SCOOBY DOO! MYSTERY MAYHEM ------------------------------------- WALKTHROUGH GUIDE ------------------------- PLAYSTATION 2 VERSION BY THQ -------------------------------------- CONTENTS 1) Introduction 2) Legal Information 3) Characters 4) Enemies 5) Controls 6) Items 7) Walkthrough 8) Clues Location 9) Sandwich Ingredients Locations and Mini Games 10) Conclusion 1 - INTRODUCTION --------------------- This game is based on the Scooby Doo cartoons and films and is the second game by THQ for Playstation 2. The voices in this game are quite good - Shaggy and Scooby particularly sounds quite like their cartoon characters. "Scooby-Doo and the gang are back on the case, trying to solve a supernatural mystery. What starts out as a routine ghost-hunting caper soon turns into a task of monstrous proportions! A mysterious villain is using an ancient book, the Tome of doom to unleash some of the creepiest characters the gang has ever met. Scooby, Shaggy and the gang will need your help to find the tome of Doom, defeat the creeps and solve the mystery. Who knows? They might even let you share their Scooby Snacks! Zoinks! Let the mayhem begin!" 2 - LEGAL INFORMATION --------------------------- This guide is (c) copyright 2004 Vannessa Hasty. This document may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. It is to be used only by gamefaqs.com and no other website without prior permission from myself. If you do wish to use this guide on your website you must contact me BEFORE you display it and should I not give you permission you MUST NOT use any part of it at all, either credited or not. 3 - CHARACTERS --------------- SCOOBY DOO - A dog who talks and is a bit of a scaredy cat really. SHAGGY - Scooby's scaredy cat friend. The two are inseparable and do virtually everything together. FRED - The blond good looking one who only seems to drive the Mystery Inc. van, give orders and not much else. DAPHNE - The ginger girly girl who always seems to get kidnapped or caught. VELMA - The intelligent one who tells you what the clues mean. You play as Scooby and Shaggy and can swap between the characters, but sometimes only one of them will be available or will be able to do something. 4 - ENEMIES ------------ All enemies are easy to catch (if you can catch them). I have referred to the number of buttons needed to catch them - this means that when you are using the Tome of Doom, you have to tap 2 different buttons (or less or more depending on the enemy). When the button changes the controller vibrates and the new button appears on the bottom left of the screen, so you need to change buttons fast. GHOSTS - Come in different colours and strengths. Small green ones are easy to catch - only need one button. Large green ghost are a little harder - need two buttons. Purple/blue Fire ghosts need to be sprinkled with water to make them turn blue so you can catch them - need two or three buttons. Shadow ghosts are easy to catch - need two buttons. All the ghosts will fly at you to scare you. POLTERGEISTS - These are see-through and throw objects at you. They are fairly easy to catch - need two buttons. Avoid the objects they throw at you whilst using the Tome of Dome as they break the spell. MUMMIES - These will try to hit you if you get too close and will stamp on the floor to scare you. They are easy to catch - needing two buttons. DUST DEVILS - These are little tornadoes that will pick you up, spin you about and then drop you again. When catching them don't get too close and they'll grab you straight away. Easy to catch though - need two buttons. ALLIGATORS - These will jump up and try to bite you whilst you are swimming. You can't catch these so are best avoided. Duck underwater to avoid being seen and bitten. ZOMBIES - These will hit you and breathe stinky green bad breath at you. They are easy to catch though - need two buttons. SOLDIERS - These will shoot you with a Super-Spooker ray gun. You can't catch them so have to run around them to avoid them. GUARDS - These send you out of restricted areas and tell you off, but other than that do not do any damage. You need to be in disguise or creep to get past them. SCIENTISTS - These are like the soldiers - they shoot at you but you can't do anything but run away from them or lock them behind force fields. 5 - CONTROLS ------------- LEFT ANALOG STICK - Moves characters. DIRECETIONAL BUTTONS - Moves characters. TRIANGLE BUTTON - Checks inventory, including sandwich ingredients and is used to capture monsters. CIRCLE O BUTTON - Switch characters between Shaggy and Scooby and is used to capture monsters. X BUTTON - Action button (unlocks doors, pushes objects, climbs, crawls etc) and is used to capture monsters. The actions such as climb and crawl appear when you are close to an object that you can do this action to. Only Scooby-Doo can crawl through gaps. SQUARE BUTTON - Opens and closes the Tome of Doom. R1 BUTTON - Sneak past guards and other enemies. L1 BUTTON - View Episode File which tells you what objectives, clues and monsters to have achieved and found. START BUTTON - Pauses game and shows menu and options. 6 - ITEMS ---------- SCOOBY SNACKS - These replenish your cool meter (on the top left of the screen with the picture of Scooby and Shaggy in) after you have been scared. If your cool meter runs out completely Shaggy will pick up Scooby and run madly around the room, but you can control him to avoid being hit again. If you eat Scooby Snacks while running scared you will stop. If you are hit again while running you will return to the last save camera you used. A small snack will only replenish a small amount of cool, while a box of Scooby Snacks will replenish your whole meter. TOME OF DOOM - This book you will find during Episode 1 and allows you to catch monsters and ghosts. Press the Square button to open it and tap quickly the button it shows on the bottom left of the screen. When it changes to a different button you need to change the button you tap as well. It also has an energy meter displayed on the top right of the screen when you use the book. If it runs out you can no longer catch any ghost until you fill it up again. WISPS - These coloured balls of light refill your Tome of Doom's energy. There are different