_______ _____  ___    ___   ____ __     __
    /   ___//  __/ / _ \  / _ \ | |\ \\ \   / /
   /  /    /  /   | |_| || |_| || |/ / \ \_/ /
   \   \   \  \___ \___/  \___/ | |\ \  \   /
    \   \   \____/ _____        |_|/_/   | |
 ____\  /          | |\ \   ___    ___   |_|
/______/           | | \ \ / _ \  / _ \
                   | | / /| |_| || |_| |
                   |_|/_/  \___/  \___/
                                   M Y S T E R I E S 
                                       for the SNES

        ----------------------------------
        FAQ by hundley4ever@lycos.com
        Version: 1.1
        Date: 10.15.00
        ----------------------------------

IMPORTANT!
==========
This FAQ may be distributed as free, public domain. Please 
DO NOT modify or change it in anyway, shape or form and 
claim it as your own. Thank you. :)

What's New?
-----------
Version 1.1 - Contact address changed.

Version 1.0 - This FAQ! It's all brand new to you!

-----------------
Table of Contents
-----------------
I.    Introduction   
II.   Story          
III.  Startup        
IV.   Characters     
V.    Gameplay     
VI.   Mysteries
      a. Ghost Ship
      b. Fun Fair
      c. Spooky Swamp
      d. Bradshaw Manor
VII.  Bonus Games
VIII. Tips/Cheats
IX.   Trivia
X.    Credits

++++++++++++++++++
++ Introduction ++
++++++++++++++++++
I was playing Scooby Doo Mysteries for the Super Nintendo, when
I got stuck on the second level, the Fun Fair. I just couldn't seem
to find any new clues that would help me solve the mystery and I
was at the end of my rope. So I decided to find a walkthrough
on the net. And guess what? There was none. 

Being the same guy who wrote some FAQs for relatively FAQ-less games 
like WCW Nitro and TMNT: The Manhattan Missions, I decided to take 
it upon myself to write one up for this cool game. I would eventually
complete the level and the whole game. So here are step-by-step 
walkthroughs to all four mysteries, as well as some other tips. Enjoy!

+++++++++++
++ Story ++
+++++++++++
For Fred, Daphne, Velma, Shaggy and their dog Scooby Doo, the mysteries
never end. Even on vacation, they can't help but run into their share
of mysteries. Ever the budding detectives, the gang runs into several
new mysteries that are just waiting to be solved by them. 

++++++++++++++++
++ Characters ++
++++++++++++++++
Fred - the unofficial leader of the group, this blonde actually has some
brains between his ears. He helps devise the traps that help the gang catch 
the villains.

Daphne - this amiable redhead gives Shaggy and Scooby some Scooby snacks 
as a reward.

Velma - this intelligent, up and coming mystery solver helps Shaggy and 
Scooby sort out the items they find. Using clues that the duo find, she 
helps shed some light on the mystery.

Shaggy - this easy-going, laid-back toadie loves eating and has a special 
affinity for huge sandwiches. He tries to help the gang solve mysteries 
whenever he can, but he's often too chicken to be of any help.

Scooby - man's best friend is smarter than the average bea.. err.. dog. 
Using his super-sniffer, he helps Shaggy root out clues and just like his 
friend Shaggy, he loves eating and is a noted coward.

++++++++++++++
++ Gameplay ++
++++++++++++++
In Scooby Doo Mysteries, you take control of the spaced-out Shaggy and 
his best friend, the lovable dog Scooby Doo. You help Shaggy assist 
Freddy and company in solving mysteries. By exploring areas and through
the use of Scooby's super sense of smell, you find and sniff out clues
that will help the gang solve the mystery.

Of course, the problem is that Shaggy and Scooby are easily scared. If
you get close to enemies or get ambushed by any of the creepy monsters in
the area, Shaggy and Scooby's fright meter starts to fill. Once it's
completely filled, Shaggy and Scooby will totally chicken out and they'll
lose one of their lives. Eating a Scooby snack will deplete the fright
meter a little bit, but you have to find snacks or get them from Daphne,
who gives one to you sometimes.

+++++++++++++++
++ Mysteries ++
+++++++++++++++

Mystery 1: The Ghost Ship
-------------------------
The gang has decided to take a vacation from their vacation and taken time 
out to solve the mystery of the Red Ryan, a supposedly haunted ghost ship. 
They hope to at least find treasure, if not find out if the ghosts of the 
Ryan are real, or just the stuff of legend. At first, Shaggy and Scooby
are apprehensive about exploring the wreck of the Ryan, but after being
bribed with the promise of a Scooby snack by Daphne, the pair decide to
help their friends solve the mystery.

This level is more like a tutorial than anything else. Here, you get to
test out the game's controls and get a feel for them. The game and the
gang will help you through the mystery, making the mystery a breeze to 
solve. There are some tricky parts though. Those are what this walkthrough
is for.

Walkthrough.
After you get to talk to the gang, walk to your right. A ghost pirate will
appear and frighten Scooby and Shaggy a bit. Your fright meter will go up
a bit. There's no way to avoid this. Enter the top door marked "Deck 1".

In this room, walk to the left to Daphne. Daphne will talk to you and give
you a Scooby Snack. Pick up the trunk near the wall by going in front of it
and pressing "Up". Exit the room the same way you came in.

Back in the starting room, enter the door on the bottom of the screen.

In this room, walk left till you see Velma. She'll talk to you. Now, with
the chest you just picked up selected (press "select" if you didn't choose 
it already), press "R" to talk to Velma. She'll examine the chest and you'll
find out that the treasure inside it has been corroded by sea water. Pick up
the trolley to the left. Exit the room using the same door you used to come 
in.

Back in the starting room, walk to the right. The pirate will appear. Follow
Freddy's advice and bowl the pirate over with the trolley. With the object
selected, press "A" to knock the pirate for a loop. As Fred will tell you,
the pirate fell out of the room and opened up the door to the right. Exit 
using the newly opened door. 

In this room, pick up the trolley you just used and enter the top door. Go 
to the far left and stand in front of the "Search Here" text. Hm... 
"Search Here". I wonder what that could mean? Use Scooby's super-sniffer 
to search. Press "X" to make Scoob sniff for clues. Lo and behold, you've 
found a map! Pick it up. Now go to the far right until you reach the door. 
Exit using this door.

In this room, you will find Daphne waiting for you. Talk to her for a Scooby
snack. Go to the right and stand in front of the light-brown crate. Pick it
up. Exit through the same door on the left.

Back in this room, exit using the door on the bottom that you originally
used to enter this room.

