E1.
What a Night for a KnightAfter coming back from the movies Scooby-Doo and Shaggy come across a pick up truck and a suit of armor in the driver's seat. According to an ancient superstition the armor comes to life during the night of a full moon.
E2.
A Clue for Scooby-DooWhile Scooby-Doo is surfing, he encounters a creature in a diving suit. An old sea salt tells the gang that it's the ghost of Captain Cutler who is responsible for the disappearance of many ships.
E3.
Hassle in the CastleThe gang gets shipwrecked on an island that happens to be an old lair for a pirate. They find a map, but there is a warning telling them to leave the island. The warning appears justified when a ghost called 'The Phantom' is after them.
E4.
Mine Your Own BusinessThanks to Shaggy's slightly flawed map reading skills, the gang finds themselves in an abandoned western town. The owner tells them that guests were scared off by a strange man who came to the town centuries ago and won't leave until he finds the last remains of his gold claim.
E5.
Decoy for a DognapperScooby-Doo witnesses a dog kidnapping at the park. After hearing about it, the gang decides to use Scooby-Doo as bait to capture the kidnappers.