coloured balls with different amounts of energy. WISP GENERATOR- This is a ball of green light with 3 white skulls rotating around it. The skulls spit out wisps to refill your book. Either walk through it or open the Tome of Doom and let it refill it. The book automatically attracts the wisps. KEYS - Different keys are needed to open different doors. They will be displayed in the inventory (press triangle button to display it) and will disappear once you have used them. CLUES - All around each episode are 5 clues which you can collect. You do not need to collect all 5 to complete the episode but if you do new game art is unlocked. If you go to see Velma after collecting a clue she will tell you what the clues are. See the locations lists below for more details. INGREDIENTS - 5 sandwich ingredients are in each episode that you can collect. Again you don't need to collect them all to complete the episode but if you do a mini game is unlocked for each episode. See the locations lists below for more details. COSTUME TRUNKS- Walk up to this so you can dress up in disguise in a variety of costumes including mummies, ghosts, guards, scientists. They only last for a certain period of time and the bar will be displayed on the top right of the screen when you put the costumes on. I love Scooby as the scientist! CAMERAS - These floating cameras appear frequently throughout all episodes for you to save and load your progress. 7 - WALKTHROUGH ---------------- EPISODE 1 - THE HAUNTING OF HAMBRIDGE -------------------------------------- "Velma's old neighbourhood librarian, Mr. Dinsdale, has called upon the Mystery Inc. to investigate the recent invasion of ghosts in the Hambridge University Library where he now works. It's up to Scooby and Shaggy to find the clues that will help Velma solve this mystery." This episode is a tutorial type level. The hints on the screen tell you what to do. Go through the first set of doors. You will see the camera and can save your progress here if you need to. There is also a blue ghost but you can't catch it yet. Either run round it or get the costumes form the costume trunk on the left to get past it. You need the Annex key to go through the double doors at the end so go up the stairs instead. To the left are some Scooby Snacks and another costume trunk. To the right is Clue #1 - A Photo of Alan Dinsdale. Go round to the far back corner on this side and speak to Velma who tells you more about the clue and collect more Scooby Snacks if needed. There are 2 doors on the bridge above the double doors. Only the right one will open for now so go in. climb the 2 crates on the left that the video shows you to get Clue #2 - A telegram for W.P. Climb over the crate into the 2nd half of the room. Push the switch near the door to move the ladder. Climb up and get the Annex key. Go back through the double doors and head right. A video will show you where to crawl under. Swap to Scooby if necessary and crawl through the gap. Push the trolley out of the way. Go round to the left and push a second trolley. On the crates near the second trolley is the chicken sandwich ingredient. Go and get Shaggy and head to the door at the far end. To the left of the door on top of a crate/bookcase is Clue #3 - A Crumpled Note. Go through the door. You are now in the first library. On the crate behind you is the tomato. If you carry on over this crate there is a costume trunk. Head to the door at the other end - there are 2 doors but 1 is locked. You need the one near the camera. In the corridor there is a shadow ghost on the floor and wall which will scare Scooby and Shaggy. Go into the next room and watch a "ghost" unlock a door. You automatically follow him into the basement. You're now in the old library full of ghosts, so it is a good idea to save it. Head right and climb up a small bookcase. Head immediately left and get the ghost costumes. Head back out and left to get Clue #4 - Footprints. Head through the door into the 1st corridor with the red carpet and one other door. In the 2nd corridor with the yellow carpet there are 3 other doors - the 1st is boarded up, the 2nd needs the hideout key to unlock it so take the 3rd. You're now in a 3 rd corridor with a green carpet. The 1st door is boarded up, the 2nd contains Scooby Snacks, the 3rd and 4th are boarded up and the 5th contains the hideout key. Get the key and go back to the previous corridor and the hideout door. In this room you can climb the small bookcase for a short cut to the ghost costumes. Continue through the room to the other door. Get the Tome of Doom and Clue #5 - A Receipt - in this next room. Go back to the hideout and Velma asks you to find her glasses. They are on the small bookcases near the door. Get them and take them back to her. When you do she tells you how to the Tome of Doom works. Talk to her again and she'll tell you about the clues. Go and catch the 2 ghosts so you can leave the room. Back in the 2nd corridor with the yellow carpet, head left and get the shadow page for the Tome of Doom - you can now catch shadow ghosts as well as other ghosts. Take the 3rd door again to the 3rd corridor with the green carpet. The 2nd door has more Scooby Snacks and the 5th door has the mayo. Head back along all the corridors to the old library catching all the ghosts along the way to open doors. You come out through some double doors that you followed the "ghost" through before. In this corridor the 2nd door to the left takes you through the corridor with the 1st shadow ghost that you went through before but it's locked, so you have to take the next door. In this corridor you need to push the bookcase to get to the door - just walk up to it and then option will appear on screen. Go through this door to end up in the 1st library. Go back in the other door to get the shadow ghost from the corridor whose door was locked. Continue through each room catching ghosts until you come into the main room with the blue ghost again. The lettuce should be near the camera. If it is not you haven't caught all the ghosts so go back and find any you might have missed. Don't go through the next set of double doors until you have the lettuce. Go back to the room where you used the ladder to get the pickle. Head back