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Give Yourself Goosebumps
Books in series
#1
Escape from the Carnival of Horrors
1995
TAKE A RIDE IF YOU DARE... Late one night you and your friends visit the old fairgrounds. They're putting up rides and booths for the annual carnival. But this year things look really different. Really odd. Really scary. The place is lit up by a hundred fiery torches. And spooky music is coming from the main tent. Then you meet Big Al, the creepy carnival manager. He's invited you in to test some of the rides. Will you brave the terrifying Supersonic Space Coaster? Risk the horrors of the Reptile Petting Zoo? Slice through the oily waters of Booger Bog? Or confront the evil Snake Lady? The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super spooky endings. Readers beware—you choose the scare! GIVE YOURSELF GOOSEBUMPS
#2
Tick Tock, You're Dead!
1995
The reader is taken on a museum tour in New York City, a vacation that is less than exciting until a strange time-travel accident occurs at the Museum of Natural History, in an adventure that asks readers to choose from twenty possible endings. Original.
#3
Trapped in Bat Wing Hall
1995
Join the Horror Club. . . Being the new kid in school is no picnic. At your old school you had tons of friends, but now you don't even have one. Then you meet Nick. He asks you to join the Horror Club. The Horror Club meets in an old mansion known as Bat Wing Hall. It's dark. It's spooky. And it's where your adventure begins. The members of the Horror Club are going on a scavenger hunt. If you join the red team, you find out the truth about your new friends—they're actually monsters! One is a green-skinned reptile. Another is a hulking giant! If you join the blue team, you get turned into a furry-faced vampire bat! The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super spooky endings!
#4
The Deadly Experiments of Dr. Eeek
1996
Readers are cast as the offspring of a genius scientist, whose top-secret experiment with the notorious Dr. Eeek turns deadly when they become human guinea pigs lost in a treacherous maze-like laboratory. Original.
#5
Night in Werewolf Woods
1996
Readers find themselves in the character of a young person preparing for a fun-filled vacation at WoodsWorld, until rumors around the Kids Only Campfire reveal that the place is hunted by werewolves, in a story with twenty possible endings. Original.
#6
Beware of the Purple Peanut Butter
1996
Talk about Snack Attack! Your aunt and uncle told you to stay out of their basement. So, of course, you check it out. That's where you find the dusty old refrigerator. In the fridge there are two containers. One is filled with purple goop. It smells just like a peanut-butter-and-jelly sandwich. The other holds a piece of chocolate cake. Your stomach is growling. If you eat the purple goop, you start shrinking. Pretty soon you're battling it out with a gigantic monster - a mouse! If you choose the cake, you grow into a tall giant. Now you're trying to escape the police, who are convinced you're a mutant alien! The choice is yours in this scary Goosebumps adventure that's packed with over 20 super-spooky endings! Reader beware - you choose the scare! [from the back cover]
#7
Under the Magician's Spell
1996
"Reader beware—you choose the scare! GIVE YOURSELF GOOSEBUMPS! You, and your little sister, and your best friend just found a new magic shop at the mall. The man inside calls himself the Magician. He's pretty creepy. Before you know it, your little sister runs out of the shop with his book of magic spells. If you read one of the spells, you find yourself in the magician's workshop. Suddenly you are part of a magic act. You are forced onstage, about to be sliced into a million pieces! If the three bullies from the school grab the book, you must find it before the magician makes your sister disappear...forever! The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!"
#8
The Curse of the Creeping Coffin
1996
Goosebumps fans will return to this adventure time and again to choose among the 20 spooky outcomes. When the tombstones behind Grandmother's house move closer and closer, the reader can stay and battle the ghosts or run away—with ghostly company!
#9
The Knight in Screaming Armor
1996
Your cousins, Kip and Abbey, have come to visit you from jolly old England—and guess what they brought with them? Two huge crates, each containing a suit of armor and a curse. But it doesn t matter, 'cause you're "dying" to see what's inside. If you open the crate marked "Evil Knight," you will be hypnotized by the knight's sparkling medallion and will have to face an ugly sorceress. If you open the "Good Knight" crate, you'll discover a room full of mannequin heads that talk. Before you know, it you've lost your head. Can you pull yourself together before time runs out? The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!"
