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{{Merge to|Give Yourself Goosebumps|date=August 2010}}
{{Unreferenced|date=November 2006}}
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{{Infobox Book | | name = The Curse of the Creeping Coffin
{{Infobox Book | | name = The Curse of the Creeping Coffin

Revision as of 10:58, 30 August 2010

The Curse of the Creeping Coffin
AuthorR. L. Stine
IllustratorNagata
LanguageEnglish
SeriesGive Yourself Goosebumps
GenreHorror fiction, Children's literature
PublisherScholastic
Publication date
August 1996
Publication placeUnited States
Media typePrint (Paperback)
Pages132 pages
Preceded byUnder the Magician's Spell 
Followed byThe Knight in Screaming Armour 

The Curse of the Creeping Coffin is the 8th book in the spin-off series Give Yourself Goosebumps. Written by R. L. Stine, printed in 1996 by Scholastic Press.

Plot summary

You are staying at your grandmother's house, located next to a cemetery. You notice that the graves are moving, and when you try to tell your grandmother about it, you see a woman named Elvira standing in the hallway, but your grandmother does not - because - unlike you, she can't see ghosts. From this point you have a choice on whether you want to find out more about the ghosts (by following Elvira), or to convince your grandmother to send you back home.

If you choose to stay; Elvira tells you that the graveyard is haunted by ghosts, and they're all going to take over your Grandmother's house. She warns you not to ask a Ghost Hunter named MacFarling for help. If you choose to find out about him you will learn that the curse is complete when the graves spell out a message (using the first letter of the ghost's last name), and when the message is complete; defeating the ghosts will be impossible. Your only hope is to summon and exorcise an MPG (Most Powerful Ghost). Many negative endings in this book involve being killed in someway by a ghost, but there are a alternatives such as; falling down a hole to the basement, being pulled into a spirit counter, falling off a bridge, being attacked by vampire chickens, and turning to stone for eternity (but still being "alive" in that you are still fully aware of your surroundings), you survive the story by successfully figuring out how to defeat the MPG, but if you awaken the wrong ghost - it could be another negative ending, so you must be careful. This section has a page where the choices are decided by throwing the book in the air, and then see if it lands with the front or the back facing you, there is also a page with choices that you can't see - instead you will have had to add two sets of dates together, each of those answers are page numbers that these two hidden choices can be found on.

If you choose to go home, a young ghost boy will follow you home, and you will have to find a way to escape from him and return to your normal life. You have opportunity to get your best friend to help you, but will that be enough? Negative endings in this section include; being buried alive, being lost in a graveyard forever, finding a Lanx or being haunted by the ghost boy forever, realizing too late that he loves to get kids like you in big trouble. It is possible to escape from the ghost boy by making the correct choices at the correct times, giving you a choice of a few positive endings.

Because this is a book about ghosts, some of the negative endings will involve you yourself return as a ghost, the is also a third, much shorter section involving a Ghost Horse named Glory - this can be reached by staying, but choosing not to look for MacFarling.