Scooby-Doo, Where Are You!
This is the original Scooby-Doo series, where the characters and the format of solving mysteries associated with supernatural creatures and villains in disguise were established. The members of the gang travel around in a van that they call the Mystery Machine, visiting various places in the United States and even around the world. The characters' ages are never fully established, although they seem to be in their late teens. They are old enough to drive and travel without parents, but the adults in the episodes refer to them as "kids." As least one of them is probably in college because they sometimes seem visit professors and help them with various tasks. However, they also participate in things like barn dances, which seems like more of a high school activity, and in "Nowhere to Hyde," someone even mentions that the kids went to see a magic show at the high school. Aside from giving the kids an excuse to visit and help professors, school isn't discussed much in the series, and the kids are never actually seen attending classes. They only rarely work at any particular job or educational project, which is how the kids often are in other series as well. It isn't explicitly stated at this point, although it is somewhat implied that the kids are at least somewhat supported by parents or other relatives who have money, enabling them to travel. You never see the kids' parents in this series, although the kids occasionally visit other relatives, like aunts and uncles.
Although each mystery has a ghost story or monster themes that often spoof old horror or mystery shows (see my page of movie references, which compares episodes to old movies), every mystery has a logical explanation and every ghost or monster is really a human in disguise. Hauntings and monster attacks are typically staged to scare people away from certain places and/or cover up for some kind of criminal activity. (The schemes can require a lot of suspension of disbelief because the villains' plans tend to be needlessly complicated and many would probably require more money and equipment to set up than the villains would get from them.)
One of the funny things about the supernatural creatures that the kids investigate in this original series is that they are often referred to as "ghosts" even when they are clearly some other kind of creature, like a vampire or werewolf, like the monsters in "A Gaggle of Galloping Ghosts." Sometimes, the monsters are not just merely monsters but also specifically declared to be ghosts of monsters, like the alien that is called a "space ghost" in "Spooky Space Kook", the ghost of the yeti in "That's Snow Ghost", and the ghost of a werewolf in "Who's Afraid of the Big Bad Werewolf?"
The episodes tend to follow a certain format:
- The gang goes somewhere for fun, and they either see a ghost or monster or are told that there's one in the area.
- Fred, Daphne, and Velma want to investigate the strange happenings, although Shaggy and Scooby think that they should just forget about it and, hopefully, get something to eat instead, establishing their roles as food-obsessed cowards, often the comic relief in the episodes. The others often have to talk them into coming on the investigation.
- The gang goes to the place where the ghost or monster has been seen and has various frightening run-ins with it while they look for clues. The gang's opinions about whether the ghost or monster is real or not are often ambiguous, up until almost the end of the episode. Daphne is sometimes kidnapped at this point, establishing her as the damsel in distress of the series.
- There's a big chase scene, accompanied by music in a popular style which has little to do with the theme of the mystery.
- Velma and Fred are the ones who usually come up with the solution to the mystery. Velma is the smart one who notices details and has esoteric knowledge, and Fred is good at putting together clues and knowledge that Velma offers. Fred also comes up with a plan for capturing the villain, assembling a complicated trap out of things they have in the mystery machine or that they find around them and explaining to the others how it will work, establishing his reputation as the man of action and the trap-maker.
- The others convince Shaggy and Scooby (often together, but not always) to be the bait that lures the villain into the trap. (They taunt Shaggy and Scooby, saying that they're cowards, but you'll notice that none of them wants to be the bait, either. Just saying.) They often bribe Shaggy and Scooby with Scooby Snacks or other treats to get them to cooperate.
- During the trapping scene, something often goes wrong with the trap, sometimes because of Daphne's clumsiness (establishing her "danger-prone" reputation), but they still manage to get the bad guy.
- The gang unmasks the bad guy and explains to the authorities what the villain's motive was.
Later series also use this format, but many of them also make in-jokes about it or intentionally vary it for the amusement of long-time fans.
Admittedly, there's a certain amount of corniness to the series, but that's part of the charm. If you're a fan of old mystery movies, you understand. This particular Scooby-Doo series, as the original series, is the one that usually has the most nostalgia for fans, the one most of us saw first as kids. It's also the one that all other series are compared to as fans talk about how faithful later series are to the characters and format.
No one is ever concerned about why Scooby talks, although they sometimes meet up with more normal dogs, who don't. There is no particular reason given for why Scooby talks, it just seems to be considered normal for him. His ability to talk varies a little between episodes and in other series, with Scooby sometimes using hand signals or Charades to convey information. When he speaks, he tends to include extra 'R's, saying things like "Ruh-roh!" instead of "Uh-oh!"
