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** In one book, you are given the choice of defending yourself from an enemy with either a cushion or a baseball bat. Pick the cushion, it's easily destroyed and you get killed, with the book mocking you for your naivete in making this choice in the first place. Pick the baseball bat, you're not strong enough to use it effectively (as you are an 11/12-year-old kid) - you still get killed.
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I cannot, for the life of me, remember the title of the book. It had a great white shark on the cover.

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* FaceHeelTurn: In the book revolving around a mad scientist's plot to blow up a cruise ship you're on, you can... join the [[spoiler:real]] mad scientist, in which you two become [[GainaxEnding really good golfers]].
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* LongLostRelative: In one of the good endings of ''Return to Terror Tower'', you help your two friends (a medieval prince and princess) overthrow their evil uncle and reclaim the throne. It is then discovered that you are their cousin and didn't know about it, so you get to rule the country with them.
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* CreepyTwins: [[ThemeTwinNaming John and Jane Luckmeyer]] in ''Curse of the Creeping Coffins''.
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* GenderBlenderName: Drew Mortegarth in ''Checkout Time at the Dead End Hotel''. It's a plot point that you don't know Drew's gender and thus, which of two potential Drews is the right one.

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** ''Tick Tock, You're Dead!'' has an entire storyline of this. Your main choice in the book is whether to go to the past or future to find your missing brother. If you go to the past, ''all'' paths lead to a bad ending. One of them does advise you to search in the future next time, just so the reader doesn't get too frustrated.



* GenreSavvy and NoFourthWall: In one of the books, one of the choices has you deciding whether or not to eat some blue eggs. If you choose to eat them, you will suddenly stop, remember that you are in a ''Goosebumps'' book (where eating weird-colored food is usually a bad idea), and spit the eggs out. It turns out that the eggs cause you to [[spoiler:become an obedient slave of the aliens running the camp]].

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* GenreSavvy and NoFourthWall: In one of the books, ''Escape From Camp Run-For-Your-Life'', one of the choices has you deciding whether or not to eat some blue eggs. If you choose to eat them, you will suddenly stop, remember that you are in a ''Goosebumps'' book (where eating weird-colored food is usually a bad idea), and spit the eggs out. It turns out that the eggs cause you to [[spoiler:become an obedient slave of the aliens running the camp]].
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** ''Please Don't Feed The Vampire'': You have been turned into a vampire and are faint from lack of blood. You are trapped in a room with other vampires who start drinking from the Dracula {{Expy}}, giving you a chance to escape. If you choose to stay and drink some of the blood (not an unreasonable choice, since your character is now a vampire and needs blood) the next page abruptly breaks the fourth wall, tells you that drinking blood isn't normal, advises you to put down the book, and questions whether you are a real vampire or just seriously disturbed.

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** ''Please Don't Feed The Vampire'': You have been turned into a vampire and are faint from lack of blood. You are trapped in a room with other vampires who start drinking from the Dracula {{Expy}}, giving you a chance {{Expy}}. You can either try to escape. If you choose to stay and escape while they're distracted, or drink some of the blood (not an unreasonable choice, choice to make, since your character is now a vampire and needs blood) blood.) But if you pick the latter, the next page abruptly breaks the fourth wall, assuming YOU in the real world want to drink someone's blood; and tells you that drinking blood isn't normal, advises you to put the book down the book, and questions whether you are a real vampire or just seriously disturbed.stop being creepy.
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** Similar to the ''Bat Wing Hall'' example, one of the two main storylines in ''Little Comic Shop of Horrors'' is to find that you are stuck in the world of comic books, and having to decide which of two comics you will enter. One of those gives you the option going into a third different comic, but all choices made from there end badly - you're either killed by the superhero who thinks you're a spy, or by his team of sidekicks who get angry when you inadvertently insult them.

