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Trapped in Bat Wing Hall is the third book in the Give Yourself Goosebumps gamebook series. It was published in 1995.

The holographic prismatic design consists of static-like sparkles on a gold background. The cover illustration consists of a bat flying at an angle with its mouth open.



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 them 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!


You have just moved to a new town and have not made any friends. While walking home, you run into a new friend named Nick, who tells you about "The Horror Club". The Horror Club meets late at night in an old mansion called Bat Wing Hall, which is said to be haunted. The members of the Horror Club are going on a scavenger hunt to find out if Bat Wing Hall is really haunted.

If you join the Red Team, you find that the entire team but you are monsters.

If you join the Blue Team, you get turned into a vampire bat! And that's not all. You might have to search the cursed crypt of the deceased owner of Bat Wing Hall, Professor Krupnik, in the nearby cemetery, or face a witch, an ancient mummy, or a werewolf.

Story A

You join the Red Team with Nick, Debbie, and Connor and have to complete the scavenger hunt before dawn, or they'll turn you into a monster too. But the items on the list are both dangerous and difficult to obtain.

Story B

You join the Blue Team with Lara, Martin, and Marcie. While searching in Bat Wing Hall's crypt, you uncover a cursed stone that causes you to be transformed into a bat each night, and must now find a way to break the curse.

Side Story C

From story B, you return to the crypt as a bat and find yourself trapped in an underground swamp that you have to escape. There is no way to survive this storyline.

List of endings

There are twenty-two bad endings and seven good endings.

Bad endings

Ending Paths

Non-ending: "The Swamp Thing" eats you, but the book gives you one more chance if you're brave enough. (It tells you to go to page one)

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Accepting a boat ride from the Grim Reaper. When you reach the end, you find a gravestone with your name inscribed on it -- which means you are dead.

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Forced to read thousands of books to a two-headed monster or else he will eat you up.

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When you are a bat, Marcie ends up capturing you and traps you in a freezer.

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As a bat, you go to Marcie's house to ask for her help. Her little brother Darryl pulls a heavy cabinet over and it lands on you and crushes you.

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You get stuck in the Bat House at the zoo with tons of fellow vampire bats.

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The ghost of Professor Krupnik turns you, Marcie, Martin, and Lara into bats.

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In the graveyard, it's implied that you, Marcie, Martin, and Lara are pulled down into the ground by zombies. Professor Krupnik won't help you and says it's your own fault - he doesn't want you anywhere near Bat Wing Hall, not just the house.

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Stuck with your butt sticking out of the crypt and a moaning creature in the crypt is coming to get you. You scream for help but realize that, even if the Blue Team can reach you in time, you'll still be in a highly embarrassing situation.

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Upon the Red Team transforming into monsters before your eyes, you still think they're trying to pull some elaborate prank and pull at Nick's face, mistaking it for a mask. Nick eats you.

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You find out you are running on monster time, which is faster than normal, and you turn into a monster once time's up.

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You overhear Debbie question why new members of the Horror Club mysteriously turn to stone. You realize you can't move, and now you're turning to stone too.

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After you lose the Mud Monsters game to Nick, you become a monster as part of the bet.

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You refuse to help a witch escape, and grab her broom for the scavenger hunt. She sends it soaring into the air with you on board, and you will never be able to get down.

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You are apparently killed when you fall several stories down to the basement in an empty elevator shaft and smash into the ground at high speed.

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You run out of time for the scavenger hunt and become a werewolf forever.

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You have been sent to Ancient Egypt and accept the king's offer to stay with him. Since he is getting old, he wants to take you to the afterlife with him. The king and priests start preparing you for mummification.

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Escaping from the king's priest, you run into a snake charmer who forces you to train as one for three years under the threat of hostile snakes.

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After having been sent to ancient Egypt, you get transported back to the house, one minute before midnight. You haven't collected all the items, so you turn into a monster.

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Stuck in a force field, until one minute after midnight, which means you will become a monster.

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Ignoring Nick's warning to not just go running into the house, you break in and trigger a security alarm. Nick and Debbie have run away and left you to be arrested by the police that have just arrived.

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Good endings

Ending Paths

You invent a new ice cream flavor and make a fortune. However, you're still a bat.

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Marcie, Martin, and Lara help turn you back into a human. When they ask how it happened, you promise them it will be your scary story, the next time the club meets.

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You turn back into a human again, but Martin turns into a bat and Lara turns into a frog. You and Marcie decide to keep them as pets for the next year before they can change back.

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The ghost of Professor Krupnik becomes a member of the horror club and takes the bat-transforming curse off of you.

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You win the Mud Monsters video game, escape Bat Wing Hall, and go home to play video games with your little brother (although he beats you at Mud Monsters right after.)

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You win the scavenger hunt and find out that you freed Nick, Debbie, and Connor from a monster-transforming curse, that they now have no knowledge about.

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Non-ending: You open the orange door and plummet into a pit. When you hit the bottom, you are in your bedroom closet the day before the events of the story. (It tells you to turn back to page one.)

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International releases






  • A video game mentioned in this book, Mud Monsters, could be an allusion to the monsters from the book You Can't Scare Me!.
  • This book refers to the reader as male twice.
  • This book references Spider-Man, Frankenstein, Godzilla, and Dracula.

References in other Goosebumps media