out of the double door and meet the rest of the gang. END LEVEL BADDY - FAKE GHOST You don't actually catch the fake ghost in this battle but the real ghosts. You are back in the library and have to find Shaggy. Follow the bookcases round until you find him in the top left hand corner. At this point you cannot push the bookcases - it takes two to push. Run around catching the ghosts and eating the Scooby Snacks if you need to. Push the bookcases to change the passageways. Red dots on your radar are the ghosts. The blue dot is the Fake Ghost - if you walk up to him he will drop Tome of Doom wisps. When all the ghosts are caught the Fake Ghost is also caught and revealed to be... Dr. Peabody! Who would have thought eh? EPISODE 2 - MAYHEM AT THE MOVIES --------------------------------- "Their search leads to the Milton Brothers movie lot, where they are asked to help out with yet another supernatural infestation. This time, armed with the Tome of Doom, Scooby and Shaggy stand ready for anything. Is the movie lot really haunted, or is it something more sinister? What is Zabrinski's role in all this?" Follow the path to the left and near the 1st camera behind the fake bushes is a gap that Scooby can crawl under to get Clue #1 - A Receipt. Continue following the path round to the "market place" area where poltergeists throw objects at you. As you don't have the page yet, you can't catch them. Get the backstage key. Head back to the area with the "metal" looking walls and go through the backstage door. A video shows you a picture of switch #2 and its handle pointing up - you need this for later. Keep your eye out for the other 3 as well. Continue into the next area by climbing over the crates and find the town key. Head back to the blue area between the 2 bridges and go through the town door (a bit like the Truman Show ending). Catch the ghost to get through the next door. Follow the path round until you get to the town square with the well. Diagonally opposite where you come in is a house with a light above it. Head there and down the side of it on the wall is the picture for switch #4 with its handle pointing up. Catch all the ghosts. The wisp generator is to the left of the fire if you need more. There are 2 doors in this area - one near the generator and another further up but you need to churchyard key for this one, so take the generator door. In the medieval area, ignore the red ladder for now and go up the stairs instead. Head to the left catching the ghosts. Walk up to the catapult which will fling a key up on top of the red ladder. If you continue to the right Scooby can go through a gap in the wall to recharge the Tome of Doom and get some Scooby Snacks. Now go back to the red ladder and get the castle yard key. Go out of this area and back to the town. Find the other door and go through it. You're now on the other side of the red ladder. On the left under where the key landed is the picture for switch #3 with the handle pointing down. Go up the stairs - you now have to arrange the switch handles. The picture for switch #1 is on the wall with the handle pointing down. Pull the switches putting the handles in the correct positions: #1 down, #2 up, #3 down, #4 up. This lowers the drawbridge and opens the door. Go back round to the other side of the medieval area and through the door in the castle. You're now in the sci-fi movie set. You can put spacesuit costumes on to avoid the poltergeists. In the moon area there are switches on the wall to push with pictures next to them to show you which switch does what. Head to the right and push the moon buggy switch which moves it out of the way of another switch. Head left and push the switch to open the rocket doors. Go left again and push the switch to move the cart. Run quickly to where the cart was and push the switch to launch the rocket. Run quickly to the rocket and climb up the ladder before the countdown runs out. The rocket launches and crashes. Go through the door up here and down the stairs. Scooby can crawl through the crates at the bottom to get the ham. The door to the right leads back to the sci-fi set, so head back past the stairs and go through the door into the graveyard set. Follow the path round avoiding the tree branches which try to hit you. Catch the ghosts. Near the pond on the right is a crate. Climb up it to get Clue #2 - A Crumpled Picture. Near the crypt at the far end is a slope. Follow it round and Scooby can crawl through a hole which rocks close over once through. Shaggy does join you though. If you didn't get Clue #2, you can go out of the door to get it now. Follow the corridor round and up. On the left near the 2nd candelabra is a ledge with the lettuce on. You need to climb up to get it. In the room you end up in you can go either way - it doesn't matter. Head to the coffin on the ground and climb the stairs behind it. Climb up the crate and push the switch which reveals a staircase under the coffin. Go through this door. You're in an electrical room. The poltergeists in here can be a pain. Head left to get Clue #3 - Mummy bandages - and the poltergeists page. Now you can catch them, which you have to do to open the door. Go through the door and watch Scooby being snatched by the Red Knight. After the cut scene talk to Velma and she'll tell you about the clues. Head round to the door and enter the Roman movie set. Head round to the right and into the circle area and find Scooby and Daphne in cages. Climb the wooden stirs to the left of here to get Clue #4 - A Picture. Head back to the door and go right. You'll see a piece of platform (possibly an aqueduct) sticking out. Push it with the handles on the left hand side. Try to avoid any mummies for now - you don't have the page yet. Go back to the circle and up the stone stairs there to get to the other side. Climb the crane there and push the switch which knocks over the pillars so you can get up to the platform/aqueduct thing. There is also a 2nd platform piece to push. Head to the broken pillars and rubble and go behind it. Walk up to the catapult which flips up the French Mustard on to the platform. Now head back to the rubble and the stairs to get up the pillars to the platform. Head left to get the French Mustard. Head right