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** Similar to the ''Bat Wing Hall'' example, one of the two main storylines in ''Little Comic Shop of Horrors'' is to find that you are stuck in the world of comic books, and having to decide which of two comics you will enter. One of those gives you the option going into a third different comic, but all choices made from there end badly - you're either killed by the superhero who a MadScientist (who thinks you're you are a spy, spy) or by his a team of sidekicks other kids turned into comic book superheroes, who get are angry when that you inadvertently insult them. joked about them getting killed.
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* NeverTrustATitle: Nowhere in ''Escape From Horror House'' are you required to escape from a house - the story is based around you getting rid of poltergeists that have invaded a house. ''Elevator to Nowhere'' doesn't feature an elevator, but a dimension-hopping device that doesn't even look like an elevator.

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* NeverTrustATitle: Nowhere in ''Escape From Horror House'' are you required to escape from a house - the story is based around you getting rid of poltergeists that have invaded a house. The titular elevator in ''Elevator to Nowhere'' doesn't feature an elevator, but is actually a dimension-hopping device that doesn't even look like an elevator.device.
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** ''Please Don't Feed The Vampire'': You have been turned into a vampire and are faint from lack of blood. You are trapped in a room with other vampires who start drinking from the Dracula {{Expy}}, giving you a chance to escape. If you choose to stay and drink some of the blood (not an unreasonable choice, since your character is now a vampire and needs blood) the next page abruptly tells you that drinking blood isn't normal, advises you to put down the book, and questions whether you are a real vampire or just seriously disturbed.

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** ''Please Don't Feed The Vampire'': You have been turned into a vampire and are faint from lack of blood. You are trapped in a room with other vampires who start drinking from the Dracula {{Expy}}, giving you a chance to escape. If you choose to stay and drink some of the blood (not an unreasonable choice, since your character is now a vampire and needs blood) the next page abruptly breaks the fourth wall, tells you that drinking blood isn't normal, advises you to put down the book, and questions whether you are a real vampire or just seriously disturbed.

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** ''The Knight in Screaming Armor'': You're being chased up a bell tower by some ghost monks, who want to make you one of them. You reach the bell, and there is a kettle of black liquid, which probably won't even harm ghosts, and when you reach for the bell, the monks cower, which means they obviously fear the bell for some reason, so naturally you next choice is to ring the bell. No! What you're meant to do is pick up the kettle, which is too heavy for you, and then fall over and ring the bell by accident! Pulling the rope to ring the bell causes it to break, giving the monks time to catch up to you...

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** ''The Knight in Screaming Armor'': You're being chased up a bell tower by some ghost monks, who want to make you one of them. You reach the bell, and there is a kettle of black liquid, which probably won't even harm ghosts, and when you reach for the bell, the monks cower, which means they obviously fear the bell for some reason, so naturally you next choice is to ring the bell. No! What you're meant to do is pick up the kettle, which is too heavy for you, and then fall over and ring the bell by accident! Pulling the rope to ring the bell causes it to break, giving the monks time to catch up to you...you ...
** ''Please Don't Feed The Vampire'': You have been turned into a vampire and are faint from lack of blood. You are trapped in a room with other vampires who start drinking from the Dracula {{Expy}}, giving you a chance to escape. If you choose to stay and drink some of the blood (not an unreasonable choice, since your character is now a vampire and needs blood) the next page abruptly tells you that drinking blood isn't normal, advises you to put down the book, and questions whether you are a real vampire or just seriously disturbed.
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** ''Please Don't Feed the Vampires'' has an ending where, if you refuse to ring a neighbor's doorbell and ask your friend to do it, you are told the story has ended because you are simply too much of a wimp for it to go on any further.
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* MadScientist: In one of the books revolving around a cruise ship, you get tipped off to the plot by encountering a rather eccentric scientist with crazy hair and an even crazier expression announce his intent to "BLOW UP THIS SHIP!!" when you and your friend investigate what he's doing. [[spoiler:Strangely enough, he's the good guy. The real bad guy is AffablyEvil.]]
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* TheWallsAreClosingIn: Happens to you in ''A Night In Payne House'' when you encounter the Pink Room and need to have brought the right item to free yourself.
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* TheDogBitesBack: ''Lost in Stinkeye Swamp'' has an ending in which you are eaten by your own goldfish, which is pissed off that you haven't bothered to care for it as you were too busy trying to escape the book.
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** Similar to the ''Bat Wing Hall'' example, one of the two main storylines in ''Little Comic Shop of Horrors'' is to find that you are stuck in the world of comic books, and having to decide which of two comics you will enter. One of those gives you the option going into a third different comic, but all choices made from there end badly - you're either killed by the superhero who thinks you're a spy, or by his team of sidekicks who get angry when you inadvertently insult them.
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* EnemyMine: Sometimes an option. In one of the storylines of ''Escape From Camp Run-For-Your-Life'', you're forced to team up with a girl you hate in order to survive (although many of the bad endings involve her leaving you to die to save her own skin.) In ''Escape From Horror House'' you have the option to make Marvin and Matilda work together temporarily to defeat the poltergeists.
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* NeverTrustATitle: Nowhere in ''Escape From Horror House'' are you required to escape from a house - the story is based around you getting rid of poltergeists that have invaded a house. ''Elevator to Nowhere'' doesn't feature an elevator, but a dimension-hopping device that doesn't even look like an elevator.

