Scooby-Doo, Where Are You!/Episodes

==Series Overview==
Color	Season	Episodes	U.S. Season Premiere	U.S. Season Finale
 	1 	17 	 	
 	2 	8 	 	
==Season 1 (1969-1970)==
Title Card	
# 	
Episode Title 	
Original Air Date
	1 	"What a Night for a Knight" 	
	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. 	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. 	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" 	
	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." 	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." 	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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?" 	
	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. 	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. 	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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" 	
	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.	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.	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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?" 	
	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. 	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. 	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" 	
	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. 	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. 	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" 	
	The gang run out of gas in front of an old farmhouse, where they are warned about a space ghost allegedly haunting the area. 	The gang run out of gas in front of an old farmhouse, where they are warned about a space ghost allegedly haunting the area. 	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" 	
	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. 	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. 	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" 	
	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. 	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. 	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)==
Title Card	
# 	
Episode Title 	
Original Air Date
	18 	"Nowhere to Hyde" 	
	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, who fears he may be transforming into the Ghost of Mr. Hyde. The gang begins searching the house for clues, pursued at every turn by the ghost.	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, who fears he may be transforming into the Ghost of Mr. Hyde. The gang begins searching the house for clues, pursued at every turn by the ghost.	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, who fears he may be transforming into the Ghost of Mr. Hyde. The gang begins searching the house for clues, pursued at every turn by the ghost.
	19 	"Mystery Mask Mix-Up" 	
	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. 	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. 	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 	"Scooby's Night with a Frozen Fright" 	
	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. 	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. 	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.
	21 	"Jeepers, It’s The Creeper" 	
	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 CreeperNote: The deformed villain/name "Creeper" is based upon actor Rondo Hatton 	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 CreeperNote: The deformed villain/name "Creeper" is based upon actor Rondo Hatton 	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 CreeperNote: The deformed villain/name "Creeper" is based upon actor Rondo Hatton
	22 	"Haunted House Hang-Up" 	
	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. 	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. 	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" 	
	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. 	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. 	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.
	24 	"Who's Afraid of the Big Bad Werewolf?" 	
	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. 	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. 	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" 	
	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? 	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? 	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?
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