#10
Diary of a Mad Mummy
1996
Readers are placed in the character of a young person who discovers an ancient diary and is transformed into a mummy who must seek out a mysterious wrapped being through the pyramids of Egypt. Original.
Author
R.L. Stine
Author · 641 books
Give Yourself Goosebumps
Series ·
42
books · 1995-2000
By
R.L. Stine
#11
Deep in the Jungle of Doom
1996
You're headed to a South American jungle with your nature-study class. Everything seems pretty cool at first, but then you start to get bored. Where's the beach? Where's the excitement? So you and your friend decide to do a little exploring on your own. That's when you see something so freaky, all you want to do is get out of there! If you run screaming down one trail, you'll end up at a waterfall with a creepy underground cave. If you choose the other trail, you'll eat some fruit that turns you into a crazy-looking sea monster. Will you get back to normal before things start to get really fishy?!! The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!
#12
Welcome to the Wicked Wax Museum
1996
Reader experiences the adventures of visiting a wax museum, where things are not what they seem. Use the clues and decide your own fate.
#13
Scream of the Evil Genie
1997
When a genie named Jenna pops out of a soda can and offers you three wishes, you think all your dreams have come true. But Jenna has a few tricks up her sleeve. If you don't watch out, the wishes of your dreams could turn into a nightmare.
#14
The Creepy Creations of Professor Shock
1997
You are invited to choose one of 20 spooky endings as you and your friends check out a new part of town, where you notice an old house. It has a sign that says "BEWARE- DANGER" on one side, and "PLEASE COME IN" on the other. Of course, you decide to go and see what's up.
#15
Please Don't Feed the Vampire!
1997
Readers are placed in the character of a young person who acquires a vampire kit and risks being changed into a vampire or watching the dog be transformed, in a story with more than twenty possible endings. Original.
#16
Secret Agent Grandma
1997
In a story with several possible endings, readers are cast in the role of a young person who must save the world's coolest grandma from her alien kidnappers. Original.
#17
Little Comic Shop of Horrors
1997
While wandering through a creepy section of town, the reader ventures into Milo's Comics Dungeon, a dingy store filled with the world's greatest comic books, and is thrust into a bizarre world to battle the worst villains in the history of comics, in a story featuring more than twenty possible endings. Original.
#18
Attack of the Beastly Baby-Sitter
1997
Readers are placed in the character of a young person who is being watched by terrifying babysitter Zoe, whose ideas of fun including horrifying games like the Bottomless Ball Pit and Tomb of the Unknown Rat. Original.
#19
Escape from Camp Run-For-Your-Life
1997
You are invited to choose from over 20 spooky endings. You're at sports camp, but the athletic competitions are very weird.
#20
Toy Terror
1997
Readers are placed in the character of a contest winner who must decide between two toy prizes, including Nasty Kathy the talking doll and a robot called the Annihilator 3000. Original.
#21
The Twisted Tale of Tiki Island
1997
While vacationing on Tiki Island you discover an undersea cave as well as a rare object on the ocean floor and must decide which to investigate Decisions made by the reader throughout the story determine the ending.
#22
Return to the Carnival of Horrors
1997
Readers are placed in the character of a young person who has returned to the fateful Carnival of Horrors, where visitors must escape such terrors as the Roller Ghoster before midnight, in a story with more than twenty possible endings. Original.
#23
Zapped in Space
1997
Highlighting a newly designed front-cover look for the Goosebumps series, the newest installment takes the reader on a visit to a virtual reality theme park where the scares are all too real. Original.
#24
Lost in Stinkeye Swamp
1997
Readers choose from over 20 different scary endings in this latest addition to the blockbuster series. The reader's new swamp house is home to a treasure—and a ghost. Follow the clues to the treasure, but watch out for the sewer ghoul and the swamp thing lurking around the corner. 144 pp. Ages 8-12. Pub: 12/97.
#25
Shop Till You Drop … Dead!
