Making it's debut Saturday, September 13, 1969 at 10:30 a.m. and continuing until 1972. Scooby Doo, Where Are You shows a group of teenagers Fred, Daphne, Velma, Shaggy and Scooby as they travel around in their Mystery Machine and always find a mystery that needs to be solved. At the end of every show, through some clever plan, they capture the ghost who turns out to be someone they already met.

 

 

 

What a Knight For a Knight

In this episode, the series "pilot", Shaggy and Scooby find a mysterious black knight that the kids return to the museum. When there, they discover the archeologist delivering the knight is missing, and the knight has come to life.

 

Hassle in the Castle

While out boating, the crew run aground in the fog on Haunted Isle, home to the Old Vasquez Castle. There they meet a spooky ghost who tries to get them to leave the island as he searches for a buried pirate treasure.

 

A Clue for Scooby Doo

While picnicing at Rocky Point Beach, the gang sees a seaweed covered, glowing green ghost who vanishes under the sea. When the kids read of boats vanishing around the area, they hear it's the ghost of the captain who died at sea when a fancy yacht struck his boat and he sank to the graveyard of ships.

 

Mine Your Own Business

The kids end up in Gold City, a ghost town inhabited by the Miner 49er, a ghost who is in search of the last vein of gold, and each night the mine moans, calling for him and scaring away everyone but the gang, who want to know what is going on.

 

Decoy for a Dognapper

After three prize winning dogs are dognapped within three days, the gang decide to use Scooby Doo as a decoy to track the thieves back to their hideout, an indian village, where they encounter a 1000 year old ghostly indian shaman who warns them away.

 

What the Hex is Going On?

The kids go to visit their friend at the Wetherby Estate, but a ghostly voice is calling from the old mansion next door that belongs to the ghost of Elias Kingston. He claims the Wetherby fortune is his, and will turn everyone old before their time if he doesn't get it back.

 

Never Ape an Apeman

The gang gets jobs as extras on the set of Daphne's uncle, John Maxwell's, movie set "Apeman of Forbidden Mountain". Legend has it that a real apeman is haunting the set, and Uncle John's movie is in jeopardy of not being finished.

 

Foul Play in Funland

The gang notices that the carnival Funland is operating after close, and go to investigate. They soon notice a crazy robot running around, but when they notify the caretaker, and he says they must be mistaken, the kids can't resist the mystery.

 

The Rage Backstage

Walking home, Shaggy and Scooby come upon a violin case full of fresh, crisp, fake money. When Scooby is distracted by a female dog, which turns out to be a puppet, and the money is stolen, the gang head over to the puppet theater to figure out this mystery.

 

Bedlam in the Bigtop

The gang meets a strong man and midget who are fleeing from the local circus they claim is jinxed. When the kids investigate, they hear of a ghost clown, who hypnotizes the kids one by one and they "do as they are told".

 

A Gaggle of Galloping Ghosts

On their way to Franken Castle, the kids stop to get their fortunes told by Carlotta the gypsy whose warns them they will meet their doom if they go to the castle. They soon are greeted by Dracula, Frankenstein's Monster, and a Wolf Man on the castle grounds who warns them away.

 

Scooby Doo and a Mummy, Too

The gang are in the Department of Archeology to help with the Mummy of Anka display. The 3000 year old mummy is said to be cursed and comes back to life, turning all who disturbed him into stone, while looking for an ancient coin.

 

Which Witch is Which

While lost in a scary swamp, the kids come across a zombie who spooks them. In the near deserted town of Swamps End, they hear that a witch brought him to life with voodoo, and that has scared the towns people away.

 

Spooky Space Kook

The gang runs out of gas in front of an old farm house whose owner tells them about a ghostly flying saucer and spooky spaceman who are haunting an abandoned airfield nearby.

 

Go Away Ghost Ship

When frieght ships are being raided by the Ghost of Redbeard and his pirate crew, the gang set out to see if they can stop this 300 year old ghost and help the sailors he is ruining.

 

A Night of Fright is No Delight

Scooby is named in the will of Col.Beaureguard Sanders, an excentric millionaire he saved years earlier. The only way to claim any of the money though, is to stay the night in the Colonels mansion that is also inhabited by four other relatives with a claim and the phantom shadows who want them all gone.

 

That's Snow Ghost

On a skiing vacation at Wolf's End Lodge, the kids are scared by the ghost of an abominable snow creature called the Yeti. But the kids want to know why he is there and what he wants, so they track him down to an old saw mill filled with surprises.

 

Nowhere to Hyde

When a jewel thief known as the ghost of Hyde hitches a ride in the back of the Mystery Machine, the gang follow him back to the house of an scientist named Dr.Jekyll, whose vitamin formula has him forgetting what he has done and where he's gone.

 

Mystery Mask Mix-Up

After attending the Chinese New Year parade, the gang goes shopping in a curio shop where Daphne buys a golden mask. Pretty soon she discovers that it was stolen centuries ago from the crypt of Zentuo, and that two zombies want the mask back.

 

Jeepers, It's the Creeper

On the way to their high school barn dance, the kids come across a knocked out bank guard and his ransacked car. He mumbles to them "The flame will tell the creeper" and hands them a blank piece of paper before passing back out. The kids discover the local bank has been getting robbed by this mysterious Creeper, and decide to help.

 

Scooby's Night with a Frozen Fright

While out fishing, the kids hook a 2 million year old frozen caveman that was lost at sea in a storm. They take him to Oceanland, but when someone melts the caveman from the ice and the scientist are acting strange, the kids wonder what is going on.

 

The Haunted House Hang-Up

The Mystery Machine overheats in front of the an old spooky mansion, and the kids go to look for help but only find horror in a headless specter. But what is the mysterious knocking sounds they hear, and are the clues all over the house leading them to a hidden treasure?

 

A Tiki Scare is No Fair

On vacation in Hawaii, a ghostly witch doctor warns the gang they are on the forbidden grounds of Mano Tiki Tia, a legendary island god who comes to life. The kids search for Mr.Simms, their guide, in an ancient village of a lost tribe and discover lots of pearls and a mystery.

 

Who's Afraid of the Big, Bad Werewolf?

The gang is camping and hear the sounds of a wolf that they track to an old graveyard and the grave of Silas Long. They follow his tracks to an old abandoned mill filled with wool and empty barrels and the creepy werewolf.

 

Don't Fool with a Phantom

While participating in the Johnny Sands Dance Game Show, the teens encounter the wax phantom who steals a safe full of money and kidnaps the station manager. Is the phantom all a hoax or is the curse of an old employee seeking revenge for the cancellation of his show?