• Air date: 18 Sep '64 26 episodes
      Jonny Quest – often casually referred to as The Adventures of Jonny Quest – is an American animated science fiction adventure television series about a boy who accompanies his scientist father on extraordinary adventures. It was produced by Hanna-Barbera Productions for Screen Gems, and created and designed by comic book artist Doug Wildey. Inspired by radio serials and comics in the action-adventure genre, it featured more realistic art, characters, and stories than Hanna-Barbera's previous cartoon programs. It was the first of several Hanna-Barbera action-based adventure shows – which would later include Space Ghost, The Herculoids, and Birdman and the Galaxy Trio – and ran on ABC in prime time on early Friday nights for one season in 1964–1965. After spending two decades in reruns, during which time it appeared on all 3 major US television networks of the time, new episodes were produced for syndication in 1986 as part of The Funtastic World of Hanna-Barbera's second season. Two...
  • List of Episodes (26)
    • 1. Mystery of the Lizard Men

      18 Sep '64
      Five ships disappear in the Sargasso Sea. Finally, there's a survivor, who describes a ""thin, red light"". The authorities bring in noted scientist Dr. Benton Quest. Together with son Jonny, bodyguard Race Bannon, and (of course) Bandit the dog, Dr. Quest investigates. Someone is conducting laser experiments from a converted galleon, and plans to shoot down the new Man In The Moon rocket! It's up to Jonny, his father, and their friends to stop this scheme.
    • 2. Arctic Splashdown

      25 Sep '64
      An satellite missile is sabotaged to land in the Arctic and is to be recovered by some people with a submarine. They would use the technology in the missile for their uses. When the Quest teams figures it out the only thing they can do is destroy the missile and head back home.
    • 3. The Curse of Anubis

      02 Oct '64
      Dr. Ahmed Kareem steals the statue of Anubis from the Temple of Anubis. He plans to implicate an outsider for the theft, and unify Arab nations against the outside world. The outsider he chooses is Benton Quest! But his plan almost succeeds: he traps Dr. Quest and Race in an old tomb with the statue. There they will be found with the statue. In the end, he discovers the horrifying truth: the Curse of Anubis - death to those who violate his temple - is all too real. Anubis sends someone to r
    • 4. Pursuit of the Po Ho

      09 Oct '64
      Dr. Emil Hartmann, an anthropologist, is studying the Po Ho Indians when they capture him. His wife Dreena calls Dr. Quest for help. The Quest team arrives at the Hartmann's home, determined to recover the doctor. When Dr. Quest examines the spot where Dr. Hartmann disappeared, he, too, is taken! Now Race and the boys must find both men. But why were they taken? The answer is a sinister one -- the men are to be sacrified to the Po Ho fire god in a gruesome ceremony that involves the victim
    • 5. Riddle of the Gold

      16 Oct '64
      The Maharajah of Jahilipur, and his associate, Abdul Kassim, have completed Phase One of their plan to produce fake gold! They've faked the death of Professor Gunderson, inventor of the process, and imprisoned him in a worked out mine. There, he will produce false gold for them. Agent Corbin of Intelligence One realizes there's skulduggery afoot. He knows the mine from which ""gold"" is flowing was tapped out fifty years ago. What he doesn't know is where the gold is really coming from. Th
    • 6. Treasure of the Temple

      23 Oct '64
      The Quest team, and guide Montoya, are searching for the lost city of Málátan in South America. From the start, the expedition is plagued by accidents and ill omens. It turns out these are the work of Perkins, who is trying to scare off the Quest team, as he has scared off others. This will give him a clear field to search for the treasure legend says is hidden somewhere in the city. Meanwhile, the Quest team finds and frees an Indian who Montoya staked out as a warning to other workers --
    • 7. Calcutta Adventure