1998
You're sick of Reggie Mayfield's story about his dad's department store. Reggie says monsters roam the store late at night. You bet Reggie is lying—so you agree to spend the night at Mayfield's. Too bad for you that Reggie is telling the truth! From floor to floor, the huge department store is packed with scares! Can you survive the midnight hour at Mayfield's?
#26
Alone in Snakebite Canyon
1998
The gift shop at the Lonestar National Park is filled with the usual cheesy souvenirs, but these magic souvenirs draw the reader into some scary adventures, which include coming face-to-face with a gigantic spider and a hungry panther. Original.
#27
Checkout Time at the Dead-End Hotel
1998
The reader can choose from more than twenty different endings to the terrifying tale that begins with the reader and friends checking into the Dead Hotel—where the guests are all ghosts—after breaking down on a deserted highway.
#28
Night of a Thousand Claws
1998
Feeling Claws-trophobic? You arrived on Cat Cay Island today. And it's already a cat-astrophe! You should have listened to that cabdriver's warning: Never go outside after dark! But your brother, Sam, has disappeared. And it's up to you to save him—and yourself. From the hundreds of evil mutant cats dying to get their claws on you. And from Katrina the Cat Woman, who wants to make you—or your parents—the next Keeper of cats! The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!
#29
Invaders from the Big Screen
1998
In a scream-a-thon with more than twenty different endings, movie creatures such as Godzilla and half-alligator mutants virtually jump out of the movie screen when the reader sneaks into the Movie Magic Multiplex. Original.
#30
You're Plant Food!
1998
The reader goes on a field trip to the E. Ville Creeper Botanical Gardens and must collect data from four different deadly gardens without growing a green thumb—and hand—and arm
#31
The Werewolf of Twisted Tree Lodge
1998
Earning first place in a horror story contest, a literary winner is invited to spend a weekend with famous horror writers at the Twisted Tree Lodge, where everyone turns into werewolves.
#32
It's Only a Nightmare!
1998
You're spending the night in a very strange inn. As you fall asleep, you have dreams that are total nightmares. First you turn into a bat. Then your parents become aliens. Can you escape? Or will your worst dreams come true?
#33
It Came from the Internet
1999
You've installed some new web crawling software, and now your computer has a virus... a rather unusual one, at that.
#34
Elevator to Nowhere
1999
On a visit to an eccentric inventor, you discover his newest invention: the Transdimensional Transvator. Rather than going up and down, it travels to other dimensions where it's illegal to be a kid, or where people are the smallest things in the world, or worse.
#35
Hocus-Pocus Horror
1999
In a story where the reader can choose from more than twenty different endings, the reader finds Mysterio's magical bag of tricks, and even though the label on it says "DO NOT TOUCH," explores what's inside
#36
Ship of Ghouls
1999
In a fantasy story that features more than twenty different endings, a two-week cruise to Japan brings the reader face to face with a wacky scientist who turns humans into fish-like slaves, an evil stranger with a bomb, hostile natives, and sharks. Original.
#37
Escape from Horror House
1999
Strange things are happening at your house. Furniture moves around, objects disappear, and writing appears on the walls. Poltergeists have moved in, and they're ready to take up residence inside you!
#38
Into the Twister of Terror
1999
In this latest Goosebumps story, a tornado blows into town, but this is no ordinary twister—it has a mind of its own, and it's swarming with animals that can talk. Original.
#39
Scary Birthday to You!
1999
Your birthday surprise is a weird entertainer who throws a "horror birthday." If you choose to open your presents, you're chased by crazed motorized toys, and if you choose to eat your cake, watch out—it's crawling with bugs!
#40
Zombie School
1999
When the reader gets selected to attend Ranewash, the best boarding school in the country, he or she may find that class is not quite what they expect, in a spine-tingling tale with more than twenty different endings
#41
Danger Time
2000
The reader must decide whether to help Chronos, a wizard who claims to need help in defusing a "time" bomb, or try to escape from the Time Police
#42
All-Day Nightmare
2000
The reader wakes up with no memories in an spooky old house and must decide how to get out and reach safety