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
[email protected] , [email protected]

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 [email protected] or
[email protected] .  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 [email protected] or at [email protected] .  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