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* ThisLoserIsYou: In ''Welcome to the Wicked Wax Museum'', choosing to not go down a corridor gives you a happy ending, but at the cost of the author BreakingTheFourthWall to insult your cowardice. For ''several paragraphs''. Of course, this being an R.L. Stine book, going down the corridor gets you [[spoiler:[[OffWithHisHead decapitated]]]]. In other books, making a "safe" choice (such as deciding to go into the storm cellar during a hurricane rather than search for your dog) leads you to a swift happy ending on the next page, but with the book pointing out that you didn't get to have any adventures because you are too chicken to take any risks.

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* ThisLoserIsYou: ThisLoserIsYou:
**
In ''Welcome to the Wicked Wax Museum'', choosing to not go down a corridor gives you a happy ending, but at the cost of the author BreakingTheFourthWall to insult your cowardice. For ''several paragraphs''. Of course, this being an R.L. Stine book, going down the corridor gets you [[spoiler:[[OffWithHisHead decapitated]]]].
**
In other books, making a "safe" choice (such as deciding to go into the storm cellar during a hurricane rather than search for your dog) leads you to a swift happy ending on the next page, but with the book pointing out that you didn't get to have any adventures because you are too chicken to take any risks.risks.
** You may also be scolded by the book if you don't complete a puzzle successfully (such as ''Night of a Thousand Claws''; you have to make a list of words from the phrase "Spiral staircase", and if you don't get enough, the book insults you for your laziness in getting such a simple task wrong) or if you deliberately cheat in a scavenger hunt/inventory (''Into the Jaws of Doom'', ''A Night in Payne House'')

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* ViewersAreGoldfish: ''Zapped in Space'' uses this against you in the Abominable Snow Woman storyline. In one part of the book, the right clue to advance in the game was given away with the game's poster when you entered the arcade way back in page 3 or 4. [[ChekhovsGun There was a minor description of the lights' colors near the game's poster that was irrelevant at the time]], but was a major clue for later. This effect is magnified if you do the Abominable Snow Woman storyline ''second''. Unless you have a sharp memory or cheated to see the answer, you'll have to guess the right colors for the lights. Guess wrong, and you'll be led in the wrong direction.

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* ViewersAreGoldfish: ViewersAreGoldfish:
**
''Zapped in Space'' uses this against you in the Abominable Snow Woman storyline. In one part of the book, the right clue to advance in the game was given away with the game's poster when you entered the arcade way back in page 3 or 4. [[ChekhovsGun There was a minor description of the lights' colors near the game's poster that was irrelevant at the time]], but was a major clue for later. This effect is magnified if you do the Abominable Snow Woman storyline ''second''. Unless you have a sharp memory or cheated to see the answer, you'll have to guess the right colors for the lights. Guess wrong, and you'll be led in the wrong direction.



