Trick Or Treat Scooby-doo! -
Realizing they needed an expert on criminal costumes, the gang headed to the prison to interview Coco. To their surprise, Coco—who Velma couldn't help but admire for her brilliant, albeit villainous, mind—offered to help them, provided she could "consult" from outside her cell.
It was Halloween night in Coolsville, but for the Mystery Inc. gang, the "spooky" atmosphere felt unusually quiet. After recently capturing the infamous costume designer Coco Diablo, the mastermind behind many of their old foes' disguises, the group was struggling with an unfamiliar problem: boredom. Trick or Treat Scooby-Doo!
Daphne noticed a small, high-tech tag left on the ground where the Ghost Diver had stood. "Look at this. It’s a specialized fiber... the same kind Coco Diablo uses for her high-end designs." Realizing they needed an expert on criminal costumes,
"Like, this is the life, Scoob," Shaggy said, stacking three sandwiches on top of each other. "No ghosts, no ghouls, just us and a giant bowl of popcorn." gang, the "spooky" atmosphere felt unusually quiet
"But Coco is in the Coolsville Penitentiary," Velma noted, her brain already spinning with theories. "If these are her designs, who is wearing them? Or better yet, who is controlling them?"
The "Misery Company," as they would later be called, began to swarm the Mystery Machine. Before Fred could stop them, the ghosts unleashed a blast of energy that sent the van’s engine into a sputtering halt. "My van!" Fred cried. "It’s personal now."
They rushed to the door and flung it open. Standing in the driveway were several shadowy figures that looked terrifyingly familiar: the Black Knight, the Space Kook, and a glowing Ghost Diver. But there was something off—they weren't just the classic villains; they looked like ghostly doppelgängers of the gang itself.
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