Controls:
D-pad- Moves your selected character (Or characters, in the case of Shaggy &
Scooby) around the area. Also activates an action icon to perform with "A", or
scrolls through inventory.
A Button- Opens or closes the action icons on a certain thing. Also used to
choose the action to perform, to use items, or to advance text quicker. (Good
for faster readers. Text will advance on its own slowly.)
Eyes icon= Look at. Hold up to choose this icon, then press "A" to look at the
item.
Mouth icon= Talk (or eat as Shaggy & Scooby only). Hold left to choose this
icon, then press "A" to talk to the character. (or to eat the item. Using the
mouth in this way is only utilized once, though.)
Hand icon= Use, move, or take. Hold right to choose this icon, then press "A"
to interact with the item.
B Button- Opens inventory. Scroll through your items with left and right, then
press "A" to use the item. You may have to choose another item to use the first
one on.
Select- Opens the character selection screen. You may play as Fred, Velma,
Daphne, or Shaggy & Scooby together.
Start- Pauses the game. Press it again to continue. (The game is stubborn,
you're not allowed to leave the pause screen with any button but Start.)
Walkthrough
Prologue
Password: None
You start as Shaggy and Scooby after the intro.
As Shaggy & Scooby:
Press Select and choose Velma.
As Velma:
Cross to the window on the right side of the den and look out of it. Velma will
notice a large Tesla Coil in the backyard. She'll mention that it can transmit
electricity without wires, but wonders why Jekyll Labs would need it. (This
step is not actually required, but is canon to the story, which is why I
mentioned it. Also, you may look out this window at any time while playing as
Velma, but this is the earliest time you can do it, so I put it here. Also,
anyone may look out this window, but only Velma will recognize the Tesla Coil.
All other characters hint that she will.) Ok, now switch to either Fred or
Daphne. (it doesn't matter which)
As Fred or Daphne:
Just stand there and wait for the grandfather clock to chime. If you turned off
the sound (through the options) or you have the volume on your GBC down to 0,
you'll still know it chimed, since your character will wonder why; it's
apparently 13 minutes past the hour. However, once it does, the Green Ghoul
will cross from the doctor's bedroom to the bathroom, unlocking the bathroom
door for a few seconds. Open the bathroom door ASAP, and attempt to go in. (so
it won't end up locking on you again) Your character will call to the other,
and you'll both end up in the bathroom. You can move the shower curtain and
take the towel now, or leave that for Velma later. (if you do, it'll reveal a
symbol Velma must decipher later.) In any case, use the the Telepot, and Daphne
will sit on it and pull the flush handle, teleporting her to the basement,
where she'll be captured (go figure) for Jekyll's experiments. (By the way,
nice cameo by Speed Buggy!)
Chapter One- It's a mystery!
Password: Trident four, triangle in circle, "Fish", "Handle", "Detroit",
"Cranium"
You start as Fred, even if you were using Daphne. It's obvious why.
As Fred:
You can fool around as much as you like, but most of this chapter will be
completed by Velma, so press Select to swap to her.
As Velma:
Now, Velma has free range of the mansion and can explore the whole thing,
(barring certain rooms that are still locked) so you'll be able to go around
and decipher the symbols all around the house. You'll also need to check the
keypad next to the pneumatic door that keeps the lab closed, and pick up a
certain book of poetry from the library. (Right side; it's magenta.) If you do
these two before deciphering any of the symbols, Velma will comment that she's
pretty sure the symbols and the poem in the book represent the code for the
keypad when you decipher one, she just has to match the symbols to the words in
the poem. (If you haven't done either, she'll wonder if there's any connection.
If you only checked the keypad, she'll wonder what the order is, and if you
only picked up the book, she'll notice that the symbol's name is in the poem,
and wonders if it's a code.)