The one thing that sometimes bothers me about old episodes is how callous the characters sometimes seem toward each other, particularly Fred and Velma toward Shaggy and Scooby, calling them "dumb" sometimes, joking about how they would never find a clue when they often do, acting like Shaggy and Scooby often imagine things when they never do (they're always running into monsters and ghosts! literally!), and trying to force, guilt, or bribe them into the whole "live bait" routine when none of the rest of them is willing to do it. Later series, while also involving bribing or convincing Shaggy and Scooby to be live bait, sometimes change things up, with other characters being bait and Fred and Velma being a little nicer. Shaggy and Scooby don't usually mind being called cowards, actually, because that's how they see themselves, too, and they're pretty open about it, considering it the saner course of action when there's ghosts and monsters around. They kind of have a point.
Table of Episodes
This table has descriptions of the episodes in the series. The table is set up so that you can choose which episodes display, limiting the episodes displayed to those with a certain kind of creature in them.
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(Categorizing the ghosts, monsters, and other creatures the gang encounters isn't always straight-forward, but I have some general categories.)
Order | Episode | Setting | Monster | Crime | Description |
---|---|---|---|---|---|
1 | What a Night for a Night | Museum | Possessed Object | Art Forgery | Shaggy and Scooby spot an abandoned truck with a suit of armor sitting in the driver's seat while they're walking home from the movies. They show it to their friends, and they spot a label on the box that the armor should be in with the address of the museum where it was supposed to go. The curator of the museum tells them that the suit of armor is cursed and that the archaeologist who was supposed to deliver it has disappeared. Before the kids leave the museum, Scooby finds a set of special glasses that belongs to the archaeologist, causing the kids to return to the museum later to investigate further. |
2 | Hassle in the Castle | Castle | Ghost | Fugitive Hiding Out and Hunting for Treasure | The gang is out in a boat when they get lost in some fog and crash on an island with an old, abandoned pirate castle. Even though no one is supposed to be there, treasure hunters sometimes come to the island to look for the pirates' treasure, so the kids decide to look around for help and encounter a ghost in the castle. |
3 | A Clue for Scooby-Doo | Beach | Ghost | Theft | The gang is hanging out on the beach when they see a glowing ghost in a diving suit. They are told that it's the ghost of Captain Cutler, who went down with his ship and that the recent yacht disappearances in the area are his revenge. |
4 | Mine Your Own Business | Ghost Town | Ghost | Sabotage | The gang gets lost on a road trip and ends up stopping at a hotel in an old ghost town that's being converted to a tourist spot. But, the hotel's owner says that his hotel is being ruined by the ghost of a miner who haunts the nearby mine. |
5 | Decoy for a Dognapper | Ruins | Ghost | Dognapping | Prize-winning dogs have been kidnapped recently, and the gang volunteers their services to help find the dogs. Using Scooby as a decoy, the gang tracks the dognappers to some American Indian ruins where a the ghost of Geronimo (a bad imitation) attempts to scare them away. |
6 | What the Hex Going On? | Mansion | Ghost | Blackmail | The gang goes to visit a wealthy friend for the weekend at her estate, but the girl's uncle seems to have been cursed by the ghost of Elias Kingston, the former owner of a nearby mansion, which is now abandoned. The uncle has been turned prematurely old, and he says that the ghost will curse the rest of the family in the same way unless they turn over their family fortune to the ghost. |
7 | Never Ape an Ape Man | Movie Set | Monster | Sabotage | Daphne's uncle offers her and her friends roles as extras in a movie that he's directing about an ape man in an old mansion, but the movie is based on a real legend about an old mansion that was on the site, and it seems to be coming back to life. |
8 | Foul Play in Funland | Amusement Park | Robot | Sabotage | The gang is digging clams on a beach when they realize that an amusement park that is supposed to be closed for the season seems to be running. A weird man who turns out to be a robot seems to be running everything, but then he goes haywire. What's going on? |
9 | The Backstage Rage | Theater | Crazy Criminal | Counterfeiting | Shaggy and Scooby find a violin case filled with money, but a stranger with a dog puppet tricks Scooby and takes it away. The kids trace the puppet to a nearby theater, where some strange things are happening. What's really going on, and who is behind it all? |
10 | Bedlam in the Big Top | Circus | Ghost | Sabotage | The gang meets a couple of performers who tell them that they are fleeing a haunted circus. The owner of the circus tells them that a ghost clown has been sabotaging the circus, and they will probably have to close down, so the gang offers to investigate. |
