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The magic inn was a place like no other. Tucked away in a small town, the inn had an air of mystery and enchantment that drew in visitors from far and wide. As soon as one stepped foot through its doors, they were transported into a world of magic and wonder. The inn itself was an architectural masterpiece, with intricate carvings and whimsical designs adorning every corner. Each room and hallway seemed to have a story of its own, as if the walls held secrets that only the innkeeper knew. But it wasn't just the physical beauty of the inn that made it magical.


Witches are women long believed to be evil by nature. They are able to cast spells, and often have black cats for pets and fly around on broomsticks. They are also associated with Halloween.

This is the personal blog of JACK HENSELEIT , author of middle-grade horror series The Witching Hours and junior fiction pirate series Cross Bones with illustrator Chris Kennett. On their way home from a fishing trip, the Scooby gang Scooby, Shaggy, Fred, Daphne and Velma stop to ask for directions, only to discover a strange zombie shambling along the roadside.

Hanna Barbera witch spell

But it wasn't just the physical beauty of the inn that made it magical. The innkeeper, a wise and kind-hearted soul, had the power to grant wishes. Whether it was a simple desire like a good night's sleep or a grand dream like true love, the innkeeper had the ability to make it happen.

Tag: Hanna-Barbera

Scooby-Doo, Where Are You! is a really, really good cartoon. It’s funny and scary, with so many twists and turns in every episode that it can’t help but be entertaining. Over the course of the first season, the Scooby gang encountered ghosts, phantoms and evil robots – but it was in the thirteenth episode that Scooby and his friends met their very first witch.

On their way home from a fishing trip, the Scooby gang – Scooby, Shaggy, Fred, Daphne and Velma – stop to ask for directions, only to discover a strange zombie shambling along the roadside. They flee, but later stop in the township of Swamp’s End to ask about the creature. The owner of the general store, Zeke, tells them the local legend of the swamp witch, who brought the zombie to life with her voodoo magic. He recounts the time he and his brother Zeb first saw the witch, repeating her wicked spell:

Smoke of darkness, demon of evil: take the form of the living, and come forth from the flame!

And so the Scooby gang begin their search for clues, sniffing around a series of typically creepy locations. Zeb’s abandoned shack yields a pin-pricked voodoo doll; a boat ride into the swamp results in a sighting of the witch herself, flanked by her zombie henchman. When the gang sneak inside the witch’s house, the witch appears and casts a spell, causing Daphne to vanish; Velma and the boys track her to a decaying river boat, left rotting in the swamp.

What happens next? Well, I don’t want to spoil it for you. But I can only imagine how surprised you’ll be when you find out who the zombie and witch really are!

“Which Witch is Which?” first aired on December 6, 1969. It has all the classic ingredients for a great episode of Scooby-Doo: a Gothic setting, beautiful painted backdrops, a spooky local legend, meaningful clues, villainous jump-scares, and slightly naff animation. Perhaps the only disappointing feature is the design of the witch herself; the purple costume is adequate, but not as scary as most other early-season ghosts. (More suspects would also have been good.)

Because this is Scooby-Doo – original, no-nonsense, no-magic Scooby-Doo – the swamp witch doesn’t actually have any real powers. Daphne’s vanishing is carried out with smoke pellets and a trapdoor; the flying effect is achieved with a sheet and a balloon; the zombie is just a man in a mask. Some of the other details, however, are harder to explain. How much time went into the set-dressing for the witch’s house, given that it includes a self-portrait? Are those real skulls lining the path to the witch’s home? And who made the creepy warning signs that are spread throughout the swamp? I guess all hard-boiled criminals know that the devil is in the details.

There’s a lot to love about Scooby-Doo, but I’ve always loved those painted backdrops the most. I mainly like the haunted houses (not seen in this episode), but the decaying River Queen is also a wonderfully unique setting. In my own writing, I’m always sending my characters into stereotypically spooky scenarios, and I suspect that I developed the knack for this from watching old Scooby episodes. Looking at the end credits, I think Walt Peregoy is the man chiefly responsible for the delightfully creepy background art. Thanks Walt!