Here's the list of symbols, their names, and where you can find them:
Symbol- Neptune symbol
Location- Stained glass window above the library door (can be deciphered from
hall or library itself)
Name- "Sticky"
Symbol- Triangle with line
Location- Kitchen (Remove the papers on the fridge to reveal it)
Name- "Detroit"
Symbol- Taurus symbol
Location- Second floor, left-hand side picture.
Name- "Handle"
Symbol- Uranus symbol
Location- Stained glass window above the ballroom door (May be deciphered from
hall or ballroom itself)
Name- "Fish"
Symbol- "Handle" flipped upside-down.
Location- Second floor, right-hand side picture.
Name- "Elk"
Symbol- Pisces symbol
Location- Bathroom, behind towel and shower curtain.
Name- "Bean"
Symbol- Arrow with halo
Location- Stained glass window above entrance door (may only be deciphered from
outside)
Name- "Cranium"
(as is apparent, these symbols (also used in the password system) are taken and
based off of zodiac and planetary symbols. I don't know the significance, but I
think they were probably used because they're globally recognized. There were
plenty to choose from though; I don't know why the developers decided to make
up some of their own.)
Once you think you have all seven symbols deciphered and the book of poetry,
(You must have the book) go ahead and try to key in the code on the keypad. If
you're missing a symbol or the book, Velma won't try it, instead saying that
she "Doesn't have the right code". (This is your cue to go back to the house
and check all the symbols for question marks, or to press "B" to check your
items. If you don't have the book, you'll have to go get it. Remember, it's a
magenta book on the right side of the library.) If you have deciphered all the
symbols and you have the book, Velma will key in the code and get it right.
Then Fred will come by and suggest that they look inside the lab. Instead of
going with him, Velma decides to go back to the library and return the book
before anyone notices it's missing, so Fred will go in alone.
Chapter Two- Boo's clues!
Password: "Elk", "Bean", Triangle in circle, "Sticky", Trident four, Three
branch "c"
Fred enters the lab and gets caught by someone who looks like Shaggy with a
mustache, a lab coat, and glasses.
In the holding cell, Fred actually mistakes his captor for Shaggy, and wonders
"What's gotten into him". He then starts looking for a way out, but can't find
one. The game then swaps you to Shaggy and Scooby, and Shaggy complains of
being hungry, and decides that, though the mansion is scary, they've got a
better chance of finding food in there then by the Mystery Machine.
Note: From now until chapter 4, you may only play as Shaggy & Scooby; Velma's
too busy trying to find the *exact* spot that the book of poetry was in in the
library, so she can return it without anyone knowing it was ever gone; Poor
Daphne's trapped in the lab; and so is Fred. Also note that though you actually
*can* play as Fred, all you can do as him is look out the vent in his cell to
see that Daphne is being experimented on.
As Shaggy and Scooby:
Move right and walk up the path. Before going into the mansion, go right toward
the labs, and open the pneumatic doors to peek in. The two will stumble upon a
line of the same guards that ended up capturing Fred, and Shaggy thinks that if
he had a mustache, glasses, and a lab coat, he'd able to "fit in". Leave the
lab, and go back to the mansion.
Note: periodically, Shaggy will tell Scooby that he smells some kinda food
"too" (it's cheese, if you were wondering) and since Scooby has a better nose,
asks him "Where's it coming from?" This will occasionally be followed by a
direction. Just ignore these for now.
Go through the hall, and into the room with the clock. Open the north door, and
you'll be in the dining room. The only important thing that's here, though, is
a broken stool. Take it anyway; you'll still need it. Leave and go into the
kitchen, where you can open the bottom cabinet nearest the door to take a jar
of cow extract from among an array of vanilla extract bottles that have, for
some reason, been glued to the shelf. Then, open the fridge and take the
sausage. (For whatever reason, you can't have the two eat it. Maybe they're too
fixated on the cheese they can smell.) Now, go back into the main hall and go
upstairs. Go into the rightmost room, where you'll find the doctor's corpulent
housekeeper, Helga. Talk to her, then go back to the second floor hall and wait
for Shaggy to mention that he smells the cheese again, and the leftmost door
will unlock for a few seconds. Go through, and Shaggy will start up a
conversation with Kenny, the doctor's nephew, who's playing a video game.
