SSSSSSS CCCCCCC OOOOO OOOOO BBBBBBB YYY YYY DD OOO OOO SSSSSSSS CCCCCCCC OOOOOOO OOOOOOO BBBBBBBB YYY YYY D D O O O O :: SSSSSSSSS CCCCCCCCC OOOOOOOOO OOOOOOOOO BBBBBBBBB YYY YYY D D O O O O SSSSS CCCCCC OOOO OOOO OOOO OOOO BBB BBB YYY YYY D D O O O O :: SSSS CCCCC OOO OOO OOO OOO BBB BBB YYY YYY DD OOO OOO SSSSS CCCC OOO OOO OOO OOO BBB BBB YYY YYY SSSSSSS CCCC OOO OOO OOO OOO BBBBBBBBB YYYYY SSSSSSS CCCC OOO OOO OOO OOO BBBBBBBB YYYYY SSSSSSS CCCC OOO OOO OOO OOO BBBBBBBBB YYY SSSSS CCCC OOO OOO OOO OOO BBB BBB YYY SSSS CCCCC OOO OOO OOO OOO BBB BBB YYY SSSSS CCCCCC OOOO OOOO OOOO OOOO BBB BBB YYY SSSSSSSSS CCCCCCCCC OOOOOOOOO OOOOOOOOO BBBBBBBBB YYY SSSSSSSS CCCCCCCC OOOOOOO OOOOOOO BBBBBBBB YYY SSSSSSS CCCCCCC OOOOO OOOOO BBBBBBB YYY Classic Creep Capers Walkthrough/Guide by mag097 This document Copyright 2001 Paul Mueller gemmy@mindless.com , pepperdp@cliffhanger.com Table of Contents I) Introduction II) Version History III) Disclaimer IV) Controls V) Walkthrough VI) How to Contact Me VII) Special Thanks I) Introduction Hi, I'm Paul Mueller. I'm 16, and I'm in the 10th Grade. I loved Scooby-Doo and video games when I was little, and I still do. I love all cartoons. I wonder what happened to that episode with the ice cream factory... anyway, I was excited when they said that this game will be released, so I waited, and waited, and waited, and... you get the picture. Now, I finally have it, and I beat it twice. I used to make walkthroughs a while ago, and when I saw that there weren't any out there on this game, I knew I had to do something about it. So here it is, my fabulous walkthrough and guide. II) Version History 3/12/01 v. 1.0 : Made walkthrough, controls, legal pending stuff, etc. III) Disclaimer First, I hereby give full credit to all those people who made the game, and I acknowledge all of the copyright, rights reserved, trademark stuff. This way, I won't end up in a lawsuit. Second, nobody may copy, edit, or use this walkthrough without my permission. Period. No exceptions. If you want to do so, you must contact me at either gemmy@mindless.com or pepperdp@cliffhanger.com . Should you disobey this, you will be sued in a court of law, fined, thrown in jail, or hurled off the face of the Earth. Also, should you mess with this, you will receive nasty hate mail from me and will really piss me off. If you want to post this, or any part of this, you must contact me and give me full or partial credit, respectively. You may link to this walkthrough, but only if you state my name next to it. IV) Controls A- Perform an action, select option, select object, use object, investigate object, pick up object. B- Close a menu. R- Open your inventory. Start- Pause the game, look at menu Analog Stick- Walk, run, change direction, move through menu V) Walkthrough EPISODE 1: WHAT A NIGHT FOR A KNIGHT Shaggy and Scooby come back from a double-feature movie. Clear the moving bats and you'll arrive at a burning truck. You can't leave it billowing smoke like that, so you better take care of it. Pick up the handkerchief and the invoice. These are clues. Later, Fred will be more than willing to take these. Also, pick up the fire extinguisher, select it in your inventory, and use it in front of the truck to put out the fire. Walk further up the road, and you'll meet up with the gang and the museum curator, whose name escapes me. Give the two clues to Fred, and then grab the ladder off of the truck. Press "A" in front of it to climb up into the second-story window. There is a guard walking in a loop around the exhibits. You can't go in the dark rooms right now, so just stealthily grab the Egyptian Headdress off the pedestal and go down the elevator. The headdress is a tool, so Fred won't take it, no matter how many times you try to give it to him. You'll need it later. Here, you can practice on your running skills, though it's not necessary. Just try holding the joystick in the same direction, no matter what the camera angle changes to. Anyway, go to the door and let the gang in. A cinema scene takes place, in which there is a blackout. When the lights come back on, VELMA IS GONE! It's time to explore the upstairs area, before we venture down to the Egyptian room. First, ride the elevator to the top. Sneak into the American Presidents room, to the right. Run around and pick up the tape recorder. This is a trap piece, which Fred also needs to wrap up this case. THE BLACK KNIGHT IS IN THIS ROOM! If he comes too close, he'll lower your fright meter. When you have the tape recorder, make a beeline for the door. The guard is a very annoying character in the game, as he'll throw you outside if he catches you. Then, you have to