___ __ __ __ __ __ __ __
/ / / \ / \ | _\ \ / | \ / \ / \ .
\___ | | | | | | _/ \ / | | | | | |
\ | | | | | ||_)\ | -- | | | | | | .
\___/ \__ \__/ \__/ |___/ | |__/ \__/ \__/
__ ____ ___ ___
| | |\ | |\ /| / \ / | / | | \ |
| | | \ | | \ / | | | \___ | / | | | |
| | | \ | | \ / | |----| \ |/\ |--- | | |
| | | \| | | | | | | | \ | | |
\__/ | | | | | | | \___/ | \ |___ |___/ .
Table of Contents
[MODES] Modes of Play
[QUEST] Frequently Asked Questions
[VERSN] Version History
[CONTC] Contact Information
Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the
name of the section you're looking for - like [CONTR] for the Controls.
Scooby-Doo, where are you? If you're reading this guide, the correct answer is
"on the screen of your Game Boy Advance." While this game includes reliable
Freddie, brainy Velma, pretty Daphne, and ravenous Shaggy, you control Scooby
throughout the game. There are almost 20 levels, some of which are quite large
in size. Unlike some Scooby games, this is essentially a Mario-style 2D
platform game. You must collect a specified number of clues in order to advance
to the next level. Perhaps the most memorable aspect of the game is Scooby's
ability to wear three special costumes, each of which gets a lot of use. The
graphics aren't revolutionary, but they're effective for a game of this type.
The music is generally upbeat and perky, sometimes scary in a silly Scooby-
style way. The levels aren't extremely difficult, but they can take a while to
finish. I would've rather seen a larger number of shorter levels instead of a
few very long levels. There are several fairly fun mini-games and some
inventive bosses. Overall, this is a pretty fun game that probably takes about
four hours to complete (less time if you know the right places to skip). On a
less relevant note, this is my twentieth FAQ/Walkthrough, and it's 90 degrees
outside as I write this (possibly in contrast to your current weather).
The controls for this game are pretty simple.
Move: Left/right on control pad
Double jump: A while in the air
Spin attack: B
Look around: L
Change costume: R
Crawl under narrow passages: Down + B
Pause game, skip cutscenes and conversations: START
The SELECT button doesn't do anything except in the first levels. Later in the
game, you'll be able to use three special suits that give Scooby special
abilities. These will be discussed at the appropriate time, so you won't be
A quick word on the pause menu: When you pause the game, there are four
Options available. Press Continue to return to the game. Password displays the
most current password used to resume an existing game (select the Password
option on the game's opening screen). This feature is necessary since the game
doesn't have a save feature. The passwords displayed at the end of each level
are more useful, though. Options lets you turn off music or sound effects, or
change the language from English to French (not useful). You can also modify
these options from the game's opening screen. Quit allows you to leave the
current level and return to the main hub. Also, you can look to the right side
of the screen to find out the number of clues and food items you've found in a
level, if applicable.
Your energy is measured by the meter shown on the upper-left corner of the
screen. If you fall into a pit or run out of energy, you'll start from the
beginning of the current room. You have unlimited lives in this game, but you
will lose the suit you're currently wearing. Your mubber gauge won't change,
and your energy meter will be fully restored.
I'll start with a brief word on the storyline. I'm trying to keep spoilers to a
minimum throughout this guide, but this is what you see in the opening sequence
when you start a new game: The Mystery Inc. gang is riding in the Mystery
Machine to a place called Monstrous Fright and Magic, where Freddie's cousin
works. Everyone is excited - except Scooby and Shaggy, as this studio produces
fake monsters for movies! Press START if you want to skip the opening sequence.
Scroll through the characters using the Control Pad and select Enter Workshop
1. This will be called Level 1. This level consists of training rooms designed
to teach you the controls.
Level 1: Monstrous Fright and Magic - Workshop #1
This is a simple training level where Shaggy guides you through all the basic
moves used in the game. Note that the arrows on the floor hint at the direction
you should go in; the arrows don't do anything directly.
Room 1: Shaggy will help guide you through the basic moves of this game. In
order to clear the high ledge, you'll have to perform a double jump - press A
to jump, and press A again at the apex of your jump. You'll use this a lot.
Room 2: Watch the demo of how to duck under narrow passages. Press B while
holding Down to do so. Afterwards, use the double jump to reach some high
platforms and the room's exit.
Room 3: Press B to perform spin attacks to break the crates. Inside them is
mubber, a blue substance you want to accumulate. The quantity of mubber you
currently have is shown on the gauge in the upper-right corner of the screen.
Duck under a narrow tunnel, break a few more crates, and this room is over.
Room 4: Keep picking up small Scooby Snacks and mubber by smashing the crates.
Most crates in this game yield mubber when broken. The small Scooby Snacks
aren't too valuable, but if you collect 100 of them, one segment of your energy
meter will be refilled.
Room 5: Practice looking around with L, but it's not too useful here. Instead,
break the crates and jump up the platforms. At the top, scoot through the
tunnel to receive a magnifying glass - a clue. Those are good! Perform a spin
move while standing on the crates to break them. Then walk right to finish
Now talk to a suspicious-looking figure named Stanton. After a short
interrogation, scroll through and enter Workshop #2. This provides practice on
more advanced tactics.
Level 2: Monstrous Fright and Magic - Workshop #2
Room 1: This room introduces enemies for the first time - in this case,
spiders. Jump on them or spin attack them to defeat them and earn some mubber.
If you touch an enemy, you may lose energy or mubber, although you won't
usually get hurt if you have mubber in the tank. Ascend the platforms, touch
the box for a one-segment energy refill (a Scooby Snack), and proceed right to
the next room. In case you haven't figured this out, the room exit is always
located on the right side of the room, so that's the direction you're usually
heading. Also, the high road is generally the best way to go in this game.
Room 2: Break crates to get as much mubber as possible here. Stay high and
perform a spin attack while jumping to break the crates on the edge of the
platform. Beat the spider and smash the boxes for more mubber, then head left
and down for a Scooby Snack. Break the crates on the left for mucho mubber, but
make sure to destroy the upper two layers first. Don't let a crate fall on your
head or you might get hurt. Go right, duck under the passage, and you'll reach
the third room.
Room 3: Head right along ground level, break the crates, and you'll reach a
Mubber Machine. It will give you a Kung Fu Suit in exchange for mubber (the
other suits aren't available yet). You can't produce a suit if you don't have
enough mubber, though. Make a second Kung Fu Suit at the Mubber Machine for
reserve. As Kung Fu Scooby, you can't jump quite as high, but you can beat
strong enemies and break or push heavy boxes. Press R and select the middle
option if you want to change back to regular Scooby. Note that you must have at
least a small amount of mubber to use or change costumes. Climb the platforms
to the left, break the Yin/Yang boxes (which can only be destroyed in Kung Fu
mode), and proceed to Room 4.
Room 4: Beware; this room is full of UV lamps that destroy your costume. Wait
for the lamps to deactivate before you pass by. Also pick up the spare Kung Fu
costume, even if you don't need it.
Room 5: There's a clue in this room, as you can tell from the bubble over
Scooby's head at the start. First jump to the high platform on the left if you
need a Scooby Snack. The rest of the platforms just have mubber crates. So drop
down and keep punching the Big Yin/Yang Block until you can't push it any
farther. Then jump on the block and head up the platforms. Touch the magnifying
glass, switch to regular Scooby, and quickly spin attack through the crates
guarded by the UV lamp. It doesn't turn off, so hurry by (its ray reduces your
mubber gauge). Head right past the spider and take the moving platform to the
end of our second level.
Velma will now make you play a trivia game. Press A on each icon and decide
whether the statement is true or false. Press B when you've gone through all of
the clues (the first should be true, the second false). If you guess wrong,
just talk to Velma again to try this game again. If you guess right, you'll be
able to move on in the game.
Talk to a blonde girl named Marcy. This will send you to the next part of the
---Shuddery Showdown in Chinatown---
Good thing we aren't in Asian China, or we'd get killed by the pollution or
military police (That's my mandatory China reference; I'll mention a Zelda
character or item later, and I won't even mention waterboarding and Hispanic
sports figures). After talking to Maggie Xi, scroll through to speak with Ho
Fong. Then select "Enter the Sewers."
Level 3: Chinatown Sewers
This level is fairly simple, even though it's the longest level in the game.
From now on, every level has four clues and four food items (more on that
later), although the number of rooms in a level varies a bit. You must complete
every room in this level; don't select "Exit" from the pause menu during this
Room 1: Keep heading right, breaking crates, spin attacking statues, and
stomping spiders and rats for mubber. Jump across the platforms and head to
Room 2: Head right a while, bopping a few boxes and rats. Eventually you'll
reach a dead end. Jump up the platforms, but watch out; they crumble if you
stand on them for a few seconds (although they return eventually). Jump left if
you need a Scooby Snack, or head right to advance to the next room.
Room 3: There's a piece of shrimp in this room. Collect enough food items and
something good is bound to happen. Break the crates and head through the tunnel
to an elevator. Step on it and it'll fall. Head left or right to find alcoves
with some boxes. Break them and the elevator will fall some more. Step on it
again to make it drop. Repeat until you reach the bottom. Spin attack or stomp
the purple-robed meanie three times to beat him. Grab the shrimp and advance to
the next room.
Room 4: Keep going right, defeating the purple enemies. There's a Scooby Snack
near the end of this straightforward room.
Room 5: There's a clue here. Keep stepping on the bicycle-like contraption to
move it in a clockwise direction, lifting the gate. Afterwards you'll find the
clue in plain sight, along with another elevator. It works the same as the
first one. Investigate each alcove for mubber and Scooby Snacks (big and
small). Bop the meanies, grab the goodies, and you'll soon be in the next room.
Room 6: There's cheese in this room. Ride the floating crates over the sewer
water. Don't fall in, or you'll have to restart the room. Once you reach terra
firma (solid ground), bounce across the crumbly platforms, slide under the
platform, beat the purple goon, go down the steps, and get the Kung Fu costume.
