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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.

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What a Knight For a Knight
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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. |
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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. |
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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. |
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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. |
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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?
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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. |
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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. |
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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. |
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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. |
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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
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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
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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. |
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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. |
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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. |
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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
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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. |
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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. |
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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. |
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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
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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
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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
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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? |
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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?
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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
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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? |

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