to go to the crane to lift Scooby's cage. It needs a gear and a fuse so let's find them! Continue along the platform and down the stairs. Go through the door with the light above it. The other door takes you back near Scooby and Daphne. Head left and down the stairs. Go to the crates on the right with the wooden ramps on to get the eggs. The director is up here too. Continue on to get the red handle. Go back up the stairs and round to the ship. Use the handle to lower the bridge. Go on to the ship and push the switch on the main mast. This moves the ship and the box from the bottom of the ladder. When the ship stops, climb the ladder to the top and on to the hanging platforms. Go up on to the highest ones and find the switch. Push it to extend a platform lower down. Avoid or catch the poltergeists. Go down to where the extended platform was on the left and round to get the fuse. Go back on to the ship and off again. Go through the door into the Pyramid movie set. Go through the 2nd door and up the stairs. Push the switch which releases a giant ball and smashes the door into the next room. Up the ball's ramp is the cheese -you have to go back and get it later. Get the gear from the stand which opens the mummy coffins. Pull the switch on the left and go through into the next area. Cross the bridge to get the mummy page and recharge the Tome of Doom if necessary. The 3 mummies will follow you so catch them to open the door. In this room it's Indiana Jones time. (If you don't know who Indiana Jones is - SHAME ON YOU!)Pull the switch to open the door at the other end. Run across the room avoiding the swinging blades. Get across and through the door before it closes. If you miss it you need to go back and pull the switch again. The handle needs to be at the top so you will need to pull it twice. Walk across the planks avoiding the fire. At the other door there are some more planks leading down to some Scooby Snacks. Go down the stairs and through the door and back to the pyramid set. Now go and get the cheese from where the giant ball was. Now head back to the first door with a light on and go back to the ship and then the crane. Use the crane - the gear and fuse are automatically put on. This releases Scooby from his cage. The Red Knight appears and chases you cartoon style round the set. Get his helmet for Clue #5. Head back to the rubble and use Scooby to crawl through the hole in the wall and get the cage key. Return and release Daphne. Catch all the mummies to open the door, they will try to get back into their coffins so lure them as far away as possible. Head back outside to meet the others. END LEVEL BADDY - THE RED KNIGHT This isn't really a battle at all - just a chase. The red Knight will chase you round the whole movie studio and Velma and Daphne will try and hit him with crates while Fred works out how to lower the drawbridge. You do 3 laps altogether before he follows you into the sci-fi movie set and is caught. And guess who the culprit is? None other than Robert Zabrinski!! EPISODE 3 - WEIRD WILD WEST ---------------------------- "The trail of clues found in the Milton Brothers movie lot leads the gang to the Gold Mountain Western-themed amusement park, where owner Johnny Channayapatra is at his wits' end. The ghost sightings have turned his amusement park into a ghost town, and Johnny is not amused!" Catch the 2 poltergeists to open the double doors. Go through the doors for the food race. Select a character and run around eating up the food. Collect as much as you can in 1 minute. Eventually you slow down so burp when the action button appears. The winner is the person who has eaten the most food. When you come out of the restaurant the floor gives way as Shaggy is so heavy now. You have to go and find him, but can only go up one set of stairs. Go through the door at the top. You have to follow the mysterious woman. Watch which doors she goes through and go in them. If you get the wrong door, a monster will be behind it and will scare you. This is the order she goes in: 1- middle right door, 2 - top left door, 3 - middle left door, 4 - top right, 5 - bottom left, 6 - bottom right. At the end you appear at the top of the other set of stairs. Go down and through the door near the hole. You're in the basement area now all in pitch blackness. You will pick up a lantern and a battery. The battery will run out eventually so you will need to collect other ones to keep the lantern alight. Keep heading left until to get to a long dark corridor that turns corners regularly. Shaggy is at the end of it. Climb up the cardboard boxes to get the barbecue sauce. Head back to the main room towards the door with the light. You appear on the stage in the saloon. Catch the ghosts. Head towards the stairs and a barrel will roll down. Go up the stairs and through the door to get Clue #1 - Zabrinski's Note. Go back to where the barrel landed and get Clue #2 - a Photograph. Note the sheet music on the bar - #1 Dark Purple (notes F,E). You need this for the piano puzzle later with 2 other sheets. Head thought the swing doors - avoid the dust devils (mini tornadoes). Again you haven't got the page so can't catch them yet. Head to the jail (a cream building) where Fred tells you how to get him out. There is another sheet of music on the desk - #2 Orange (notes A,D). In between the building with the moving lady and the white schoolhouse under the fence are the hot peppers. Between the schoolhouse and the bank(a green building) behind the barrels and crates is the liquid soap. Go back to Fred at the jail and use the soap on the crates down the side to release Fred and get the bank key. Go back to the bank, catch the poltergeists and use Scooby to crawl under the counter. Get the Scooby Snacks if you need them. The third sheet of music is on the wall -#3 red (notes C,B). There is a phonograph playing music which says you can turn on and off - this might be the music that the piano plays. In the wagon near the bank is the bacon. Head back to the saloon and solve the piano puzzle. Select the correct colour #1 Dark Purple, #2 Orange, #3 Red. When you play the piano, the music plays and the mine cart key appears. Go to the mine cart building and get the handsaw. Go back to