Scooby-Doo!: Classic Creep Capers Strategy Guide - Guide for Scooby-Doo: Classic Creep Capers

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Scooby-Doo!: Classic Creep Capers
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By: Uighdfghdefj
Email: [email protected]
For: Game Boy Color
I am now collecting money through PayPal to help buy new games and consoles and 
eventually write guides for them. If you can send me money I would be very 
thankful.

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TABLE OF CONTENTS
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ABOUT ME
VERSION
CONTROLS									
MENU								
STORY								
PLAYABLE CHARACTERS						
OTHER CHARACTERS							
ITEMS									
WALKTHROUGH								
Chapter One: “It’s A Mystery!”					
Chapter Two: “Boo’s Clues!”					
Chapter Three: “Chemo-Sabotage!”			
Chapter Four: “Jailbreak!”					
Chapter Five: “The Plan!”						
Chapter Six: “Finale!”	
THANK YOU	

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ABOUT ME
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My name is Michael Rhodes and I live in the United States and am thirteen years 
old. A long time ago I had saved up some money and went to the store to buy a 
Pokemon game on my Game Boy Color but it simply wasn’t there so instead I had 
decided to buy Scooby-Doo!: Classic Creep Capers.

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VERSION
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1.1
Added About Me, Version, and Thank You sections.

1.0
Completed guide.

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CONTROLS
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Menu
D-Pad: move selection
A: make selection

Gameplay
D-Pad: move
A: select object/interact with object
B: see inventory
Select: switch character
Start: pause game

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MENU
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Start
Click this to begin a game from the very beginning.

Continue
This will allow you to continue a game from where you left off if you type in 
the password.

Options
Click this to show the different options you can change.

	Text Speed
	This will change how fast the text changes.

	Sound FX
	Click this to turn on or off the different sounds in the game.

	Music
	Click this to turn on or off the music for the game.

	Done
	Click this to go back to the Main Menu.

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STORY
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An evil ghoul has been stealing jewels lately and disappearing. Now Mystery 
Inc. is going to investigate. There car breaks down next to a mansion. The 
group get out to find a man who thinks that he turns into the ghoul and commits 
crimes without knowing it. Can you solve this mystery?

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PLAYABLE CHARACTERS
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Shaggy & Scooby
The pair of fools who are always hungry.

Daphne
A young woman in purple.

Fred
The leader of the gang.

Velma
A smart member in orange.

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OTHER CHARACTERS
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Dr. Jekyll/Ghoul
The son of Dr. Jekyll (the one who turned into a monster) and now he has become 
a Ghoul himself.

Helga
The house made of the mansion.

Boy
A young boy lying on his bed playing a video game.

Mad Scientist
An angry man inside the lab yelling at a robot.

Robots
These robots look exactly like Shaggy.

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ITEMS
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Book
A common book inside the library.

Shards
Metal shards taken from a small metal robot.

Electrical Tape
Some blue tape that is very powerful.

Glasses
Velma’s glasses that she often drops.

Labcoat
A nice white lab coat.

Key
A shiny key.

Mustache
A white mustache.

Note
A white note in Helga’s room.

Sausage
A big tasty sausage.

Labeler
A small machine used to label objects.

Towel
A small red towel.

Net
Used to catch fish and such.

Stool
A wooden stool that is missing a leg.

Extract
Some powerful cooking material.

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WALKTHROUGH
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When the game begins press Select and change to Daphne. Now walk back and forth 
from the left and right sides of the area until the ghoul walks into a room to 
the right. Now go through the upper right door (the one he went into) and flush 
the toilet (click on the toilet then click the hand).

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Chapter One: “It’s A Mystery!”
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Switch to Velma and look through the window to the right of the table then 
leave the room through the door to the left. Go outside through the door to the 
right and go down then look at the symbol and go back inside. Now head through 
the door on the left side of the screen then go to the middle of the screen 
between the stairs. Examine the symbol and go through the door at the left side 
of the screen then through the next door on the left. Take the paper on the 
refrigerator then examine the symbol there. Go back to the bottom of the stairs 
and climb them. Look at the symbols on the mirrors to the left and right sides 
of the screen. Now head to the middle of the screen and examine the symbol 
above the door. Head through the door at the top right into the bathroom then 
move the shower curtain. Move the towel on the wall then examine the symbol. 
Head back down the stairs and go through the door between the stairs into the 
library. Go right and examine the books as you go. Grab the first book you look 
at then exit the library. Go right until you get outside then head right until 
you are outside of the lab. Walk up to the keypad and use the Book on it.