* WithFriendsLikeThese: Sometimes, your friends don't make you feel appreciated in a bad situation. In ''Scary Birthday To You!'', if you volunteer to stay at your house so everyone else can do the scavenger hunt, they leave you behind with [[BigBad Dr. Death]] with no intentions of coming back. In ''Ship of Ghouls'', when everyone's evacuating the bombed yacht, if you (somewhat foolishly) decide to swim hundreds of yards away to reach your best friend instead of getting into a lifeboat that's much closer, he tells you to go away, because your added weight on the plank he's hanging onto would make both of you sink. [[JustifiedTrope Kind of justified in hindsight]], though his choice to reject you causes you to drown. "Deep in the Jungle of Doom" has an ending where your friend taunts you about being to scared to go into a cave before her, and when you do [[spoiler: you hear her voice acting like she's feeding someone, and then the cave closes, because it's not a cave - it's a monster's mouth]] Also the majority of books have at least one bad ending which is caused by your "friend" even if it means ignoring continuity for it to work.

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* WithFriendsLikeThese: Sometimes, your friends don't make you feel appreciated in a bad situation. situation.
**
In ''Scary Birthday To You!'', if you volunteer to stay at your house so everyone else can do the scavenger hunt, they leave you behind with [[BigBad Dr. Death]] with no intentions of coming back. back.
**
In ''Ship of Ghouls'', when everyone's evacuating the bombed yacht, if you (somewhat foolishly) decide to swim hundreds of yards away to reach your best friend instead of getting into a lifeboat that's much closer, he tells you to go away, because your added weight on the plank he's hanging onto would make both of you sink. [[JustifiedTrope Kind of justified in hindsight]], though his choice to reject you causes you to drown. "Deep drown.
** ''Deep
in the Jungle of Doom" Doom'' has an ending where your friend taunts you about being to scared to go into a cave before her, and when you do [[spoiler: you hear her voice acting like she's feeding someone, and then the cave closes, because it's not a cave - it's a monster's mouth]] Also mouth]]
** Also,
the majority of books have at least one bad ending which is caused by your "friend" even if it means ignoring continuity for it to work.
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Moved from the Goosebumps page.

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* GenreSavvy and NoFourthWall: In one of the books, one of the choices has you deciding whether or not to eat some blue eggs. If you choose to eat them, you will suddenly stop, remember that you are in a ''Goosebumps'' book (where eating weird-colored food is usually a bad idea), and spit the eggs out. It turns out that the eggs cause you to [[spoiler:become an obedient slave of the aliens running the camp]].


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* NiceJobBreakingItHero: In one of the books that revolves around a mad scientist taking over a cruise ship the reader is on, this comes up twice.
** Reporting the Mad Scientist who loudly and hammily announces to you that '''HE IS GOING TO BLOW UP THIS SHIP!!''' [[spoiler:gets his head ripped off and placed on a giant turtle by the ''real'' villain, another mad scientist. He is not amused at you when you encounter him again, and would beat you up if he wasn't a giant turtle.]]
** If you and your friend manage to climb up an empty elevator shaft, you get up to the deck, both covered in grease. He slaps your back in a friendly "you-did-it" way. Unfortunately, you being covered in grease, you accidentally go over the railing and into the water, with no way up as the ship sails into the horizon. Oops.
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** ''Diary of a Mad Mummy'', if you get trapped with the crocodile in Egypt. He either eats you right away, or you stall by giving the crocodile gummy snacks. Unfortunately, since there's no rescue on the horizon, you'll eventually get eaten anyway after the snacks run out.


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* ViewersAreGoldfish: ''Zapped in Space'' uses this against you in the Abominable Snow Woman storyline. In one part of the book, the right clue to advance in the game was given away with the game's poster when you entered the arcade way back in page 3 or 4. [[ChekhovsGun There was a minor description of the lights' colors near the game's poster that was irrelevant at the time]], but was a major clue for later. This effect is magnified if you do the Abominable Snow Woman storyline ''second''. Unless you have a sharp memory or cheated to see the answer, you'll have to guess the right colors for the lights. Guess wrong, and you'll be led in the wrong direction.
** ''Ships of Ghouls'' during the stranded-at-sea plot mentioned a miniature a magnet that you used to create a substitute compass to find your way back home. By this point, most readers forgot about the part when you grabbed the magnet, so the book referenced the page where you picked it up.