walk around to the back and try again. However, right now, you want to be seen by him. Get his attention, and then run into the art gallery. Fortunately for you, someone just mopped, and the guard will slip on a puddle. BEFORE HE WAKES UP, grab the keys he dropped. Also, look around at the mobile. There are two posts that are different from the others. One of them activates the mobile, and the other will open a secret door. Go in with Shaggy, and rummage around for a canvas (trap piece) and a paintbrush (clue). When you find the exit, the guard will be back on his loop. KITCHEN LOCATION: On the second floor, go into the Cafeteria WITHOUT THE GUARD CHASING YOU. Open the fridge and play the sandwich game to fill up your meter. All you have to do is catch sandwich toppings in Shaggy's hands. Go down into the Egyptian room. Go toward the small corridor with the upright coffin. THE BLACK KNIGHT IS IN THIS ROOM! DISGUISE: Don the Headdress and press "A" next to the mural. He will run out of this room, BUT HE WILL BE HERE THE NEXT TIME YOU ENTER THIS ROOM! Grab Velma's glasses (tool), and then open all the mummy cases. One of them has a sandbag (trap piece) in it. Grab that, and then go to the locked door. You have a key, don't you? Use it! Equip the key and press "A" next to the door. Inside is a series of rooms, leading to a worktable with a lamp (trap piece) on it. Make your getaway and go into the Prehistoric exhibit. This is a real pain, as it's a timing game where you can get really scared. I suggest you head to the Cafeteria to refill any missing courage first. Run in and out and under and through all of the dinosaurs. This is very dangerous, but there are Scooby Snacks to help you along the way. I recommend you go under the first fossil's neck, around its tail, around the second fossil's head, to the serpent's left, towards the flying dinosaur's center point, towards the two T-Rex models, and under one of their mouths. Hang a right to RESCUE VELMA! Talk to her to get the rope (trap piece) off of her, and then equip her glasses and press "A" next to her. She'll safely take you back to the others. Hand in all of your trap pieces and possessions. THE CHASE: Fred came up with another one of his ingenious plans, and he wants you to lure the Black Knight into place. Oh, joy. Not only do you have to go through the Prehistoric exhibit on a round-trip basis, but you have to make the return trip with a monster on your heels. Speaking of the devil, the Black Knight is waiting for you at the exact same spot that Velma was tied up. Take the previously stated shortcuts, and you should be fine. When you get to the entrance of the exhibit, the Black Knight will stay in the room with the first fossil, in case you lose him. If so, get him to follow you again. The home stretch is simple. Go out of the Prehistoric exhibit and run into the Egyptian exhibit. I won't spoil anything for you, so I'll just say that the gang is now headed to a ski resort haunted by an abominable snow beast. EPISODE 2: THAT'S SNOW GHOST! The gang decides to take their mind off the museum for a while, so they head up to a snow-ridden land. The gang meets Mr. Greenway, who mentions something of his partner, Mr. Leech. Shaggy is sent to go look for firewood. One road's blocked off, so go down to the other end of the lodge. Pick up the firewood (clue) and make a run for it, as THE SNOW GHOST IS HERE! Scurry back inside for a look around the lodge. Don't worry; he won't be in this area again. There's nothing in the lobby for you, so go explore the rooms. The first room on the left has a sturdy corset (trap piece) at the foot of a bed and a lump of coal (tool) by the stove. The first room on the right is the library maze. Here's how to navigate it, as far as camera angles go: go down the middle path, take your (not Shaggy's) first right, go down twice, and then turn right again. You'll encounter Mr. Leech, who is transmitting some kind of signal to his boss (more on that later). MR. LEECH WILL NOTICE YOU AND CHASE YOU AROUND! Go to the exit, and then try entering again. He is gone, and you won't ever see him again. He left an invoice (clue) behind, on the floor by his desk. In the second room on the left, THE SNOW GHOST REACHES INSIDE via three windows. Avoid him, and grab the bed sheet (trap piece). KITCHEN LOCATION: The kitchen is the second room to the right. Fill up from the fridge. The door at the end of the hallway is locked, but you can get there later. Go outside to meet up with the gang, and give them all your clues and trap pieces. We're still waiting on one more clue, so go back to where you found the firewood. Jewels (clue) have fallen out of