Smash the Yin/Yang barricade with B, punch the big block into the water, and
break the little block. Switch to regular Scooby, slide under the tunnel, and
jump to the ledge with el queso (the cheese). Go right and up and make as many
Kung Fu costumes as you'd like (you should have a lot of mubber, and you can
hold up to four costumes). Then go left and take the lower fork. Stomp a few
spiders, jump the gap, and prepare for the next room.
Room 7: Scooby thinks there's a clue in this room. It's not hard to find - walk
past the UV lamp and jump the gap to get it. Smash all the crates found in
front of the big crate, then push it to the opposite end. Then use it to reach
some collapsing platforms and eventually a new Kung Fu Suit. If you don't need
it, just keep heading right. Watch out for the scuba divers ahead. They'll try
to spray you, but they can be beaten with three stomp attacks. A little after
the purple-roped guy, stay low if you need a new suit, or go high and use the
collapsing platforms to advance in the level.
Room 8: Use a jump kick to dispose of the crates blocking your way. Carefully
use the moving crates on the slimy water to reach the next area. Again use a
jump kick to break the crates. Watch out for the spiked ball guarding the
Scooby Snack. Beware of the spiked balls, crates, and scuba guys who are just
Room 9: This room contains ham. Jump across the crates initially, dodging the
spiked balls. Take the collapsing platforms upwards if you need a Kung Fu Suit.
Otherwise, keep going right and get your Scooby Snack. After a few more
platforms, get your ham, but watch out for the spiked ball. Carefully use the
drifting crates to reach the next area.
Room 10: A clue can be found in this room. First traverse the slime pits and
the familiar enemies. Take the collapsing platforms up and left if you want
small Scooby Snacks and mubber statues. Otherwise, stay low and head right,
punching the big Kung Fu block. Let the green slime geyser propel you upwards,
then open the gate by rotating the pinwheel clockwise. Punch the purple-robed
meanie, grab the magnifying glass, smash the crate, switch to normal Scooby,
crawl under a couple of platforms, and beat a pair of meanies. Then advance to
the next room.
Room 11: After beating the enemy, cross the geysers and let the last one take
you high. At the fork, take the high route if you want a chance to get a new
Kung Fu Suit. Otherwise, stay low. Break all the crates and push the big crate
to the end to gain access to a high platform with a UV lamp. Push the crate and
break the barrier to find a Kung Fu Suit and a Scooby Snack. Otherwise, stay
low and jump the boxes and geysers. Use the last geyser to take you high. Then
move on to the next room.
Room 12: This room starts with more geysers and scuba enemies. After the purple
goon, avoid the spiked ball and take the Scooby Snack. After a few more geysers
and weak enemies, spring high and right to exit the room. First, though, you
may want to spin through the crates as regular Scooby to find a suit maker.
Room 13: Take the high platforms at first. At the end, jump down, avoiding the
UV lamp. If you need a Kung Fu Suit, destroy the wooden crate and push the big
crate as far as possible. Jump up the platforms to find the suit. Then keep
heading right past the geysers and floating crates. Spin the pinwheel clockwise
to open the gate, then head right to the next area.
Room 14: There's finally a clue in this room. First beat the irritating spider.
Then bop the purple goon, wait for the spiked ball to swing away, and push the
crate down. When you reach the bottom of the steps, go left. When the scuba guy
appears, wait for the UV lamp to stop before crossing. Keep going left. Get the
Scooby Snack when the UV lamp stops, then go up and right to reach a purple
goon and a clue. Retrace your steps and return to the place where you pushed
down the big crate. Go up and right if you need a new suit. Otherwise, just
head right. When you reach the UV lamp, kick down the big crate and push it as
far as possible. Take it to some collapsing platforms. Cross them, head right
past a few meanies, and enter the next room.
Room 15: A pretty basic room. After a few common meanies, wait for the spiked
balls to rise up before passing under them. Pedal the wheel clockwise, keep
going right, pass a few more enemies, grab the Scooby Snack, and enter Room
Room 16: This room has a pickle. Head right past more common enemies, geysers,
and floating crates. Let the last geyser in the sequence take you up and right
to the pickle. Jump up the platforms near you. Spin the wheel clockwise to
raise the platform as high as possible. Then make your way left and raise the
other platform as high as possible. Head left, gobble the Scooby Snack, and
make your way rightwards across the collapsing platforms. Jump across the
platforms you just raised (the jumps are pretty long, so be careful) and head
right to the final room.
Room 17: When you step on the platform, the elevator rises a bit - and the
sewer water starts to rise. This is a little like Slime Climb or Toxic Tower
from Donkey Kong Country 2. Make your way upwards as fast as possible. This
really isn't too tough after all the practice you've had with Chinatown Sewers
obstacles, but it still may take a couple of tries. The two Scooby Snacks in
the alcoves near the two swinging spiked balls (one early, and one near the
end) are best skipped. At the end, Scooby will perform a little dance. This
After a conversation with Zen Tuo, you can talk to Maggie Xi and Ho Fong again
if you want to. However, I recommend talking to Shaggy. If you found four food
items during the previous level, you'll get to play a mini-game. This game is
very similar to Tetris and its relatives (Tetris Attack, Yoshi's Cookie, etc.).
Simply line up sequences of three of the same kinds of foods. Stack like foods
on top of each other (the gold foods work like more powerful versions of the
regular kind). You can also line them up horizontally, but it's not usually
recommended. Be careful not to place other foods over the foods Shaggy or
Scooby is thinking about. If you clear a sequence of Shaggy or Scooby's food,
you'll earn a point. Earn six points to complete the game and add a segment to
your life meter. Woo-hoo! You can play again just for fun if you want to, but
you won't win anything. You may still enjoy seeing how many points you can
Level 4: The Cookie Factory
The Cookie Factory is just a bit more complicated than the previous level.
Again, you must complete the final room, so don't leave even if you have five
clues. I'm sorry, but they don't let you keep any suits you got during the
Room 1: Explore the early part of the level, bashing statues and beating
enemies for mubber. After the crawlspace, go left and up to find a Mubber
Machine. If you don't have enough mubber, just keep exploring. When you reach
the big crate, bash the small crates around it. Then push it onto the big red
button to reveal a platform. Stay high and keep going right, but watch out for
the retracting platform and the conveyor belts.
Room 2: There's a clue in this room. Keep going right a bit, crushing any
statues and enemies you see for mubber. At the fork, head left if you need some
mubber refills and a new Kung Fu Suit. Otherwise, go right. When you reach the
Kung Fu block, break the crates and gates nearby, then keep pushing the block
right. From here, go right if you want more mubber (watch out for the falling
bags on the conveyor belts), but it's best to go left. Wait for the button to
turn green on the retracting platform, then jump across. When you reach the
conveyor belt and a lift, walk right on the belt to raise the platform up a
bit, then head up and right. Become regular Scooby and scoot under the
crawlspace. Watch out for the spider, and switch to Kung Fu mode to dispose of
the purple-robed guy. On the conveyors ahead, stand near the flour bags to make
them fall (like a Mario Thwomp), then move forward. By the way, it can
sometimes be advantageous to scroll manually (press L) to trigger the flour
traps. Eventually you'll find the clue. Become regular Scooby, crawl under the
passage, switch back to Kung Fu mode, and enter the next room.
Room 3: Scooby will sniff out a fish here if you didn't play Shaggy's food game
after the last level. Head right a bit to the junction. If you need a new Kung
Fu Suit, head down and left from here. Keep going right a while and you'll
reach more conveyor belts with flour-bag traps, crates, and purple meanies. At
the end, use the springboard to go up and left. You'll find more of the same.
Duck under the crawlspace at the end as normal Scooby, then reapply your Kung
Fu Suit. Watch out for the spider and punch the Kung Fu block down. The
conveyor belt will take it to the right. Use it as a stepping stone to the high
right ledge. Some UV lamps are ahead - crush the gate when the lamp isn't
flashing. Push the Kung Fu block onto the red button to activate some
platforms, remaining wary of the UV lamps. Standing on this platform, perform a
double jump to make the flour fall, then land back on the original platform.
From there, jump onto the conveyor belt. When the UV lamp turns off, land on
the left edge of the conveyor belt to avoid the falling flour. Your fish is
just ahead, if applicable. Crawl under the next tunnel as regular Scooby,
become Kung Fu Scooby again, punch the statues for mubber, and head right into
the next area.
Room 4: If you haven't been following my guide, there's broccoli in this room.
At the start, there's a fork. Take the high road if you absolutely must have a
new Kung Fu Suit, the broccoli, and a Scooby Snack. Otherwise, take the lower
path. Ahead are many pistons, which will squash you if you don't watch their
pattern. After a piston pound, cross a couple of pistons and wait for the next
cycle. There are also many cookie dough makers; if you get trapped in the
batter, press B very quickly to escape. Go right a while until you come to the
springboard. Let it take you onto the right platform, then double jump to the
left. Ahead are some devices that emit smoke; don't touch the smoke. When you
reach the next springboard, head right past more familiar traps. Drop down to
get the Kung Fu Suit. Then break the gate and switch to regular Scooby. Head
right past many crawlspaces until you reach Room 5.
Room 5: Carefully spin attack the crates at the start, then switch to Kung Fu
mode. Head right past the same industrial obstacles of Room 4. When you reach
the springboard, start going left. At the next springboard, go up and right.
Head past the cookie makers, and drop down when you reach the small Scooby
Snacks. Go right, then drop down the steps, breaking any crates for mubber.
Head left, watching out for the purple guys and a UV lamp. Drop down and head
right. Besides avoiding the pistons and other obstacles, don't fall into the
pits, unless you want to start the room over. When you reach the springboard,
go up and left, but watch out for the ninja enemy, who may be new to you. It
will slide at you, but it's easy to beat with a good punch. Head left through
more industrial obstacles, and spring to the left to find a Mubber Machine.
Then head right past some more familiar obstacles and into the next room.