11 | A Gaggle of Galloping Ghosts | Castle | Legendy Monster | Fugitive Hiding Out and Hunting for Treasure | The gang is invited to tour a castle that has been brought to the United States from Transylvania, but the caretaker isn't there to meet them. Instead, they are warned away by a fortune-telling gypsy and are chased by a series of monsters, including a vampire, a werewolf, and a Frankenstein's monster. What is really going on here? |
12 | Scooby-Doo and a Mummy, Too | University Museum | Legendary Monster | Theft | A professor asks the kids to help him set up a new Egyptian exhibit at the university's museum. They are told that there is a curse on the mummy in the exhibit, although the professor doesn't believe it, until they leave to pick up some hamburgers for dinner and return to discover that mummy has been turning people to stone! The mummy seems to be after an ancient Egyptian coin that Shaggy has in his possession. |
13 | Which Witch is Which? | Swamp | Legendary Monster | Theft | The gang gets lost on a road trip, and they find themselves in a small town in a swamp, where they are told that a witch and the zombie she brought to life have been driving people away. Those that don't leave disappear with little voodoo dolls left in their place. When Daphne also disappears, the gang knows that they have to find her and stop the witch and zombie! |
14 | Spooky Space Kook | Military Base | Alien | Fraud | The gang sees a UFO near an old airfield and are told by a man who lives on a farm nearby that it's a haunted UFO with a ghost from outer space (it looks like an alien in a space suit with a skull for a head). The gang investigates and learns that there's more to the "haunting" than meets the eye. |
15 | Go Away Ghost Ship | Ship | Ghost | Fraud | The gang finds out about a ghost pirate that's been targeting a shipping company and offers their services in investigating the mystery. They manage to locate the ghost ship and it's secret base, but of course, the pirates are not what they seem to be. |
16 | A Night of Fright is No Delight | Mansion | Ghost | Fraud | Scooby-Doo learns that he is one of the heirs of a wealthy old colonel whose life he saved from drowning several years before. However, the heirs are told that they can only claim their inheritance if they can spend an entire night in the colonel's old, haunted mansion. A pair of green ghosts show up to frighten away the heirs. |
17 | That's Snow Ghost | Ski Lodge | Legendary Monster | Theft | The gang visits a ski lodge where they are told that they should be careful because there's a "snow ghost" that could get them. An old hermit who lives nearby tells them that he's from Tibet and that, years before, a yeti was killed while chasing him, so the ghost of the monster still haunts him. In trying to track down the monster/ghost, the gang finds themselves in a nearby sawmill, where they learn that there is something else going on. |
18 | Nowhere to Hyde | Mansion | Ghost | Theft | A series have robberies have been committed by someone who appears to be the ghost of Mr. Hyde (from the novel Dr. Jekyll and Mr. Hyde). As the gang is heading home from the Malt Shop, they discover the ghost of Hyde hiding in the back of their van. The ghost flees, and the kids go to the house where he seems to be hiding. There, a descendent of Dr. Jekyll tells them that he may be turning into the ghost of Mr. Hyde because of a science experiment that went wrong. With the young Dr. Jekyll's permission, the kids investigate to find out whether it's true or not. |
19 | Mystery Mask Mix-Up | China Town | Ghost | Smuggling | The gang is at a Chinese New Year celebration, and Daphne buys a strange mask at a curio shop. When they are chased by some creepy zombies who are trying to get the mask, an antiques dealer tells them that the zombies were sent by the ghost of a warlord who owned the mask. Since it was stolen from his tomb, he can't rest until he gets it back, and whoever has the mask is in danger. Daphne is kidnapped by the zombies, who take her and the mask to an old temple, and the gang has to rescue her. |
20 | Jeepers, It's the Creeper | Farm | Monster | Theft | The kids are on their way to a barn dance put on by their school when they find an injured bank guard who gives them a piece of paper which is apparently a clue to the identity of "The Creeper", a strange phantom that has been stealing from the bank. After the kids drop the guard off at the bank manager's house, they continue on to the dance, where they are attacked by the Creeper, who is trying to get the paper back from them before they can figure out what it means. |
21 | Scooby's Night with a Frozen Fright | Aquarium | Ancient Enemy | The gang is out fishing when Shaggy and Scooby hook what turns out to be a caveman that's frozen in ice. The caveman was being transported to the Oceanland Aquarium, whose scientists were supposed to study it, when . | |
22 | Haunted House Hang-Up | Mansion | Ghost | Theft | While on their way to a rock festival, the gang gets lost and then needs water for their van, which is overheating. They seek help at an old mansion that is haunted by a headless spectre, where a valuable treasure is hidden. |
23 | A Tiki Scare is No Fair | Hawaii | Possessed Object | Theft | The gang is on vacation in Hawaii when they find a village that is terrorized by a witch doctor and a giant statue that's been brought to life. They brave the haunted village to find their missing tour guide. |
