The cover illustration depicts a coffin being opened by a rotting skeleton inside it. The skeleton's bony fingertips have left scratches on the coffin lid.
They're Real Deadheads!
You're off to visit your grandmother, whose house backs up to a graveyard. At first the tombstones seem far away. But every day they move a little closer. Then you discover the headstones are disappearing. But the dead aren't gone — their ghosts are moving. Right into your grandmother’s house!
If you decide to stay, you must battle a warrior ghost. If you decide to run, one of the kid ghosts follows you home. Will you be haunted...for the rest of your life?
The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!
List of endings
There are sixteen bad endings and five good endings.
- Being stuck in a coffin, until you die.
- John Luckmeyer tricks you into walking into a closet, which your grandmother turned into a laundry chute. You end up falling two stories down a clothes chute into a washer.
- It is implied that you were destroyed by the MHG - the most horrible ghost.
- You choose the wrong grave and the last tombstone moves into place, completing the message. This ending has a side note that says that next time to ask for Elvira's help and don't leave that much to chance.
- You are being chased by a ghost of a soldier from the Civil War and end up falling off a bridge. You survive the fall and groan in pain, but the ghost hears you and floats down and kills you.
- Since you refuse to give Mac MacFarling any money, his box opens up to reveal a plastic hand. The hand grabs you and pulls you into the box.
- You decide to hide out in the barn, but you end up being bitten by a vampire chicken.
- Sparkle wimps out after seeing a ghost with worms crawling on his face. The worms smother you to death after the ghost puts his face up to yours.
- You don't survive a fall off a bridge and become a ghost. You play pranks on people, like crossing out the page numbers of a Give Yourself Goosebumps book with a black felt marker. Only it was this book, the only one you're in.
- You betray a ghost by turning him down. Every time you walk by a cemetery, the ghost and his friends call out, "You lied!"
- A Neanderthal ghost hits you on the head with a club.
- You become a stone statue in the graveyard, still aware of your surroundings. The ghosts of John Luckmeyer and his twin sister, Jane torment you for all eternity.
- A ghost follows you around for the rest of your life and makes everyone think you're stealing things.
- Deciding to ride Glory the ghost horse turns out to be a bad idea, because he charges straight into a solid wall, taking you with him. His grave said that he was too wild for the riders of this world. As a consequence, you're stuck with riding Glory for all time.
- Because of a bet you made with the ghost, you'll have to eat worms.
- You try to convince Robin that there is a Lanx under the sink, but he chooses to stop believing you and leaves. (Because the reader can choose whether they find a Grool or a Lanx, the book seemingly punishes the reader for choosing the more dangerous character.)
- You run into your piano teacher, when visiting the afterlife. She gives you a map that leads to gold in her backyard under her apple tree, if you play for her. You then wake up at your house with the map in your hand.
- You defeat Brandon Estep, before he can consummate the curse. However, you're still stuck with the ghost of Elvira Martin - she wasn't outside when you broke the curse, so she didn't return to her grave.
- You use the mute button on the remote control to stop the Neanderthal ghost. Pretty soon, you called the news and become famous along with your grandmother for demonstrating the remote. You sell the house and go to live in the South Pacific Islands with your grandmother.
- You refuse to take more piano lessons, and the piano teacher takes you back outside the graveyard.
- While you don't fully trust the ghost, the ghost gives you a coin for honesty. Before heading to the afterlife, he advises you to keep it with you always and not to sell it, spend it or give it away, even after death.
- Despite the cover art featuring a skeleton, the reader's main enemies in this book are ghosts.
- One of the choices has hidden pages and can only be found by adding up dates given to the reader earlier in the story.
- There is a question in this book about the name of the creature from the Goosebumps book, It Came from Beneath the Sink!.
- In some parts of the story, there are two choices that both lead to bad endings. In one part of the story, there is a choice that leads to two different good endings.
- This is one of the Give Yourself Goosebumps books where you can get a bad ending depending on what day of the week it is.