What a Night for a Knight
The kids search a museum investigating a legend that when the moon is full the "Black Knight"--an ancient suit of armor originally from England--comes alive.
7.8 /10
A Clue for Scooby Doo
The kids suspect an old ghost in a green-glowing sea-diver suit is connected with the disappearance of several boats.
8 /10
Hassle in the Castle
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.
7.8 /10
Decoy for a Dognapper
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.
7.2 /10
What the Hex Going On?
A friend invites the gang to spend the weekend at her family's estate; but a ghost turns up and changes her Uncle Stewart into an old man.
8.1 /10
Never Ape an Ape Man
Daphne's uncle is directing a movie about an ape man; but a real ape man shows up and wreaks havoc on the set.
7.3 /10
Foul Play in Funland
An amusement park comes to life on its own, while a "man from Mars" destroys the place; Scooby and the gang investigate.
8 /10
The Backstage Rage
Scooby and Shaggy find a violin case filled with counterfeit money. The gang's search for clues to this mystery leads them to a puppet theater--and a sinister puppet master.
7.8 /10
Bedlam in the Big Top
A ghost clown is haunting Mr. Blackstone's circus, and all the acts are quitting. It's up to the kids to stop the clown and find out if he's really a ghost.
7.8 /10
A Gaggle of Galloping Ghosts
A gypsy fortune teller warns Scooby and the gang not to visit Franken Castle. They go anyway and find themselves chased by a werewolf, a vampire and a Frankenstein Monster.
8.2 /10
Which Witch Is Which?
After an unsuccessful fishing trip, Scooby and the gang get lost in the swamp and meet up with a witch and a zombie.
8.3 /10
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