When Velma's uncle fails to show up for a meeting, the gang head to his cabin where they learn about the willawaw, an owl-like monster that according to legend will carry its victim off when an owl calls the person's name.
While out on an ocean sailing trip, the gang run into a hurricane and ends up stranded on a deserted island, which appears to be home base for a UFO that captures hurricane hunter aircraft.
Professor Krueger summons the gang to the North Pole, where they confront a giant snow beast and some other strange goings-on.
A witch seeks revenge 200 years after being burned at the stake.
The gang decides to visit their pal, Professor Brikston, in the lost city of Byzantius, Turkey. The city is so lost that the only residents are the Professor, his helpers and a tar monster.
The Loch Ness monster terrorizes Velma's friend, Aggie MacDuff.
Scooby and the gang solve the mystery of Old Iron Face, a legendary character who haunts the area around an island prison.
After their plane crashes in the Amazon jungle, Scooby and the gang face a tigerlike creature.
During a trip to a Canadian fishing village, the gang encounters a terrifying lake monster.
When the gang arrives at Viking Lake to see Velma's Uncle John, they find him missing as well as encountering the ghosts of ancient vikings.
Scooby-Doo, Scooby-Dum and the gang set out to protect Scoobys' cousin, Scooby-Dee, from the phantom of Milo Booth, a long dead silent film actor determined to keep Dee from remaking one of his greatest films.
The gang goes to watch a grand prix race, only to run afoul of a phantom race car driver that makes the other drivers and their cars disappear.
Old Witch McCoy turns the Hatfield family into frogs.
An inventor's time machine releases a monster from the future.
Fred, Shaggy and Scooby try to solve the mystery behind the appearance of a 180-year-old man at a construction site.
The gang tries to solve the mysterious appearance of an ancient Aztec god who has caused the abandonment of the Cinco De Mayo festival in Mexico.
The gang investigates the mystery surrounding a high-voltage ghost who plans to destroy the local power plant.
The gang is having fun at a Halloween costume party with their friend who happens to be a descendant of Ichabod Crane. Their fun turns into a nightmare when the headless horseman shows up.
Shaggy's uncle has inherits the old King Arthur castle and sends it to New England stone by stone; while visiting, the gang learns that he's also brought back the ghosts of Merlin and the Black Knight.
The gang gets lost while driving and runs into a state trooper who warns them to stay away from an old, abandoned hospital. It's rumored to be haunted by a doctor that went mad years ago.
Scooby witnesses a robbery at a coin store by a weird zombie. The gang chases the thief to a toy factory and learns that something else is there.
The gang investigates the weird happenings of ancient demons who are after a talisman that will drive them back into the iron lid of an underground city where they belong.
A flying ghost bull is suspected to be responsible for the disappearance of many cattle at Daphne's uncle's dude ranch. Uncle Matt mysteriously vanishes and the gang finds themselves up against Tumaka, a ghostly Indian.
The gang's day of water-skiing comes to a halt when they get tangled up in a mystery involving missing pearls and a million-year-old shark monster.
A ghost and two monsters try to keep the gang from exploring a sunken ship.
The gang attends a Hawks football game when the star player vanishes and the ghost of a long-dead 1930s football player appears.
In Washington D.C., the gang gets locked up in the Smithsonian Institute for the night.