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This article is about additional biographical facts about Scooby-Doo that can be gathered from the video games. For other incarnations and uses, see Scooby-Doo (disambiguation).

Scooby-Doo is the canine member of Mystery Inc.


Scooby-Doo! Classic Creep Capers

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Scooby-Doo! Night of 100 Frights

Mystery Inc. went to Mystic Manor, the home of Daphne's friend, Holly Graham. After refusing to go with Velma, Daphne, and Fred, Shaggy and Scooby-Doo are outside the mansion. When Shaggy encountered a packet of Scooby Snacks he fell down a hole, and left Scooby-Doo on his own. Scooby-Doo was left to explore Mystic Manor and the surrounding areas to find the inventions of Alexander Graham, which would help in fighting monsters and solving the mystery of the Mastermind, who had kidnapped Alexander Graham, and also appeared to have reanimated old foes and kidnapped Velma, Daphne, and Fred.[1]

Scooby-Doo! Mystery Mayhem

Scooby and the gang tried to solve the mystery of a haunted library. They discovered that it's full of real ghosts! Scooby-Doo and Shaggy were left to investigate the basement. The two, with the help of Velma, discover a book, deep within the basement, that can capture these ghosts. They also find a ghost that looks suspiciously fake. After trapping the fake ghost and solving the mystery, they went to their next mystery: a haunted movie studio. When the ghosts there were every bit as real as the ones in the library, it soon became clear that all of the haunted locations, including a Wild West theme park, and a bayou, all pointed to Shermantech Headquarters. It was up to Shaggy and Scooby to infiltrate the headquarters, un-hypnotize their friends, and then stop a desperate Selina Drake from escaping.[2]

Scooby-Doo! Unmasked

Mystery Inc. went to visit Fred's cusion Jed at the special effects studios he works at. They couldn't find him there and they went to three locations to find him.[3]

Scooby-Doo! Who's Watching Who?

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See also