the jail and enter Fred's cell from the side. Saw the bars and get the vault key from the other cell. Go back to the bank and open the vault and get the shovel. Go back to the mine cart building. Shovel the rock from the mine and go in. get ready for the mine cart challenge. You're in a runaway cart. Try to collect as many nuggets as you can - you need them at the end. You need to lean from left and right to collect them or to change tracks. Crouch to avoid beams and jump to jump over wooden tracks in the way and holes in the ground. It can get tricky in places but there are plenty of checkpoints which save your place. Clue #3 - Travel Ticket is in this challenge. It's in the tunnel after the 5th checkpoint and before the one with the loop the loop in. this tunnel starts straight with a hole soon after, then 3 nuggets tot eh left and 3 in the air with a sand pile on the track. The track splits into 3 - the left track is a dead end, the middle track is where you will go and the right track goes up a high slope. Take the middle track avoiding obstacles. Lean to the right so you don't go to the dead end. Jump the hole. Lean to the left at the 2nd fork and then right at the 3rd fork. Jump the hole round the corner and then lean to the left to get the clue. At the end of the mine cart challenge get the cheese from the vending machine. I don't know exactly how many you need - the first time had 118 but that wasn't enough so I had to go back and get some more. I had 140 the 2nd time and that worked. I'm guessing somewhere between 120 and 150?! Go through the door and you're in the schoolhouse back garden. Get Clue #4 - A Map. Go into the school and get Clue #5 - A Wig. Look at the numbers on the blackboard - 137 - this is the combination of the safe in the bank vault. Go to the bank and open the safe with the combination to get the dust devil page. Go back outside and get all 3 dust devils. This opens the train truck. Don't go in it just yet. Go back to the mine cart challenge and the ham will be there now. Go into the train for the end level baddy. END LEVEL BADDY - DUST DEVILS As far as end level baddies go this is easy. There is a large dust devil on top of a carousel with Fred and Daphne clinging on. The dust devil splits up into smaller ones which you catch in the usual way. As you catch these, the carousel spins slower. There are lots of Scooby Snacks around if the dust devils catch you and lots of wisps come off the carousel. When you have caught all the dust devils Mindy Styles is revealed to be the culprit. What a surprise! EPISODE 4 - BAD JUJU IN THE BAYOU ----------------------------------- "The plot thickens as the gang investigates why Greenwood Development would be interested in purchasing land in the Bayou that was abandoned by its inhabitants. Scooby and Shaggy soon find out there's more than just the garden-variety ghost haunting in the area! They must learn more about the mysterious zombies - and the creepy dudes who are trying to round them up!" Go right (left is a dead end) and climb the crates just round the corner to get the waterhouse key. Catch all the ghosts on your way round. Go right, round the steps - you need the fountain key to unlock the padlock here. Turn the valve to join the two pipes together. Continue following the path round. Near the camera and the door to the waterhouse is Clue #1 - Tire Tracks. Across the bridge and to the right is the wisp generator. Climb up the crate here and onto the roof to get the fish. Near the door to the waterhouse is another valve to turn. There is a 3 rd valve across the bridge and to the left but it doesn't have a handle yet. Go through the door into the waterhouse. Go up the stairs and through the pipe so you can restore the hydraulic power. Go down the steps and head left and push the switch there. Head back. If you follow the path there's a section of pipe that Scooby can crawl under to get some Scooby Snacks. There are also some wisps about there too. Go up the stairs and turn the valves so the steam goes off. Turn the green and the red handles once each so that the white bits on the handles are like this: red pointing right, blue pointing left, green pointing left. Now follow the path on top of the pipes and get the snorkel gear. Go back to the path and find the diving platform sticking out over the river near the camera. Dive in and swim round to the left ducking underwater using R1 to avoid the alligators. Climb up the platform and push the switch to restore the power. Go back to the stairs and turn the valve on the pipe to open the pipe hatch you came in by. Go in the pipe - you're now back in the waterhouse. Pull the switch near the door which connects the big pipes. Go down the steps. In this area you need to connect the pipes to make the fountain outside work. Push the two lighter coloured pipes once each to make the water flow in the correct direction. Under some pipes near a large grey metal box is the valve handle which Scooby needs to crawl under and get. Pull the switch near the raised stairs to lower them. This part is a little more difficult, but the principle is the same - push the pipes to make the water flow in the right direction. On the walls there are 2 water meter type things. You need to get the water up to the red mark to lower or raise the pipes. It's a case of trial and error really. There are also 2 sections of pipes on trolleys which need to be pushed into place. I'm sure there's other ways of doing this but I did it this way: move the trolley with the small pipes on at the far end of the room. Push the starter pipe so that it points left as you look at it. Follow the pipe round and push the long double pipe so it's horizontal to the screen as you look at it. Follow it again and at the corner pipe (has a big circle connected to it) push it so it makes a right angle with the long section (it will go up screen). Turn the next corner pipe so it joins on to one of the trolley pieces you pushed in. Turn the next corner pipe so it joins the middle section of pipes. Push another double pipe so it head back to the start. Push the next corner section so it ends up vertical to the screen (pointing towards the water meter). Turn the last piece so it joins the smaller and large