Write really overly-funny super hilarious comedy 17+ short 1970s Scooby-Doo cartoon parody transcript based on my prompt:(but make it more funnier adult comedy where the gang constantly make fun of and question physics that ain’t possible or don’t make any sense and why, The Mystery Machine is always parked in the most oddest places, beginning to end. Jerk, Fred, is the most illegal one, disobeys every law and is terrible at driving and often crashes to prove a point badly, Velma is too smart…Scrappy is a superhero with real powers and everyone likes him, Shaggy, mocks EVERY SINGLE name of people INCLUDING THE VILLAINS NAMES AFTER THAT with Scooby also mocking them, Fred would also put the blame for a monster’s crime on Red Herring (From A Pup Named Scooby-Doo), who’d often get mad at Fred for still blaming him and ends up in a funny situation himself before disappearing offscreen. The gang always know that a place they are going to doesn’t sound like it exists, they also know something in a place they go to shouldn’t even be there as it makes no sense, they question names of things or people and why, and even question the motives and why (Plus they constantly do pop culture references and jokes, and mentions of famous people, games, songs, and shows occasionally, AND they’d make fun of the plot in the prompt: THE GANG ALWAYS MOCKS ThE NAMES OF EVERYONE THEY MEET. EVEN THE VILLAINS AND EVEN MOCK THE LOCATION NAMES TOO. (Do this with EVERY prompt i give. 


The gang drove to Bradshaw Manor since they were called by Daphne’s aunt Mabel the manor, is haunted by Count Bagosi who caused the owner, J.D. Morgan, who says the count is to blame for his business almost going broke. When they entered the manor, Count Bagosi appeared and told them he cursed this house and he’ll curse them if they don’t leave now. Shaggy and Scooby want to leave, but [[Fred Jones/biographical account of video game appearances|Fred says they can’t leave until they solve the mystery.

If the duo walks near Fred, he’ll tell them to help Velma while he’ll take a look around. Within the first room, the duo can find, by Scooby sniffing, some banknote paper. In the next room, they can find a lantern.

If they give Velma the blank paper, it will cause Count Bagosi to appear and unlock a nearby door, and Velma orders Shaggy and Scooby to follow him. Within the newly unlocked dining room, the duo can find a watermelon. In the room past the fridge, the duo can find green printing dye.

If they give the green dye to Velma, it will trigger an encounter with Count Bagosi in the hallway, where he runs upstairs, prompting Fred to tell the duo to chase after him. In the upstairs bedroom, the duo can find some stage makeup by sniffing. In the upstairs storage room, the duo can find, by Scooby sniffing around, a rubber bat on a string.

If they show Velma the rubber bat and the makeup, she’ll hand them a key, which can unlock a door.

In the pool room, the duo can find the count’s tuxedo.

If they show the tuxedo to Velma, she’ll ask them to help her open a stuck door after questioning why a vampire would need a spare tuxedo. They can open the door by pushing it.

In the hallway they now have access to, the duo can find a watermelon.

If Scooby sniffs around the bathroom, the duo can find fake vampire teeth.

In the next hallway, the duo can find some cheese.

In the room where they found the lantern, they can use the cheese to distract a rat so they can safely acquire a key, which can unlock a nearby door.

In the newly unlocked library, the duo can find a yellow book, a red book, and a blue book.

In the dimly lit bathroom, the duo can find a brown book.

In a dark hallway, the duo can find some oil.

In the printing room, the duo can find a printing plate.

If they show the teeth and the plate to Velma, she’ll solve the case and tell them that Fred will know how to catch this greedy vampire. If they speak to Fred, he’ll have a plan to catch the vampire, but he’ll need the following to build a trap, a peg, a plank, and two barrels.

The plank can be found in the room where the lantern was, and a barrel can be found inside a storage room within the dark hallway with some oil, the plank can be found in the same room where the rubber bat on a string was found.

If they give all the needed parts to Fred he’ll build his trap and tell Scooby and Shaggy to find the vampire. If they lure the vampire to the trap, Daphne will turn off the lights. When the lights turned back on Count Bagosiis tied up inside a barrel. They unmask Count Bagosi and reveal him to be J.D. Morgan. He admits it was him and his business partner since their business was doomed if they didn’t find money from somewhere it was doomed. So they began counterfeiting money using ghost stories to scare people away. After the case is solved Scooby and Shaggy decide to check out the refrigerator.