Room 6: Another goodie-less room. Head down and left at first, breaking crates
for mubber and avoiding the UV lamps. Head right and push the Kung Fu block to
the right. When the UV lamp goes out, head right, but watch out for the ninja.
Go right, up, and left, avoiding the smoke generated by the machine. At the
next springboard, go up and right past more machinery. A blue ninja is ahead;
these are tougher, as they throw stars at you. Get on their heads with a double
jump and stomp them thrice. Head left under the crawlspace if you need a Scooby
Snack. Then go right into the next room.
Room 7: This room contains a clue. Head right, breaking ALL the crates. Then
push the Kung Fu block all the way left (first go right if you need a new suit)
and use it as a stepping stone to the retracting platform. Go right past the
smoke makers, and wait for any platforms' lights to turn green before crossing.
Be extra careful with the later ones, which protect you from falling into a
giant vat of cookie dough! Eventually, push the Kung Fu block right to turn off
the UV lamp. Crush the gate to the right for a clue, then head right into the
Room 8: Head right, using the mixer to cross the gap. Again stomp the blue
ninja thrice, and keep going right, using the mixers to cross the vats of
cookie dough. You can use regular Scooby's spin attack to break some crates
under a platform to reach a suit-making machine, but there are safer places to
do so. After two fast mixers, watch out for the blue ninja, then head right
into the next room.
Room 9: Scooby detects a clue in this room. Take the mixers across the gaps.
When you reach the last one, it will take you to a higher level (double jump to
the right for a Mubber Machine, and to the left to the path with the clue).
However, if you have five or more clues, just keep going right to exit the
room. Anyway, on the path to the clue: Go left, although you can take the high
right route to reach some statues with mubber and a box containing a Scooby
Snack. Keep going left to reach a blue ninja, who should be stomped. Keep
bouncing across the springboards to reach a Scooby Snack. Jump kick the Kung Fu
barrier to find the clue. Then make your way back to the mixers, and head right
to exit the room.
Room 10: After the first mixer lift, walk right on the conveyor belt to raise
the platform. Switch to regular Scooby and spin attack through the crates, then
use Kung Fu mode to beat the purple guy. Spin through the crates below you if
you need a suit from the machine, but it's best to use the springboard to go up
to the upper-left platform. Wait for the retractable platform's light to turn
green and for the UV lamp to turn off, then cross to the other side. Punch the
Kung Fu block to the right, and at the end of the conveyor, use it to reach a
new Kung Fu Suit, but first activate the falling flour bags. Then push the Kung
Fu block further to the right until it presses down the red switch and
deactivates the UV lamp. Jump kick the Kung Fu barrier ahead (ignore the crates
and crawlspaces below you - they aren't useful unless you accidentally break a
crate and have to return to the Mubber Machine area). Then head right, bouncing
across the springboards to the entrance to the next room.
Room 11: There's a hot pepper in here if you didn't play Shaggy's food game
earlier. At the start, take the upper path, although the lower path has large
amounts of mubber and a suit-making machine. When the UV lamp stops, jump kick
the Kung Fu block. Head right, stomp the blue ninja a few times, and break the
barrier when the UV lamp stops. Then push the Kung Fu box until it lands on the
red button to activate a platform. Watch out, as some spiked balls are ahead;
cross to the next platform when the ball reaches a low point (just jump over
the spiked ball). Afterwards, keep going right, grabbing the pepper (if
necessary) and exiting the room.
Room 12: This room has an onion (or perhaps cabbage). Bop the spider and walk
right on the elevator until the platforms reach the highest point possible.
Head right through the crawlspace if you need a new suit. Otherwise, spring to
the platform. When the spike ball swings away, jump onto the next platform and
double jump over the spiked ball onto the next ledge. Keep going right, trigger
the flour trap, and stomp the blue ninja thrice. When the UV lamp stops, jump
kick the Kung Fu block and keep pushing it as far as possible. Jump up to get
the onion, but avoid the falling flour. Stay low if you need mubber or a suit
from the machine; otherwise, bounce across the springboards and jump kick the
Kung Fu gate. Then go right and exit this room.
Room 13: This room holds the final clue. Take the upper path at the early fork.
Head right and use the conveyor belts (the top one first, then the lower one)
to raise the two platforms, but watch out for the spiked ball. Jump down and
head left, bashing all crates you see along the way. After avoiding the UV
lamp, you'll find the clue. Then head back up and left to the start of the
level. Again follow the upper route and head right. Jump across the platforms
you lifted earlier when the spiked balls are at low points. Stomp the nearby
blue ninja and become regular Scooby to spin through the crates. Head through
the crawlspace and keep spinning. Raise the platform with the conveyor belt and
use it to reach the ledge to the left. When the retracting platform's light is
green, jump on it and go right (or left for the Mubber Machine). Carefully take
the next retracting platform at the green position and use Kung Fu Scooby to
push the block past the smoke generator onto the red button. Spin through the
crates as normal Scooby, switch to Kung Fu Scooby, and push the next Kung Fu
block to the left, avoiding the UV lamp. After it falls, push the block
rightwards. Use it to reach the Scooby Snack and the room exit.
Room 14: This is the final room of the level - where Daphne is imprisoned. Use
the springboard to jump kick the Kung Fu barrier. Then move right on the
conveyor belt to move Daphne's cage closer to you. Drop down to the lower
level, head right, and smash open Daphne's cage with a Kung Fu punch. That ends
If you haven't played Shaggy's mini-game, talk to him and do so now.
Now talk to Velma and figure out the clues. Select "True" on these items:
Fortune Cookie, Dragon Scale, Stone Pakua, and Packing Slip. Others are
"False." Not all of these will appear if you missed a clue in a previous level.
Afterwards, select "Enter the Ride."
Level 5: The Zoinky Roller Coaster
Here, you're on a rickety roller coaster, collecting "Trap" pieces and avoiding
obstacles. When "A" appears near the bottom of the screen, get ready to jump to
avoid the orange cones. If you hit them, you'll lose health. Your timing has to
be pretty good, though. Press Left or Right on the Control Pad when prompted to
lean your roller coaster and avoid obstacles. When A appears with a directional
button, get ready to press them in combination to avoid falling off the track!
There are a few Scooby Snacks along the way to replenish some of your energy.
This game really isn't too tough, though.
Afterwards, talk to Fred (or Freddie in earlier times) to play the next game.
Level 6: The Wheel of Torture
You have to play this mini-game to discover the true identity of the dragon
man. This version is not overly difficult. A pointer is spinning around the
wheel, and you should press the indicated button when the pointer reaches it.
If you miss eight times, you'll have to start over. The A and B buttons are the
only buttons used for most of the mini-game, although you'll have to use Left
and Right on the Control Pad near the very end.
Now talk to Zen Tuo to gain access to the boss.
Level 7: Boss #1 - Zen Tuo
This is a bad excuse for a boss - even the first one in the game. This makes
Boom-Boom look tough! Zen Tuo is flying around the room on his dragon. First
jump into the Kung Fu Suit. When Zen Tuo comes into sight, deliver a jump
attack to Zen Tuo to inflict some damage, indicated by the meter on the bottom.
It's easiest when he's flying low. Then you can jump kick Zen Tuo or stomp the
dragon itself. The dragon often shoots a fireball or two when it comes into
sight, so be careful. If you want this battle to be really short, administer a
few punches to the dragon's head when it's at low altitude. As an added bonus,
your health meter will be increased when you win - just like getting a new
Heart Container in a Zelda game. Speaking of Zelda games, are you impressed
that I was able to avoid giving him one of those subtitles they give bosses in
newer Zelda console games?
---Rockin Roller Coaster of Terror---
Never mind the missing apostrophe in "Rockin." After discovering the truth
about Zen Tuo (I won't spoil the details), the gang decides their next stop
should be a theme park run by a popular musician, the Guitar Ghoul (Shaggy and
Scooby aren't thrilled by this). Talk to Alvin and Nikki, and Daphne will
disappear again. Now select "Enter the Haunted House."
Level 8: The Haunted House
I like the goofy music here. You'll find this level to be a slight step up in
difficulty, but it's still not too tough. A new suit will be introduced here.
Again, since Daphne is missing, you MUST complete every room.
Room 1: Scooby sniffs out a piece of shrimp here. At first, smash the
bookcases, crates, and rats to load up on mubber. If a cardboard clown guy pops
up, just spin attack it to destroy it; it's basically harmless. Take the lower
level to a suit generator, where the Kung Fu Suit is still the only choice
available. Climb back up and push the Kung Fu block to the right. Use the block
to jump onto the floating table, then double jump to the left. Keep going left,
defeating any blue-haired enemies you find along the way. Smash some crates,
avoid the UV lamp, and you'll eventually reach the clue. Head back to the
floating table and take it to the right. When the UV lamp stops, make sure to
jump past instead of walking; there's a hand (almost identical to Ocarina of
Time's Dead Hand) that will grab you if you stay along the ground. If it
snatches you, press B quickly to wiggle free. There are some dinosaur-like
roller coasters ahead. Don't touch their spined backsides. Use one as a
stepping stone over the pit. Ahead are a few enemies from earlier, none of
which are too dangerous. Soon you'll be out of this room.
Room 2: After a few blue-haired goons, you'll come to a UV lamp/hand trap
combination. When you reach the dinosaur trains, use one to reach a stationary
floating table. Ignore the roller coasters and jump onto the moving table. Take
it to a rickety platform. Quickly jump to the left table if you want a chance
to use the Mubber Machine. Otherwise, head right, hurrying past the crumbling
platform. Watch out for the spider/hand trap combination, and that's about all
for this room.
Room 3: Break the crates, stomp the spider, and jump onto the moving table,
ignoring the lower path (unless you really need more mubber). Keep heading
right, jumping across the moving tables and unstable platforms. After the blue-
haired goon and the spider, take the vertically-moving table down to some Kung
Fu crates containing a Scooby Snack. Keep heading right if you need to make a
new suit; otherwise, take the table back up. Hurry across the crumbly
platforms and stand on the left edge of the first stable ledge to avoid the UV
lamp/hand trap. Push the Kung Fu crate to the right, jump kicking the
obstacles. Watch out for the hard-to-spot UV lamp. Then enter Room 4.