      30 Oct '64
      Dr. Quest, Race, and Jonny are in Calcutta investigating the use of nerve gas on a number of mountain sheep herders. They are introduced to Hadji when he foils an assassination attempt on Dr. Quest. The four head off in search of the assassins and the men behind the use of nerve gas. With the help of a Indian merchant named Pasha Peddler, they discover a secret weapons factory inside a mountain. Dr. Quest, however, is captured and taken within the mountain. He is eventually rescued by Race. Afte
    • 8. The Robot Spy

      06 Nov '64
      Dr. Quest and Race Bannon investigate a strange, alien ship that crash lands near one of Dr. Quest's labs. Danger ensues when it turns out that the ""alien"" is a spy sent from one of Dr. Quest's archenemies.
    • 9. Double Danger

      13 Nov '64
      The team is in Thailand, where Dr. Quest is conducting research into a new formula that ""numbs"" the mind. This formula could make it possible for men to take long space voyages in small space capsules without going stir crazy. But it has a more sinister use -- at higher concentrations, it numbs the will, making the victim unable to resist obeying. Of course, a sinister mastermind has plans for this use of the drug. To that end, he has trained and prepared a man named Korchek -- a man who i
    • 10. Shadow of the Condor

      20 Nov '64
      Engine troubles cause Race to land in the Andes mountains. Baron Frohlicke greets the Quest team at his very short landing strip. The Baron has sinister plans for Race since he is able to pilot the jet down so expertly. Dr. Quest and Race find out more about the Baron. The climax of the story is Race and the Baron have a dogfight. Who will win? Who will lose? Only Fate and a giant Condor will decide.
    • 11. Skull and Double Crossbones

      27 Nov '64
      Modern day pirates are after the treasure from a sunken Spanish galleon. When Jonny finds a doubloon near a wreck, the pirates make their move. They take the Quest team hostage and force Jonny to return for the treasure. Rescue comes from an improbable source, as Bandit dons scuba gear and alerts the local coast guard! A chase begins, ending with the pirates sunk and the treasure back in Davy Jones' locker.
    • 12. The Dreadful Doll

      04 Dec '64
      Dr. Quest is called in to stop a voodoo priest from causing the residents of the island from becoming catatonic zombies. More is going on then meets the eye when Jonny and Hadji see strange things when they are scuba diving.
    • 13. A Small Matter of Pygmies

      11 Dec '64
      A tribe of hostile pygmies takes Race and Hadji prisoner. Will they be able to find a way to escape?
    • 14. Dragons of Ashida

      18 Dec '64
      Dr. Quest visits Dr. Ashida on his private island (named, what else, Ashida). Dr. Ashida boasts of how he has created giant, ferocious lizards from a much smaller species. Soon enough, Dr. Quest realizes Dr. Ashida has become dangerously insane. Unable to stand the thought of defeat, Dr. Ashida insists on pitting Race against his sinister henchman, and eventually his ""dragons"" -- the horrible, giant lizards. The team escapes, barely, wondering what to do about Dr. Ashida. It turns out the
    • 15. Turu the Terrible

      25 Dec '64
      The Quest team is looking for trinoxite, a new metal vital to the space program. They're in the field (probably Peru), checking out a very pure specimen obtained from an Indian, when a canoe drifts by. Inside is the Indian! He tells how a giagantic turu -- a bird -- snatched his brother and flew off. Investigating the team learns the ""bird"" is actually a giant pteranodon -- a bird like dinosaur thought extinct! And it obeys a strange old man who lives on a plateau! The old man is forcing
    • 16. The Fraudulent Volcano

      31 Dec '64
      Dr. Quest receives a call from the governor of Bahiti. The governor is concerned about Mount Tahawa, a volcano which is displaying some unusual and disturbing properties. As the governor is explaining this, a man named Simon-11 listens... A deadly tarantula and a hanger fire are meant to discourage investigation, but Dr. Quest and Race overfly the volcano anyway -- only to be knocked out of the sky! They eject, but are captured by Simon-1, chief enforcer for ... Dr. Zin! Dr. Zin has develop
    • 17. Werewolf of the Timberland

