Head butt the bulb to find the SUPER SMASH POWER-UP. If done correctly, the light bulb should be waiting for Scooby at the top of the lighthouse. Enter LIGHTHOUSE FRIGHT HOUSE Part 1 and hit the red button near the yellow bulb.
Enter GOING DOWN WITCH WAY Part 1 and walk forward along the path until Scooby reaches the large lighthouse. Navigate through COAST FOR SOME GHOSTS Parts 1, 2, 3. Walk along the dock to the hole in the wall near the Mystery Machine save icon. Exit the Cannery and enter FEAR ON THE PIER Part 1. Navigate through FISHY CLUES FOR SCOOBY-DOO? Parts 1, 2, 3 and 4. When the scene loads, walk to the right toward the tar-covered entrance to the Cannery. Access the warp gate and warp to SHOCK ON THE DOCK Part 2. Walk through the door to the right and return to COWER IN THE TOWER Part 1. Upon defeating the Black Knight, Scooby will be given the ANTI-STICK GALOSHES. Defeat the Black Knight at the end of A DARK AND STORMY KNIGHT Part 3. Proceed through the scene and through A DARK AND STORMY KNIGHT Parts 1, 2 and 3. Turn left around the corner and enter PANIC IN THE ATTIC Part 3. Jump up to the attic area located at the end of the slippery decline. Continue walking forward through PANIC IN THE ATTIC Part 2 until Scooby reaches the slippery decline. While in COWER IN THE TOWER Part 1, walk up the stairs to the last door before the tar-covered platform. Re-enter the Manor and navigate through CLAMOR IN THE MANOR Parts 1, 2, 3 and 4, MIND YOUR MANORS Parts 1, 2 and 3, ALL SCARES UPSTAIRS Parts 1, 2, 3 and 4, and DON'T LOOK DOWN, SCOOBY-DOO Parts 1 and 2. Walk to the top of the mountain in CHILLS AND SPILLS ON HAUNTED HILL Part 3 to collect the FOOTBALL HELMET." Access the warp gate near the beginning of the scene and warp back to the Courtyard. Continue navigating through the scene and onto ON THE EDGE IN THE HEDGE Parts 3 and 4, IT'S A MEAN GREEHOUSE, SCOOBY! Parts 1 and 2, and CHILLS AND SPILLS ON HAUNTED HILL! Parts 1, 2 and 3. Collect the LAMPSHADE and SLIPPERS from the Groundskeeper standing past the second gap in ON THE EDGE IN THE HEDGE Part 2. Enter the "Haunted Grounds." Proceed through ON THE EDGE IN THE HEDGE Parts 1, and 2. Perform a double-jump and collect the key to the "Haunted Grounds" gate. Walk to the upper left side of the Courtyard to the gate to the "Haunted Grounds." Locate the magnifying glass with the key above it. Return back to SHOCK ON THE DOCK Part 2 and use the warp gate to warp back to the Courtyard. Proceed through FEAR ON THE PIER Parts 1 and 2 and collect the DOUBLE-JUMP SPRINGS at the end of the dock, near the small lighthouse. Walk to the snack door at the end of dock, just north of the tar entrance to the Cannery. Walk through SHOCK ON THE DOCK Parts 1 and 2 while collecting 50 Scooby snacks. Collect the key to the "Fishing Village" and enter through the gate at the top of the screen. Walk over to the flower to the right and begin to dig. While in the Courtyard: Talk to the Groundskeeper in front of the "Mystic Manor" sign to obtain the SHOVEL. Fall to the ground floor and walk toward the door near the back of the room. Continue walking forward and collect the key past the first gap in the floor. Walk into the manor and up the stairs on the right side of the room.
As they overcome challenges, players earn new clothing and accessories that can be used to customize the look of the Mystery Inc. Along the way, special gadgets can be obtained, to help uncover clues and solve tricky puzzles. They'll also find adventure in a snowy Alpine village and a Southwestern ghost town. The gang explores the mystery behind a strange girl who lives in a spooky swamp.
PS2 WALKTHROUGH SCOOBY DOO SPOOKY SWAMP PART 2 FREE
The game plays out in three themed worlds that players are free to explore as they wish, but they'll need to solve platform puzzles and conquer powerful boss characters in order to progress through the spooky storyline. Gamers can play as Scooby, Shaggy, Velma, Daphne, or Fred, swapping on-the-fly to make use of each character's special abilities when they're most needed, and a second player can join the action at almost any time, to help overcome obstacles through teamwork. "Those meddling kids" will need to work together to make it through the game's most difficult challenges.