(Represented by Pong on the TV) Kenny mistakes Shaggy for one of the lab
guards, before Shag clears it up. Kenny mentions that Daphne is being used for
his father's experiments, and Shaggy wonders why they always leave their Scooby
Snacks with her if she's always getting captured, and decides to try and rescue
her for the snacks. Kenny wishes you luck. Walk towards the kid, and a trap
door will open up below you, and you'll fall into the basement, on one side of
a mountain of cheese. Play with the small robot that's here, and it'll crash
into the wall and break. Take the metal shards from the wreckage of the robot,
and go back towards the mountain of cheese. Press "B" and use the shards to cut
the tough skin off the cheese, then use the mouth icon to have Shaggy and
Scooby eat it all. Pick up the electrical tape that's now exposed, and go
through the door on the right to enter the laundry room. If you move the
ironing board, you'll notice the Green Ghoul's costume near some cleaning
supplies, which seems to posit that Helga is the Green Ghoul. Go use the box of
Exploding Suds soap to make a mess in the washing machine, which you'll tell
Helga about later, to get her out of her room. Open the door on the right to
continue into the boiler room. Continue to the right, into the tool room. On
the far right side of this room are some exposed, cut wires. You'll have to fix
them, but you have to turn the power off first. (it's too dangerous to try with
it on, they'd get shocked, so you can't.) Go back to the boiler room, and turn
off the breakers, which will make Kenny yell, since he was very close to
getting a high score on his game. Shaggy will hear this, and will think the
breaker is "yelling at him". Heh. Go back into the tool room, approach the cut
wires, and press "B," then use your electrical tape to fix them. Then go back
and turn the breaker on again. Shift the levers, (they won't work unless you've
fixed the wires) and the library will shake, causing Velma to lose her glasses.
(of course) Go up the stairs, and you'll come out of a trapdoor in the
ballroom. Open the ballroom door if you haven't already, and leave.
Note: from now until chapter 4, if you enter Kenny's room again, he'll tell you
a random pattern of numbers, to be used elsewhere in the game. You can do this
multiple times by leaving and then re-entering his room to get some patterns to
write down, but the patterns aren't too hard to figure out if you don't want to
take the time to write 'em down.
Go downstairs, and enter the library. Pick up Velma's glasses for the disguise,
and shift the red book on the far left. Then wait about ten seconds. (Yes, you
actually have to wait.) While you wait, the library moves to the attic, and
after about ten seconds, you can leave through the door to find that there's a
sack and a trunk here. Open the sack to get a lab coat, and open the trunk to
get a small key. Return to the library, and push the red book back in. Wait
another ten seconds, and leave. Go upstairs and into Helga's room to tell her
about the mess in the laundry room. (Of course, you don't tell her that you
made it) She'll leave, and you'll have free reign of her room till you leave.
(As soon as you do, she'll finish cleaning up the suds, and will return to her
room.) Take the note, which tells Helga that the beauty potion experiments that
Doctor Jekyll is performing have lost funding, and they don't have a proper
test subject for them, anyway. Good evidence. Move the pillow, and you'll find
a lockbox. Use your small key on it, and you'll find a fake mustache. Who knows
why Helga had this... in any case, you now have the items for the guard
disguise, so leave the mansion and go into the lab. Shaggy will automatically
put on the disguise.
Chapter Three- Chemo-sabotage!
