
Scooby Doo, Where Are You!
Popular animated series featuring Scooby-Doo, a Great Dane who joins four California high school students (Fred, Daphne, Velma and Shaggy) on many quests to solve strange mysteries. Each mystery is current and unusual and involves the group stopping someone from wreaking certain havoc on the world. The gang were always driving in the Mystery Machine, returning from or going to a regular teenage function, when their van develops engine trouble or breaks down for a variety of reasons. Their (unintended) destination turns out to be suffering a monster problem, and the gang volunteers to investigate the case. Eventually, enough clues are found to convince the gang that the ghost or monster was a villain. Invariably, the ghost or monster was apprehended and revealed to be an apparently blameless authority figure or otherwise innocuous local who uses the disguise to cover up a crime or scam. After proclaiming "And I would have gotten away with it too, if it weren't for you meddling kids!", the villain was then taken away to prison, and the gang was allowed to continue on their way to their destination.
- 1969-1970
- 2 seasons
- CBS
- Animation, Action & Adventure, Comedy, Family, Suspense
- TV-G
Popular animated series featuring Scooby-Doo, a Great Dane who joins four California high school students (Fred, Daphne, Velma and Shaggy) on many quests to solve strange mysteries. Each mystery is current and unusual and involves the group stopping someone from wreaking certain havoc on the world. The gang were always driving in the Mystery Machine, returning from or going to a regular teenage function, when their van develops engine trouble or breaks down for a variety of reasons. Their (unintended) destination turns out to be suffering a monster problem, and the gang volunteers to investigate the case. Eventually, enough clues are found to convince the gang that the ghost or monster was a villain. Invariably, the ghost or monster was apprehended and revealed to be an apparently blameless authority figure or otherwise innocuous local who uses the disguise to cover up a crime or scam. After proclaiming "And I would have gotten away with it too, if it weren't for you meddling kids!", the villain was then taken away to prison, and the gang was allowed to continue on their way to their destination.
Season 1 Episode Guide
17 Episodes 1969 - 1970
Episode 1
What a Night for a Knight
Sat, Sep 13, 1969 21 mins
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 they find that the knight's armor has come to life.

Episode 2
A Clue for Scooby Doo
Sat, Sep 20, 1969 22 mins
The kids' beach party is interrupted by a ghost in a glowing deep sea-diver suit, who they think is connected with the disappearance of several yachts. The mystery leads the gang to a bay known as "The Graveyard of Ships" where they have a run-in with the ghost.

Episode 3
Hassle in the Castle
Sat, Sep 27, 1969 21 mins
After running their boat aground on an island during one foggy evening, the group investigate a ghost that keeps trying to scare them off the island and out of the spooky castle located there.

Episode 4
Mine Your Own Business
Sat, Oct 4, 1969 30 mins
The kids get lost and wind up in the spooky ghost town of Gold City. They check into the local ranch house hotel only to find that they are the only ones in this nice hotel--all the other guests are being scared away by the "Miner 49'er," a miner who came to the city in 1849 and won't leave until he finds the last vein of gold in the city's old mine. The kids investigate the town, find a hidden entrance to the old mine, and unmask the "Miner 49'er"--and the real "gold" that the miner was digging up.

Episode 5
Decoy for a Dognapper
Sat, Oct 11, 1969 30 mins
When several top show dogs are stolen, the kids go after a $500 reward offered by one of the dogs owners--and it is up to Scooby-Doo to be a decoy for the dognappers.

Episode 6
What the Hex Going On?
Sat, Oct 18, 1969 21 mins
Sharon Wetherby, a friend of the kids, invites them to her family's estate for the weekend. But then the kids find Sharon's Uncle Stewart at the Kingston estate, aged by the ghost of Elias Kingston, who threatens to do the same to the rest of the family if the Wetherby fortune isn't turned over to him by morning.

Episode 7
Never Ape an Ape Man
Sat, Oct 25, 1969 21 mins
Daphne's Uncle John, a movie director, offers to put the kids into his current production, "The Ape Man of Forbidden Mountain." Uncle John needs all the help he can get, because everyone is quitting his movie. It seems that a local legend about an ape man is coming true, and is terrifying all the actors on the set. When the movie shuts down because the lead actress quits, the kids begin searching for the ape man causing all the havoc on the set.

Episode 8
Foul Play in Funland
Sat, Nov 1, 1969 30 mins
While digging for clams on the beach, the kids see that their favorite boardwalk amusement park Funland suddenly light up and all the rides come to life, even though it is the off season. When they investigate, the start seeing a strange man with super-human strength and speed running throughout the park. They investigate to discover who the man is, and why the brother and sister who maintain the park keep insisting that it isn't open, and no lights or rides are operating.