the logs, so run them back to the gang and Velma will move the snowplow blocking your way. Your next mission is to find the lodge owner, Fu Chin Li. Go to the road once blocked by the snowplow. Here, THE SNOW GHOST WILL CHASE YOU. DISGUISE: Equip the coal and use "A" next to a group of snowmen to throw him off your trail. You won't be seeing him until you need to trap him. Go into the sawmill with Shaggy. Avoid the logs and buzz saws, and grab the bone (tool) at the end. Go back, and go to the area marked "Skiing." Here, there is a skiing hill (quite difficult, but important later) and a cave. Go into the cave, equip the bone, and use "A" next to the wolf. When he goes off to scarf down the bone, continue on into the catacombs. There should be a door somewhere in the maze. Inside, talk to Fu Chin Li. He'll give you an iron key (tool). Head back to the gang, equip the key, and press "A" next to the locked door. Inside, you'll find a book (clue) and a shovel (trap piece) along the main attic beam. Hand these to the gang and fill up for the trap ahead. THE CHASE: Head for the cave. Inside is the Snow Ghost. Get him to follow you to the Ski Ramp. WARNING: The slope is very hard, so you need all of your strength. If the Snow Ghost scares you before you hit the slope, let him scare you the rest of the way and try again. The slope is difficult, as it's hard to control the skis that Shaggy is on. Try not to slow down or to bump into any obstacles, or the Snow Ghost might catch up to you. When you hit an obstacle, however, you won't take any hits from the Snow Ghost. Don't try to run into the obstacles, though. The slope is littered with trees, rocks, snowmen, and Scooby Snacks. At the end, the gang will snag the snow ghost. After this, it's off to a peaceful day at the beach... except for the rain and the Witch Doctor and Daphne's mysterious disappearance. EPISODE 3: A TIKI SCARE IS NO FAIR This episode starts off at a jungle island. Mr. Simms, the resort manager, says something about a Witch Doctor, then he and the gang go off to wash some dishes. You're left behind with something or other to do at the beach, which is interrupted when THE WITCH DOCTOR ARRIVES. I hate this guy most of all, because his lightweight costume and bouncing walk makes him move quickly. If Scooby gets in the way, like always, the Witch Doctor will most definitely scare you. Move north from your starting point, and continue up the trail until you reach the restaurant. Grab the grass mat (trap piece) on your way. Inside, there is a coin (other)* and some crackers (tool) lying around. Talk to the parrot a few times, until it gives you the secret code: 3, 4, "SQUAWK!!!", 2, 1. Give him some crackers, and he'll tell you something else: South, West, and North. KITCHEN LOCATION: In the side door is the kitchen. Fix yourself a sandwich to heal your confidence, which should be hanging by a thread, after being chased by the Witch Doctor. Continue past the moving islands and waves on the stage, and head out the back door to meet up with the gang. Hand over the mat to Fred and Velma, after discovering that DAPHNE IS MISSING. Go south and you'll end up on the beach again. Here, watch out for the crabs, and grab the coin (other)*. Go back, and this time, head on the opposite trail. Grab the palm fronds (tool) and the vine (trap piece) on the way, and when you get up to the fork in the road, go to the left. THE WITCH DOCTOR IS HERE! DISGUISE: Find the solitary clump of palm trees and small bushes. Equip the palm fronds and press "A" here. He'll leave, and you can go to the structure he's been guarding and grab the key (tool). Go back to the fork, but this time, take a right. You'll find yourself on a dark and stormy beach. To the right, there is an entrance where THE WITCH DOCTOR WILL CHASE YOU all the way down the hill, with Shaggy on a barrel. This is like the Ski Slope in the second episode, only this one isn't necessary to the completion of the game. You can avoid it altogether, and it wouldn't matter. You don't even get anything from it. It will lead to the one-way door near where the gang is. Anyway, there are also three Tiki statues near the water's edge. They face one of four letters: N, S, E, and W. These obviously mean North, South, East, and West, respectively. PARROT'S CODE: You can turn the statues by pressing "A" next to them. Turn the one to the right to face South, the middle one West, and the one on the left North. This will open up the village area, where you'll meet up with Fred and Velma. Give them your vine. Continue on to a path near a half-buried Tiki statue. You'll run into a very large statue, that has four numbers on it: 4, 1, 