Trick Or Treat Scooby-doo! -

Fred was busy waxing the Mystery Machine, Daphne was perfecting her latest outfit, and Velma was deep into a book, occasionally sighing at the lack of a good puzzle. Meanwhile, Shaggy and Scooby-Doo were exactly where they wanted to be—safe in the kitchen, surrounded by a mountain of "Halloween snacks" that would make a buffet look like a light appetizer.

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. Trick or Treat Scooby-Doo!

In the end, the warden was hauled away, and the gang managed to save Halloween for the kids of Coolsville. Shaggy and Scooby even got to keep the "evidence"—which, conveniently, was several crates of unclaimed chocolate. Fred was busy waxing the Mystery Machine, Daphne

"Jinkies!" Velma exclaimed. "Those aren't just costumes. They look like... us?" Standing in the driveway were several shadowy figures

"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?"

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.