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The ghost of Captain Cutler almost ruins a late night picnic at the beach. Guess that ghost didn't realize that it's not polite to come between Scooby or Shaggy and food.
Your favorite characters are now part of the Who HQ library! Nothing mysterious about it! Learn all about how Scooby and his friends took over Saturday mornings--and then the world--in this debut title in the What Is the Story Of? series. Most kids are familiar with the always-hungry, scaredy-cat Great Dane called Scooby-Doo and his true-blue friends of Mystery Inc. But how did Scooby and the gang make it onto the silver screen? Author M. D. Payne lays out the whole groovy tale in this book that's sure to have readers shouting, "Zoinks!"
The detective genre has explored supernatural and paranormal themes throughout its colorful history. Stories of detectives investigating spiritualists, ghostly apparitions, the occult and psychics have spanned pulp fiction magazines, comic books, novels, film, television, animation and video games. This encyclopedia covers the history of the genre in its multiple forms and informs and adds to the knowledge of either the new or informed reader. Its A-Z format provides ready reference by title. Detective fans browsing for new discoveries will enjoy the entertaining style.
While the undisputed heyday of folk horror was Britain in the 1960s and 1970s, the genre has not only a rich cinematic and literary prehistory, but directors and novelists around the world have also been reinventing folk horror for the contemporary moment. This study sets out to rethink the assumptions that have guided critical writing on the genre in the face of such expansions, with chapters exploring a range of subjects from the fiction of E. F. Benson to Scooby-Doo, video games, and community engagement with the Lancashire witches. In looking beyond Britain, the essays collected here extend folk horror's geographic terrain to map new conceptualisations of the genre now seen emerging from Italy, Ukraine, Thailand, Mexico and the Appalachian region of the US.
Scooby-Doo and the Mystery Inc. gang investigate a monster hiding in a business tycoon’s maze garden. Will they find the right path or choose a dead end? Should they follow the clues or run and hide? Will Scooby get lost or discover a Scooby Snack? In this interactive story, YOU CHOOSE the path the gang should take. With your help, they'll solve this maze mystery.
Scooby-Doo is everywhere - on Cartoon Network, on video, posters, T-shirts, lunch boxes - even underwear! But that doesn't mean everyone knows everything about Scooby-Doo. Do you? Try out your knowledge by answering the questions in this book.
"200+ characters and guest stars!"--Cover.
In this You Choose mystery, Scooby-Doo and the gang visit the great city of New Orleans. When the gang is forced to stop by an old mansion, it seems they've discovered a haunted house filled with witches and vampires. But who's really behind the haunting? Reader's choose which path to follow, with each leading to a different guilty party. Solve the mystery again and again! A glossary and choose-your-favorite punchline jokes make this a fun addition to the classroom library.
For ages 16+. At only 16 Clem's world is turned upside-down. His father, a travelling salesman and a loser, is transferred from Eastbourne to Glasgow and along with him go Clem and his meek accommodating mother. But Glasgow is rough and Clem's posh English accent is not well-accepted in the sink school he attends.