2, and 3. PARROT'S CODE: You can press the buttons by pressing "A" next to them. Push the buttons 3, and then 4, and then 2, and then 1. The panel with the "1" button on it will slide open to reveal a lava area. Walk along the right- hand wall, avoiding the rocks that the lava pits spew out. Eventually, you'll reach Daphne. Talk to her, equip the key, and press "A" next to her. You'll FREE HER, and she'll accidentally trigger a moving panel that opens up to a temple of some sort. The others will come in, too. Walk around the room, and you'll find a chest full of pearls (clue). It will have the usual invoice to R. Necros tacked on it. Give it to the gang to start the trap. THE CHASE: Go fetch the Witch Doctor at the half-buried statue and race back to the temple. Another mystery will be solved, but you have one more waiting for you...! EPISODE 4: THE CASE OF THE CLASSIC CREEPS Velma is in the library, researching our friend, Mr. R. Necros, when a shadowy figure sneaks up behind her. Daphne is in the mall, and the shadowy figure appears behind her. Fred is at Pop's Shop, noticing that Pop is gone, though he never misses a day of work. The shadowy figure... well, you get the point. Shaggy and Scooby are following a trail of Scooby Snacks, right into a van. The van drives off, revealing a picture of Shaggy and the word MISSING. Shaggy and Scooby end up in a dungeon, muttering something about THE GHOUL KING. Break out of your cell by following the ramp upward. I couldn't possibly tell you how to navigate the maze, so I'll just tell you to find the torture chamber (it is the only wooden door in this area) with the hook (trap piece) inside, the Snow Ghost Mask (clue), and the parlor (looks like the door to the dungeon). Note the rat that's going in a circle, that's the way to Shaggy's cell, and it's the only one going in that pattern. All the others are in loops. Watch out for zombies. Oh, and if you follow the left wall, starting from the torture chamber, you can find the parlor, and vice versa. You'll need to know this later. In the parlor, you can find a music box (tool) and a huge, long fish (tool). Go through the door opposite the staircase you used to come in. Open the wooden doors and go back, as there's a sea monster that can reach inside the gate. Go through the stained glass door, and you'll be outside. Go to the right, and you'll find a hammer (tool). Go back to the door, but go left. You'll find a relatively large fish (tool) on a shack. Note the bigger shack in the distance, that's where Fred is being kept. Go back to the parlor, and go into the wooden doors that you haven't been through yet. In here, watch out for the moving animal plaques on the wall and the rat running up and down the hall. Grab the small fish (tool), and go to the end of the corridor. You'll see a normal-sized fish and three hooks. Equip the small fish, go up to the hook on the side of the normal fish opposite the side that has two hooks, and press "A". You can see that you're going to put them in ascending (smallest to biggest) order. When all four fish are on the wall, a secret passageway will open up behind the fireplace. Inside, go to the left to come face to face with THE GHOUL KING. HE WILL CHASE YOU. Run the other way, and follow the corridor until it opens up into a central chamber. Take the back-left tunnel. Inside, locate Daphne and remove her chains (trap piece), thus FREEING HER. The Ghoul King will chase her, but don't worry, she's still free. The Ghoul King will also drop an iron key (tool). Grab it, then explore the other tunnels. You can find a handkerchief (clue) and the Witch Doctor's Mask (clue). Return to the shack mentioned before. Equip the key, go to the door, and press "A" to unlock it. Inside, grab the net (trap piece) off the wall and head for the coffin. There's a pounding noise coming from it, so equip the hammer and press "A" next to the coffin. YOU HAVE JUST RESCUED FRED, who then knocks off the lid and give you some bug spray. He also mentioned something about ladder rungs (tool), which are at the bottom of the coffin. Fred will go off to look for Daphne, and he tells you to look for Velma. Return to the Parlor again. Climb the stairs, equip the bug spray, and press "A" next to the spider web. Inside, run to the end of the corridor. Here, there is one door that is locked and one that is unlocked. Go in that door, and you'll be in the mechanical area. Equip the ladder rungs, run around until you find a broken ladder, and press "A" next to it. Climb up the ladder with Shaggy. In this level, there are some Tibetan chimes (clue) and a ladder. The next level has the Black Knight's helmet and a ladder. The