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For the character from The New Scooby-Doo Mysteries episode, Mission: Un-Doo-Able, see Mastermind (Mission: Un-Doo-Able).

The Mastermind was the disguise of Holly Graham, and was the main villain of the 2002 3D platformer game Scooby-Doo! Night of 100 Frights.

Physical appearance[]

The Mastermind is a tall and very slender male, with black hair and a pale complexion. He wore a three-button gray suit with yellow buttons, white gloves, black shoes, dark gray pants, and a dark gray cape and the front of the cape is a dark crimson.

Personality[]

The Mastermind is a cunning foe as seen by the traps he set up for the gang. The Mastermind purposely surrounds himself in mystery presenting himself as a mystery that nobody will ever solve. He is highly egotistical, viewing himself as a mastermind criminal, and is unable to comprehend somebody outsmarting and defeating him. The Mastermind has a flair for the dramatic and loves clever wordplay often making puns. He seems to have a deep hatred of Mystery Inc. For unknown reasons, however, he does seem to know a lot about them since he was able to bring back many of their old foes.

Powers and abilities[]

  • Flight
  • Teleportation
  • Summoning ghosts and monsters

History[]

Scooby-Doo! Night of 100 Frights[]

Alexander Graham unmasked

Prof. Graham set-up.

Holly Graham's costume

Holly Graham's the real Mastermind.

When Scooby-Doo enters the area of the roof where Velma is captured, the Mastermind suddenly appears behind Scooby. The Mastermind then introduces himself and confesses to being the one who brought back his old foes, the reason why Scooby is here, and he’s the one who made Professor Graham disappear and claims Scooby will never figure out why he’s doing this. The Mastermind then reveals he’s captured most of Mystery Inc. including Velma. The Mastermind then asks if Scooby asks if he remembers the Black Knight, before summoning him onto the balcony, and then the Mastermind disappears in a puff of smoke.

The Mastermind for unknown reasons is caring and running off with a tied up Daphne in the graveyard. Scooby spots this and rolls into the Mastermind, rescuing Daphne. The Mastermind gets upset and summons the Green Ghost in a puff of smoke and then he laughs and disappears in his own puff of smoke.

After Scooby frees Fred the Mastermind behind Fred and slowly and humorously puts a barrel on him. Wanting to put an end to Scooby Doo once and for all, the Mastermind summons the Ghost of Redbeard. The Mastermind then flies away disappearing in a puff of smoke.

After the Gang makes a plan to finally capture the Mastermind, Scooby enters the Mastermind’s lair, where he's on his control board currently getting excited about how it will all be his and how his “brilliant” plan is going perfectly. When he notices Scooby he is shocked to see he entered his lair and is now determined to finally end Scooby Doo’s life. After Scooby Doo pushes two holographic projectors toward the Mastermind, Fred is able to project ghostly holograms of the gang which scares the Mastermind causing him to fall down. Scooby pushes the Mastermind into an electric barrier causing him to fall to the ground.

The Mastermind slams his fist into the ground as the Dressed For Supper Suck You Upper to suck him up and switch places with the professor. The gang then unmasks the Alexander in the Mastermind costume but Velma quickly figures out Holly is the real Mastermind. She, Fred, and Professor Graham explains her plan which was to use the Mastermind and holograms of their old foes to frame her uncle and while he was in jail she would steal her uncle’s hologram machine and sell it in her own name.

Appearances[]

References[]

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