Trick Or Treat Scooby-doo! Here

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.

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. 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

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. In the end, the warden was hauled away,

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."

"Jinkies!" Velma exclaimed. "Those aren't just costumes. They look like... us?"

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Bartlett H. Hayes Prize Recipients

2023:

Reggie Burrows Hodges

Exhibition | Residency | Publication | Acquisition

2025:

Tommy Kha

Exhibition | Residency | Publication | Acquisition