Room 4: Finally! A room with a clue. At first, keep jumping across the
dinosaur-like roller coasters. Watch out for the purple ones, where spikes may
pop up on top (watch when the eyes flash)! When you reach solid ground, jump to
the left, switch to regular Scooby, duck under the passage when the UV lamp
stops, return to Kung Fu mode, and start pushing the Kung Fu block to the left.
You'll get caught by the hand trap, but that's OK as long as the UV lamp isn't
running. Punch the blue-haired goon and grab your clue. Return to the right.
Take the upper fork if you need a new suit, or else follow the lower path,
which has more of those roller coaster things. At the end, grab your Scooby
Snack, punch the blue-haired goon, and enter the fifth room.
Room 5: Ride one of the cars to the right and jump onto the floating table at
the end of the line. Take the tables to another train section. Wait for a car
to go by, then run past the narrow passages. When you reach the table, make a
LONG jump to the room exit.
Room 6: This room has ham. At the start is a new suit - the Bat Suit. Hold A in
mid-air to float, sort of like a Super Mario Bros. 3 Tanooki Suit. You can go
down and left to get a new Kung Fu or Bat Suit, but I'd just float across the
gap as indicated by the silhouette Scooby. Keep going right, floating across
the long gaps. When you see the steam vent, hold A to float into the ham. Watch
out for the old UV lamp/hand trap mix, then jump by and into the next area.
Room 7: Ride the roller coaster rightwards and float onto the rickety platform
at the end of the road. Jump left if you need an additional Bat Suit, but it's
not an easy jump. Float right past the unstable ledges. Watch out for the blue-
haired person, rats, and hand traps. From here, go down and then left to find a
Mubber Machine (there are easier ones to reach, though). I'd just float across
the LONG gap and enter the next room.
Room 8: At the start, head right on the upper path to reach a Mubber Machine.
Take the steam vents up to reach a Scooby Snack. The lower path takes you
further into the level. Jump over the rapid succession of purple roller
coasters, avoiding the spikes that pop up when their eyes flash. At the end,
jump on a car and land on the ledge with the steam vent. Take the vents
upwards. Go left at the top if you need a Scooby Snack and much mubber.
Otherwise, float to the right. Switch to Kung Fu Scooby (I hope you still have
that suit) and punch the Kung Fu block off the ledge. Keep punching it right to
hold down the red button and stop the UV lamp. Back as Bat Scooby, float up
using the vents and spin through the crates. Bop out the enemy and go right
into the next room.
Room 9: Scooby says there's broccoli in here. Keep jumping across the green
(non-spiked on top) roller coasters until you reach solid ground. Take the
steam vent up and go left across the floating tables. Jump kick the cardboard
dummy to reach a Scooby Snack. Keep going left if you need a new suit.
Otherwise, float to the right to reach more floating tables. When you reach the
second table, scroll right with the L button to see when the UV lamp stops.
Then make your long jump. Watch out for the hand trap and other meanies. Take
the steam vent up and left to find the healthy veggie you seek. Then go back
left and drop off the platforms. Head right across more green roller coasters
and into the next room.
Room 10: This room has a clue. Take the second floating table up to find a
Mubber Machine. If you don't need it, keep following the tables to the right,
earning a Scooby Snack along the way. Watch out for the UV lamp/hand trap mix,
then switch to Kung Fu Scooby to break the crates in front of the Kung Fu
block. Punch the block right, avoiding the UV rays. Jump kick the Kung Fu
barrier and you'll see where the clue is. As Bat Scooby, jump across the tables
to the next platform. If you jump from the apex of the second table, you'll get
a new Bat Suit. Switch to Kung Fu mode and punch the blue-haired enemy and the
crate. After that, become regular Scooby and duck under the crawlspace. Wait
for the UV lamp to stop, then collect the clue. Make your way left to the end
of the platform. As Bat Scooby, head right and down from here. After a few
crates, a hand trap, and a blue-haired meanie, you'll be in the next room.
Room 11: Another clue is located in this room. Avoid the early UV lamp, then
jump onto the high ledge when its lamp stops. Switch to Kung Fu mode and jump
kick the barrier. You'll fall down. Make your way back onto the ledge as Bat
Scooby, avoiding the hand trap. Then jump to where the barrier was (again,
avoid the UV lamp). Return to Kung Fu mode and push the block all the way to
the right. You may be able to use a jump kick to completely avoid the hand
trap. As Bat Scooby, jump onto the high ledge to see the clue. Make a long jump
onto the ledge to the right and float into the clue. Try to land near the
cardboard guy. From here, ride a train car to the right. At the end, use a spin
attack in midair to break the crates. Jump over or defeat the enemy, then
proceed into Room 12.
Room 12: Mucho queso! There's cheese in this room. Take the vent up, spin
attack the spider, and keep floating right. Use the next vent to continue this
pattern and you'll be near a UV lamp. Wait for it to stop, become Kung Fu
Scooby, break the barrier, and grab the cheese wedge. Use the Bat Suit and
steam vents to float across a very large expanse. Avoid the UV lamp/hand trap
at the end, float across one more gap, and enter the next room.
Room 13: 13 is lucky here, as this room has another clue. Break the crates and
jump across the high platforms. It's best to float over the unstable ones.
Crawl under the passage at the end as regular Scooby, then return to bat mode.
Use the steam vents to float up and then left. Switch to Kung Fu mode, wait for
the UV lamp to stop, jump the hand trap, break the crates, and re-equip the Bat
Suit. Take the steam vents up and right, then float right across the tables to
find the clue. After a few more tables, you'll reach a few platforms blocked by
crates. Use spin attacks in the air to break them. You can drop down here to
find a Scooby Snack if you're desperately low on energy, but this is the next-
to-last room in the level, and getting the Scooby Snack requires some
additional tricky jumping. Anyway, head across the crate-blocked platforms,
dispose of the purple-haired enemy, crawl under the passage as regular Scooby,
and go right into the final room.
Room 14: Daphne is imprisoned in this room. As Bat Scooby, take the steam vent
up to a Kung Fu block. Equip the Kung Fu Suit and punch the block down. Keep
pushing it right until it lands on a switch, deactivating the UV lamp. Then
punch open the door of Daphne's cage and do your little dance!
Talk to the Guitar Ghoul. Then talk to Shaggy if you found all four food items
in the last level. You'll get to play the same Tetris-like food-matching game
as in the last world. It's marginally tougher than last time, but it's still
easy. Just keep matching trios of ingredients until the game ends. The prize is
the same - a new Scooby Health Medal!
Level 9: The House of Mirrors
Select "Enter the Circus Tent" to enter this level. This level is pretty tough.
There aren't a lot of puzzles, but the enemies are aggressive and difficult to
beat. Fortunately, you can safely exit as soon as you collect six clues.
Room 1: At first, break the crates found next to the tiger cage and collect the
mubber. Don't stand near the cage for long or the tiger will slash you with its
tail! Then crawl under the cage. Next up is a juggler enemy. Try giving him
three stomps to get rid of him. Keep your distance, since his throws have good
range. Jump on the tiger cage and quickly jump onto the spring. Stomp the
juggler again, getting the Scooby Snack above him. Break all the crates for
more mubber, then defeat the next juggler. There are some bombs floating from
balloons just ahead. Carefully double jump over them when they're at a low
point. Duck under the tiger cage ahead, although you can smash the crates if
you need more mubber. Use the suit machine to create one or two Kung Fu Suits.
Jump onto the tiger cage and quickly hop onto the upper platform. Break the
Kung Fu crates, clobber the blue-haired individual, break the crates for
mubber, and head right into Room 2.
Room 2: Scooby detects a clue here. Stomp or punch the juggler, then jump up
two platforms to the Kung Fu springboard. As Kung Fu Scooby, punch it down and
then right. Use it to jump onto the tiger cage, but don't spend much time up
there! Break the crate in front of the next Kung Fu springboard, then push it
to the right. Spring your way to the platform with a blue-haired goon. Drop off
the right edge of the platform and make a Bat Suit, then spring onto the
balloon platform. These platforms sink when you stand on them, so be quick.
Float to the trampoline and use it to land on the tiger cage. Then quickly head
across the balloon platforms to the steam vent. Float up, and when the UV lamp
stops, soar right and collect the clue. Return to the steam vent, drop down,
and go right into the next area.
Room 3: This room contains a clue. Head through the crawlspace under the tiger
cage as regular Scooby. Stomp the juggler and return to bat mode. Float up the
steam vent and head through the target, landing on the platform. You'll see
where the clue is located. Bop out the juggler and soar through a couple more
targets. Use Kung Fu Scooby to break the crate blocking the crawlspace, then
crawl through as non-suited Scooby. Put your Bat Suit back on and float to the
top of the steam vent. Wait for the bomb balloons to finish rising, then soar
through the target into the clue. At the end, follow the small Scooby Snacks
down. Refill your mubber with the crates, then head right into the next room.
VERY IMPORTANT INFORMATION: If you followed my guide, you now have six clues
and have finished Shaggy's mini-game. If that's the case, you can pause your
game, select "Quit," and select "Yes" to return to the level hub. You're done
with the level! If you need more clues or foods, or you just want to scour
every square inch of the game, keep following the House of Mirrors guide.
Room 4: If you didn't play Shaggy's mini-game, this room will have a pickle.
Use Kung Fu Scooby to push the trampoline to the right. Use Bat Scooby to float
across the balloon platforms onto the bouncy clown head, earning a Scooby
Snack. Make your way left across more balloon platforms if you absolutely must
have a new Bat Suit. I'd keep going right. Pedal the bicycle-like contraption
clockwise to travel to the right. From here, just keep bouncing and floating to
the right to get your pickle (if applicable) and enter the next room.