In this room you'll now find Freddy waiting for you. You could enter the 
door to the right to get a Scooby snack, but you'll have to jump over the
fast mice to snatch it. Unless you really need the snack, select the map
and exit to your left. Freddy will advise you to show the map to Velma
before you leave.

Follow Freddy's advice and show the map to Velma on this, your starting
screen. Talk to her and you'll discover that the map shows the caves 
that smugglers use. Go to the far left and enter the door there.

You should now be outside. Note that there will be a bunch of brown
moving platforms in this area. The green ones are part of the ship and
are stationary Go to the left and jump on the crates. Stand in front 
of the text that tells you to place "crate here" and use the crate. 
You should drop the crate. Now jump on it. On top of the crate, jump 
onto the moving platform to the right. Ride it as far as it takes you 
up, then jump onto the above platform. Jump to the platform on the top 
and pick up the fish. Now jump to the platform on the right. Go near 
the right edge of the platform and jump onto the brown platform on the 
right. 

Quick tip: Use the fish as a weapon to dispatch enemies!

It will start moving. When it goes as far as it will go, jump onto the 
green platform directly to the right of it. Now jump onto the next 
brown platform to the right. This platform will move from left to right. 
When the platform goes as far to the right as it will go, jump to the 
right. You'll land on a green platform. Go right and jump onto the 
diagonally moving platform. Hit the mouse with a fish while you're
on the platform so you don't fill your fright meter. Jump onto the
green platform where the mouse was and move to the edge. Wait for a
diagonally moving platform to appear, then jump on it. Ride it as far 
as it will go until it starts to come back. Now jump onto the green
platform to the right. Move to the right and mount the moving platform
that is going up and down.

Once the last platform reaches the deck, jump off. Go the right until you 
can go no further. Jump on the crates and make your way up by jumping. At 
the top of crates, you'll see a teddy bear. Jump to it and pick it up. 

Quick tip: Here on the far right on the ship deck, there's a scooby snack
waiting to be collected on top of one of the masts.

Now retrace your steps and make your way back to the entrance to the boat.

You should now be back on the screen where you started the level. Show the
teddy bear to Velma. It turns out that it is a pirate teddy. She'll find
a key hidden inside. Go to the right. Take Fred's advice and use the key
on the locked door. Exit the starting screen by using the door on the right.

In this room, enter the door on top.

In this room, select the blue key and enter the top door. You will enter
Deck 2. Velma and Daphne will follow.

In the first room on Deck 2, there's an enemy bird to the right. Hit it
with a fish or jump over it. Exit using the door on the right.

In this room, there's a rat. Follow it while it walks right, but don't
get too close to it. When it begins walking left, jump over it. Pick
up the eyepatch here on the far right of the room. You can also try
to hit this rat with a fish. Exit using the bottom door to the left
of the room. 

In the next room, Daphne is waiting for you. Talk to her for a Scooby
snack. Go to the left. Pick up the bucket. Now go to the right. Freddy
waits for you near the door on the right of this area. He'll tell you to
use the bucket to cover up the rat in the next room because Daphne hates
rats. Exit using this right door.

In this room, there's a really hyper rat. To take care of him, first move
up to the barrel on the right. Once you're close to it, use the bucket to
throw it at the green rat. It should cover him. Move to the right and jump
over the next barrel. Don't worry, the rat can't hurt you while he's under
the bucket, even though he can still move around. Collect the key to the 
right of the barrel. With the key selected, exit using the right door. 

Velma waits for you in this room. Show Velma the eye patch. She discovers
that the eye patch has a hole in it. A real pirate ghost wouldn't need a
hole in his eye patch. Move to the right and hit the bird with a fish. Exit
using the top door.

Fred waits for you in this room. Walk to the left and pick up the lantern.
Exit using the door on the left.

*BONUS GAME - SANDWICHES*

After the bonus stage, go to the left and pick up the soap. Exit to the right.

Back in the room with Fred in it, exit using the bottom door.

Back in the room with Velma in it, exit using the right door.

Daphne is in this room. She asks you to clean up the mess on the floor. Move
to the right. One-eyed Matt the pirate ghost will appear yet again. Follow 
Daphne's advice and throw the soap at him. Select the soap if it isn't 
already selected and use it to throw it at the the pirate. He will slip and
fall, opening the door on the right in the process. Exit using this newly
opened door on the right. 

*BONUS GAME - WHACK A MONSTER*

Fred will follow you into this room. Exit using the bottom door.

In this room, pick up the piece of paper you see on the right. Exit using
the door on the left. 

Velma is in this area. Show her the paper you just found. It seems that the
paper details robberies of shipwrecks that have happened recently. Go to the
left and pick up the TNT. Exit using the door on top.

Daphne is in this room. Talk to her for a Scooby snack. Pick up the matches 
on the left (use any extra Scooby snacks to make room in your inventory if 
you can't carry any more) Exit to the door on the right. 

Back in this room, exit to the door on the bottom.

You're back in the room with Freddy. Talk to him and he'll tell you that you
can open a locked door using the tnt and matches you just found. Follow him
to the locked door. 

Once you get to the locked door, Freddy will blow it open by himself. Follow
him and enter the newly unlocked door.

In this room, exit to the left.

Velma is in this room. Go to the left and pick up the generator. Exit using 
the top door.

Daphne is in this room. Ask her for a Scooby snack (if you need one.) Be sure
to pick up the hose in this room (use any extra Scooby snacks to make room in 
your inventory if you can't carry any more). There's a rug to the right, but
you can't pick it up yet. Exit using the same door you used to come in.

Back in the room with Velma, exit using the door on the right.

Go to the right and talk to Freddy until he uses the generator and the hose to 
open the door for you. 

In this room, go to the right and exit using the bottom door.

This room is dark, but you should be able to see with the lantern that
Scooby is holding for you. Go to the left and pick up the blue key. Daphne 
will give you a Scooby snack if you need one. Exit using the top door that 
you used to get into this room.

Back in this room, select your newly found blue key and enter the red 
structure through its metal door.  

Inside the storage hold, exit using the left door. 

This room is a dark storage room. Pick up the gold on the left. Now double 
back and exit the storage structure.

Outside the storage structure, show the gold bar to Velma who is in this 
area. It seems that the gold is still warm, like somebody was trying to 
melt it. Then Velma will tell you that the mystery is almost solved and 
to talk to Fred. Exit to the left.

Talk to Fred. He will devise a trap to catch the "ghost". The trap needs the 
pirate trolley, the teddy bear and the rug. You should have all the needed 
items but the rug. Exit to the left. 

In this room, exit using the top door. 