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* MortonsFork: Not a common occurrence, but some books force you into a pair of unpleasant choices that both end in disaster.
** ''Alone In Snakebite Canyon'' at one point presents a pair of animal morphs that [[LampshadeHanging even the book admits are are less-than-ideal]]: a slow-as-molasses tarantula to cross a busy street, and a mosquito through a bat infested cave, right after you ate a mosquito when you were temporarily in bat morph. They end as well as you expect. [[TakeAThirdOption The logical third option]] - i.e., turn into a tarantula and wait in the cave until the snake eyes reset into two other and presumably better animal choices - was completely absent.
** ''The Werewolf of Twisted Tree Lodge'' presents an interesting scenario when you're trapped and facing a bunch of creatures that could easily kill you for their own amusement in the middle of the woods. One option is to trick them into playing tag and running like hell to escape, but they easily catch up and kill you. The alternative? Convince them that they'd all turn on each other if they try to eat you, because they're all different creatures, and require different needs when it comes to eating humans. By doing that, they'd either let you live to not turn on each other, or go in an all out battle royale to see who gets to eat you. Instead, they claim that they're diplomatic monsters, and that their different needs doesn't interfere at all with feeding on you. So in the end, you're still dead.
* NoEnding: Sometimes, your adventure won't end with a "The End" message. Sometimes, you'll just get thrown into an [[FateWorseThanDeath infinite loop]] that sends you flipping through the same couple of pages '''forever'''. In ''Escape From the Carnival of Horrors'', you may find yourself traveling through a labyrinth with no end in sight until you hear a voice. You turn towards it, travel down another neverending tunnel until you hear another voice... and turn back the way you came.

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* MortonsFork: Not a common occurrence, but some books force you into a pair of unpleasant choices that both end in disaster.
a similar disaster for you, the reader.
** ''Alone In Snakebite Canyon'' at one point presents a pair of animal morphs that [[LampshadeHanging even the book admits are are sound less-than-ideal]]: a slow-as-molasses tarantula morph to cross a busy street, and or a mosquito morph through a bat infested cave, right after you ate a mosquito when you were temporarily in bat morph. They morph minutes earlier. The choices end as well as you expect. [[TakeAThirdOption The logical third option]] - i.e., turn into a tarantula and wait in the cave until the snake eyes reset into two other and presumably better animal choices - was completely absent.
** ''The Werewolf of Twisted Tree Lodge'' presents an interesting scenario when you're trapped and in the middle of the woods, facing a bunch of creatures that could easily kill eviscerate you for their own amusement in the middle of the woods. amusement. One option is to trick them into playing a game of tag and running like hell to escape, but they easily catch up and kill you. The alternative? Convince them that they'd all turn on each other if they try to eat you, because they're all different creatures, and require different needs when it comes to eating humans. By doing that, they'd either let you live to not turn prevent turning on each other, or go in an all out battle royale divide and conquer to see who gets to eat you. Instead, they claim that they're diplomatic monsters, and that their different needs doesn't interfere at all with feeding on you. So in the end, you're you, so you still wind up dead.
* NoEnding: Sometimes, your adventure won't end with a "The End" message. Sometimes, you'll just get thrown into an [[FateWorseThanDeath infinite loop]] that sends you flipping through the same couple of pages '''forever'''. In ''Escape From the Carnival of Horrors'', you may find yourself traveling through a labyrinth with no end in sight until you hear a voice. You turn towards it, travel down another neverending never ending tunnel until you hear another voice... and turn back the way you came.came.
* NoGoodDeedGoesUnpunished: A devious example came up in ''Into the Twister of Terror''. During one sideplot, talking animals hunt you down, because you figured out a secret that they don't want any human to know. You try to reason with them a few times to no avail, and they eventually trap you inside a abandoned school. You decide to release a bunch of small animals that were trapped behind cages and glass habitats as a sign that you're a trustworthy human. The animals' response to your messianic efforts? [[{{Irony}} Use the small rodents you just liberated to attack and kill you]]. And...[[CruelTwistEnding they do]].


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** ''Into the Twister of Terror'' is one extreme example. The book contains several sideplots that go in many different directions with no cohesive center to tie all the madness together. Even the origin of the twister that causes all these events vary wildly between quests.