      07 Jan '65
      The Quest team visits Canadian logging country at the government's request. While camping, they're met by lumberjacks who warn them to leave, because ""the forest holds many dangers -- including loup garou"". The next day, Jonny and Hadji are walking with Bandit when they encounter a skunk. Bandit runs, the skunk and the boys follow -- and wind up lost. Then they meet White Feather, an Indian (voice of Mike Road). White Feather tells them how to find their camp. He also tells them a ""bad
    • 18. Pirates from Below

      14 Jan '65
      Dr. Quest has constructed, and is testing, the ""Underwater Prober"", a cross between a submarine and a tank. The Navy is interested ... and so are some mercenaries. Dr. Quest and Hadji leave for the mainland, to meet a scientific delegation from Calcutta. While Race and Jonny work to fix part of the machine, they are overpowered and the machine is hijacked. They manage to escape, briefly. Then Hadji and Dr. Quest are captured when they come to the rescue. Hadji saves the day and a guard g
    • 19. Attack of the Tree People

      21 Jan '65
      The team appears to be on vacation, sailing on Dr. Quest's boat (the 'Sea Quest'). But the vacation is cut short when a galley fire erupts, forcing everyone to abandon ship. In the chaos, Dr. Quest and Race lose track of the boys. But help is at hand as a passing ship rescues them. The boys have drifted ashore -- but where? They cobble together a scarecrow from refuse and a life jacket, then set off to find food. They're quickly surrounded by large apes -- and taken to a high branch in a t
    • 20. The Invisible Monster

      28 Jan '65
      Dr. Isaiah Norman is experimenting with molecular energy when his lab explodes. Injured, he gets off a call for help to the Quest team. Arriving, the team finds the lab wrecked and Dr. Norman missing. While Dr. Quest reads Dr. Norman's journal, Race and the boys take jetpacks to scout a strange trail of burn marks through the forest. The follow the trail of marks and destroyed trees through a native village and discover the end -- whatever made the trail is moving toward another village. Wh
    • 21. The Devil's Tower

      04 Feb '65
      The Quest team is in Africa, where they plan to launch a balloon to carry a scientific package into the air. But the balloon gets away and is swept to the top of the Devil's Escarpment, a two mile tall rock formation that cannot be climbed. It will take months to build a new instrument package, so the team resolves to fly to the top of the escarpment. Race delivers Dr. Quest, then returns with the boys, to find that Dr. Quest is missing. His whereabouts are soon revealed, when Race and the b
    • 22. The Quetong Missile Mystery

      11 Feb '65
      Unexplained disappeared boats have made Dr. Quest interested in the mystery of these disappeared people. It turns out that a secret installation headed by a rogue general contains a huge missile in which he will use to knock down a launch. When Jonny and Hadji are captured, Race and Dr. Quest sneak in to rescue them and destroy the installation. The General kills himself when he shoots one of his soldiers that controlled the underwater mines and when shot the soldier landed on the switch that wa
    • 23. The House of Seven Gargoyles

      18 Feb '65
      Professor Ericson, an expert in gravity, has invited Dr. Quest to visit him at his home, Raclef Castle in Norway. There, he will demonstrate a spectacular achievement: the Ericon Bar, an anti-gravity device! Sinister forces are at work to steal the device and the notes that describe it: Ivar is the mastermind, and Dietrich Sorensen is his henchman. Dietrich is disguised as one of the gargoyles that adorn the castle parapets. Using his acrobatic skills, he can come and go as he pleases from t
    • 24. Terror Island

      25 Feb '65
      A doctor develops a formula that creates supersize monsters. With the help of the Quest team, the doctor and all his plans are destroyed.
    • 25. Monster in the Monastery

      04 Mar '65
      Bigfoot look-a-like monsters attack a village from a monastery connected only by a rope bridge in the mountains. People are scared of this monastery because they believe it to be haunted by monsters which later turn out to be humans dressed in costumes. As the Quest teams figures this out they engage in a clumsy battle with the fake monsters. A surprise happens in the end when a real Sasquatch monster kills all those who wore the costumes and heads back into his cave in the mountains.