final level has a small gear (tool), but the other gears here are apparently scary to Shaggy. Also, you can SAVE VELMA here. Talk to her and climb all the way back down again. Go out the door and down the hallway (by the way, if you haven't noticed, if you go in one archway, you'll end up in another)**, and you'll see a door to the right. Inside, there is a mirror that scares Shaggy when you press "A" next to it, and a strange monster inhabits the bed. This guy is cranky because you woke it up from a good nap. Send it off to dreamland once more by equipping the music box and playing it with "A" next to the creature. Hurry up, because it doesn't sleep for too long. Grab the newspaper (clue) and the painting (clue), and scurry out the other door. Follow the corridor until you get to a building. Though you can't see it, this is the control tower for the gate (the one with the sea monster). Grab the can of oil (trap piece). Go in the mechanical room, equip the small gear, and press "A" next to the area that's not spinning. That should raise the gate. Go all the way down to the parlor. Here, go through the wooden doors and across the bridge. Watch out for the sea monsters. At the other side, there is the Mystery Machine, along with a Golden Key (tool). Hurry back to the parlor. Give all your clues and trap pieces to the gang, then go up the stairs. **IF YOU HAVE OR HAVEN'T ENCOUNTERED THE GHOUL KING HERE, YOU WILL NOW. LOSE THE GHOUL KING: Just duck into one of the previously mentioned arches. Go to the end of the hallway, equip the gold key, and press "A" next to the locked door. Go inside, grab the computer tape (clue), and go into the door nearby. The Ghost King will be there, but he won't see you. Quietly slink back to the gang and hand them the footage. THE CHASE: Go through the maze, into the parlor, up the parlor stairs, through the doorway that used to have a spider web in it, down the corridor, through the door that you opened with the gold key, through the laboratory area, into the doorway, and back again. Make the return trip with the Ghost King, and you've solved the mystery and beaten the game! Congratulations! NOTES *I have no idea what the coins do, they're not really needed, and Fred won't accept them. **At any time, the Ghost King will chase you here. Listen carefully to the music. If he is chasing you, run underneath one of the arches. VI) How to Contact Me You can reach me at gemmy@mindless.com or at pepperdp@cliffhanger.com . Here are the rules: YOU MAY: -send me constructive criticism -ask me questions NOT PREVIOUSLY STATED IN THIS GUIDE -ask me questions clarifying certain things I stated -send me useless bits of trivia that relate to the game only. -tell me what those coins found in the third episode do -be my friend if you ask nicely YOU MAY NOT: -tell me things I already know and/or have previously stated in this guide -send me hate mail -send me viruses -ask me questions I already answered in this guide. READ THIS GUIDE THOROUGHLY BEFORE YOU ASK ME ANYTHING! -hack my e-mail addresses -call me maggy or anything similar, I hate that! -send me e-mails yelling at me for using "your" information without crediting you, anyone I have used stuff off of is already listed in the "Special Thanks" column. -e-mail me without asking me for my famous peanut butter cookie recipe... just kidding! But they are good... VII) Special Thanks I'd like to thank the following people: -Nintendo, THQ, Warner Brothers, and anyone else I missed for making this game -Cartoon Network and Hanna-Barberra (or however you spell it) for making and airing the Scooby-Doo series that sparked the idea for this game - http://www.thq.com for helping me in my time of need (figuring out the whole what-to- do-next caper I ran into during the first episode) - http://www.gamefaqs.com for posting this lovely walkthrough, if they ever get around to it -all my relatives, for giving me enough Christmas money to buy the game -Shaggy and Scooby for eventually going where I wanted them to go and doing what I wanted them to do -Fred, Daphne, and Velma for guiding my two bumbling idiots along the way -all the villains in the game, otherwise this would game would be pointless -all the extras and bit parts in the game (i.e. the guard, Fu Chin Li, and the beach crowd), I know what it's like!!! -Velma, for making me fall helplessly in love with her -all of you for reading this -my parents for not finding out I stayed up this late to make this -my sister for her advice and encouragement that she could've shared with me -me for making this walkthrough and completing the game twice -anyone in the future who can help add things to this walkthrough