pipe in the wall together. This makes the fountain even bigger! Head back outside and go across the bridge. Put the valve handle on the pipe and turn it to join the last pipes together. This makes the fountain huge. You still need to fountain key so head back to the start and you'll see another diving platform. Dive in and head right to the next platform. Climb up and get the fountain key. Go back and unlock the padlock on the stairs. Walk on to the platform and be thrown up to the gumbo pot. Billy Bob tells you to dive in while he takes the easy route round. Save the game before you dive in the river. Avoid the lights and the alligators. In this area there are lots of platforms to climb up on to - some have cameras and Scooby Snacks; others have nothing. On a cliff through the 1st set of logs are the shrimp and a camera. Wait until the alligators go underwater to get past them. Go through the cave at the end. Swim across and meet Billy Bob. Go up the winding wooden tree bridge and across the bridges until you come to another winding bridge going down. There's a camera at the bottom of it. You can't really go wrong here, as some of the bridges are broken so you can only go certain ways. The men on the bridges will shoot at you but you can't catch them so just run round them. Go past the truck and over the bridge to get Clue #2 - A Letter. Go up another winding bridge, across and down another. There are zombies here but you can't catch them yet. Find the diving platform on the side under the bridge. Swim across to the other platform and go through the cave. Carry on swimming. On the 2nd cliff on the left hand side is Clue #3 - A Book. On the right hand side opposite are some Scooby Snacks and a camera. After the 2nd set of logs there are some Scooby Snacks on the right. Save the game at the end before you go out for the cut scene. You need to get the mercenaries away from Billy Bob while he opens the cage, so RUN! Behind the wooden buildings/tent type things is the chicken. If the men hit you just get the Scooby Snacks that are all over the place. Now you're escaping on a motorbike. It's generally the same idea as the mine cart ride. Jump to avoid obstacles, duck under branches and leans to turn left or right. Collect the petrol cans to get more petrol. Clue #4 - A Weird Device is in this part. After the 3rd checkpoint (the 2nd time the screen goes black) the wooden bridge goes straight with a hole you need to jump over. Immediately after jumping turn left. Then there's a ramp at the end just round a corner. You need to jump straight and very high to get this clue. It took me several attempts to get this one. I either missed it when jumping or got it and fell off into the water when I landed again. After the 1st checkpoint after the loading screen are the hot peppers. You have to duck under a branch, then avoid an alligator before going up a ramp to jump a gap. Time it right to land on the hot peppers. The ketchup is also here after you get the hot peppers. It's after the next checkpoint. The wooden bridge goes straight and then you need to crouch under a branch. Immediately after this there is a fork in the bridge leading left. Take the path and go up a slope heading to the left. Jump over the logs in the way. The ketchup is floating in the air at a corner so you have to jump off and land on the bridge below. This took a few goes as well. Don't speed up to it as you jump right over it. You need to be fairly slow. At the end is the cut scene ready for the end level baddy. END LEVEL BADDY - ZOMBIES AND GIANT ZOMBIE Catch the 4 zombies in the same way as usual. If you need energy go back to Velma and she'll throw you some Scooby Snacks. While you're doing that the zombies rock the truck and knock out the wisps. After you have caught all 4 the giant zombie appears. Catch him in the same way. The clues reveal no culprit this time but a lead to ShermanTech who were selling their land to themselves. EPISODE 5 - HI-TECH TERROR --------------------------- "Having figured out ShermanTech's involvement, Mystery Inc. sets out to investigate the high-tech company. It isn't easy, however, since Scooby and Shaggy must cleverly evade security guards while gathering more clues. Will they be able to stop the master villain, or will they succumb to the worst enemies they've ever faced: the rest of Mystery Inc?" Get the Barbecue Sauce from the vending machine. Take the door with the pool ball (8 ball)picture pointing to it. Sneak up behind the crates until the guard walks up the corridor. Run round the corner and get Clue #1 - A Computer Disk. Use the costume trunk and follow the direction of the guard. Head right and go in the pool room and use the trunk there as well. Go out of this room, turn left and follow the corridor to the security room. On the left hand side of the door is the button you need to push to disable the security cameras. Exit this room through the door on the other side of the desk. Get the costumes in this corridor. In the next room the double doors take you back to the cafeteria where you started. Instead take the doorway to the left of the door you cam in by and go up the stairs. At the end of the corridor is Clue #2 - A Memo. Use the costume trunk again and follow the corridor, going down the stairs. Go behind the guard and into the lift on the left hand side. In this area anything you can use has black and yellow tape on the floor except for the lockers and hidden objects. On the left hand side on the wall is a machine. You need to press the buttons to change the colour of the lights - from left to right: 1 - push once to make it yellow, 2 - push twice to make it green, 3 - twice, 4 - once. The clues to this are in the lockers to the right which also have Scooby Snacks in. Now push the switch to lower the force field. Go through the next 2 doors and push the switch. The scientist will shoot at you in this next room - just avoid him. Get the blue keycard in the top left hand corner. Go back out the way you came in and use the control panel to lower the force field. You can entice the scientist out the room towards the control panel and push the switch inside the other room to lock him out. Use the green teleporter. You're now in a room with lots of