Room 5: Head down the steps at first. Enter the crawlspace to the left if you
need a new suit (a good place to get one). Crawl under the tiger cage and stomp
the juggler. Switch to Kung Fu Scooby and push the trampoline to the left. Jump
onto the cage and quickly onto the clown face. Head past the clowns and balloon
platforms until you reach solid ground. Jump onto the unicycle and don't push
any buttons until it's time to change unicycles. Then jump onto the wooden
platform at the end of the second cycle. Head down two more sets of unicycles,
spin through the crates as regular or Bat Scooby, and head right into Room 6.
Room 6: Another empty room. Pedal the cycle clockwise to move to the top. Jump
onto the clown face and then use the unicycle. At the end, jump down and left
if you need to generate a new suit. Otherwise, jump onto the balloon platform
and quickly over the tiger cages. There's a Scooby Snack (best ignored) between
the two cages. Use Bat Scooby to jump from the second cage to the higher third
cage. Punch down the trampoline after switching to Kung Fu mode. Push it into
the spikes and use the trampolines and balloon lifts to go right. Pedal the
cycle clockwise to go upwards, then use the trampoline to go up and right into
the next area.
Room 7: This room may contain a fish. A Mubber Machine is directly below the
room entrance. Head right a bit, avoid the bombs, and pedal the squeaky pedals
clockwise. Use Bat Scooby to take the steam vents up, wait for the bomb
balloons to pass, and land on the blue platform. Soar through the targets. When
you reach the spiked balls (don't touch them!), drop down a bit and get the
fish. Fly through the target next to the fish and land on the wooden plank.
Bounce up the clown faces, wait for the bombs balloons to float up, and land on
the left end of the ledge. Wait for the UV lamp and go right. The lower path
gives you a chance to make a new suit; the upper takes you to the next room.
Room 8: The eighth room of this level has a clue. It's pretty easy - wait for
the bombs, jump onto the balloon platform, and soar through the targets into
the clue. Jump across the balloon lifts and take the unicycles. Beat the
juggler, spin through the crates, beat another juggler, spin through more
crates, and beat one more juggler. Spin the cycle clockwise to the right, and
bounce up to the entrance to the next room.
Room 9: This room contains a hot pepper. Go right at first if you need a new
suit. If not, spin through the crates and walk through the targets. Go right
across the balloon lifts and clown faces. Take the steam vent up as Bat Scooby,
waiting patiently for the bomb balloons to pass. Repeat after flying through
the target. Fly through one more target, grab the hot pepper (if applicable),
and land on the balloon platform. Quickly jump onto the platform, then ride the
unicycles. Wait for the bomb balloons to pass before changing cycles. Finally,
head right into the next room.
Room 10: This room has an onion - if you didn't play the Shaggy mini-game (and
you're still playing this level). Take the cycle to the right (although you can
jump up and left to get a new suit). Wait for the bombs to float up, then
bounce on the clown face. Head left for an easier route to the Mubber Machine;
otherwise, float right through the target and land on the next clown face. Wait
for the UV lamp to stop, then float through that target. Jump across the
balloon platforms to the next ledge. Wait for the bomb balloons, then soar
through two targets, onto the steam vent, into the onion (if applicable), and
through the target. Wait for the UV lamp to stop, spin through the crates, wait
for the bomb balloons, and head right into Room 11.
Room 11: Pedal the cycle clockwise (to the right). Note that if you fall, you
can head right to generate a new suit. Afterwards, wait for the UV rays near
the bouncy clown head. Dispose of the blue-haired weirdo, use the steam vent to
float through the target, and take the unicycle. At the end, jump through the
first target, bounce on the clown face, and fly through the second target.
Watch out for the bomb balloons ahead, then enter the next room.
Room 12: First bop out the juggler. Ride the unicycle down and beat the next
juggler. Take the next unicycle down and you'll win a free Bat Suit. Float onto
the tiger cage and quickly jump onto the balloon platform and then the clown
face. Soar through the target, let the steam carry you up, float through the
next target, and land on the clown face. Goodie! A Scooby Snack. Bounce through
the next target and land on the balloon lift. Float through the target and land
when you come near the spikes. Then go right into the final room of this level.
Room 13: This room has a clue. Use the trampoline in the spikes to bounce onto
the balloon lift. Get a new suit from the machine if necessary. Fly right onto
the steam vent, float up, and fly through two targets, landing on a balloon
platform. Quickly float through the next target, onto the balloon platform, and
then onto solid ground. Float right, just missing the clue. Land on the
rightmost trampoline and bounce next to the tiger's cage. Quickly double jump
onto the cage before getting hit and float left into the clue. Make your way
back onto the cage. Float onto the balloon lift and jump onto the ledge. As
Kung Fu Scooby, break the crates and grab the Scooby Snack. Avoid the bombs and
float right to the level exit. Scooby does a little dance, as this level's
Anyway, once you collect six clues or finish the level, talk to Velma and
you'll again play the clue mini-game. Answer "True" for the Haunted House
Ticket, Surveillance Tape, Def Potato Album, and Music Sheets. You may not have
all these clues, but these are the only ones that should have "true" answers.
This will solve the mystery. Afterwards, select "Enter the Ride."
Level 10: Roller Coaster #2
This mini-game works the same as last time. Press A to jump over obstacles, and
Left or Right on the Control Pad to lean the roller coaster. Press A in
conjunction with Left or Right to change tracks. Again, when a button appears
on the bottom of the screen, get ready to press that button very soon with
proper timing. However, these prompts don't appear later in the ride. If you
hear a bell-like sound, get ready to change tracks. Use the red arrows as your
cue to lean or jump. It's really not much different from last time, although I
think you'll find it to be tougher because of the increased number of obstacles
and fewer button prompts.
When you complete it, talk to Fred to begin the spinning wheel game.
Level 11: The Spinning Wheel #2
Okay, it's back. You know what to do. Press the proper button when the pointer
circles around to it. This mini-game is a little harder than last time, because
you'll have to use more buttons more quickly. You can only miss six times.
Talk to the Guitar Ghoul to gain access to the boss level. Then select "Fight
the Guitar Ghoul."
Level 12: Boss #2 - Guitar Ghoul
Guitar Ghoul is a pretty interesting boss. First jump into the Bat Suit. You're
on a giant record in this fight. Press Left and Right on the Control Pad to
move. When you see a blue spider start to drop down, stand directly under it
and perform a spin attack just as it's about to hit you. If done properly,
you'll fling the spider at the Guitar Ghoul, hitting him or shattering one of
the glass panels that protects him. If you stand slightly to the left of the
spider, you'll shoot it to the right; the opposite if you stand a bit to the
right. After you hit the Guitar Ghoul once, he'll start firing lightning bolts
at you. Keep moving to avoid them. The glass panels will regenerate if the
fight takes too long, but they can easily be destroyed again. After a few hits
to the boss itself, you'll win the bout and receive another Health Medal.
---Harum Scarum at the Museum---
After discovering the true identity of the Guitar Ghoul, the gang learned some
interesting information. Our mystery now takes us to a museum where mysterious
occurrences have been going on. Talk to Dame Vivante, Professor Stoker, Joe
Grimm, and then Fred. Then enter the Medieval Exhibit.
Level 13: Medieval Exhibit
This is a pretty tough level. The enemies are difficult to defeat, and you'll
have some trouble finding the clues and goodies. This is my favorite level,
though, as it's lots of fun and introduces another suit! Its music is pretty
good, too. You MUST complete every room of this level. Don't waste your mubber
here; enemies take a lot of it, and you may need to make frequent visits to the
Mubber Machines. A guide (like VinnyVideo's!) is very helpful in this intricate
Room 1: First spin attack the crates and knight statues for some mubber. After
the gray rat, take the lower path and generate a Bat or Kung Fu Suit (either
works, but Bat is best). Now take the upper path. There's a knight enemy (I can
hardly resist calling them Iron Knuckles like in Zelda games) patrolling here.
You can't beat them from their shield side, so it's best to double jump over
these slow enemies and punch them in the back. Keep bashing the crates for more
mubber. Jump onto the high platform and knock the Kung Fu block down. Push it
to the right so you can reach the high ledge. If you got the Bat Suit, just fly
to the ledge. Use the springy tent to jump over the Mace Knight. These can be
defeated from either side, but they're also armed. The high Bat Suit can only
be reached if you got a Bat Suit from the machine (I would backtrack to the
Mubber Machine if you chose the Kung Fu Suit). Head right, defeating or jumping
the Shield Knight. Then enter the next room.
Room 2: This room has a clue. You need the Bat Suit here, so if you don't have
one, get one from the Mubber Machine in the first room. At first, stay high,
jumping across the platforms and tents and spinning through any annoying
crates. Bop the magenta-colored spider (which takes two hits, not one) and
float across to the next platform. This has a mummy enemy (not a Zelda Gibdo,
fortunately), which is a standard three-stomp baddie. It'll try to wrap you up
in its bandages, so use caution. If you get caught, press B quickly to escape.
Keep bouncing across the tents and you'll see where the clue is. Jump the
Shield Knight and you'll see a UV lamp. If you have a Kung Fu Suit, jump over
the rays. Otherwise, drop straight down and head left to the Mubber Machine.
You'll need that Kung Fu Suit. Head up and then left through the crawlspace.
Return to Bat Mode. Bounce back up the tents and return to the UV lamp. Jump
over it and switch to the Kung Fu Suit. Pummel the Mace Knight and the Kung Fu
crates. Then spin through the wooden crates as Bat Scooby. Dispose of the mummy
and head left and grab your key. Head left through the crawlspace. From here,
drop down and head right. Avoid the UV lamp and enter Room 3.
Room 3: Scooby detects cheese in here. At first, head up and left, refilling
your mubber at the knight statues. Wait for the spiked ball to swing away, then
float across the gap. In Kung Fu mode, push the Kung Fu block to the right.
Head right, bashing a few purple spiders and Shield Knights along the way. Wait
for the spiked ball to rise, then pass by. Double jump over the gap guarded by
a UV lamp, then crush the Mace Knight. Break the barrier and avoid the swinging
spiked ball. Grab the Scooby Snack and avoid another spiked ball and UV lamp.