This room has the rug in it. Move to the right and pick up the rug. Now 
doubleback and see Fred.

Talk to Fred several times until he's done making the trap. Now you have to 
bait the "ghost". Scooby and Shaggy will be reluctant at first, but Daphne 
will bribe them with a Scooby snack. Now exit to the left.

In this room, move all the way to the left. One-eyed Matt will appear. He 
might catch you at first, but if you have a mostly empty fright meter, you 
will not lose a life. Now run to the right and exit using the door. 

Daphne will hit the lights and when they come on again, you will see tha the
trap worked and One-eyed Matt is caught!

Epilogue.
The "ghost" was really Captain Porter in disguise. He wanted to take the gold 
treasure, melt it down and sell it. Porter didn't want to see the gold be
in the museum and was going to profit from it. And he would've gotten away
with it, if it wasn't for those meddling kids and their dog too!

Mystery 2: The Fun Fair
-----------------------
After solving the mystery of the Red Ryan, the gang decides it's time for 
some well-deserved R&R. They decide to go to the Fun Fair. They head over
to the Bing Bong Brothers' Fun Fair and Scooby and Shaggy look forward
to stuffing their faces with food. 

When they arrive, they discover that all the rides are closed. They see a 
sign that says the Fun Fair is closed due to a ghost. Being the brave souls 
they are, the gang decides to investigate this supposed "ghost".

This level is MUCH harder than the first one. You won't be given as many
hints as you were in the first stage and you will need to use your head
a lot more. The clues are more hidden and the enemies harder to avoid. 

As far as I know, the wolf and the evil clown are not defeatable baddies
here. Just walk/run away from the wolf; he'll disappear eventually. Most
times you can run and jump over the clown pretty easily. The hammer and
coconuts can be used to beat the unicycles and rats here. 

Walkthrough.
When you start the level, you will be in a small area with a locked tent to 
your right. You can't enter it yet. The gang will talk a while about the
mystery and then leave to investigate. After they're gone, pick up the 
coconut to your left. This could be a handy weapon. Exit using the top 
entranceway.

You're in the part of fun fair with an ice cream truck in it. Move to your
left and have Scooby sniff the grass by the fence. You'll find a manual on
how to improve your strength. Move to the right. By the ice cream truck, 
you'll see the ghost clown. He'll frighten Scooby and Shaggy a bit and tell
them to leave the fun fair before disappearing. Pick up the bell near the 
truck. Go to the far right of this area until you reach the fence. There's 
an oil can here, but you don't need it yet. Exit using the entrance by the
fence here.

This part of the fun fair has a strength testing attraction. Daphne is here.
Talk to her for a Scooby snack. Pick up the hammer to the left. Now go near
the strength testing machine and use the bell. Then use the hammer on the
machine. Thanks to that strength improving manual, you will be able to hit
the bell up high. After this happens, a key drops from the machine. Pick it
up. Follow Daphne's advice and talk to Freddy. Exit this area the same way 
you came in. 

Back on this screen, go left to Freddy. He will compliment you and say that
you can now investigate more of the fun fair. Now go left and exit using the
top entrance by the ice cream truck. 

Here you will find one of those crane games called the "Claw". Exit using the
entrance near the machine. 

In this area, move to the right. The evil clown will appear. After talking
for a bit, he will start to chase you. Be calm and move to the left to make
some distance between you and him. Now run to the right and jump over him.
If you do it right, you will not get caught by the clown and you'll save
your fright meter from getting filled. Quickly proceed to your right and
jump onto the mat under the blue pipe. Now jump, and while you're jumping
hold the jump button (B). You should bounce off the mat and onto the pipe
above. Collect the lamp. Now walk off the pipe. Once off the pipe, go to
the far right until you come to a can of oil. Pick it up. Now select the
key you found earlier and enter the nearby trailer.

*BONUS GAME - SANDWICHES*

After the bonus game, you'll find yourself in a dark trailer. Use Scooby's
sniffer and walk to your right. You should find a key. Pick it up. Beware
the wolf monster to the right. Now walk to the right and pick up the 
newspaper. Then exit the trailer via the door on the left.

You're back outside the trailer. Now proceed to the far left until you see
Daphne. Talk to her for a Scooby snack. Exit using the nearby bottom 
entrance.

You're back near the crane game. Select the paper, then walk to the right.
Talk to Velma. The newspaper says that the fun fair was closing due to 
failing attendance. Who would want to close the fun fair? Now walk to the
right and beware of the wolf monster. Enter the blue and orange tent by
pressing "Up".

Inside this dark tent, use Scooby's super sniffer and move to your left.
You will find a coin. Now exit the tent.

Outside again, walk to your left. Be careful, a wolf monster might appear.
Walk in front of the "Claw" game and use the coin you just found. You will
win a doll. You should pick up the doll and Velma will come to talk to you.
She will find a pass inside, then she will tell you to show the pass to 
Freddy before exiting. Follow her out. 

You're in the area with the ice cream truck. Now walk up to Freddy. He will
compliment you and tell you the pass will allow you to explore more of the
fun fair. Go to the far right until you get to the oil can. Pick it up. The
lantern will burn brighter now. Go back to the left until you're in front 
of the "Win-A-Fish" game. Now exit using the bottom entrance near the game.

Velma is here. Go to right, but beware of the wolf and the unicycle. Enter
the white tent. In the dark tent, move and let Scooby sniff to the right. 
You'll find a clown mask. Pick it up. Exit the tent.

Back outside, go to the left. Select the clown mask and talk to Velma. It's
a clue. No go to the right and be wary of the unicycle and the wolf. When 
you get to the blue and orange tent, enter it. 

Daphne is in the tent. Talk to her for a Scooby snack. Pick up the clown 
boots to the left. Exit the tent.

Back outside, head to the left to Velma again. With the clown shoes selected,
talk to her again. It seems that the shoes are covered in ice cream. Velma
deduces that the clown must hide in the ice cream truck. What would the
clown need with a spare mask. Exit using the nearby bottom entrance.

Here there's a unicycle. Hit it with your hammer. Go to the right until
you see Fred. The door on the bottom is locked. Enter the doorway to the
slide.

This is the slide section. You have to slide down the slide, but be
careful, there are dangerous spikes on this slide. When you see an arrow
pointing up, that means that spikes are coming up the slide. Get ready to
jump over any number of spikes. When you see an arrow point down, the spikes
will pass you overhead, so stay on the slide. Be careful because every time
you get hit by a spike, your fright meter fills up. This section is easy
and you should be able to pass it without any trouble. You will exit once
you've jumped over all the spikes and have hit the exit sign.