Password: Triangle in circle, "Bean", "Elk", "Detroit", b with a crossed pole,
"Handle"
As Shaggy & Scooby:
Open the first door you see, and go in. Here, you'll find some Mad Scientist
who doesn't look anything like Dr Jekyll, and a "Scientific Shaggy" robot
helping him. Also, Daphne is strapped into a strange machine. There's a key
hanging on a wall, but you can't take it, or the robot will notice. You also
can't go past it, so just leave. The next door is Fred's holding cell, and you
can explain the situation to him, but you can't let him out... yet. Keep
walking, and you'll come across 4 numbered doors. This is where Kenny's
patterns come into play. They're not too hard to figure out; After you guide
Shag and Scoob through the first door of your choosing, they'll enter two more
rooms themselves, then you have to choose a fourth that fits with the pattern
of doors they *entered*. (The doors they come out of don't count toward the
pattern) Like I said, the patterns aren't too hard to figure out, but here's
four I got in my last playthrough:
My first door:1
Next: 4
Third:1
Which means I needed to choose: 4
My first door: 1
Next: 3
Third: 2
Which means I needed to choose: 3
My first door: 2
Next: 3
Third: 2
Which means I needed to choose: 3
My first door: 3
Next: 3
Third: 3
Which means I needed to choose: 3
Once you figure out the pattern, you'll appear in a dim room lit by an oil
lamp, with the florescent light case mysteriously open, and empty. Hm...
strange. Nothing to do here now, though, so leave. (Note that you'll always
leave this room by door 2, regardless of which door you got into it with.) Go
right some more, and open the next door. Inside is an "Insta-Freeze" machine,
with a flower frozen inside it. Touch the flower, and it shatters. Neat, but we
don't need the machine, right? Return to the hall and enter the next room.
Unfortunately, Shaggy can't make heads or tails of the machine in here, and it
doesn't matter anyway; this machine is a red herring and useless, as are the
other items in this room. Return to the hall.
Well, we just exhausted all the possibilties here.... or did we? Check the
florescent light cases. You can't reach them without some kind of stepping....
Of course! The stool! But it's broken... what would make a good leg? Maybe the
sausage? Unfortunately, the sausage is too soft... I've got it! Freeze the
sausage in the Insta-Freeze, and use it as a replacement leg! Unfortunately,
the sausage only stays frozen for two uses, so you'll have to keep re-freezing
it. (Luckily, once it's "attached" to the stool, it'll stay attached.) Ok, now
try and get the florescent lights from their cases. (There's four you can
attempt to take. Just look out for "lights" on the HUD bar and use the stool
with the frozen sausage leg when you see it.) Unfortunately, you keep dropping
the lights and breaking them; you'll only be able to hang on to the last one
you go for. (also, since it's a game, you don't have to worry about choking on
the florescent gases from the broken lights.) Once you have the light, use it
from your inventory to find that it's still lit! Weird... maybe Velma will have
some insight. Go see her and tell her about the light. She'll conclude that
it's being powered by the Tesla Coil in the backyard, and that that's also
what's powering the robots. She says if you can find a room that the florescent
light won't light in, and lead one of the robots there, they'll lose power, and
you'll have free reign. Go back to the room behind the numbered doors, and
check the light. It doesn't work here! This must be the room out of range of
the Tesla coil; a dead zone, if you will. Go back to the room with the robot,
and you'll hear the mad scientist give the robot an order, which it complies
with. That has to stop! Go interact with the robot to take off your disguise,
and it'll chase you to the numbered doors. (note: You can only do this if
you've checked the light in the dead zone *and* talked to Velma.) This time,
the first number will be picked for you, but that doesn't make the pattern any
tougher. Enter the dead zone, and the robot will follow you, lose power, and
shut down. Shaggy whips on his disguise again, and decides to sabotage the
experiment. Return to the experiment room, and take the key. Then go talk to
the Mad Scientist. He'll mistake you for the robot, and will request the
"Ingredient list for 'skin absolver.'" That doesn't sound good... return to the
mansion, and use the key from the experiment room on the locked door in the
room with the clock to get into Dr. Jekyll's study. Use the shuttle pen (Shaggy
calls it an "astronaut pen," lol) to write a phony ingredient list for the mad
scientist on the back of the letter to Helga. Go back and give it to him, and
then talk to him again, and he'll request a "DNA Extractor." Return to the
mansion again, and use the key from the experiment room on the only remaining
locked door; upstairs. Enter Doctor Jekyll's bedroom and take the label gun
from the cabinet. All the letters on it are broken for some reason, except "A,"
"D," and "N." Use it on the cow extract to relabel it "DNA Extract." Bring it
back to the Mad Scientist, and he'll apparently snatch it out of your hands,
get some in his mouth, and will start turning into a cow. He'll leave, mooing
all the way. Shaggy will automatically turn off the machine that Daphne's in,
but can't release her without a key. Daphne asks where everyone is, and Shaggy
explains that Fred's locked up in the lab, and Velma's still looking for her
glasses, but of course, he has them. Daphne scolds Shag and tells him to return
Velma's glasses, and free her and Fred.
