List of Scooby-Doo, Where Are You! episodes

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Scooby-Doo, Where Are You! is a Saturday morning cartoon produced by Hanna-Barbera.

Season 1: 1969[edit]

No. Title Original air date
1 "What a Night for a Knight" September 13, 1969 (1969-09-13)
While walking home from the movies, Shaggy and Scooby-Doo discover a black suit of armor in a pickup truck, and the gang deliver it to the local museum. The kids later break into the museum to search for clues, after learning that the archaeologist who was transporting the suit is missing, and that the knight's armor has come to life.
2 "A Clue for Scooby-Doo" September 20, 1969 (1969-09-20)
The kids' beach party is interrupted by a ghost in a green-glowing deep sea-diver suit, who they think is connected with the disappearance of several boats in a bay known as "The Graveyard of Ships."
3 "Hassle in the Castle" September 27, 1969 (1969-09-27)
The gang goes out on a boating expedition, but get lost in a fog and runs aground on Haunted Isle. They decide to venture to the abandoned Vázquez Castle on the island for help, but instead encounter a transparent phantom who threatens them to leave the island and never return.
4 "Mine Your Own Business" October 4, 1969 (1969-10-04)
Thanks to Shaggy's poor map reading, the sleuths end up in Gold City, an old mining town inhabited by the ghost of a miner from 1849.
5 "Decoy for a Dognapper" October 11, 1969 (1969-10-11)
When a large amount of local dognappings alarms prize-winning dog trainer Buck Masters, the gang offer to have Scooby-Doo pose as a decoy to catch the dognappers. However, their plan works too well as Scooby is himself dognapped, leading the gang to discover that the dognappers appear to be under the command of a ghostly Native American witch doctor.
6 "What the Hex Going On?" October 18, 1969 (1969-10-18)
The kids pay a visit to their friend Sharon Weatherby, whose Uncle Stuart has been cursed by the ghost of Elias Kingston. When Stuart disappears altogether, Mystery, Inc. ventures into the abandoned and allegedly haunted Kingston Mansion next door, in search of him and the ghost.
7 "Never Ape an Ape Man" October 25, 1969 (1969-10-25)
The gang get jobs as extras on the set of The Ape Man of Forbidden Mountain, a film being directed by Daphne's uncle John. Soon an old legend about an ape man comes true and Uncle John's movie is in jeopardy of not being finished.
8 "Foul Play in Funland" November 1, 1969 (1969-11-01)
The gang notice that the carnival Funland appears to be operating during its scheduled hiatus, so they go to investigate. They soon discover a crazy robot running loose, but when they notify the caretaker, he and his wife are rebuffed, convincing the kids to solve the mystery.
9 "The Backstage Rage" November 8, 1969 (1969-11-08)
While getting a pizza, Shaggy and Scooby-Doo come across a violin case filled with counterfeit money. While Scooby is distracted by a dog puppet, the case of money is stolen away. Shaggy, Scooby, and the rest of the gang find a string puppet controller at the scene and follow it to the local puppet theater, where they uncover a counterfeiting operation, controlled by a spooky puppet master.
10 "Bedlam in the Big Top" November 15, 1969 (1969-11-15)
Mystery, Inc. meet a strongman and a midget, both on the run from a circus allegedly haunted by a ghost clown. The gang goes to the circus grounds to investigate, but several of them fall victim to the Ghost Clown's powers of hypnotism.
11 "A Gaggle of Galloping Ghosts" November 22, 1969 (1969-11-22)
While on their way to Franken Castle, the gang stop to get their fortunes told by a gypsy. She warns them they will meet their "doom" if they go to the castle. The gang goes to the castle anyway, where they are confronted by a vampire, Frankenstein's monster and a Wolfman on the castle grounds out to harm them.
12 "Scooby-Doo and A Mummy, Too" November 29, 1969 (1969-11-29)
While visiting an Archaeology museum, the gang is chased by the Mummy of Ankha, a 3000-year-old mummy who has the power to turn people into stone.
13 "Which Witch is Which?" December 6, 1969 (1969-12-06)
While lost in a swamp, the gang come across a zombie who spooks them. In the nearby town of Swamp's End, they begin an investigation after being told that a witch brought the zombie to life with voodoo and scared the townspeople away.
14 "Go Away Ghost Ship" December 13, 1969 (1969-12-13)
The newspaper reports that local shipping company owner C.L. Magnus's company is going out of business, as the ghost of the pirate Redbeard is haunting the harbor and stealing the ships' cargo. After reading the story and consulting Magnus, the gang set out to see if they can stop the ghost.
15 "Spooky Space Kook" December 20, 1969 (1969-12-20)
The gang run out of gas in front of an old farmhouse, where they are warned about a space ghost allegedly haunting the area.
16 "A Night of Fright is No Delight" January 10, 1970 (1970-01-10)
Scooby-Doo is named in the will of Colonel Beauregard Sanders, an eccentric millionaire who he saved several years earlier. The only way to claim the inheritance is for Scooby, and the other four heirs to stay the night in the colonel's mansion — which they quickly learn is haunted by two phantom shadows.
17 "That's Snow Ghost" January 17, 1970 (1970-01-17)
While on a skiing vacation at Wolf's End Lodge, the kids are scared by the ghost of a snow creature, who is believed to turn anyone he captures into ghosts. In search of their clues, the gang eventually meet a Tibetan hermit who says he is responsible for summoning the monster.