There's your cheese! Wait for the lamp to stop, then drop down and jump kick
the barrier. Head right into the next room, although you can head left for many
good sources of mubber (like the Shield Knights).
Room 4: You have a choice of paths to follow here. The upper leads to a Scooby
Snack, while the lower has a lot of mubber-making opportunities (like enemy
knights). Either is OK, and neither is very complicated. The paths join up at a
set of six crates. Here, use the waterspouts (like Ocarina of Time's Water
Temple) and floating crates to cross the moat. You may prefer to use the Bat
Suit. Head right to the suit-making machine. Switch to the Bat Suit, then go
back to the last waterspout, which will fling you high into the air if you wait
a bit. Land on the tent and spin attack the crates blocking the ledge. Defeat
the mummy and you'll see a spiked ball. When it rises, you can spin through the
crates and get a Kung Fu Suit and a Scooby Snack (inside the Kung Fu crates).
However, this takes you out of your way a bit. Anyway, at the spiked ball, wait
for it to drop, then jump past and enter the next room.
Room 5: This room contains a piece of shrimp. At first, use your Bat Suit to
take the geysers across the moat, avoiding the spiked ball. Get some mubber
from the knights and boxes, then cross a moat very similar to the previous one.
Use the last waterspout to spring onto the tent. Keep floating from tent to
tent, starting from the right edge of each canopy (some of the jumps are pretty
long). While in the air, spin attack the crates blocking a ledge. Then wait for
the swinging spiked ball to swing away and grab the shrimp. Drop down and pedal
the wheel clockwise to open the gate. Spin attack the knights for mubber, then
enter the next room.
Room 6: This room has a clue. Head down and left at the start to find the suit
machine near a mummy. If you don't want a new suit, go right. The upper path
leads to a couple of Scooby Snacks (one requires you to fly to the left at the
end of the retracting platforms), but I recommend the easier lower path. Head
through the crawlspace as normal Scooby, beat the mummy, and make your way
across the retracting platforms. Use the Bat Suit so you don't have to land on
more platforms than you have to. Beat another mummy, pedal clockwise to open
the gate, and you'll find the Archer Suit - the last new one in the game. This
makes Scooby look like Robin Hood (or maybe Link's Kokiri Tunic/Hero's
Tunic/Green Mail) and allows him to launch plunger-like arrows (like a V.I.L.E.
henchman in Carmen Sandiego games) that stick to platforms and beat enemies.
Use the B button to shoot an arrow. You can only have three arrows active at
one time; if there are four arrows on screen, the oldest will disappear.
Remember that you can still double jump, even when bouncing on arrows. By the
way, this is where the two paths join up. Use the silhouette as a guide to
building arrow platforms. Then grab your clue. Build arrow platforms to the
left if you need a Scooby Snack. Head right past the Shield Knight and into the
Room 7: You're in a pickle - this room holds a pickle. Shoot arrows near the
sparkling spots on the wall to bounce up to the ledge. Climb up the left wall
if you need another Archer Suit. Otherwise, keep going right. There's also a
Mubber Machine under this ledge (go right and then down and left). Jump onto
the tent and bounce onto the stack of crates (remember that the arrows can
destroy crates and defeat Mace Knights, mummies, etc.). After a mummy, destroy
the crates and shoot the target to deactivate the UV lamp. Switch to Kung Fu
mode, smash the crate, and break the barrier. You can use arrows to climb the
left wall for a Scooby Snack; the right wall doesn't have anything. Crawl under
the tunnel without a suit and switch to the Bat Suit. Jump onto the geyser and
let it send you into the air. Land on the tent and bounce across some more
tents. At the end, switch to the Archer Suit. Keep shooting arrows
(approximately 10) at the target to open the gate. Enter with the Bat Suit to
find Shaggy's beloved vinegary cucumber, although it's guarded by a UV lamp.
Drop down and head right into the next area.
Room 8: No goodies in here. Defeat the mummy and use your Bat Suit to bypass
most of the floating crates in the moat. Avoid the mummy and swinging spiked
ball, then begin crossing the next moat. These waterspouts keep rising and
falling, so watch each one to detect its pattern. Avoid the swinging spiked
ball. The low floating crate leads to a Mubber Machine, but there are easier
ones available. Instead, take the geyser up and right. Use Kung Fu mode to
smash the barricade. Jump over the swinging spiked ball when it comes near and
drop down. Wait for the UV lamp to stop, then jump across the waterspouts
(preferably with the Bat Suit). Watch out for the pendulum-like spiked ball
near the exit.
Room 9: The lower path has a Mubber Machine (make sure you have one of each
kind of suit, and one spare). Take the upper route to proceed in the level.
There are a few ordinary enemies up there. Switch to your Archer Suit and shoot
arrows at the sparkly spots on the wall. Switch to Kung Fu mode and knock the
Kung Fu block down into a pit. Yes, you can bounce on your arrows while wearing
another suit. Next use the Bat Suit to float to the next turret and bounce
across some canopies. Switch to the Kung Fu Suit and punch the Kung Fu block
one notch. Build some arrows leading up to the lower of the towers. Then, in
bat mode, fly to the next tower. Avoid or defeat the Shield Knight. Drop down
and head left through the crawlspace if you need a new suit. Otherwise, fly to
the right and enter Room 10.
Room 10: Scooby thinks there's a clue in this room. Build arrows up the right
wall and punch down the Kung Fu block. Push it right onto the red button,
stopping the UV lamp. Punch through the Kung Fu barrier and beat up the Shield
Knight. Dispose of the mummy and switch to the Archer Suit. This can be
annoying. Jump onto the retracting platform and fire two or three arrows at the
target. After the platform retracts, jump back on and repeat. Eventually you'll
get the gate open. Beat the mummy and use arrows and the retracting platform if
you need to use the Mubber Machine, located to the left and up. Otherwise,
build arrow platforms up the right-hand wall. At the top, switch to the Kung Fu
Suit and defeat the Mace Knight at the top. Jump across the gap and punch the
Kung Fu block left and into the chute. Then push it right onto the switch,
stopping the UV lamp. These retracting platforms are tough, and it's a long way
down from here! Use the Bat Suit for safety. At the end of these platforms,
you'll see the clue. Wait for the UV lamp, float across the gap, switch to the
Kung Fu Suit, break the crates blocking your way, wait for the UV lamp, and
grab the clue. Drop off the ledge and head right, punching the Mace Knight as
soon as you see it. Shoot arrows up the right wall and head right into the next
Room 11: Scooby sniffs out a piece of broccoli here. Stomp the gray rat twice
and build arrows up to the high ledge. Switch to the Bat Suit and float across
the gap. Return to the Archer Suit and affix some arrows to the right wall.
Climb the turret, become Bat Scooby again, and float onto the next ledge. Avoid
the UV lamp and float onto the next tower. Beat or avoid the Shield Knight and
switch to archer mode. Use arrows to ascend the right wall and crunch the
crates for some small Scooby Snacks. Drop down and head left if you need to
generate a new suit; otherwise, keep floating across the towers until you reach
the broccoli (make sure to spin attack the crates blocking your way near the
end). Then drop down to ground level and exit stage right.
Room 12: A clue is located in this room. Spin the knights for some mubber, then
defeat the Shield Knight. Avoid the UV lamp and use Archer Scooby's arrows to
bounce up the right wall. Dodge the UV lamp and head down if you need a new
suit; if not, use an arrow to break the high crate. Then jump to that ledge.
Avoid the UV lamp and the vile rodent, then jump across the ledges while
avoiding the swinging spiked ball. You can drop down and head right to find a
Scooby Snack, but this really takes you out of your way. Instead, keep heading
right, avoiding the various spiked ball products. When the cutscene showing the
clue is shown, stand on the platform and shoot the target about ten times to
raise it. Then use arrows to climb the right wall, using the sparkly places as
guides. Defeat the rat and mummy and take the clue. Then drop all the way down
and head right. Beat/avoid the Shield Knight and enter the door leading to the
Room 13: Head all the way right past Daphne's cage. Use arrows to climb up the
wall. Bounce on the tent and keep shooting the target to move Daphne's jail to
the left. Thirteen hits does the trick (you'll hear a click). Switch to the
Kung Fu Suit and jump kick the door on Daphne's cage to free her and end the
If you've been following my guide to the letter, you should now have four clues
and four food items. If you don't, you may want to go back and find some of the
clues you missed (you have to find seven out of eight in the Museum). First
talk to Velma. Then, before entering the next level, talk to Shaggy to play the
food mini-game for an energy extension (assuming you found all four food items,
of course). It may take a couple of tries this time, but it's still fairly
Level 14: Ice Age Exhibit
I find this level to be annoying. Fortunately, you can quit as soon as you find
seven clues. The ultra-slippery sections can cause you to skid into an enemy or
off a pit, but you can usually stop your slide by simply jumping straight up.
Remember that manually scrolling (hold L) can be useful for triggering the
Room 1: First smash the crates and defeat the mummies to accumulate mubber.
When you see the unstable-looking platform, take it up and right (while the
lower path leads to a Mubber Machine, there are easier ways to acquire suits,
as you'll see). From here, jump left across the platforms to find a Kung Fu
Suit. Be careful not to slide into the falling icicle. Smash the crates for
much mubber, then head back right across the platforms. Watch out for the UV
lamp and the icicle that comes immediately afterwards. Double jump across the
gap when the UV lamp stops. Don't break the crates; if you do, you'll have to
get an Archer Suit from the machine. Instead, use the crates to reach a ledge
by employing the Bat Suit. Be careful not to slide off the ultra-slippery
platform. Jump across a few more ledges, avoiding the UV lamp. Break the high
Kung Fu barrier to find many crates. Bash them to refill about 50% of your
mubber gauge. Then head low through the crawlspace as regular Scooby, which
takes you to the next room. Watch out for the icicle at the end, though.