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* FailureIsTheOnlyOption: Make too many unwise choices, and you might run into a pair of choices that ends badly, no matter which one you choose. For readers who didn't acquire certain items earlier in the adventure, when it comes time to use something to save yourself, you won't be able to do so. Sometimes, the books conceal the page number to make sure you actually ran into the item or piece of essential info instead of cheating and/or punish you for trying to cheat.

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* FailureIsTheOnlyOption: Make too many unwise choices, [[MortonsFork and you might run into a pair of choices that ends badly, no matter which one you choose.choose]]. For readers who didn't acquire certain items earlier in the adventure, when it comes time to use something to save yourself, you won't be able to do so. Sometimes, the books conceal the page number to make sure you actually ran into the item or piece of essential info instead of cheating and/or punish you for trying to cheat.


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* MortonsFork: Not a common occurrence, but some books force you into a pair of unpleasant choices that both end in disaster.
** ''Alone In Snakebite Canyon'' at one point presents a pair of animal morphs that [[LampshadeHanging even the book admits are are less-than-ideal]]: a slow-as-molasses tarantula to cross a busy street, and a mosquito through a bat infested cave, right after you ate a mosquito when you were temporarily in bat morph. They end as well as you expect. [[TakeAThirdOption The logical third option]] - i.e., turn into a tarantula and wait in the cave until the snake eyes reset into two other and presumably better animal choices - was completely absent.
** ''The Werewolf of Twisted Tree Lodge'' presents an interesting scenario when you're trapped and facing a bunch of creatures that could easily kill you for their own amusement in the middle of the woods. One option is to trick them into playing tag and running like hell to escape, but they easily catch up and kill you. The alternative? Convince them that they'd all turn on each other if they try to eat you, because they're all different creatures, and require different needs when it comes to eating humans. By doing that, they'd either let you live to not turn on each other, or go in an all out battle royale to see who gets to eat you. Instead, they claim that they're diplomatic monsters, and that their different needs doesn't interfere at all with feeding on you. So in the end, you're still dead.
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** In ''The Curse of the Creeping Coffin'', you can get chased by a civil war-era ghost, which will lead you to fall from a bridge with a 50-50 chance to survive the fall. If you die, you become a ghost who does henious acts like [[LeaningOnTheFourthWall crossing out the page numbers of the very same book you're reading]]. If you survive, the ghost hears your groaning and goes to finish you off. The author then clarifies that you had a chance to survive ''the fall'', not the book.

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** In ''The Curse of the Creeping Coffin'', you can get chased by a civil war-era ghost, ghost knight, which will lead you to fall from off a bridge with a 50-50 chance to survive the fall. survive. If you die, you become a ghost who does henious performs heinous acts like [[LeaningOnTheFourthWall crossing out the page numbers of the very same book you're reading]]. If you survive, the ghost knight hears your groaning and goes after landing from the fall, which he then proceeds to jump off the bridge to finish you off. off with his sword. The author book then clarifies that you had a chance to survive ''the fall'', not the book.adventure.
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updates and cleaning up main description


For '90s kids, this series was the first (and perhaps only, save for the ''Literature/{{Animorphs}}'' Alternamorphs books) exposure they've had to the CYOA genre. Like other books in the genre, you, the reader, are required to make potentially dangerous choices to escape whatever dire circumstances you find yourself involved in. Depending on the book, this may involve fleeing a haunted house, [[JackassGenie a deceptive genie]] or escaping a carnival of horrors (i.e., [[ExactlyWhatItSaysOnTheTin the book pictured to the right]]). And of course, [[TheManyDeathsOfYou lots and lots of grisly deaths]].

Most of the books follow a format which splits the adventure into two separate paths. The primary one follows the book's advertised premise more closely. The secondary one usually follows the aforementioned premise as well, but focus on a different aspect of the quest. For example, the first book, ''Escape from the Carnival of Horrors'', has you either going through the carnival's games or the carnival's rides to make your escape. Other books have two different storylines only tangibly connected to each other. ''Zapped in Space'' (#23), for example, has you choosing between the advertised virtual reality space adventure or another virtual reality game, which involves a trek through a snowy tundra to hunt down [[BigBad an Abominable Snow Woman]]. Few books, like ''Checkout Time at the Dead End Hotel'' (#27), go so far as to focus entirely on one central quest.

