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Scooby-Doo, Where Are You!

Scooby-Doo, Where Are You!

Season 1

1969

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  • E1 · 22 min

    What a Night for a Knight

    After coming back from the movies Scooby-Doo and Shaggy come across a pick up truck and a suit of armor in the driver's seat. According to an ancient superstition the armor comes to life during the night of a full moon.

  • E2 · 22 min

    A Clue for Scooby-Doo

    While Scooby-Doo is surfing, he encounters a creature in a diving suit. An old sea salt tells the gang that it's the ghost of Captain Cutler who is responsible for the disappearance of many ships.

  • E3 · 22 min

    Hassle in the Castle

    The gang gets shipwrecked on an island that happens to be an old lair for a pirate. They find a map, but there is a warning telling them to leave the island. The warning appears justified when a ghost called 'The Phantom' is after them.

  • E4 · 22 min

    Mine Your Own Business

    Thanks to Shaggy's slightly flawed map reading skills, the gang finds themselves in an abandoned western town. The owner tells them that guests were scared off by a strange man who came to the town centuries ago and won't leave until he finds the last remains of his gold claim.

  • E5 · 22 min

    Decoy for a Dognapper

    Scooby-Doo witnesses a dog kidnapping at the park. After hearing about it, the gang decides to use Scooby-Doo as bait to capture the kidnappers.

  • E6 · 22 min

    What the Hex Going On?

    The gang sees a strange man go into a weird mansion. They learn that he is a friend of their Uncle Stewart. Stewart tells them that the ghost of the Kingston Mansion caused him to turn old. Strange things start happening when Sharron and Uncle Stewart vanish.

  • E7 · 22 min

    Never Ape an Ape Man

    The gang gets volunteered as workers by Daphne's uncle, a director currently filming a movie about a fierce creature called the ape man. Rumor has it that the real ape man is alive. The gang soon learns that it's not just a rumor.

  • E8 · 22 min

    Foul Play in Funland

    The gang gets excited about the opening of an amusement park. But when they see the rides on before it opens, they start to get suspicious.

  • E9 · 22 min

    The Backstage Rage

    While coming home from getting pizza, Shaggy finds a violin case full of money. While calling the gang Scooby-Doo goes to help an injured poodle and the money is taken. The gang suspects that the money was fake.

  • E10 · 22 min

    Bedlam in the Big Top

    The gang rescues two circus people who tell them that they have left a circus because it's bad luck. The ring master tells them of a mysterious person called 'The Ghost Clown' who is responsible for the many strange accidents and incidents in the circus.

  • E11 · 22 min

    A Gaggle of Galloping Ghosts

    The gang, on their way to the Frankenstein castle, visits a gypsy fortune teller who warns them not to go to the castle. They ignore her warning and go anyway. The trouble begins when Daphne is taken hostage and the gang finds themselves in the clutches of a trio of monsters.

  • E12 · 22 min

    Scooby-Doo and a Mummy, Too

    The gang, at the college museum, gets the lead on a dead Egyptian ruler named Inca. According to an ancient superstition, if he were ever removed from his crypt, he would turn the people who moved him into stone. Shaggy finds a rare coin that the Professor is trying to study. The trouble begins when Shaggy accidentally takes the coin and the mummy is on the loose looking for it.

  • E13 · 22 min

    Which Witch is Which?

    The gang gets lost while driving to a concert. They ask a man to give them directions only to learn that he's a zombie. They also learn of a nearby witch who is responsible for the zombie's resurrection.

  • E14 · 22 min

    Go Away Ghost Ship

    The gang investigates the appearance of a Ghost Pirate.

  • E15 · 22 min

    Spooky Space Kook

    A spaceman haunts an abandoned airfield.

  • E16 · 22 min

    A Night of Fright is No Delight

    Scooby-Doo inherits a mansion after saving Colonel Beauregard Sanders from drowning some years ago. He and some other heirs will each get a fortune if they stay the night but there's a warning that the house is haunted. The warning appears justified when someone (or something) comes to frighten the heirs away.

  • E17 · 22 min

    That's Snow Ghost

    While on vacation in the Himalayas, the gang goes to a winter lodge where the owner tells them about the ghost of a Yeti that is out to get revenge on the man that caused his death and will turn anyone into ghosts.