Room 2: Scooby's super sniffer sniffs out a clue in this frigid room. Jump
across the spikes (which, needless to say, should not be touched) and squash
the spider. Use a double jump + spin attack to dispose of the crates blocking
your way. Jump onto the slippery high ledge for a free Archer Suit. How nice!
Below you is a Red 10,000-Volt Monster, who can only be defeated using arrows.
Don't touch him. Use arrows to ascend the right wall (although the high left
path will let you collect a lot of mubber if you need it). You'll see where the
clue is located. Ahead is a Purple 10,000-Volt Monster, who is the same as the
Red Monster, but requires five arrows to defeat instead of three. Also, the
purple variety shoots an electrical wave at you if you stand too close to it
for too long. Switch to Kung Fu mode and push the block rightward onto the
switch, stopping the UV rays. Smash the barricade and collect the clue. As
regular Scooby, head through the crawlspace to the right. Jump onto the frozen
geyser and break the crates on the edge of the platform (double jump + spin
attack, as usual). From here, switch to the Bat Suit and follow the high route,
beating the enemies you see along the way (although the lower path leads to a
Mubber Machine). At the end, build arrows to climb the wall and enter the next
Room 3: If you didn't play Shaggy's mini-game, this room will contain some ham.
There's a surprise ahead - a giant dinosaur! Just like Dorie from Super Mario
64's Hazy Maze Cave, you should ride its head to the next platform. This purple
head moves vertically, but there are also orange ones that travel horizontally,
other purple dinosaurs that move diagonally, and green dinos that work as
springboards. You can ride any of them as far down as you like without getting
bopped. Note that the upper-left corner (reachable by arrows) just has some
crates. Stand near the icicles and wait for each one to fall. Take the orange
dinosaur across the gap. Wait for the icicles to fall, then wait for the
diagonally-moving dinosaur to appear. Allow it take you across the gap. Be
careful on the slippery ledge, then bounce on the springy green dinosaur to the
high ledge (the lower ledge just has mubber). Shoot the Purple Monster and
build arrows up the wall. Switch to the Bat Suit, jump on the unstable ledge,
and float (try not to hit your head on the ceiling and lose altitude) to the
ham power-up (if applicable). Then jump across the gap to the room exit. Don't
drop down to visit the suit generator; there's an easier one at the start of
the next room.
Room 4: This room has a clue for you. Moo! Not much sense. Defeat the rat on
the slippery platform, then jump onto the high platform. Use the crates or
arrows to jump onto the next level. Jump left if you want to visit the suit
generator (you should have one of each suit, plus a spare of the suit of your
choice). Otherwise, head right, but be careful, since there's ice and falling
icicles ahead. Wait for them to fall, jump to the slippery ledge, and switch to
the Kung Fu Suit. Wait for the UV lamp to stop, then jump over and smash the
barrier. You'll see where the clue is. Stand near the crates, let the icicles
fall, and shoot the Red Monster in archer mode. Switch to the Bat Suit, wait
for the UV lamp, and stand on the crate and grab your clue. If you break the
crate by mistake, just build arrows up the right wall and jump to the clue with
your Bat Suit. Defeat the mummy and use regular Scooby to scurry through the
crawlspace. Head right and low and defeat the Purple Monster with five arrows.
Switch to the Kung Fu Suit and destroy the mummy. Then punch the fire hydrant
marked with the Yin/Yang symbol to create a new frozen platform. Head right
using the dinosaur if you need an Archer Suit; if not, go left to the start of
the series of the frozen geysers. Jump across them while wearing the Bat Suit
(one jump is very long). On the last platform, switch to the Archer Suit and
jump onto the unstable platform. Quickly shoot an arrow at the wall (by the
way, it can't be reached from the lower level near the dinosaur) and jump onto
it. Finally, go right into Room 5.
Room 5: Build some arrows up the right wall, as indicated by the sparkly spots.
Keep shooting the target to raise the gate, allowing you to pass through. Head
right and jump on the purple dinosaur (not Barney). Take the orange dinosaur
left if you need to make a new suit; otherwise, keep going right. When you
reach the bouncy green dinosaur, take the lower path and defeat the Purple
Monster. Switch to the Kung Fu Suit and bash the fire hydrant to create a
platform. Then return to the green dinosaur, land on the unstable platform, and
jump across the platforms onto the orange dinosaur (use the Bat Suit if
possible). Then cross two dinosaurs, take the purple dinosaur up, and double
jump (or use arrows) to cross the spikes and reach the high ledge. Dispose of
the Purple Monster with arrows and head right into the next area.
Room 6: There may be a hot pepper in this room. Keep shooting the Purple
Monster and jump from ledge to ledge. Don't fall, or you'll get spiked. It's
safest to take the high unstable ledge over the ice and Purple Monster, but the
lower road also works. Defeat the mummy and jump with the green dinosaur. Use
the Kung Fu Suit to smash the fire hydrant and create a platform. Use the
bouncy dinosaur and the Bat Suit to get up there. Jump across the frozen
geysers to reach the pepper (if applicable), but beware the ice at the end.
Beat the rat and you'll be in Room 7.
Room 7: As Kung Fu Scooby, perform a jump kick while bouncing on the dinosaur
to break the Kung Fu barrier. Jump left from the broken barricade if you need a
Scooby Snack. Then spin through the crates as regular or Bat Scooby. Make your
way past the dinosaurs and use arrows to eliminate the Purple Monster.
Optional: Equip the Kung Fu Suit and smash both of the fire hydrants. Equip the
Bat Suit, head left, jump on the bouncy dinosaur, and jump across the newly-
formed platforms. On the last platform, scroll right to make the icicles fall.
Then head up and right to find an Archer Suit, but avoid the UV rays. Now drop
back down. End of optional section. Slowly head right and wait for the icicles
to fall. Use the horizontally-moving dinosaurs to cross the gap, preferably
with the Bat Suit equipped. Quickly jump up the unstable platforms. Head left
if you need a new suit; otherwise, go right. Beat the Purple Monster with
arrows, cross the dinosaur area, and use the bouncy dinosaur to shoot the high
target and open the gate. Again, 10 hits are necessary. Shoot just as you start
to fall. Use the Bat Suit to float through the newly-opened gate. Avoid the UV
lamp and enter Room 8.
Room 8: There could be an onion nearby. Defeat the mummy and shoot the target
to deactivate the UV lamp. Build arrows up the wall and switch to the Kung Fu
Suit. Climb the arrows and jump kick through the barricade. Shoot the Red
Monster (remember him?), but be careful; this area is very slippery. Use arrows
to climb up the right wall (you can also use the frozen geysers with the Bat
Suit). Defeat the mummies and the Red Monster ahead. Keep going right. Shoot an
arrow at the shimmering spot on the wall and switch to the Kung Fu Suit. Smash
the three nearby fire hydrants to form new platforms. If you don't want the
veggie, keep going right and into the next room (beware the icicle at the end).
Otherwise, jump onto one of the platforms you just produced and shoot the
target once to extinguish the UV generator. Then use the Bat Suit to float
right and into the onion.
Room 9: This room has a clue. At the start, take the lower path if you don't
have an Archer Suit. Otherwise, use arrows to climb up the wall. Wait for the
icicles at the top, then shoot the Red Monster. Duck under the crawlspace and
break the crates if you need mubber. If not, use the Bat Suit to float across
to the high ledge. The next platforms are guarded by icicles and UV lamps,
which are doubly dangerous because of the slippery surface. Head down the steps
and use arrows to climb the high wall (it's best to shoot arrows from some of
the higher steps). Don't destroy the crate; instead, stand on it and use the
Bat Suit to float to the next ledge (although you can still use arrows to reach
it). Smash the Kung Fu crates, duck under the crawlspace, and build arrows up
the left wall. Shoot the high target to eliminate the UV lamps. Use the Bat
Suit to cross the gap (I wouldn't bother dropping down and visiting the suit
generator). Beat the mummy and hurry past the icicles. Build arrows up the wall
and wait for the icicle at the top. Duck under the crawlspace to find the clue.
Drop back down and head right. Switch to the Kung Fu Suit. Wait for the UV
lamp, then break the barricade and enter the next room.
NOTE: If you have at least seven clues and have found four foods, you can
select "Exit" from the pause menu and return to the hub. You're through with
this level. Continue reading if you don't have seven clues or if you want to be
able to say you've explored every speck of Scooby-Doo: Unmasked!
Room 10: This room may contain a fish. Defeat the mummy and avoid the icicles.
Bounce across the springy dinosaurs until you come to solid ground. Head up the
steps if you'd like mubber or a new suit. If not, duck through the crawlspace
near the bottom. Zoom by the icicles and jump the mummy, remembering you're on
ice. Take the dinosaurs across the gap. Wait for the UV lamp and trigger the
icicle. As Archer Scooby, use arrows to get up the wall. Stand on the purple
dinosaur and wait for the orange one (it may take a while). You'll have to wait
for your dinosaur while standing on a slippery platform (like the level with
the skull raft and Blarggs in Super Mario World, or the Donkey Kong Country
conveyor belt levels). At the end, wait patiently for the next orange dinosaur
to give you a ride. Take the fish (if necessary) and enter the next room.
Room 11: Our final clue is in Room 11. Defeat the spider and you'll reach a
fork. Stay low and head through the crawlspaces if you need a suit from the
machine. Otherwise, use arrows to ascend the high wall. Stand on each unstable
platform and wait for it to collapse. Go right through the crawlspace and
you'll see the clue. Use arrows to climb all the way up the left wall, then
shoot the target to deactivate the UV lamp. You'll need to build arrows in just
the right places (don't go too high). Jump across the gap and equip your Kung
Fu Suit. Punch down the Kung Fu block and head through the crawlspace as non-
suited Scooby. Shoot arrows to climb the wall and punch down the Kung Fu block
as Kung Fu Scooby. Defeat the spider and equip the Bat Suit if you have one.
