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S C O O B Y - D O O   -   N I G H T   O F   1 0 0   F R I G H T S
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Scooby-Doo: Night of 100 Frights Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - only on www.gamefaqs.com
All text copyright Jason Beks, 12 November 2003 (c).
Email questions to: jbeks@hotmail.com (ensure Scooby-Doo is in the subject
line).

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I N D E X
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1. Copyright
2. Controls
3. Objective
4. Hints & Tips
5. Enemy Guide
6. Power Up Locations
7. Monster Token Locations
8. Walkthrough 100% Complete
9. Secrets
10. Credits

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1. C O P Y R I G H T
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Ok - for starters, don't knick my work and write it off as your own yada yada
yada. It's a shitty thing to do considering the hours I've spent enduring
Scoobys' voice actors and those dreadful boss tunes. If this walkthrough
appears anywhere other than gamefaqs you'll know it's been plagurised, modified
or stolen. Please feel free to email any questions. Now let's go get some
Scooby snacks...

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2. C O N T R O L S
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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
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3. O B J E C T I V E
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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.

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4. H I N T S   &   T I P S
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Walkthrough directions will be given as follows: LS (left screen, left, west),
RS (right screen, right, east), US (up screen, up, top, north), DS (down
screen, down, bottom. south). This means that if you are instructed to go US
(up screen), move Scooby towards the top of your television set or monitor.

For a kid's title, this game is ridiculously difficult in some areas. Just be
patient, save often and practice achieving maximum height with the double-jump.
If a task is particularly treacherous I'll warn you plenty beforehand.

You may activate and open any warp gates you find (machines that have spirals
on them) but do NOT open snack gates (machines that have two antennae and
yellow and black striped arms) unless you are instructed to, or you may waste
precious snacks accessing areas that are irrelevant to the current gameplay.
And you'll be screwed and have to start again.

Scooby may 'die' often, but will always reappear at the beginning of the area
in which he expired, so you may embark on regular suicide missions at your
leisure. In otherwords, you have unlimited continues.

Consult the map screen regularly to find out how many snacks appear in each
area. Each area is divided into either 1, 2, 3 or 4 levels. The number at the
bottom of the map screen will indicate how many snacks appear in the current
level, and how many snacks have been obtained so far. The map must first be
obtained from Holly.

Scooby has 5 health increments, so eat cakes, drumsticks and sandwiches
regularly to keep health at maximum. Killing enemies usually produces a health
item or bubble gum.

One of the major flaws of this game is the difficulty players' have judging the
depth of field. Sometimes Scooby's shadow disappears when it is required to
help you locate his position before landing on small platforms. Use his shadow
to help you target landing positions where possible.

Scooby can fall from any height without being damaged (must be one of those
cats-always-land-right-side-up dealies - I dunno).

Although I have endeavoured to count every single snack, sometimes the action
is too fast or the camera angle is too close to allow for an accurate count.
Use the walkthrough as a guide, and providing you have collected the snacks
from the most obvious paths you should be fine. Hard to find and hidden snacks
will be mentioned in greater detail throughout the walkthrough.

There are 5 Scooby snacks inside every snack box, so if you are short 5 snacks
in one area (or any multiple of 5, such as 10, 15, 20, etc...) chances are you
are looking for snack boxes as opposed to individual snacks.

You cannot destroy humanoid enemies until you obtain the football helmet, but
you can still charge them and stun them temporarily. It's simpler though to
avoid them altogether until you find this power up. Rats, bats and spiders
however may be jumped on.
Flying fish can be killed with a helmet charge or a super smash pound (Thanks
to VicGrimes412@aol.com).

Save often. Save often. Save often. Oh yeah, and save often.

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5. E N E M Y   G U I D E
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Caveman - requires two hits to kill - the first will only stun temporarily.
Helmet charge or Super smash.

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

Funland Robot - requires two hits to kill - 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 kill. Super smash from above is best.

Ghost Diver - one hit to kill. Helmet charge or Super smash.

Captain Moody's Ghost - one hit to kill. Super smash from above is best.

Geronimo - one hit to kill. Helmet charge or Super smash.

Ghost - cannot be killed, but can be temporarily trapped in bubbles.

Headless Spectre - one hit to kill. Helmet charge or Super smash.

Sea Creature - requires two hits to kill - one will only stun temporarily.
Helmet charge or Super smash.

Scarecrow - one hit to kill. Helmet charge or Super smash.

Space Kook - one hit to kill, 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 kill. Helmet charge or Super smash.

Witch - one hit to kill. Super smash from above is best.

Witch Doctor - one hit to kill. Helmet charge or Super smash.

Wolfman - one hit to kill. Helmet charge or Super smash.

Zombie - one hit to kill. Helmet charge or Super smash.

Black Night - lightning bolt

Redbeard's Ghost - falling treasure chest

Green Ghost - grave vaccuum

Mastermind - electricity

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6. P O W E R   U P   L O C A T I O N S
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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.

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7. M O N S T E R   T O K E N   L O C A T I O N S
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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.

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8. W A L K T H R O U G H   -   1 0 0 %   C O M P L E T E
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--- 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's 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's 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 won't 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're on and jump from there you'll 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's 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'll 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's 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're 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'll drown. If you
move too fast you'll 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 won't 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 won't 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 won't 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'll 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're 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'll 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's 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'll 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's 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's 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's 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'll 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's just another lameass sneaking power up you probably
won't 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'll 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 won't
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's 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.

CONGRATULATIONS! NOW THAT YOU'VE DEFEATED MASTERMIND AND SOLVED THE MYSTERY,
YOU MAY VIEW THE UNLOCKED SECRETS IN THE MONSTER GALLERY! (that's after you've
gotten down and dirty to the natty Scooby-Doo theme remix that plays over the
credits).

If you have followed this guide implicitly and have collected only those snacks
that were mentioned, in the order they were mentioned, you should have 100%
completed the game. Cheers.
If for any reason you have missed some snacks, simply move the cursor on the
map screen through each level to see how many snacks are unaccounted for and
return to that level to search again.

____________________________________________

9. S E C R E T S
____________________________________________

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?' Jesus....

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. Nothing of note
changes on St Swithin's Day or 9/11.

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).

____________________________________________

10. C R E D I T S
____________________________________________

Thanks to Warner Brothers Interactive, Hanna Barbera, Renderware Platform, THQ
and Heavy Iron Studios for maintaining strict stylistic control over the
project - the laughter track is gold, the incidental music is authentic and the
colour palette is classic Scooby Doo. Never has a game title been so faithful
to the source.

Thanks to 'adarkervision' for his inspirational and entertaining walkthroughs -
on ya man. Keep em' coming.

And finally, thanks to my dog for patiently waiting for me to finish this
fricker. Cheers little buddy.

If you've enjoyed this walkthrough look for other RaccoonCityPD walkthroughs
only on www.gamefaqs.com

Scooby Doo: Night of 100 Frights Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - exclusive to www.gamefaqs.com
All text copyright Jason Beks, 12 November 2003 (c).
Email questions to: jbeks@hotmail.com (ensure Scooby Doo is in the subject
line).