once the credits are through, you can return to the title screen by pressing start.