Episode 9
The Backstage Rage
Sat, Nov 8, 1969 21 mins
Scooby and Shaggy see a car drop a violin case full of money, but while Shaggy calls the others and Scooby is distracted, the case and money are stolen. The kids decide the money must have been counterfeit, and when they find a marionette puppet control on the ground near where Shaggy and Scooby left the money, the kids head over to the local theatre where a puppet troupe is currently performing.

Episode 10
Bedlam in the Big Top
Sat, Nov 15, 1969 21 mins
A muscle man and a midget are riding on a tandem bicycle when it suddenly breaks apart and nearly injures them both. The gang happens by in the Mystery Machine and witnesses this strange scene. The mismatched pair tell the gang they're from the circus and blame the broken bicycle on a ghost clown. The gang visits the circus and hears more about the ghost clown from the ringmaster, who believes in this otherworldly creature. Real or not, the clown has frightened away all the talent; and the circus will have to close. The gang investigates this mystery, but the evil clown finds three of them, each alone at different times. He hypnotizes Scooby into thinking he's a high-wire artist, Daphne into believing she's a unicyclist and Shaggy into imagining that he's a lion tamer. Fred has a scheme to trap the ghost, but his plan fails. Scooby and Shaggy are the ones who get the laugh laugh on this sinister clown.

Episode 11
A Gaggle of Galloping Ghosts
Sat, Nov 22, 1969 30 mins
When the kids visit Franken castle, a castle transported to the states brick-by-brick from Transylvania, they discover it is haunted by a werewolf, vampire, and a monster similar to Frankenstein's. They also discover that when Mr. Franken died in the 1600's, he left a fortune in jewels behind. They investigate to see if the monsters and jewels are related.

Episode 12
Scooby Doo and a Mummy, Too
Sat, Nov 29, 1969 21 mins
The gang has agreed to help their professor in the anthropology department. He introduces them to the 3000-year-old mummy of Anka; but a dour Arab named Dr. Najib warns them of a legend that says the mummy will come back to life and turn to stone anyone responsible for removing him from his tomb. The kids go to the malt shop for liverwurst-and-ice cream sandwiches; but when they return, they see a stone statue of their professor. The curse seems to have come true. Soon they're being chased by the mummy, who demands the rare coin that Shaggy had accidentally pocketed. But an ancient mummy is no match for Scooby Doo and the meddling teenage sleuths.

Episode 13
Which Witch Is Which?
Sat, Dec 6, 1969 21 mins
After an unsuccessful fishing trip, Scooby and the gang lose their way driving through the swamp. They stop to ask directions from someone standing on the side of the road. But when the man puts his lantern closer to his face, they see what he really is: a zombie. Later, they find a general store. The proprietor tells them that he and his friend had seen a witch bring the zombie back from the dead. The gang has a new mystery to solve. They'll find voodoo dolls, an airboat, a boat pull with a metal tip, and a derelict riverboat before their fishing trip brings them a bigger catch than they could have imagined.

Episode 14
Go Away Ghost Ship
Sat, Dec 13, 1969 30 mins
Scooby and the gang investigate the mystery of Red Beard's ghost.

Episode 15
Spooky Space Kook
Sat, Dec 20, 1969 21 mins
Scooby and the gang find an abandoned farmhouse after running out of gas; but the farmer tries to run them off with a shotgun, believing them to be reporters. Ever since witnesses have reported a mysterious spacecraft nearby, the newspaper men have been pestering him. They especially want to know about the glowing footprints all around the farmhouse--and the glowing, ghostly spaceman who has been making them. The gang has found another mystery; and it takes them to an abandoned airfield. There they see the spaceman--and hear the hideous cackling from his skull-like head--for themselves. A newspaper, fresh food and a newly fueled jeep are among the many clues that lead them to a solution; but a wind tunnel will blow the decisive clue right before their eyes.

Episode 16
A Night of Fright Is No Delight
Sat, Jan 10, 1970 21 mins
An eccentric colonel leaves part of his fortune to Scooby Doo on the condition that he spend the night in a castle haunted by green phantoms.

Episode 17
That's Snow Ghost
Sat, Jan 17, 1970 21 mins
The gang stays at a rundown lodge during their skiing trip. But the proprietor warns them to lock their doors at night, or the Snow Ghost will get them. Snow Ghost? Scooby and the gang have another mystery to solve. They'll meet Mr. Chi from Tibet, a white timber wolf, the creepy Mr. Leech; and they'll explore a hidden cave and a deserted sawmill before finding out what's really behind the fearsome flying snow beast.