Chapter Four- Jailbreak!
Password: "Elk", "Sticky", Trident four, "Handle", Aquarius symbol, b with
crossed pole
As Shaggy & Scooby
You return to the story after the two have returned Velma's glasses and then
re-entered the lab. (note: the numbered doors will be broken at this point)
Leave once more, and return to the Mansion. (Shaggy will now refuse to enter
the Library, since "the last time he went in there, he tried to leave and ended
up in the attic") Go up to Kenny's room, then drop through the trapdoor to the
basement. Go to the Tool Room, and use the Key Grinder. Scooby will use it on
his claw to dupe the key to Fred's cell. Also, notice that there's a key stuck
in the grinder, but Shag's not strong enough to get it out. Return to the lab
and interact with Fred's cell door to have Scooby use his key-claw to open it.
Press select and swap to Fred, finally.
As Fred: Leave the cell and go to the mansion. Go up to Kenny's room (Fred
won't talk to him) and walk onto the trapdoor. Bring Fred to the Tool room, and
interact with the Key Grinder to get the stuck key out. Return to the Lab, and
use the key that was stuck in the grinder to free Daphne.
Chapter Five- The Plan!
Password: "Bean", Aquarius symbol, triangle in circle, "Sticky", "Handle", "Elk"
Note: this is the first time in the game that you can't play as Fred.
This episode can be finished by either Shaggy & Scooby or Velma, depending on
the last item you bring to Fred. Velma won't re-enter the mansion, though,
since the other three have it covered. You'll start as Velma in the lab after
the dialogue.
As Velma: Go to the room with the Insta-Freeze machine, and open the cabinet in
the left side of the room. There's a net inside. Bring it to Fred, then swap to
Daphne.
As Daphne: Enter the ballroom, and take the curtain rope right of the door.
Then swap to Shaggy and Scooby. (Daphne won't step on the trapdoor in Kenny's
room, due to her woman's intuition. She says she "doesn't trust the floor"
there. She also won't go down the staircase, as she's supposed to be looking
around upstairs.)
As Shaggy and Scooby: Go upstairs and enter Kenny's room to use the trapdoor.
Go to the laundry room, and use the Exploding Suds to make a mess. (again) Then
soak some suds up using the towel. Go to the boiler room, and climb the stairs
back to the ballroom. (you can grab the curtain rope as Shaggy & Scooby at this
point if you didn't get it before.) Go give the sudsy towel and the curtain
rope to Fred.
Chapter Six- Finale!
Password: Three branch "c", "Cranium", "Sticky", "Bean", Aquarius symbol,
"Detroit"
This is a short chapter in terms of character movement. You'll start as Velma.
As Velma: Set the clock. When Shaggy and Scooby get chased upstairs, You'll
automatically return to the clock hall, so use the towel on the laundry chute.
(make sure it's open) That's it! You win! Now, watch the outro, and pat
yourself on the back if you saw through the red herrings and guessed who the
Green Ghoul really was. Once the credits are through, you can return to the
title screen by pressing start.