Quick tip: When you see the first exit sign, jump over it. You will find
a secret cache of Scooby snacks that pass by overhead. Jump up to collect
them and deplete your fright meter.

After you successfully brave the slide, you will find a key. Pick it up. 
Select this blue key and exit using the locked bottom door. 

There are rats to the left, so be careful. Hit them with your hammer or
some coconuts to dispatch them. Collect the oil near the purple and orange
tent. The lantern will burn even brighter now. Go left near the fence. Use
the nearby top door. 

In this section, there's a unicycle to the left. You can hit it with your
hammer for some more mystery points. Select the grey key and stand in front
of the door to truck. Press "Up" to open the door. 

Go to the right and jump on top of the crates. The jump onto the platform
moving left and right to your right. Jump on the crates that the platform
takes you to (they're to the right). Wait for another horizontally moving
platform. Jump on it. Ride it to the right and jump on the green stationary
platform it brings you to. Wait for yet another horizontally moving platform.
Mount it. It should take you to some crates. Jump on them. Walk off the crate
and to your left. Pick up the bottle-like object you see. This is the first
item you must get.

Now jump back onto the crate on the right and mount the platform that you
rode to it. Jump on the green platform it takes you to. Then go and jump 
back to the green platform on the left. Wait for the horizontally moving
platform and jump onto it. Ride it to the left and jump on the crates it
brings you to. You should see some brown crates in the foreground. To the
right of these crates is a stack of green crates. Jump up onto them and
jump onto the one on top. Then jump onto the green platform to the left.
There's another green platform to the left of this one. Jump on it. Jump
up onto the green platforms on left of this platform until you reach the
top. There's some crates with a mouse moving on them. Dispatch him using
the hammer or a coconuts. Jump onto the crates.

Walk to the right and off the crates. Move right and off the green platform
you landed on. You'll land on another platform. Wait for the moving platform
on the right and jump on it. Ride it to the right as far as it will go, and 
then fall off of it onto the green platform below. Run and jump off the edge
of this platform to the green platform to the right. Then run and jump off
the edge of this platform to the on the right. Go to the right of this third
platform and wait for vertical platform to your right. Ride it to the top 
and jump onto the crates to the right. Jump onto the top crate and wait for
the vertically moving platform. Ride it down to the floor, then fall off of
it. Collect the magnet and then exit out the doorway that says "Way Out".

When you go out, you'll be at the starting screen, where Fred waits for you.
Go up to Fred, and he'll tell you that he can use the welding tools you 
found to open the lock to the tent. Exit to the newly opened tent on the
right. 

This room has a cannon in it. You'll need it later. Just walk to the right
and enter the top doorway.

*BONUS GAME - WHACK A MONSTER*

After the game, you'll be in a room full of lockers. There's a cannonball here
that you'll need later. Now just exit using the bottom door.

Back in the cannon room, exit using the bottom doorway.

You'll be in a room with a shooting game in it. There's some gunpowder and a
rat to the right. You'll need the gunpowder, but not now. Also beware the wolf
here. Move to your left. Let Scooby sniff in front of the tent. You'll find a
clown nose. Collect the clown nose, then talk to Velma about it. Exit using
the bottom door. 

You'll be outside the tent and near some painting. There's a unicycle and some
glue to the right. You don't need the glue just yet. Daphne is here and will
give you a Scooby snack if you talk to her. Exit using the bottom door. 

Here, there are matches to the left by the mouse and near the fence. Hit the
mouse with the hammer. You don't need the matches yet. Proceed to the right.
You'll see the evil clown. Again, move to the left to make some room, then
run and jump over him and to the right. Let Scooby sniff in front of the blue 
tree. You'll find a piece of paper. Collect it. Now, go back to your left. Run
and jump over the clown if necessary. Exit the way you came in.

Back in the area with the painting, exit using the top door.

Back in the big top, walk left. Again, beware of the wolf. Talk to Velma. It
turns out that fun fair's janitor was fired for putting people's lives in
danger. Great clue. Velma will give you a key. Now go back and exit using the
bottom doorway.

Outside the tent, exit using the bottom doorway.

Back near the matches, proceed to the far right. There's a unicycle here. Hit
it with your hammer. Exit using the top door on the right. 

In this area, go right. Select the key Velma gave you and enter the trailer.

In this trailer, go right and get the clown costume. Exit.

Velma is waiting for you outside. With this clown costume, which is just like
the one the evil clown is using, you're able to solve the mystery. Fred will
give you the plans for the trap. You'll need glue, matches, a cannon ball and
gunpowder to build the trap. Exit using the bottom exit.

In this area, proceed to the left until you get to the mouse near the the pack
of matches. Hit the mouse with the hammer. Pick up the matches. Exit using the
nearby top door.

You're near the painting again. Proceed to the right. Use a coconut to get 
the unicycle out of the way. Pick up the glue and exit using the top door.

Inside the big top, go right. Use the hammer on the mouse and pick up the
gunpowder. Exit using the top door.

Back in the cannon room, exit using the top door.

Pick up the cannonball in this room and exit.

Now you can build Freddy's trap. Talk to Freddy if you want to see the plan.
The clown is running around to your left. Jump onto the top brown platform
to the left of the cannon. When the clown comes running toward you, you have
to jump off the platform to the left. Walk over the "X" and use the glue. The
clown will run towards you and get stuck onto the glue. Go to the right then
mount the top platform again. Stand on the left edge and use the gunpowder
and then the cannonball. You will throw them into the cannon. Jump off the 
platform and move left to the end of the gunpowder trail. Use the matches. 
Shaggy will light the gunpowder and the cannonball will be fired onto the 
clown's head.

Epilogue.
The evil clown wasn't a ghost after all. It was Bubba's old janitor, Mickey 
Mindang. He says the fun fair is in his blood and that his grandfather died 
trying to save his job. His nephew helped him in his scheme to close the fun 
fair, then buy it at a lowered price. And he would've gotten away with it, if
it wasn't for those meddling kids and their dog too!

Mystery 3: Spooky Swamp
After the gang solves the mystery at the fun fair, they take a drive to the
lake. However, Freddy gets lost and instead they arrive in a scary swamp. 
Soon, they are chased by a scary swamp creature. Freddy speeds up and stops.
They soon come upon an old man, who tells them that they are on his land
and that they can't stay. 

It seems that there's a rich man named Dean Drabwell 
who has been buying up all the land around here, and that this old man won't 
give up his land. They ask the old man about the swamp creature, but he seems 
to know about as much as them. Ever curious, the gang decides to investigate 
and find out who or what is behind this swamp thing.

