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A trap is one of the hallmarks of Mystery Inc. when they are on a case. Usually thought up by Fred Jones, these would range from simple to extremely elaborate. Most times, however, these traps would fail due a mistake by either Daphne Blake, Shaggy Rogers, or Scooby-Doo. As a result, the villain will would be caught due to controlled chaos, usually caused by Shaggy and Scooby. In Scoobynatural, a nod is made to this running gag when Dean Winchester comments that "Fred's traps never work" after one fails, despite Dean earlier telling Fred that making traps is what he does best.
- 1 Examples
- 2 Television
- 2.1 Scooby-Doo, Where Are You!
- 2.2 The New Scooby-Doo Movies
- 2.3 The Scooby-Doo Show
- 2.4 A Pup Named Scooby-Doo
- 2.5 What's New, Scooby-Doo?
- 2.6 Scooby-Doo! Mystery Incorporated
- 2.7 Be Cool, Scooby-Doo!
- 2.8 Scooby-Doo and Guess Who?
- 2.9 Season two
- 2.10 Specials
- 2.11 Video Games
- 2.12 Scooby-Doo Mystery (SNES)
- 2.13 Scooby-Doo Mystery (Sega Genesis)
- 2.14 Scooby-Doo! Mystery Mayhem
- 2.15 Scooby-Doo! Who's Watching Who?
- 2.16 Movies
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Scooby-Doo, Where Are You!
The New Scooby-Doo Movies
The Scooby-Doo Show
A Pup Named Scooby-Doo
What's New, Scooby-Doo?
Scooby-Doo! Mystery Incorporated
Be Cool, Scooby-Doo!
Scooby-Doo and Guess Who?
At the request of Dean Winchester, Fred develops a trap for the ghost by salting all the windows and doors into the room, except one, which an iron chain is strung across. Above the door, a net of coconuts is hung, which will be released when the ghost hits the chain, causing an axe to drop the coconuts on the ghost, making it fall into a slide. This will lead into a washing machine that can be secured with iron chains, effectively trapping the ghost. However, when the trap is sprung, Scooby, Shaggy and Castiel slip on the coconuts instead, which pass through the ghost harmlessly, sending the three into the washing machine instead of the ghost.
After the failure of Plan A, Dean Winchester, commenting that "Fred's traps never work," implements Plan B: Operation Bookworm. In this plan, the gang all run out through different doors, leading the ghost, who follows Daphne, into the library, where the ghost finds Fred, Daphne and Velma hiding behind a couch. Scooby throws books through the ghost, egged on by Shaggy. When the ghost gets close to Scooby, he hands the ghost a stack of books and uses his tail to pull a book, acting as a lever, controlling a trapdoor beneath the ghost. The ghost falls down the trapdoor and through a series of slides to a lower level, where a salt circle has been laid out. Unable to cross the salt, the ghost is left trapped and forced to explain itself.
Scooby-Doo Mystery (SNES)
- Mystery 2: The Haunted Amusement Park:
- Mystery 3: The Spooky Swamp:
- Mystery 4: The Bradshaw Manor:
Scooby-Doo Mystery (Sega Genesis)
- Blake's Hotel:
- Ha Ha Carnival:
Scooby-Doo! Mystery Mayhem
Scooby-Doo! Who's Watching Who?