Jump across the platforms and you'll reach the clue. If you used the Bat Suit,
float all the way right and you'll be near the target. If you don't have the
Bat Suit equipped, drop down and left to avoid falling in a gully. You may also
have to use the Kung Fu Fire Hydrant. Jump across the platforms and you'll
reach the target. Spin through the crates while standing on them and use Archer
Scooby to shoot the target 10 times and raise the gate. It's quickest if you
stand on ONE crate while shooting. Then enter the gate and you're finished!
If you didn't play Shaggy's mini-game after the Medieval Exhibit, play it now.
Now talk to Velma to begin the mini-game involving the clues in her notebook.
Answer "True" for the Photograph, Dinosaur Bone, Fuse, and MFM Contract,
assuming you have each one. When you're finished, select "Enter the Ride."
Level 15: Roller Coaster #3
If you don't remember the controls, check an early section of this guide. This
trip on the roller coaster isn't much different from last time, although this
version is slightly more difficult. Remember to jump, lean, or change tracks
when appropriate - and you'll be doing one of those most of the time.
Afterwards, talk to Fred to begin the spinning wheel game.
Level 16: Button-Mashing Wheel #3
This time, the game is very difficult. You're doing the same thing as last
time, but now there are more buttons (L and R) to use, and you'll have to be
very nimble with your fingers. Four misses and you're out. The buttons are
displayed in semi-predictable patterns, but there's not much advice I can give
Talk to the caveman to gain access to the boss arena.
Level 17: Boss #3 - The Caveman
Again, this boss isn't too tough. First jump into the Archer Suit. Simply shoot
arrows at the caveman to deplete his energy. He has several attacks. If he
jumps high into the air, jump before he lands to avoid getting hurt. If you're
far away from him, he'll throw his club at you - simply jump over it. If you're
close to him, he'll try to strike you directly with his club. You can also use
spin attacks as regular Scooby, but I prefer the added protection of the Archer
Suit. When you win, you'll get another Health Medal - your eleventh, I hope.
Monstrous Fright and Magic
The mystery is almost solved, and our final stop is again MFM. Talk to Fred to
access the final boss. Then select "Final FIGHT!" (not the overblown street-
fighting game of the early '90s where picking up beer and hard liquor boosted
Level 18: The Final Boss - Stanton's Monster
This boss is fairly difficult. At first, your objective is to attack the boss's
hands, which fire blue balls of electricity at you. The safest way to attack
the hands is to stand on or under the left platform, which has an Archer Suit.
Fire arrows at the hands while avoiding the electricity. Defeat the rats if you
need a mubber refill. When the left hand (right from the boss's perspective) is
on the ground, move to the right side of the room and focus on the other hand.
It's easier now, as only one hand is firing at you. Once both hands drop, Phase
2 of the fight begins. You may want to use the Bat Suit found on top of the
right platform to soar to the Kung Fu Suit just above the boss (when it's not
firing, of course), since Kung Fu abilities help a lot. Try to get the Kung Fu
Suit after beating one of the hands.
In Phase 2, the boss fires lasers from its eyes. These are much faster than the
energy balls, but they can be avoided in the same way. Use a spin attack, or
preferably, a Kung Fu jump kick, on its eyes between laser attacks.
After a few hits Phase 3 begins. The monster fires waves of poison gas, which
can be avoided by running from one side of the room to the other. When you've
crossed to the opposite side, use the moving platforms to find safe cover.
After an attack, deliver a Kung Fu jump kick or a double jump + spin attack to
the beak. Repeat until the fight is over and you've beaten the game! Now watch
the ending and the credits.
And in closing: Scooby-Dooby-Doo!
Frequently Asked Questions [QUEST]
Q: Why is there a gap in the list of foods or clues on the pause menu?
A: You missed a clue/food earlier in the level, since the clues and foods are
displayed in the order they appear. Sometimes, especially in later levels, you
may want to backtrack and search for that clue. If it's an early clue, it might
be simplest just to start the level from the very beginning (select Quit from
the pause menu).
Q: Why are there Egyptian mummies in the Medieval and Ice Age exhibits at the
A: The mummies escaped from some other section of the museum that doesn't
appear in the game. I have a feeling that the mummies (and most of the other
enemies in the game) are constructed from mubber, since they collapse so easily
when hit and leave mubber behind, although enemies aren't affected by UV lamps.
How useful was that last paragraph?
Q: What other notes and tips do you have for the game?
A: Here are a few miscellaneous little tidbits:
* Whenever you see a three-high stack of crates, destroy the top two first. If
you spin attack the bottom two first, the highest crate might fall on your head
and hurt you.
* In Scooby-Doo: Unmasked!, the highest route is usually the best way to go. If
you fall down to a lower level (after missing a jump or entering a wrong
passage), you can usually make your way back up - often by heading back left.
You won't find anything on lower levels that I don't cover except for petty
enemies and easy jumps.
* The Duck move doesn't just have to be used for entering narrow passages; you
can also use it as an ineffective means of breaking crates or even attacking
enemies. Additionally, you can duck while standing next to many ledges, but I
don't know why you would want to do that.
* In the game, Fred's idea of a trap seems to be enlisting Scooby to beat the
boss up! I don't know why he bothers getting Scooby and Shaggy to collect
"trap" pieces on that treacherous roller coaster. On the Scooby-Doo shows,
Fred/Freddie usually constructs a simple trap, often using Scooby as "bait" to
attract the ghost or other villain.
* In the Museum lobby, notice the knight's moving head and the ominous eyes
coming from the Ice Age exhibit.
I don't seem to have a lot of FAQs for this game, but I'm happy to answer your
own questions about this game if you have any (please review the Contact
Information section before e-mailing me).
Version History [VERSN]
Date | Version | Size |
4- 6-08 | 0.05 | 9KB | Began guide. Wrote Introduction and Controls.
4-14-08 | 0.15 | 16KB | Completed first two levels.
4-25-08 | 0.16 | 17KB | Did a little.
4-29-08 | 0.2 | 23KB | Finished Chinatown Sewers guide.
5- 5-08 | 0.35 | 38KB | Began Haunted House guide.
5- 6-08 | 0.4 | 43KB | Did about half of the Haunted House.
5- 7-08 | 0.55 | 55KB | Completed most of House of Mirrors.
5- 8-08 | 0.7 | 69KB | Finished half of the Medieval Exhibit.
5- 9-08 | 0.9 | 90KB | Completed Ice Age Exhibit and final boss.
5-10-08 | 1.0 | 93KB | Finished things up and proofread guide.
(c) 2008 Vinny Hamilton. All rights reserved.
All trademarks mentioned in this guide are copyrights of their respective
You can print this guide out for your personal use.
You can download this guide to your computer for your personal use.
You can post this guide on your Web site as long as you give proper credit AND
you don't change a single letter, number, or symbol (not even an ampersand).
Remember that the latest version will always be available at GameFAQs.com, but
don't count on there being frequent (if any) updates.
You can translate this guide into a foreign language (British, Southern,
Australian, and New Yorker are not considered foreign languages) and post the
translation on your Web site as long as you ask permission first.
You can't post this guide on your Web site and then say you wrote the guide
You can't post this guide on Web sites that contain (or have links to sites
that contain) sexually explicit depictions of unclothed humans (also known as
pornography), racism, gambling, or flattery of totalitarian regimes.
You can't post this guide on your Web site if you're going to change anything
in this guide that took me so many hours to write.
If you don't comply with these guidelines, your hard drive will be reformatted
inexplicably and you will suffer from constipation and/or tapeworms for the
rest of your life. Heed this warning.
Contact Information [CONTC]
If you have any questions or comments about this guide, please send an e-mail
to VHamilton002@gmail.com. That's zero-zero-two, by the way. Remember that not
all e-mail messages will be read. Please follow these guidelines:
Do include "Scooby-Doo" in the subject line.
Do send polite suggestions for ways to make this walkthrough better.
Do tell me what you liked and disliked in this guide.
Do tell me about any errors or omissions you find.
Do send information about any glitches, tricks, or codes you discover.
Do ask any questions you have about Scooby-Doo: Unmasked! gameplay. I will
respond eventually if you follow all of these rules.
Do make a reasonable effort to use decent spelling, grammar, usage,
punctuation, and capitalization so that I can understand what you're trying to
Do use patience. I check my e-mail messages quite sporadically.
Do not send spam, pornography, chain letters, "flaming," or anything that
contains profanity or vulgarity. Again, violating this rule will result in
deletion of the message and permanent constipation.
Current list of VinnyVideo guides available on GameFAQs.com and Neoseeker.com:
F1 ROC: Race of Champions FAQ/Walkthrough
F1 ROC II: Race of Champions FAQ/Walkthrough
SimCity 3000 Walkthrough/Strategy Guide
Nigel Mansell's World Championship Racing FAQ/Walkthrough
Kyle Petty's No Fear Racing Strategy Guide/FAQ
Madden NFL '96 (SNES) Strategy Guide/FAQ
Madden NFL '98 (SNES) Strategy Guide/FAQ
Madden NFL '97 (SNES) Strategy Guide/FAQ
ESPN SpeedWorld (SNES) Strategy Guide/FAQ
The Oregon Trail: Fifth Edition (PC) FAQ/Walkthrough
The Legend of Zelda: Ocarina of Time Master Quest Low-Spoiler FAQ/Walkthrough
Off Road Challenge (N64) FAQ/Walkthrough
F-1 World Championship Edition (SNES) FAQ/Walkthrough
Donkey Kong 64 FAQ/Walkthrough
Where in America's Past is Carmen Sandiego FAQ/Walkthrough
Michael Andretti's Indy Car Challenge FAQ/Walkthrough
Mario Open Golf (Japan) FAQ/Walkthrough
Donkey Kong Country 2: Diddy's Kong Quest (SNES) FAQ/Walkthrough
MicroLeague Football 2: The Coach's Challenge Strategy Guide/FAQ
Scooby-Doo: Unmasked! (GBA) FAQ/Walkthrough
And lastly, a public service message: Fight for and affirm the rights of all
humans, regardless of race, age, or creed! And... Don't forget to eat your five
fruits and vegetables today. No one's going to read this, anyway.