This level is a little harder than the circus level in some respects. The
monsters are faster and you'll need to run away from them pretty quickly. In
this level, the monsters are a zombie and the swamp creature. Just as the
evil clown and the wolf from the fun fair, you can't beat them. When you see
the zombie, just run the other way quickly and exit. Hopefully when you 
reenter the screen, the thing will be gone. Don't worry too much because
these monsters don't respawn after they vanish like the wolf in the circus.

Walkthrough.
After Fred has a brief conference with you, walk to the right. You'll see the
swamp monster and he'll frighten you before he disappears. After he
disappears, sniff to your right and you'll find a pair of boots to the left
of the white post. Go to the right and Freddy will talk to you. He'll talk
to you about the general store being abandoned. Exit to the right after the
fence ends by pressing down.

Quick tip: There's a Scooby snack hidden on this, the screen where you find
the boot. Hop onto the platform to the right and ride it to the top. Then 
jump left onto the roof and let Scooby sniff near the left edge of it. You'll
find a tasty Scooby snack.

Daphne is on this screen. Go to the right and pick up the can. This will be
a useful weapon. Daphne will tell you that she wonders if any of this garbage
will be useful. Talk to her for a Scooby snack. Exit using the gap in the
fence to your right.

Velma is on this screen. Go to the right. She will remind you to hunt for
clues. Select the boots you found earlier and talk to her. It seems that the
boots you found are covered in tar. Velma will leave. Follow her out.

There's not much for you to do on this screen. Just go to the far right and
exit using the gap in the face. 

Daphne is on this screen. Talk to her for a Scooby snack. Go in front of the
steps and jump. While on the step, jump again. You should land on the porch. 
Now go to the right edge and wait for the vertically moving platform. Jump
on the platform and ride it up. The rat on the roof to the left moves really
fast. You might want to pelt him with a can from the moving platform. After 
you dispatch of the rat, jump onto the roof. Go left on the roof. Near the
left edge, there's a fan. Pick it up. Get off the roof using the platform
you just rode up, then exit using the gap in the fence near the platform.

You'll see Fred on this screen. Go to the right near Fred and he'll tell
you that there's an opening there, but he needs to blow the weeds away.
Select the fan and talk to him. He'll take the fan, but he'll tell you he
needs a power source for it to work. Go to your left. You'll see a generator
there. Be careful though. Once you get close to it, a zombie will appear
and try to ambush you. When he appears, immediately run to you right, past
Fred and the barrels. He'll turn near the barrels, and disappear. Now go
back to the left and pick up the generator. Go back to the right and talk
to Fred again. He'll use the fan with the generator to blow away the leaves
and clear a path for you. After he's done, he'll tell you that you'll need
more gas if you're going to use the generator again. Now pick up the 
generator and the fan; you'll need them later. Fred will leave; follow him.

You will be between two gas pumps in front of an abandoned gas station on
this screen. Let Scooby sniff to your left and you'll find a yellow container
in front of the pump. Pick it up. It is a gas container half full of gas.
Now walk to your left and in front of the tires. Jump and hold the jump
button (B). You should jump onto the tires and bounce off them onto the 
platform on top. Ride the platform up and jump onto the roof on the left. On
the left end of the roof is another group of tires. Pick them up. Now ride 
the same platform you rode before down and get off. Exit using the gap 
between the fences.

The swamp monster will ambush you here, so be prepared to run to the right. If
you get caught by the creature, you can always use your Scooby snacks to 
deplete your fright meter. On the far right, Freddy tells you that he can't
reach the lowest branch of a tree to go any further. Exit to the right.

Walk to the right of this screen. You'll see a soil kit. Pick it up. Double
back to your left and exit. 

Go to the left and, with the soil kit selected, talk to Velma. She'll tell you
that the soil kit is used to analyze soil. Exit to your right.

Back on this screen, go right until you get to the edge. Now use the tires you 
found. You will lay the tires at the cliff. Now jump onto them. Go to the right
on the tire stack. Press and hold the jump button (B) and hold the control pad
to the right to jump onto the branch. Wait for the vertically moving platform
then jump on it. Ride it up and over the long branch to the right, then walk
off of it to the right to land onto the branch. Move to the right of the 
branch and throw a can at the hopping jack-o-lantern on the right branch to 
dispatch of it. Now run and jump to the branch on the right. Jump to the
lower branch on the right. 

Now you're next to a moving platform. Walk off the branch and onto the moving
platform. Now be prepared to quickly run and jump off this platform; because
it will fall after you land on it. You should land on the branch near the 
wooden platform. Beware the spikes below; one touch will cost you a life in 
this area. Jump to the right onto the wooden platform. The platform will
take you to the right. Be sure you're on the middle of this thing. Then when
you first see a platform moving up and down, run and jump off the wooden 
platform on the vertically moving one. You'll see a lower branch to the right.

Run and jump onto the lower branch. Collect the stick if you want, it can be a 
handy weapon. Now go to the right on the branch and jump onto the lower branch
to your right. On this branch, fall onto the lower branch to the right. Walk
off this branch to the right; you'll fall onto another branch. Now fall off
this branch to the ground. Exit to the right.

Velma is here. Cautiously proceed to your right. A zombie should chase you.
Either exit to your left and come back onto this screen, or run and jump
over him to the right and run to the far right. When the zombie is gone, exit
using the bottom gap on the far right of the screen.

Daphne is on this screen. Once you enter, immediately walk and Scooby sniff
to your right. You should find a mask. Talk to Daphne for a Scooby snack. 
Exit the way you came in.

Quick tip: There's an extra Scooby snack in this area. On the previous screen 
with Velma on it, exit using the top gap in the trees. The next area has
Freddy on it. Let Scooby sniff to the right, and you'll find a Scooby snack.

Back on the screen Velma on it, show Velma the mask. This mask looks just like
the tar monster!

Back on this screen, proceed left on the plank bridge. Throw a can or a stick
at the jack-o-lantern to dispatch of it. Once you're off the bridge, you will
see a lantern. Pick it up. You will also see a set of footprints. Follow the
trail and press down on the control pad to see where they lead.

Here, walk to your right. You'll see a beehive. Don't too close to it, but let
Scooby sniff as you walk to your right. You should find another pair of boots
under the beehive. The beehive will then fall and hit the ground, releasing
some bees that will chase you. Just run to your right and exit to avoid the
bees. Then when you get to the next screen, double back and exit to your left.
Now you can go under the beehive and pick up the boots. Once you do this, run
to your left and exit quickly. Then reenter the beehive screen and exit to 
your right. It's a tedious process, but will stop Shaggy and Scooby from
getting scared.

