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Scooby Doo and the Going, Gone Detective Mystery Cache

Hidden : 9/15/2013
Difficulty:
2.5 out of 5
Terrain:
1.5 out of 5

Size: Size:   regular (regular)

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Geocache Description:

This is a larger sized ammo can. The coordinates listed will lead you to the cache itself, but there is a lock on the box. If you wish to open it, you must read the following mystery. The five-letter solution to the question at the end will unlock the cache. Shut the lock properly afterward by locking it down on the combination and spinning the dials.





Someone is missing!

"Gosh, Fred! I'm frightened! What's happened to Velma?"

Fred shook his head. "I don't know, Daphne, but I don't like the looks of this." The gang surveyed the room somberly. Scooby ducked his head and whimpered.

Velma's chair had been overturned. Her glasses were lying broken on the floor. Two empty coffee cups, a monthly planner, a pen, and a pad of pink Post-it notes sat in the middle of her desk. Her laptop was gone. Everything else seemed in order.

"Shaggy, you talked to her on the phone this afternoon. Are you sure you don't remember anything else?"

"Like, no, Fred! I told you everything." Shaggy closed his eyes and put his hand over his heart as if he were reciting the Pledge of Allegiance:

"Shaggy, I'll be staying late tonight. I met someone in my history class and he is stopping by to chat over coffee. He told me a wild story about some old, abandoned farmhouse and a hidden fortune guarded by the family ghost. He wants us to help him find it. I'll tell you and the gang more when I hear the full details. Don't wait up!"

Shaggy shrugged. "That's it, man! That's all I got. She didn't say a name."

"He must have been cute if she invited him over just like that," Daphne sniffed.

Shaggy's eyes went wide. "Zoinks! Maybe the ghost got them!" Scooby huddled behind his legs, shivering.

Fred frowned. "It wasn't a ghost this time, Shaggy. Velma loves a good mystery. Someone used that against her. He knew Velma was smart and he didn't want us involved. He made her go with him."

"Poor Velma!" Daphne cried.

"No one saw anything," Fred said. "Her teacher gave me the class list, but I don't recognize anyone on it. At least we know that whoever she was meeting was a 'him'. "

"But Freddy, " said Daphne, "that history class is huge. There are over fifty students. That's a lot of people to track down, even if we take all of the girls out of the equation."

"Hmm. I don't see any other clues. Maybe she jotted something down." Fred picked up the planner from the desk. "Aha! She has today's page marked! And there's writing on it! But..." he looked disappointed. "It's just scribbled numbers.
1-8-9-10-11"


"Maybe it's a combination to a safe or a computer password?" said Daphne.

"Velma has a groovy memory," Fred said. "She remembers *everything*. She doesn't write down her passwords. She doesn't even use this planner. See, every other page is blank. She only keeps it on her desk because it was a birthday gift from her Aunt Meg."

"'RAGGY, rook!" Scooby's voice was excited. He scooted forward on his belly and stuck his nose beneath Velma's desk. There was a crumpled piece of paper on the floor.

Shaggy reached under and grabbed it. "Like, good work, Scoob! It's a photo! Wow! There really is an old house. And, man, is it spooksville."



Fred studied it. "She must have started researching the place and printed this off. There are map coordinates on the back. If he took her there, we'll find it! C'mon, gang! Let's split up. Shaggy, you and Scooby follow this map to the house and scope it out. Daphne and I will go talk to... hey! Are you listening?"

Shaggy had turned Velma's chair right-side up and was sitting in it, staring at the numbers in the planner and rubbing his temples.

"What are you doing?" asked Fred.

"I'm, like, trying to think like Velma," said Shaggy. "I'm not heading out to some scary old shack in the middle of nowhere until I know who I'm chasing!"

"Ruh uh!" said Scooby.

"So, if I sit here and pretend I'm her, maybe what she wanted us to figure out will come to me." Shaggy cleared his throat and pitched his voice higher, "Jinkies! Jeepers!"

"Oh, Shaggy!" Daphne cried. "That's ridiculous! We don't have time for games. Velma is in real trouble. The police won't consider her a missing person without proof until she has been gone 24 hours, but *we* know something's happened to her. We've got to hurry!"

Shaggy ignored her. He was concentrating on the numbers so hard that his ears were wiggling. Suddenly he leapt up from the chair.

"HA! Like, I got it, man! I know who took her. She wrote down his first name!"

Daphne exchanged looks with Fred. "If that's a name, it's a weird one."

Shaggy grinned and picked up the pen. "It's, like, a code! The guy must have done or said something to make her nervous. He was standing here watching her, so she had to be sneaky about it. I'll show you.

Fred watched Shaggy write, and then slapped him on the back. "Velma would be proud, Shagster!" He took out the class list and pointed at a name half-way down. "That's him! That's who took her. Let's contact the police, then get there and find out just what's going on at that old farmhouse!"

WHAT WAS THE NAME OF VELMA'S KIDNAPPER?

Please hide the cache again carefully. The lock will open easily if you have the proper combination. Lock it up again properly by closing it on the solution and then spinning the letter dials to reset the challenge for the next cacher. THE LOCK MUST BE STILL SET TO THE SOLUTION IN ORDER TO SNAP IT SHUT AGAIN. Don't cross any fences or enter any buildings, you meddling kids!

CONGRATS TO MommaDirtClod-MDC and Wyld 1 for cooperating on the FTF! Thanks for playing!

Additional Hints (Decrypt)

Yvxr, jul jbhyq Iryzn teno fbzr obevat pnyraqne obbx jura gurer jnf n cnq bs Cbfg-vgf abgrf evtug gurer? Rirelbar ybirf Cbfg-vgf!"

Decryption Key

A|B|C|D|E|F|G|H|I|J|K|L|M
-------------------------
N|O|P|Q|R|S|T|U|V|W|X|Y|Z

(letter above equals below, and vice versa)