Final Musings

Scooby-Doo has been running for a long time (from 1969 to the present day), but the only seasons I recommend are the original two runs of Scooby-Doo, Where Are You!, which aired in 1969 and 1970. Don’t be fooled by the alleged “third” season – it’s from 1978, by which time the animation had already lost a lot of its warmth. Some people like Scooby-Doo! Mystery Incorporated, which aired from 2010-2013, but that incarnation includes a lot of real magic, which in my opinion breaks a cardinal rule of the show. The most recent version of the show – Be Cool, Scooby-Doo! – has an ultra-modern animation style which I don’t entirely appreciate, but I have to admit that it’s made me laugh a few times. It’s actually really funny.

— Despite my aforementioned cardinal rule, I also really like Scooby-Doo Meets the Boo Brothers, a direct-to-video movie from 1987. Yes, it has some real ghosts in it, and yes, it also includes Scrappy-Doo, but none of the “mystery” ghosts are real, and the treasure hunt theme is really well executed. The bicycle-riding civil war general is probably my favourite Scooby villain of all time.

— There’s a big new Scooby-Doo film planned for 2018, but it’s going to be 3D animated, and they’re calling it S.C.O.O.B., so I’m not terribly optimistic. A Hanna-Barbera Cinematic Universe sounds fascinating though, even if it does turn out to be a train wreck.

— Whilst writing this, I Googled Walt Peregoy. Apparently Walt also did the backgrounds for Disney’s Sleeping Beauty – amazing! Further thanks go to Ron Dias, Daniela Bielecka, Gary Niblett and Rolly Oliva, who are the other background artists listed in the season one credits.

— Ah, I just realised there’s a witch in episode three of season one. Darn. Well, it’s too late now; I’m not changing my introduction. This witch lives in a lighthouse, although she isn’t the main ghost. The episode is called “A Clue for Scooby-Doo.”

— There’s another witch in the ersatz “season three” of Scooby-Doo, Where Are You!, in the episode “To Switch a Witch.” The whole episode has a nice witchy theme – it’s set in Old Salem – but the design of the witch (below) does nothing for me whatsoever. But the mystery is okay, and the graveyard setting is adequate.

— I have three young cousins who love all incarnations of Scooby-Doo. When I babysit them, we watch the classics. The correct way to watch Scooby-Doo with children is to sit behind them and wait for the monster to appear; when it does, grab them suddenly and scream. (The show comes pre-edited with helpful jump scares.) Keep doing this until they either beg you to stop, or get smart and sit behind you instead.

— My favourite haunted house episodes are “Hassle in the Castle” (season one, episode two) and “Haunted House Hang-Up” (season two, episode five). The latter is particularly good for jump-scaring young cousins.

Seriously, I could talk about Scooby-Doo all day. But I’ll stop now. Sorry.

This is the personal blog of JACK HENSELEIT, author of middle-grade horror series The Witching Hours and junior fiction pirate series Cross Bones (with illustrator Chris Kennett). My new book Family Road Trip Games is available in Australia NOW!

— Ah, I just realised there’s a witch in episode three of season one. Darn. Well, it’s too late now; I’m not changing my introduction. This witch lives in a lighthouse, although she isn’t the main ghost. The episode is called “A Clue for Scooby-Doo.”
Moubtain view

Visitors would come from all walks of life, hoping to have their wishes fulfilled. Some would stay for a night, while others would call the inn their home for weeks or even months. No wish was too big or too small for the innkeeper, who listened patiently to each person's desires. The inn's magical powers didn't stop at wish-granting. Every night, as the moon rose high in the sky, the inn would come alive with enchantment. The walls would shimmer and glow, casting an ethereal light on everything around. The air would be filled with the sound of music, as if an orchestra were playing just for the inn's guests. In the mornings, as the sun peeked through the windows, the magic would slowly fade away. The rooms would return to their ordinary state, and the inn would become just like any other place. But the memories of the magic lingered, as visitors carried the enchantment with them long after they left. The magic inn was a place of respite and refuge, a sanctuary for those seeking something more in their lives. Whether it was a weary traveler looking for solace or a lost soul in need of direction, the inn provided a haven for all. In this busy and chaotic world, the magic inn stood as a reminder that there was still a little bit of enchantment left. It was a place where wishes came true and dreams were within reach. And for those fortunate enough to experience its wonder, the magic inn was a treasure they would hold in their hearts forever..

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