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Scooby-Doo, Where are You - Season 1
Episode
 Episode Title  Original Airdate  Plot Summary
What a Night for a Knight September 13, 1969 Series pilot. Shaggy and Scooby-Doo discover an ancient suit of armor called the "Black Knight", and the gang delivers it to the local museum. The kids later break into the museum to search for clues, thinking that the archaeologist who was transporting the suit may be missing, and instead find that the suit of armor may be alive.
A Clue for Scooby-Doo September 20, 1969 At the beach, the gang encounters what the local populace claims to be the ghost of Captain Cutler, an old sea diver. After first hunting for clues around the marina, the gang dons scuba gear to explore the depths of the ocean and look for the ghost. Produced after "Hassle in the Castle", but aired before it.(A continuity error has one scene showing Shaggy with Fred's blone hair!)
Hassle in the Castle September 27, 1969 Stranded on Haunted Island, Mystery Inc. finds themselves at odds with a phantom who appears to haunt the abandoned Spanish castle built on the island. First episode to open with the familiar Mook/Raliegh theme song.
Mine Your Own Business October 4, 1969 Lost on the backroads, the gang winds up in Gold City, an old ghost town, and attempt to solve the mystery of the ghostly Miner '49er.
Decoy for a Dognapper October 11, 1969 When a rash of local dognappings alarms prize-winning dog trainer Buck Masters, the gang offers to have Scooby-Doo pose as a decoy to catch the dognappers. However, their plan works too well: Scooby is himself dognapped, and the dognappers appear to be under the command of a ghastly Aztec witchdoctor.(Several continuity errors -Aztec were in Mexico not the United States; villain is caught but his accomplice is not; villain is in room when gang decides to use Scooby-doo as decoy but later express outraged surprise when accomplice brings Sccoby-doo to him!)
What the Hex Going On? October 18, 1969 The kids pay a visit to their friend Sharon Weatherby, whose Uncle Stewart is being haunted by the ghost of Elias Kingston. When Stewart vanishes altogether, the gang explores the grounds of the haunted Kingston Mansion for the missing uncle and for clues. Note: the title card cartoon teaser for the first season is from this episode. (Two continuity errors show kidnapped Sharon in a secret room -- later she is shown when villain is captured -- how did Mystery gang find her; also Sharon remarks that she found out her uncle wasn't old when she saw his wig blow off; yet when his disguise is remeoved, she is surprised that her uncle is revealed as villain!)
Never Ape an Ape Man October 25, 1969 Daphne's Uncle Maxwell, a film-producer, hires the gang as extras on the set of his latest picture, The Ape-Man of Ape Mountain. However, trouble arises when the titular Ape-Man begins disrupting the set and endangering the cast and crew.
Foul Play in Funland November 1, 1969 Funland, an abandoned local amusement park, appears to be haunted by a strange robot named Charley. The gang goes to investigate, and instead find themselves defending each other against the strange-acting humanoid robot.
The Backstage Rage November 8, 1969 Shaggy and Scooby-Doo find a violin case filled with money, which is extracted from them while Scooby is distracted by a puppet. Shaggy, Scooby, and the rest of the gang follow this lead to the local theatre, where they uncover a counterfeiting scheme masterminded by a shadowy Phantom of the Opera-esque figure. (A continuity error is that the villain is seen chasing the heroes through a tunnel whose door locks behind them. When the heroes go out through a ladder to the stage, the villain tries to block the trapdoor--how did villain get out of tunnel with one exit blocked and the other exit used by heroes?)
Bedlam in the Big Top November 15, 1969 Mystery Inc. meets a circus 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 one-by-one fall victim to the Ghost Clown's powers of hypnotism before solving the mystery at hand.
A Gaggle of Galloping Ghosts November 22, 1969 On the road, the gang pulls up to an ancient castle, transported "brick-by-brick" from Transylvania. Upon entering the castle, however, they find that it is apparently haunted by three monsters: a vampire, a werewolf, and a Frankenstein's monster pastiche.
Scooby-Doo and a Mummy Too November 29, 1969 The professors of archeology at the local college shows the gang the school's latest acquisition: the mummy of Ankha, an ancient Egyptian ruler who placed a curse upon any who would violate his tomb. The curse appears to be valid, as the gang finds their professors apparently turned to stone, and a mummy figure roaming the grounds looking for a particular Egyptian coin.
Which Witch is Which December 6, 1969 En route home from a fishing trip, Mystery, Inc. runs across the mystery of a witch and a mummy, two figures who, according to local myth, haunt the countryside. When Daphne is kidnapped by the witch and zombie, the gang trails them to an abandoned haunted riverboat. (A continuity error is when Daphne Blake falls through trap door-dust on door indicates she fell backward straight down-yet trapdoor opens sideways.)
Go Away Ghost Ship December 13, 1969 The newspaper reports that local shipping magnate C.L. Magnus's ships are being haunted by the ghost of the pirate Redbeard. After reading the story and consulting Magnus, the gang ventures out into the bay, but soon find themseles kidnapped by Redbeard and his crew.
Spooky Space Kook December 20, 1969 A fluorescent ghastly alien figure terrorizes an old abandoned airfield, and when the Mystery Machine runs out of gas nearby, Mystery, Inc. takes to exploring the airfield in order to solve the mystery.
A Night of Fright Is No Delight January 10, 1970 Scooby-Doo is a potential heir to the fortune of Colonel Beaureguard Sanders... provided he stay the night in the Colonel's allegedly haunted Southern mansion. This proves to be more difficult than first assumed when two green phantom figures do away with the other four heirs and set their sights on Scooby and the gang.
That's Snow Ghost January 17, 1970 A planned ski-trip to Wolf's End Lodge goes awry when it seems that a Yeti-like Snow Ghost is haunting the mountain ridge. In their search for clues, the gang eventually turns up at an old abandoned saw mill, where they find both clues and danger, by way of the Snow Ghost. (A continuity error shows villain and accomplice being captured at end-but how accomplice is caught is never shown)
Episode
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