Season 2: 1970[edit]

No. Title Original air date
18 "Nowhere to Hyde" September 12, 1970 (1970-09-12)
On their way home from the Malt Shop, the gang encounter the ghost of Mr. Hyde in the back of the Mystery Machine, who runs through a marsh and sneaks into a spooky house. The house turns out to be the home of Dr. Jekyll (great-grandson of the novel character), who fears he may be transforming into the Ghost of Mr. Hyde. The gang begin searching the house for clues, pegging the maid as a likely suspect, but are pursued at every turn by the ghost.
19 "Mystery Mask Mix-Up" September 19, 1970 (1970-09-19)
After attending a Chinese New Year parade, the gang goes shopping in a curio shop where Daphne buys a golden mask. She soon discovers that it was stolen from the crypt of a Chinese warlord, Zen Tuo, and now his ghost and his two zombie henchmen want it back.
20 "Jeepers, It's the Creeper" September 26, 1970 (1970-09-26)
While on their way to their high school's Barn Dance, the gang comes across a knocked-out bank guard and his ransacked car. After he mumbles to them some clues, they discover that the local banks have been robbed by a mysterious zombie-like phantom called the Creeper
Note: The deformed villain/name "Creeper" is based upon actor Rondo Hatton
21 "Scooby's Night with a Frozen Fright" October 3, 1970 (1970-10-03)
While out fishing, Shaggy and Scooby-Doo hook a two million year old caveman frozen in a block of ice, which the gang learns was lost at sea during a violent storm. They take the caveman to the Oceanland aquarium, but when someone melts the ice block and the caveman goes on the rampage, the gang decide to stick around and investigate.
22 "Haunted House Hang-Up" October 10, 1970 (1970-10-10)
The Mystery Machine overheats in front of an old spooky mansion, and the gang go to look for help but only find the Headless Specter, a terrifying phantom with no head. The mystery gets even stranger when they begin to hear knocking sounds and clues leading to a treasure.
23 "A Tiki Scare is No Fair" October 17, 1970 (1970-10-17)

Shaggy and Scooby's package vacation of Hawaii is interrupted by a witch doctor, who warns the tourists and natives they are on the sacred grounds of the island god Mano Tiki Tia. Later, the gang's guide Mr. Simms goes missing and the gang search for him in the supposedly cursed village.