24 | Who's Afraid of the Big Bad Werewolf? | Forest | Legendary Monster | Theft | While the gang is on a camping trip, they find strange wolf tracks, which lead them to an old graveyard. There, they find an empty grave that seems to belong to a man who was a werewolf. Is the werewolf's ghost really wandering the countryside? |
25 | Don't Fool with a Phantom | Museum | Monster | Fraud | The gang is competing on a dance show on tv when a strange monster made of wax attacks the station, apparently carrying off the station's manager and stealing money from his safe. The gang learns that a man who once had a show on the station about making wax figures threatened to curse the station after his show was cancelled. Their search for the monster leads them to a wax museum, where the monster threatens to turn them into wax figures, too. |
26 | Watch Out! The Willawaw! | Forest | Monster | Smuggling | Velma's Uncle Dave has mysteriously disappeared from his cabin, apparently the victim of a monster from Native American legend, a giant owl creature called the Willawaw. |
27 | A Creepy Tangle in the Bermuda Triangle | Island | Alien | Theft | The gang is sailing in the Bermuda Triangle when they are shipwrecked on an island. There, they uncover the secret of a mysterious flying saucer and the skeleton men who seem to be responsible for the disappearance of airplanes in the area. |
28 | A Scary Night with a Snow Beast Fright | North Pole | Monster | The gang goes to the Arctic at the invitation of Professor Krueger and learn that he has been captured by a frightening snow beast. | |
29 | To Switch a Witch | Salem, Massachusetts | Witch | Fraud | The gang visits a friend who has inherited a house in Salem, but the townspeople are afraid of her because she looks very much like an ancestor who was executed for witchcraft and seems to have returned to haunt the town. Can the gang catch the witch before their friend is driven out of town? And will Scooby and Shaggy ever get the chance to go trick-or-treating on Halloween? |
30 | Archaeological Dig | Tar Pits | Monster | Theft | The gang goes to an archaeological dig in Turkey, at the site of some tar pits. However, the workers are being chased away by a tar monster. |
31 | A Highland Fling with a Monstrous Thing | Castle | Legendary Monster | Smuggling | The gang visits a friend in Scotland, whose family castle is on the short of Loch Ness. She's been trying to give tours of the old castle, but the Loch Ness Monster has been driving away the tourists. |
32 | The Creepy Case of Old Iron Face | Prison | Ghost | Helping escaped convicts | The gang is supposed to meet a tour guide, Captain Morgan, to visit Alcatraz, but he disappears. The bay around Alatraz is also being haunted by the ghost of a former convict that wears an iron mask and can control sharks. |
33 | Jeepers, It's the Jaguaro | Jungle | Monster | Smuggling | The gang is on their way to Rio de Janiero for the Mardi Gras celebrations when their plane is forced to make an emergency landing in the jungle. There, they are confronted with headhunters and a monster that is part ape and part jaguar. |
34 | Make a Beeline Away from That Feline | City | Monster | Theft | The gang visits Daphne's aunt, and she tells them that a mysterious medallion is turning her into a cat creature that goes out and robs jewelry stores. |
35 | The Creepy Creature of Vulture's Claw | Mansion | Monster | Fraud | The gang visits a professor who is in charge of the Vulture's Claw Botanical Gardens, living in the mansion on the property. However, there is a praying mantis creature loose in the gardens, the apparent result of a science experiment gone wrong. If the gang can't catch the creature, the gardens may be torn down for a housing development! |
36 | The Diabolical Disc Demon | Recording Studio | Ghost | Theft | The gang goes to see a singer make a recording at a music studio, but learn that a songwriter has been abducted by the ghost of a rejected rock star, who seems desperate to get his hands on the music that the songwriter left behind. |
37 | Scooby's Chinese Fortune Kooky Caper | Castle | Monster | Theft | The gang is traveling through China when they stop at a castle where a young man is supposed to take control of his family's fortune. However, a legendary creature called The Moon Monster (because he supposedly came to earth on a moonbeam) has returned and is turning people to stone. The legend says that the monster will only be appeased if the young man throws his fortune into the bay. Is there any way to escape this fate? |
38 | A Menace in Venice | Venice | Ghost | Theft | The gang visits a friend in Venice and asks him about his research into an ancestor, whose fortune has never been found. The only clue seems to be the medallions that his ancestor left behind, but a ghostly gondolier has returned to steal them! |
39 | Don't Go Near the Fortress of Fear | Puerto Rico | Ghost | The gang visits an old fort in Puerto Rico and runs into the ghost of a military commander, who is determined to chase them away. | |
40 | The Warlock of Wimbledon | England | Wizard | Fraud | The gang is visiting their friend, who is a tennis star in England. However, an ancient warlock with a grudge against his family has shown up to ruin his chances in the tennis tournament and drive him away from his family's ancestral home. |
41 | The Beast is Awake at Bottomless Lake | Lake | Monster | The gang is on vacation in Canada when they discover that a monster has frightened everyone away from a village by a lake. |