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Chapter Two: “Boo’s Clues!”
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Change to Shaggy & Scooby and go right then forward up the path and right to 
the lab. Try to get into the lab and it won’t work so now talk to Velma. Open 
up the lab and you will rub into some Robots then exit. Head into the house and 
go up the stairs then go through the door to the far right then talk to Helga. 
Pick up the pillow then look at the photo in the lockbox. Leave the room and go 
through the door at the far left. Talk to the Boy then walk towards him to fall 
down a trapdoor. Walk up and use the small robot and it will destroy itself 
then walk up and take the Shards. Go up to the cheese and use the Shards on it 
then click the talk button to eat all of the cheese! Grab the Electrical Tape 
(it is blue) then go through the door on your right look at the iron, washer, 
and dryer. Now use the soap to make a mess! Head right through the door and 
turn off the breaker then go right through another door and use the Electrical 
Tape on the wires. Go left and turn the breaker back on then head up the 
stairs. Head over to the library and grab Velma’s Glasses off the ground then 
use the book at the far left side of the library. Now leave the room to enter a 
secret area then open the sack and grab the Lab Coat then pen the trunk and 
grab the Key. Leave the secret room back into the library and use the book at 
the far left again then leave the library to get back in the house. Head back 
to Helga’s room and talk to her again and she will leave. Use the Key on the 
lockbox and grab the Mustache then grab the Note and leave the house then head 
back to the lab and go inside!

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Chapter Three: “Chemo-Sabotage!”
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Open the first door and go inside then watch and leave the room. Go to the next 
door and look in to see Fred. Head back into the house and go to the kitchen. 
Open the refrigerator and take the Sausage and then open the cabinet to the 
right of the refrigerator and press the grab button twice to get Extract. Leave 
the kitchen and go through the door at the top of the screen then go to the 
right side of the room and take the Stool. Leave the room then go upstairs and 
speak to the boy. Write down the numbers he says then leave the room and come 
back and write down more. Once you have five go back into the lab and go right. 
Enter the door just to the right of the numbered doors then look at the flower 
and take it. Put the Sausage in the freezer then go back out into the hall. Use 
the stool twice on each light (you will need to keep refreezing the Sausage) 
until you find one that doesn’t break. Use the light then head over to the 
numbered doors and go through them in the correct order (use the numbers the 
Boy said). You will soon be in a secret room. Look at the lamp and potion then 
use the light and head back to the house. Head back into the library and speak 
to Velma then head back into the lab and go through the first door again. Walk 
up and hit the robot to get it to chase you then go to the numbered doors and 
do the correct sequence to end up in the secret room. The robot will 
malfunction. Now head back into the room with the Mad Scientist and take the 
Key then talk to him and go back to the house. Go up the stairs and use the Key 
on the upper left door then open the cabinet and take the Labeler. Go back down 
to the room with the clock and open the middle door with the Key then use the 
Pen and head back to the room where the Mad Scientist is. Speak to him twice 
then use the Labeler and talk to him again.

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                          Chapter 4: "Jailbreak!"
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Go back into the house and go into the basement (the area with the cheese) and 
use the cutter. Head back to the lab and open the second door then change to 
Fred. Head back to the cutter and take the Key then go into the room with the 
Mad Scientist and use the Key on Daphne. 

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                          Chapter 5: "The Plan!"
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Switch to Velma and head to the room with the freezer then open the cabinet and 
take the Net. Switch to Shaggy & Scooby then head down to the basement and use 
the soap and then use the Towel on the soap. Go up the stairs out of the 
bedroom and take the rope then go over to Fred and talk to him three times.

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                          Chapter Six: “Finale!”
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Go over and use the clock then open the shoot and throw the towel down. Dr. 
Jekyll will be arrested and peace will be restored. Congratulations you just 
completed Scooby-Doo!: Classic Creep Capers for the Game Boy Color!

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                              THANK YOU
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BattleM@n
For your lovely game guides that helped me complete this game. 

PAYPAL
I am now collecting money through PayPal to help buy new games and consoles and 
eventually write guides for them. If you can send me money I would be very 
thankful.

Copyright 2008, Uighdfghdefj

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