Note: This is the only episode in season 2 where there is no song during the chase scene.
24 "Who's Afraid of the Big Bad Werewolf?" October 24, 1970 (1970-10-24)
Out on a camping trip, the gang hear the sounds of a wolf, and follow wolf-like tracks to the open and empty grave of Silas Long, who was supposedly a werewolf. They follow his tracks further to an old abandoned sawmill filled with wool, empty barrels, and the werewolf ghost.
25 "Don't Fool with a Phantom" October 31, 1970 (1970-10-31)
While participating in the Johnny Sands Dance Game Show at the local TV station, the teens encounter a phantom made of wax that steals a safe full of money and kidnaps the station manager. Is the phantom a hoax, or the result of a curse from an old station employee seeking revenge for the cancellation of his show?

Season 3: 1978[edit]

Note: Only the first nine episodes, listed below, of the sixteen episode 1978 season of Scooby-Doo were broadcast under the Scooby-Doo, Where are You! name. The remaining seven episodes were broadcast during the Scooby's All-Stars block, and all sixteen were rerun during this block and later syndicated as part of The Scooby-Doo Show. See List of The Scooby-Doo Show episodes for the entire season run and The Scooby-Doo Show for proper production credits.

No. Title Original air date
26 "Watch Out! The Willawaw!" September 9, 1978 (1978-09-09)
While visiting Velma's Uncle Dave, the gang find out he has been kidnapped from his home, and that a mysterious Williwaw is haunting the area.
27 "A Creepy Tangle in the Bermuda Triangle" September 16, 1978 (1978-09-16)
While on a boat flowing down the Gulf Stream, the gang end up in the Bermuda Triangle and discover an airplane-snatching flying saucer and a trio of Skeleton Men.
28 "A Scary Night with a Snow Beast Fright" September 23, 1978 (1978-09-23)
After being invited by Professor Krueger at the North Pole, the gang find out he's been captured. After they meet an Eskimo named Chief Minook, he gets captured as well, and the gang attempts to solve the mystery.
29 "To Switch a Witch" September 30, 1978 (1978-09-30)
On Halloween night, the New England town of Salem is being haunted by the witch of Milissa Wilcox, who was burned at the stake in 1778. After receiving a distressed call from their friend Arlene Wilcox, a descendant of the accused witch, the gang arrive to help, despite being warned off by the town's mayor. The witch, it seems, looks exactly like Arlene. Soon after the gang's arrival, the townsfolk hold a meeting and decide to take Arlene into custody and make her confess that she has been possessed by the witch. As Shaggy and Scooby prepare for Halloween, they encounter the witch and discover that she does, in fact, look like Arlene.
30 "The Tar Monster" October 7, 1978 (1978-10-07)
The gang go to the ancient city of Byzantius in Turkey. On the way there, they meet the Tar Monster, who frightens the workers away while opening the inner sanctum.
31 "A Highland Fling with a Monstrous Thing" October 14, 1978 (1978-10-14)
The gang travel to Scotland to visit their friend Aggie MacDuff, who says people have left her castle in fear after ghost sightings. It seems the ghost plays bagpipes to call on the Loch Ness Monster to help him scare people away from the castle.
32 "The Creepy Case of Old Iron Face" October 21, 1978 (1978-10-21)
As the gang go water-skiing, they encounter Old Iron Face, a phantom who is supposed to have a hideous face. Later, when the gang's guide, Captain Morgan, disappears, and they set out for the island to find him.
33 "Jeepers, It's the Jaguaro" October 28, 1978 (1978-10-28)
After an emergency landing in a jungle in Brazil, the gang get caught between headhunter natives, and the Jaguaro: a creature with the head of a jaguar, and the body of an ape.
34 "Make a Beeline Away from That Feline" November 4, 1978 (1978-11-04)
As the gang go to visit Daphne's aunt, she said a strange unexpected package arrived at her door that had a cat medallion in it. She believes that every night, she turns into the cat creature, the same cat creature that is said to have robbed a jewelry store.

References[edit]