steam. Avoid it as it scares Shaggy and Scooby - don't walk on the grates. Head to the lockers on the left hand side. Behind the crates here are the eggs. In one of the lockers is the red keycard. Head back to the other end and use Scooby to crawl in the gap in the wall. Walk up to the door on the left but don't go in - there's too much steam at the minute. Go back out and to the control panel. You now have to control a robot to turn off all 4 valves in the 2nd room. This turns off all the steam. Remember this little room as you come back here later. Open the lockers for Scooby Snacks if you need them. Go through the door. Use Scooby to go through the gap. Shaggy can go through the door but you need to do this bit alone first. Avoid the security cameras' beams they need to be blue for the door to open. Crawl under the crates to get to the door - look for the black and yellow tape. In the next room push the switch on the right to lower the force field. Get the scientist to chase you in there, go back out and push the switch again to lock him in. Use the control panel and make the robot pull the costume trunk out of the security camera's beam. Push the switch on the right of the door to disable the 1st 2 cameras. Go back and get Shaggy, put the costumes on and use the teleporter. Get the Scooby Snacks from the lockers if you need them. Push the switch which releases the zombies. Catch them to open the door. The others stay behind the force field for now. Go through the door and head to the far end of the room avoiding the scientists. You'll see a control panel but you need the yellow keycard to operate it. Climb up the crates and on to the top of the computers. Walks across to the right and get Clue #3 - A List. Now go back and head up to get the costume trunk. Quickly run back down and talk to the scientist who will give you the keycard. Use the control panel which lowers a force field in the next area. Use the teleporter and save the game. Go through the door into a room with lots of electric beams. You must avoid these. Run to the robot platform and then to the door near the window. Watch the beam and wait until they run out before moving on to the square it was on. Use the control panel to control the robot to push the switch which opens a door with a red light above it. Go through it avoiding the scientist who comes in. Cut scene where you find out Fred, Daphne and Velma are being mind controlled and are trying to get you. Run around the room avoiding the rest of the gang and electric beams and push all 7 switches. Clue #4 - A Melted Fire Extinguisher is under the lower bridge. The bacon is behind a force field up the high stairs - the force field lowers after you have pressed the 5th switch. Make sure you get it before you get the last switch as you cannot go back. In the next room, catch the ghost after it has been under the sprinkler and turned blue to open the door. In the room where all the electric beams were near the door is Clue #5 - Geographical Map. Head back to the beginning catching all the ghosts and zombies on the way. Check all the lockers for Scooby Snacks if you need them. In the steam room use Scooby to crawl in the hole and get the ghost and zombie. Now go in the valve room and get the slab of meat. In the corridor with a single ghost, entice it through the sprinkler to turn it blue and avoid being hit by its bombs. Continue until you go back outside for the end level baddy. END LEVEL BADDY - FIRE GHOST You need to turn on all 4 sprinklers to defeat this baddy. You don't necessarily need to catch the smaller ghosts, but to get the onion you need to catch at least 2. Some of the sprinklers are behind hedges. Get the large fire ghost to throw bombs at you while you are near the hedges. This will make gaps for you to get through. After you have turned all 4 on the Fire Ghost becomes a white ghost. Catch it in the usual way. It can be a pain by draining all your energy with one hit, so try to avoid it as much as possible. Use the Tome of Doom after it lunges at you. After you defeat it the mystery is solved. Congratulations! Mystery Inc. have saved the day once more!! Scooby Dooby DOOOOOOOOOOOOOO!!! 8 - CLUES LOCATIONS -------------------- EPISODE 1 - THE HAUNTING OF HAMBRIDGE CLUE #1 - A PHOTO OF ALAN DINSDALE - In the second room with the blue ghost. Up the stairs to the right above the double doors. CLUE #2 - A TELEGRAM FOR W.P. - In the right hand room above the double doors with the blue ghost, on top of 2 crates - you need to climb up to get it. CLUE #3 - A CRUMPLED NOTE - In the room where Scooby has to move the trolleys on a crate near the exit door. CLUE #4 - FOOTPRINTS - In the old library in the basement after you follow the Fake Ghost. CLUE #5 - A RECEIPT - After you find the Tome of Doom book. EPISODE 2 - MAYHEM AT THE MOVIES CLUE #1 - A RECEIPT - Near the first save camera, behind the fake bushes there's a hole for Scooby to crawl through and get this clue. CLUE #2 - A CRUMPLED PICTURE - In the graveyard movie set near the pond on the right on top of a crate. CLUE #3 - MUMMY BANDAGES - In the electrical room with the poltergeists. To the left of the door. CLUE #4 - A PICTURE - At the top of the wooden stairs above where Scooby and Daphne are in cages. CLUE #5 - THE RED KNIGHT'S HELMET - After the red Knight has chased you and run off. EPISODE 3 - WEIRD WILD WEST CLUE #1 - ZABRINSKI'S NOTE - After the barrel rolls down the stairs, through the doors at the top. CLUE #2 - A PHOTOGRAPH - After the barrel rolls down the stairs behind the bar. CLUE #3 - TRAVEL TICKET - In the mine cart challenge. It's in the tunnel after the 5th checkpoint and before the one with the loop the loop in. This tunnel starts straight with a hole soon after, then 3 nuggets to the left and 3 in the air with a sand pile on the track. The track splits into 3 - the left track is a dead end, the middle track is where you will go and the right track goes up a high slope. Take the middle track avoiding obstacles. Lean to the right so you don't go to the dead end. Jump the hole. Lean to the left at the 2nd fork and then right at the 3rd fork. Jump the hole round the corner and then lean to the left to get the clue. CLUE #4 - A MAP - In the schoolhouse garden