On this room, you'll see a house and a ladder near it. Wait in front of the
ladder for the vertically moving platform. Jump on the platform and then ride
it to the top. Beware of the jack-o-lantern on the roof.Throw a can or a stick
at it to get it out of the way. Pick up the rolled-up paper on the roof. Ride
the platform back onto the ground. Walk to the right and with the paper
selected, talk to Velma. The paper is a geological map of the area; it shows
that someone has been heavily exploring the area. Now back to the left in
front of the ladder and press up to go down it. Be sure your in front of the
left part of the ladder, or you won't go down.

Daphne is here. Talk to her for a Scooby snack. There's some kind of suit
here. Pick it up and exit. 

Quick tip: It's a little hard to find the exit below ground. Just keep walking
around and pressing down, and you'll be able to climb above ground.

Back above ground, select the suit and talk to Velma. It's a boiler suit that
stained with tar. Whoever wore it must have been up to their neck in tar! Go
back down the ladder to exit.

Back below ground, exit to the left by WALKING.

Now you see, if you had run to exit, you'd be swimming in tar right now and
you'd have one less life! Run and jump off the platform you're on and onto the
tires. Be sure to hold the jump button (B) and left when you're landing on the
tires to jump over to the other side of the tar pit.

Velma waits for you on this screen. Collect the oil to the left, then go in 
front of the door to the building and press up to enter.

This place is really dark. Just go to your right, collect the paint can and 
exit. Now with the paintcan selected, talk to Velma. You've found a pot full
of tar, which could be useful to disguise oneself with. Exit to your left.

Fred and Daphne wait for you on this screen. Walk to the far left and talk to
Daphne to get a Scooby snack. Exit using the top path.

On this screen, proceed with caution to your right. A zombie will chase you.
Now run to the left, exit and return to this screen. This should help you
avoid getting frightened. Now go to your right and pick up the labeled box
here. Exit the same way you came in. 

Back on this screen, proceed with caution to your right. Be ready to jump
over a zombie that pursues you. Exit to the right.

On this screen, select the box and show it to Velma. It's a geological report
commissioned by none other than Dean Drabwell on Grumper the old man's land.
Drabwell must be behind the appearance of the swamp monster! Exit to your
left.

On this screen, walk up to Freddy. He'll say that he has a plan to catch the
crook behind the swamp monster. His trap requires the fan, generator and the
gas can. You should have all three items in your possession if you've followed
this walkthrough completely; if you don't, then scroll up to see where to find
the item(s) you're missing. Fred tells you to meet him on the other end of the
plank bridge. Now exit to your right. 

On this screen, exit to the right.

Near the tar pit, do what you did before to cross the tar pit, but in reverse.
Exit to the right. 

Exit the cellar to higher ground.

On this screen, exit to the left.

On the screen with the beehive, run past the beehive and exit using the top
path on the far left.

Near the bridge, cross it and avoid or dispatch of the jack-o-lantern. Exit
to the right of the bridge.

All the gang is here. Select the fan and talk to Freddy. Then select the
generator and talk to him again. Finally, select the yellow gas container
and talk to him. He has all the items he needs for his trap. Now all you
have to do is lure the swamp monster into it. Go to the far right of the
screen and exit using the bottom path. 

In this area, walk to your left until the monster appears. Then run to 
your left and exit. 

Back here, run to your left until the monster falls into the trap. The fan
will dry out the tar and the gang will tie him up to subdue him.

Epilogue.
The swamp monster was really Dean Drabwell. It seems that old man Grumper's
land was worth a fortune, but he wouldn't sell it to Drabwell. So he devised
a plan to scare Grumper into selling it to him. His wife was his accomplice
in all this, as she dressed up as a zombie to aid in the executing of the 
plan. With this great master plan, he was going to get the old man to sign
his land over to him. And he would've gotten away with it, if it wasn't for 
those meddling kids and their dog too!

Mystery 4: Bradshaw Manor
The gang is heading towards the old, abandoned Bradshaw Manor. This decrepit
mansion is the place that Daphne's aunt, who works there, says is haunted by
a vampire-like creature. Its previous owner, J.D. Morgan is said to have gone
insane and his company was almost bankrupted because, Morgan claims, of the
hauntings by the vampire, Count Bagosi. Never ones to back down from a good 
mystery, the gang decides to investigate during this dark and stormy night.

Of all the mysteries in this game, this one is certainly the most involved.
There's some tricky platform jumping areas and loads of clues to find. There
are two enemies in this area, a knight and Count Bagosi. The knights pose as
suits of armor, which are numerous throughout the mansion. However, these
knights are orange and stand out from the rest. They can easily outrun Shaggy
and Scooby, so when you see one, keep a safe distance and run and jump over
it. The knight will always run the opposite way. 

Walkthrough.
You start out this level at the front door. Daphne will brief the gang on
the mystery of Bradshaw manor. While they talk, the lights flicker off and
Count Bagosi appears. Shaggy and Scooby will get a little frightened. Proceed
to the right. Freddy tells you to help out Velma. Keep going to your right.
Velma will tell you find some clues and bring them to her. Now to your
immediate right is the first top door in the hallway. Enter it. 

This room has too sofas it and a chandelier hanging between them. Jump onto
the sofa on the left. Go to the right edge of the sofa. Jump and hold the
jump button (B) and the run button with right. You should jump from this sofa 
on to the one on the right. The chandelier will then fall down. Now get off 
the sofa and stand where the chandelier just dropped to. Let Scooby sniff to
the left of the right sofa. You should find some papers. Exit.

In this main hallway, go to your left. With the papers selected, talk to Velma.
You found some high quality paper, the kind that banknotes are printed on.
Walk to your left. Count Bagosi will appear. He'll scare Shaggy and Scooby,
then vanish. Velma will then tell you that he opened the bottom door that he
appeared in front of. Enter this door. 

You're in a dining room. Jump onto the table to your left. Run to the left
of this table and to the left of the melon. A chandelier should crash to your
right. Pick up the melon and walk right and off the table. Jump onto the table
on the right and run to the right and off of it. A chandelier will crash to the
left of you. Exit using the door to the right of this table. 

*BONUS GAME - SANDWICHES*

After the bonus game, you'll find that your in a kitchen. Exit to the right.

This room is pretty empty. Let Scooby sniff to the middle of the room. You'll
find a bottle. Exit to the left.

Back near the fridge, exit to the left.

