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"What if by listening to the past, you could save the future?"

"What if by listening to the past, you could save the future?"

The Mystery Inc. gang solve bigger mysteries while also encountering many memorable celebrities.

It's all up to you. You must gather clues, note locations and facts, and finally fit all the clues together to help catch the greatest criminal mastermind in history--none other than the infamous Carmen Sandiego. She's bold, beautiful, and until now, uncatchable. But with your help, the ACME Detective agency might just have a chance at bringing her in.

Scooby-Doo and the Mystery, Inc. gang are launched into the 21st century, with new mysteries to solve.

Everyone’s favorite mystery-solving Great Dane is here to find clues, along with a little help from his energetic nephew and four human companions.

12-year-old Griffin Campbell and his family move to the small town of Sulphur Springs and take ownership of an abandoned hotel rumored to be haunted by the ghost of a girl who disappeared decades ago. Griffin befriends Harper, a bright-eyed, mystery-obsessed classmate and together, they uncover a secret portal that allows them to travel back in time. In the past, they’ll attempt to uncover the key to solving this unsolved mystery, a mystery that affects everyone close to them.

Fred, Daphne, Velma, Shaggy, and the talking dog, Scooby-Doo, travel on the Mystery Machine van, in search of weird mysteries to solve.

The gang decide to go traveling in the Mystery Machine, seeking fun and adventure during what could possibly be their last summer break together. However, havoc-wreaking monsters seem to be drawn to them, appearing almost every stop of the way.

This incarnation of the popular cartoon series finds Scooby and the gang living in Crystal Cove, a small town with a long history of ghost sightings, monster tales and other mysteries ripe for the sleuths to solve once and for all. But the longstanding Crystal Cove residents, who bank on the town's reputation to attract tourists, are prepared to do what it takes to protect their turf.

The series takes place in Cyberspace, a virtual world, and chronicles the adventures of three children, Jackie, Inez, and Matt, as they use math and problem solving skills to save Cyberspace and its leader, Motherboard, from The Hacker, the villain.

Dr Lucien Blake left Ballarat as a young man. But now he finds himself returning to take over not only his dead father's medical practice, but also his on-call role as the town's police surgeon, only to find change is afoot, nothing is sacred, and no one is safe.

Chip and Dale head a small, eccentric group of animal characters who monitor not only the human world, but the animal community as well, solving mysteries wherever they may be. The "Rescue Rangers" take the cases that fall through the cracks.

Pooh, Tigger, and friends from the Hundred Acre Wood welcome new neighbors — an adorable six-year-old girl named Darby and her puppy, Buster. With the help of adventurous super sleuths Tigger and Pooh, every episode revolves around the solving of a mystery and an interactive curriculum that encourages viewers to help them out.

Leo is an ordinary teenager who has moved into a high-tech "smart'' house with his mother, inventor stepfather and Eddy, the computer that runs the house. Leo's life becomes less ordinary when, one day, he discovers a secret underground lab that houses three experiments: superhuman teenagers. The trio -- Adam, the strong one, Bree, the fast one and Chase, the smart one -- convinces Leo and his parents to let them leave their lab and join Leo at school, where they try to fit in while having to manage their unpredictable bionic strengths. As Leo figures out a way to keep his new pals' bionic abilities a secret, they help him build self-confidence.

The New Scooby and Scrappy Doo Show is the sixth incarnation of the Hanna-Barbera Saturday morning cartoon Scooby-Doo. It premiered on September 10, 1983, and ran for one season on ABC as a half-hour program made up of two eleven-minute short cartoons. The show is a return to the mystery solving format and reintroduces Daphne after a four-year absence. The plots of each episode feature her, Shaggy, Scooby-Doo, and Scrappy-Doo solving supernatural mysteries under the cover of being reporters for a teen magazine.

Nancy Drew makes plans to leave her hometown for college, but finds herself drawn into a supernatural murder mystery instead.

Scrooge McDuck finds his hands full at home when nephews Huey, Dewey and Louie move to Duckburg. Joined by their loyal pals Launchpad McQuack, Gyro Gearloose and Mrs. Beakley, the DuckTales gang never fails to deliver a wealth of adventure. Get ready for a fortune of fun with DuckTales!

When a ghost haunts a neighborhood bookstore and starts releasing fictional characters into the real world, a group of friends team up to solve an exciting mystery surrounding the ghost's unfinished business.

Odd Squad saves the day whenever something unusual happens.

Aside from doubling the length of each episode, The New Scooby-Doo Movies differed from its predecessor in the addition of a rotating special guest star slot; each episode featured real-life celebrities or well known fictional characters joining the Mystery, Inc. gang in solving the mystery of the week. Some episodes, in particular the episodes guest-starring the characters from The Addams Family, Batman, and Jeannie, deviated from the established Scooby-Doo format of presenting criminals masquerading as supernatural beings by introducing real ghosts, witches, monsters, and other such characters into the plots.

England, 1925. At a lavish country house party, a practical joke appears to have gone horribly, murderously wrong. It will be up to the unlikeliest of sleuths—the fizzingly inquisitive Lady Eileen 'Bundle' Brent—to unravel a chilling plot that will change her life, cracking wide open the country house mystery.