after the mine cart challenge. CLUE #5 - A WIG - In the schoolhouse after the mine cart challenge. EPISODE 4 - BAD JUJU IN THE BAYOU CLUE #1 - TIRE TRACKS - Near the camera and door to the waterhouse. CLUE #2 - A LETTER - Across the wooden bridge past the truck after coming down the 1st winding wooden bridge. CLUE #3 - A BOOK - On the 2nd left hand side cliff edge in the 2nd part of the river (after the wooden bridges). CLUE #4 - A WEIRD DEVICE - during the motorbike escape. After the 3rd checkpoint (the 2nd time the screen goes black) the wooden bridge goes straight with a hole you need to jump over. Immediately after jumping turn left. Then there's a ramp at the end just round a corner. You need to jump straight and very high to get this clue. It took me several attempts to get this one. I either missed it when jumping or got it and fell off into the water when I landed again. CLUE #5 - GREENWOOD DEVELOPMENT DOCUMENTS - You get these when you get to the end level baddy. EPISODE 5 - HI-TECH TERROR CLUE #1 - A COMPUTER DISK - In the pool room corridor, the first right turning. Get it after the guard has gone. CLUE #2 - A MEMO - After you go up the stairs just before the lift. CLUE #3 - A LIST - On top of the computers in the room you need to get the yellow keycard. CLUE #4 - A MELTED FIRE EXTINGUISHER - Under the lower bridge in the battle with the mind-controlled Fred, Daphne and Velma. CLUE #5 - A GEOGRAPHICAL MAP - Near the door in the room where the electrical beams were while you're heading back to the start. 9 - SANDWICH INGREDIENTS LOCATIONS ----------------------------------- These ingredients are not necessarily in the order of the sandwich but in the order I found them in. EPISODE 1 - THE HAUNTING OF HAMBRIDGE CHICKEN - On the crates near the second trolley the Scooby needs to push. TOMATO - In the first library, on the crate behind you when you first walk in. MAYO - Behind the 5th door in the 3rd corridor with the green carpet, after you have been to the hideout. LETTUCE - Near the first save camera in the room with the blue ghost. It only appears if you have caught all the other ghosts. If it is not there you will have to go back and find any ghosts you have missed. PICKLE - Go back to the room where you used the ladder to get the Annex key. It's at the top of the ladder. MINI GAME UNLOCKED - Trap the Fake Ghost. You need to push the bookshelves make a path for the fake ghost to get to the Big Red X. EPISODE 2 - MAYHEM AT THE MOVIES HAM - After you go in the rocket and it crashes. Under the crates at the bottom of the stairs. LETTUCE - In the corridor under the coffin in the graveyard movie set. On the left near the 2nd candelabra is a ledge with the lettuce on. Climb up to get it. FRENCH MUSTARD - After being flipped up by the catapult in the Roman movie set, it's on the platform/aqueduct round to the left as you go up the stairs and pillars. EGGS - Down the stairs near the ship in the Roman movie set. Walk up the wooden ramps on the right and up the ladder to the top. CHEESE - At the top of the ramp where the giant ball rolls down from in the pyramid movie set. MINI GAME UNLOCKED - Monster Frenzy. Capture the ghosts with the Tome of Doom within the time limit. EPISODE 3 - WEIRD WILD WEST BARBECUE SAUCE - Where you find Shaggy in the basement at the end of the long dark corridor at the top of the cardboard boxes. HOT PEPPERS - In between the building with the moving lady and the white schoolhouse. BACON - In the wagon near the bank. CHEESE - At the end of the mine cart challenge in the vending machine. HAM - Go back to the mine cart challenge after completing it the first time. MINI GAME UNLOCKED - Mine Cart. Similar to the real mine cart challenge - avoid obstacles and get to the end. EPISODE 4 - BAD JUJU IN THE BAYOU FISH - On the roof of the waterhouse. Climb up the crate at the back to get to it. SHRIMP - On a cliff through the 1st set of logs in the first part of the river swimming task. CHICKEN - Behind the wooden building/tent while you're leading the mercenaries away from Billy Bob. HOT PEPPERS - After the 1st checkpoint after the loading screen during the motorbike task. KETCHUP - After you get the hot peppers and after the next checkpoint. The wooden bridge goes straight and then you need to crouch under a branch. Immediately after this there is a fork in the bridge leading left. Take the path and go up a slope heading to the left. Jump over the logs in the way. The ketchup is floating in the air at a corner so you have to jump off and land on the bridge below. This took a few goes as well. Don't speed up to it as you jump right over it. You need to be fairly slow. MINI GAME UNLOCKED - Mini Trail Bike. Similar to the real motorbike task - avoid obstacles and get to the end. EPISODE 5 - HI-TECH TERROR BARBECUE SAUCE - In the vending machine in the cafeteria. EGGS - Behind the crates in the steam room. BACON - Behind a force field up the high stairs during the battle with the mind-controlled Fred, Daphne and Velma. SLAB OF MEAT - In the valve room on the way back to the beginning after the battle with the mind-controlled Fred, Daphne and Velma. ONION - During the end level baddy fight. You need to catch 2 blue ghosts to make it appear. MINI GAME UNLOCKED - Spooky Science. You now have the Super-Spooker 3000 to scare the scientists and get your revenge. You only need to shoot them once to win. 10 - CONCLUSION ---------------- AN easy game to play, infuriating in places, but still quite enjoyable. If you find any mistakes in my guide or have any questions that you need help for I would appreciate it if you would email me at firstname.lastname@example.org. But before you do email me please make sure I haven't included the answer to your question in my guide as I tend to repeat what I've already written to a lot of people who don't seem to have read the guide properly. If you have found my guide on any other website other than www.gamefaqs.com please inform me immediately as this will be a violation of my copyright and the site will not have permission to use it. Thank you for reading and using my guide. I hope it has been helpful. I would appreciate it if you would rate my guide on Gamefaqs, if you are pleased with it. Thank you Vannessa.