Ghost town; swamp witch; Wax Master.
Scooby, Shaggy and Scrappy are asked to solve a fiendish mystery onboard the Orient Express.
The ghost of Shaggy's relative, McBuggy Rogers, threatens to disrupt the wedding of Shaggy's sister until Scrappy and Scooby devise an ingenious trap to snare him.
Scooby, Shaggy, Fred, Daphne and Scrappy decide to investigate the strange appearance of a ghost on the eve of a Christmas pantomime for a children's home.
Scooby agrees to be the decoy in a kidnapping plot to nab his famous cousin, and the gang tries to solve a mystery for a restless ghost.
Scooby pinch hits for a baseball team haunted by a ghost.
Scooby investigates the appearance of a mythological creature.
Shaggy and Daphne guard the precious invention of a missing teacher.
Scooby dreams that he is a Zorro-like swashbuckler.
Velma's uncle asks the gang to accompany him on his South American expedition to recover a gem that contains the map to the lost temple of Syrius.
Scooby and the gang try to thwart an enemy spy; the owners of a honey farm hire Scooby to investigate the theft of their precious honey.
The gang is trapped at a Halloween party.
Scooby and the gang encounter the ghost of Hamlet; Scooby tries to find a valuable artifact before a thief turns him into stone.
The gang must find a top secret device that was stolen by an enemy spy; Scooby and the gang try to catch the ghost of a hotel owner.
Scooby and the gang interview a reclusive film star; Scooby and the gang stop at a spooky house for directions.
Scooby is given a surprise birthday party by his friends; however, an old foe of Scooby's appears and steals a valuable diamond.
Scooby and the gang investigate the strange appearance of the ghost of George Washington in the White House.
The Mystery team travels to London for the Mystery Solvers Contest, where they must solve Sherlock Holmes' last case.
A ghoul tries to steal Scooby and Shaggy's film project; the gang encounters a sinister scientist.