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Scooby-Doo inherits a mansion after saving Colonel Beauregard Sanders from drowning some years ago. He and some other heirs will each get a fortune if they stay the night but there's a warning that the house is haunted. The warning appears justified when someone (or something) comes to frighten the heirs away.
Episodes
1What a Night for a Knight 2A Clue for Scooby-Doo 3Hassle in the Castle 4Mine Your Own Business 5Decoy for a Dognapper 6What the Hex Going On? 7Never Ape an Ape Man 8Foul Play in Funland 9The Backstage Rage 10Bedlam in the Big Top 11A Gaggle of Galloping Ghosts 12Scooby-Doo and a Mummy, Too 13Which Witch is Which? 14Go Away Ghost Ship 15Spooky Space Kook 16A Night of Fright is No Delight 17That's Snow Ghost