In the dining room, jump onto the table and run to the left and off the table.
Select the bottle and talk to Velma. You've found some ink colored in the 
exact shade of green as money. Exit using the top door way.

In the hall, go to the right until you're in front of a door under what looks
like a dog head. Enter this door.

In this room, go to the right past the peg. You'll need it, but not now. Pick
up the lantern. There's a hyper green mouse to your right, but you can't do 
anything about him now. Just exit.

Back in the main hall, walk to your right and past Fred. The count should 
appear. He will frighten Scooby and Shaggy, the run upstairs. Fred will tell
you to follow him. Go right and exit up the stairs.

Near the door you emerge from, there's a door on the bottom. It's locked, so
you can't enter it. Instead, go left until you come to another door on the 
bottom of the screen. Enter this one. 

This room has a bed in it. Move to the right and let Scooby sniff. You should
find a kit of some kind in front of the drawer with the vase on top of it.
Daphne may enter this room. If she hasn't already done so, then wait for a 
while. When/if she shows up, talk to her for a Scooby snack. Exit. 

Back in the hallway, Velma should have arrived. She's probably on the left. 
Go to the left until you see her. Select the kit and talk to her. It seems 
that you've found some stage face paint/makeup. Who would want to use this?
Now go to your right until you come to the large double doors under the lion
head. Enter them.

*BONUS GAME - WHACK A MONSTER*

After the game, you'll be in some storage room. Fred is here. There is a wood
plank to your right. You won't need that yet. Move to left and let Scooby
sniff. To the immediate left of the door, you'll find a fake bat. Exit.

Back in this hall, go to your left to Velma. Select the bat and talk to her.
It's a fake plastic bat on a string. Velma saw it when the Count appeared! She
will then give you a key that she found. Exit using the bottom door to the 
far left with the key selected.

In this room, exit using the bottom door in the middle of it.

This looks like a poolroom. Pick up the tuxedo in front of the knight and 
exit.

Velma should be in this room. Select the tuxedo and talk to her. It's the
same kind of tuxedo that the vampire wore! Now go to the right to the door.
It's hard to open, but Velma will help you open it.

In this area, walk to your right and enter the first top door you see. 

You should be in the bathroom. Now walk and let Scooby sniff to the right. You
should find a set of fangs in front of the toilet. Exit.

Back in the hallway, move to your right. DO NOT try to enter the next door on
the top you see. The Count will appear to frighten you. If you find some
melons, you can pick them up if you want. Keep moving to your right. You
should see another top door. There may be an orange knight in front of it. 
Run and jump over the knight. Enter this top door.

Velma should be in this room. Go up to her to your right, select the fangs and
talk to her. The fangs are a set of false teeth. Pick up the cheese you see. 
Now go to your left and exit using the top door. 

In this dark room, go left and jump onto the bed. Jump and hold the jump
button (B). You should jump onto the shelf above the bed. Pick up the book. 
Exit.

Back in the room with Velma, exit to your right.

You're back in the corridor upstairs. If there's an orange knight to your left,
don't be alarmed. Just exit to the right. 

You should be in the main hallway. Daphne will be on the far left if you need 
a Scooby snack. Move to your left and enter the first top door you come to 
(the one with under the dog head). 

Fred is in this room. Go to your right and get close to the stack of boxes.
Select the cheese you picked up and use it to throw it. Wait until the green
mouse runs up to it. The mouse will start gnawing at it and he will also drop
a key. Now you're free to jump onto and above the boxes and down to where the
mouse is safely. Pick up the blue key he dropped and exit to your right. You
will use the key to open the door.

Now you're in the library. Use the green books on the first book shelf you
see on the right as stepping stones to jump onto the top level. Go to your
left and pick up the gold book. Now jump onto the moving platform. Ride 
the platform until it puts you in front of the blue book. When you're in
front of it, pick it up. Then ride the platform to the top and jump onto the
higher level. Walk to your left. You should see two platforms. Run and jump 
on the lower one and then jump onto the higher one. There's a higher level
on the top right of the top platform, but there's a mouse on it. Throw a 
watermelon at the mouse, then run and jump to your right to reach the higher
level. 

Once your on this level of the bookcase, use one of the books. You will drop
it. Jump on the book. Now use another book and jump on top of it. Finallly,
use your last book and jump on top of it. You should be able to reach the
top of the bookcase now. Throw a watermelon at the rat to clear the way. 
Run and jump off the left edge this level and land on the platform to your
left. Now run and jump off the right edge of this platform and land on the
wooden platform on the top left. Go to the right and pick up the red book.
Go to the left and fall onto the platform. Then walk off the left and fall
onto the level of the bookcase with the books on it. Pick up all the books,
the proceed to the right edge.

Wait here for the horizontally moving platform. Ride it to the right until
you see a stationary platform below. Fall off the platform. Wait for the 
vertically moving platform. Jump off this platform and onto the stationary
platform to the right. Run and jump off this platform and to the right, onto
a level of a bookcase with green books on it. Jump on top of this pile of 
books. Use one of your books, and then jump on top of it. Repeat until you're
out of books. When you're on top of the stack of four books, you can jump up
and onto the platform above. Jump onto the platform on the left. There's a 
doorway here. Enter it.

You're in a dark cavern. Pick up the lamp oil to the right of the entrance.
Walk to your right and at the edge of the platform, jump onto the higher
platform. Jump to the right and over the first box, and enter the doorway
to the right of it. 

In this room, collect the oil in front of the doorway and the Scooby snack
to the left. Note that there's a barrel to the right. You'll need it later.
Exit.

In the cavern, walk up the box to the right. You'll see there's a mouse to the
lower right. Use a well-timed melon throw to take it out. Jump on top of the
box and jump onto the lower platform. 

On this lower platform, move to the right and ride the platform moving to the
right of the box. Now jump onto the box on the platform to the right that the
moving platform takes you to. Mount the vertically moving platform here and 
ride it to the top of stack of boxes to the right. Jump off the platform and
onto the top of the stack of boxes. Once on top of the boxes, fall off to the
right. You'll be in front of a doorway. Enter it.

You're in a room with what appears to be a printing press. Move and sniff to the
right. You should find a dollar bill template to the left of the machine.

Back in the cavern, jump to your right to climb the rocks. Keep moving to your
right and you'll come to a platform. Run and jump off this platform to the one 
on the right of it. Mount the vertically moving platform. On this platform,
wait for the horizontally moving one and jump onto it. Ride this platform to
the left, then run and jump off the platform to the wooden platform to the left.

