When a spooky yeti attacks the ice rink with a freeze ray, the Dynamic Duo and the Mystery Inc. gang team up to unmask the frozen fiend before all of Gotham City gets put on ice.
When the Mystery Inc. gang gets lost in the desert they decide to check out the local ghost town, Sladeville, and find it apparently full of ghosts--but Velma suspects that living people are behind the ghostly manifestations.
When an ancient Greek crypt at the Gotham City Museum of Natural History is opened unleashing mythological monsters, the Mystery Inc. gang team up with Batman and Batwoman to battle the creatures and uncover the super-criminal behind the mayhem.
When Scooby-Doo and the rest of Mystery Inc. are trapped in Gotham City's new monument to Rizzo the Clown, Batman comes to the rescue to help them find the creepy culprit.
The Liberty Dog Show is being haunted by two monster mutts with glowing red eyes, and the Mystery Inc. gang are called in to investigate--but the gang suspects that these ghost dogs are too well trained to be real ghosts.
When the whale-watching cruise they are on sails into an area which is supposedly cursed, and is immediately attacked by a group of apparently aquatic monsters, the Mystery Inc. crew set out to find the villain behind the attack, with some timely help from Batman and Robin.
Joe, Sam, and David are happy to become counselors at a nearby summer camp, but when spooky things begin to happen, Wishbone and his friends investigate whether the camp is really haunted, or just the target of a prankster.
Fred's friend invites the Mystery Inc. gang on a "vacation" on the old pirate ship he just bought, but there seems to be another crew on board--a crew of skeleton pirates who intend to take their ship back.
A friend has asked the Mystery Inc. gang to investigate the old zoo full of ex-circus animals that he just bought, because it seems to be haunted--and soon the gang finds themselves pursued by a couple of "vampires."