On this wooden platform, go to the left edge and wait for the vertically moving
platform below. When it comes, walk off the platform and onto the moving one.
Ride this platform to the right. There's a wooden platform to the left with
a mouse moving on it. While still riding the moving platform, pelt the mouse
with a melon. Run and jump off this moving platform to the wooden on on the
left. Run and jump off the edge of the wooden platform and onto the one below
it. Now double back and exit the way you came in. 

In the library, make your way back to the exit. 

In the room with rat, you'll find him still gnawing away at the cheese. Exit 
this room.

Back in the main hallway, walk to your right and up to Velma. Select the mold
you just found and talk to her. It turns out that it is a printing plate for
a five dollar bill. Velma will tell you that it's the last piece of the
puzzle and that Freddy will know how to trap the monster. Go to the left and
see Fred. He'll tell you that he has plan to trap the monster. He has plans
to build a trap to catch the vampire. He needs another barrel, a wooden plank
and a peg. Now you have gather these materials. Exit using the top door in 
this hallway with the dog head above it.

Collect the peg in this room and then exit to your right.

In the library, make your way back to the cavern entrance and enter.

In the cavern, make your way back to the right and enter the first door you
see. Pick up the barrel in this room and exit. 

In the cavern, double back to the library.

Exit the library to the mouse room. 

Exit the mouse room to the main hallway.

Back in the main hallway, go the far right and climb the stairs. 

Once upstairs, make your way left to the double doors and enter them.

In this room, the plank is to the right. Pick it up and exit. 

Back in the upstairs corridor, exit to the right.

In the main hallway, make your way to the left and to Fred. Select the
barrel and talk to him. He will help you with the barrel. Then select
the peg and talk to him. He will put the peg into place. Finally,
select the plank and he'll set it down. He'll tell you to go out and
find the vampire and he will set up the trap. 

Finding the vampire is the tricky part. He'll appear almost anywhere,
depending on how you played the level. For now, just try going upstairs
and coming back down. He will probably appear, and then you can run to
the left and trap him.

Epilogue.
The "Count" was really J.D. Morgan. His company was going under, so he
had to print out counterfeit five dollar bills in the manor to save it! To 
scare everyone away from his illegal operations, he came up with these fake 
vampire hauntings in Bradshaw Manor. With his business partner as his 
accomplice, he was going to print out all the fake money he wanted to. And
he would've gotten away with it, if it wasn't for those meddling kids and 
their dog too!

+++++++++++++++++
++ Bonus Games ++
+++++++++++++++++
To break up the monotony of solving mysteries, there are a variety of bonus 
games that serve as diversions from the action. When you enter some rooms,
you will automatically start a bonus game. Points in the game when you are
able to play a bonus game are denoted in the FAQ. There are two types of bonus 
games: the sandwich making bonus game and the whack a monster bonus stage. 
If you score high enough in them within the time limits of the game, you can 
win snacks or extra lives. 

Mmm... Sandwiches
-----------------
In this bonus game, the object is to make the largest sandwich. Shaggy will 
raid the fridge and toss out random sandwich ingredients. Scooby holds two 
plates for two sandwiches and must use them to catch the ingredient that 
Shaggy throws from the background.

You have to move Scooby so that the ingredients land on the plates. You get 
points for each ingredient that you catch and keep on the plates. You must be 
careful though, as whenever you move, the pile of sandwich ingredients on 
each plate begins to topple. The faster you move, the more likely it is that 
you. If the sandwich ingredients fall off the plate, you lose all the points 
you gained from catching them. 

In addition, you must keep the number of ingredients on the plate relatively 
equal. Otherwise, one of Scooby's arms sags lower than the other and stands
a greater chance of dropping the ingredients.

Whack A Monster
---------------
Ya know those whack-a-gator or whack-a-mole things you see in the arcades? 
This is just like that. Shaggy must use his hammer to whack monsters that
pop out of vases. He must be careful not to hit his friends though.

There are also several powerups that pop up from the vases from time to time.
There's the speed up powerup, which increases the speed at which you can hit
monsters. Then there's the freeze time and extra time powerups, which are 
self explanatory.

Quick tip: You can actually PAUSE the game while in a bonus stage. Use this
to you advantage, especially in Whack A Monster, so you can see what's 
poping up where to know which direction to press your control pad in.

+++++++++++++++++
++ Tips/Cheats ++
+++++++++++++++++
Cheats
------
View Credits:
Enter SPNNR as a password.

Passwords:
Level 2      TDBKSRQ
Level 3      XLWPMTC
Level 4      NBKSDLV

Tips
----
- If you're going out on your own without the walkthrough, be sure to sniff 
everywhere for clues. You never know when one may turn up. If you think 
you've found a clue, always talk to Velma to find out more.

- Remember that you don't have an infinite number of weapons. The only weapon
that you can use endlessly is the hammer, all other weapons can be deplted.

- If you're aiming for a high mystery point score, play the game the whole
way through. The game's passwords don't save points scored.

- Talk to Daphne frequently for a Scooby snack. She'll usually give you one
and you find a clue and take it to Velma.

++++++++++++
++ Trivia ++
++++++++++++
Did you know...

- some people in the game are named after some of the desingers. All the
villains for example, are named after designers. Mickey Mindang is named
after Jaid Mindang, J.D. Morgan is named after Andrew Mindang, Captain 
Porter is named after lead programmer Matt Porter and Dean Drabwell is 
named after Nina-Simeone and Darren Drabwell. Bradshaw Manor was named 
after Lynsey Bradshaw.

- Daphne's dress in the game is colored wrong. It's supposed to be her
signature purple, but instead, it's a reddish brown. Possibly due to 
palette limitations?

- Count Bagosi in Mystery 4 is clearly named after horror movie icon 
Bela Lugosi, who played the definitive Dracula on the big screen in the
earlier days of the genre.

- the Genesis version of this game, released around the same time, is 
totally different. It's more of a standard point and click type adventure,
except you use the gamepad, not a mouse. It sported some beautiful, cartoon
quality grahics, some of the best seen on the Genesis and certainly one of
the best uses of the Genesis' limited color palette.

However, the gang plays almost no role and Scooby and Shaggy are left to 
solve the mysteries by themselves. It had only two mysteries, but they 
were pretty complicated. While it lacks the wonderful platform/adventure
hybrid gameplay of the SNES version, it's still worth a play.

+++++++++++++
++ Credits ++
+++++++++++++
Thanks to..

-Hanna Barbara for making Scooby Doo cartoons.
-Sunsoft for publishing some great Scooby Doo games.
-Casey Kasem for being the DEFINITIVE voice of Shaggy.
-The late Don Messick, the original and the best voice of Scooby.
-Red Herring... or maybe not.