In terms of overall design, ''Give Yourself Goosebumps'' doesn't deviate much from its spiritual CYOA predecessors, other than including references to other ''Literature/{{Goosebumps}}'' books. Usually, this involves a quiz question of some sort, though ''Return to Terror Tower'' and ''Revenge of the Body Squeezers'' actually continue where the original books left off (i.e., ''Night at Terror Tower'' and series 2000's ''Invasion of the Body Squeezers'').

Because publishing company Scholastic forced R.L. Stine to write many volumes of ''Literature/{{Goosebumps}}'' in a short period of time -- including the main series -- it's likely that several ghost writers wrote some ''GYG'' installments. As a result, [[LoveItOrHateIt the novels really vary in quality]]. [[http://www.gamebooks.org/show_series.php?name=Give+Yourself+Goosebumps Demian's Gamebook]] [[http://www.gamebooks.org/show_series.php?id=184 Web Page]], despite the obvious bias reflected by him and other reviewers, does a decent job showcasing the erratic nature of the series. In contrast, [[http://mjnseifer.livejournal.com a livejournal blog by MJN SEIFER]] gives more detail and compassion for the series, but it's not quite complete (as of September 14th, 2011, it's only on book #35). Nevertheless, most ''GYG'' books are worth reading at least once, though some feel more tightly constructed and exhibit better gameplay than others.

to:

For '90s kids, this series was the first (and perhaps only, save for (or, if one avoided the ''Literature/{{Animorphs}}'' Alternamorphs books) books, perhaps only) exposure they've had to the CYOA genre. Like other books in the genre, you, the reader, are required to make potentially dangerous choices to escape whatever dire circumstances you find yourself involved trapped in. Depending on the book, this may involve fleeing a haunted house, [[JackassGenie a deceptive genie]] or escaping a carnival of horrors (i.e., [[ExactlyWhatItSaysOnTheTin the book pictured to the right]]). And of course, [[TheManyDeathsOfYou the possibility of lots and lots of grisly deaths]].

Most of the GYG books follow a format which splits the adventure into two separate paths. The primary one follows covers the book's advertised premise more closely. The secondary one usually follows centers on the aforementioned premise as well, but may focus on a different aspect of the quest. For example, the first book, ''Escape from the Carnival of Horrors'', has you either going through the carnival's games carnival games, or the carnival's carnival rides to make your escape. Other books have two different storylines only tangibly connected to each other. ''Zapped in Space'' (#23), for example, has you choosing between the advertised virtual reality space adventure or another virtual reality game, which involves a trek through a snowy tundra to hunt down [[BigBad an Abominable Snow Woman]]. Few books, like ''Checkout Time at the Dead End Hotel'' (#27), go so far as to focus entirely the entire book on one central quest.

In terms of overall design, ''Give Yourself Goosebumps'' doesn't deviate much from its spiritual CYOA predecessors, other than including references to other ''Literature/{{Goosebumps}}'' books. Usually, this involves a quiz question of some sort, though ''Return to Terror Tower'' and ''Revenge of the Body Squeezers'' actually continue where the original books left off (i.e., ''Night at Terror Tower'' and series 2000's ''Invasion of the Body Squeezers'').

Because publishing company Scholastic forced R.L. Stine to write many volumes of ''Literature/{{Goosebumps}}'' in a short period of time -- including like the main series itself -- it's likely that several ghost writers wrote some ''GYG'' installments. As a result, [[LoveItOrHateIt the novels really vary in quality]]. [[http://www.gamebooks.org/show_series.php?name=Give+Yourself+Goosebumps Demian's Gamebook]] [[http://www.gamebooks.org/show_series.php?id=184 Web Page]], despite the his obvious negative bias reflected by him and other reviewers, toward the series, does a decent job showcasing the erratic nature of the series.quality between each book. In contrast, [[http://mjnseifer.livejournal.com a livejournal blog by MJN SEIFER]] gives more detail and compassion for the series, but series. However, it's not quite complete (as of September 14th, 2011, it's yet (it's only on book #35). #36), and has not been updated since October 31st, 2012. Nevertheless, most ''GYG'' books are worth reading at least once, though some books feel more tightly constructed and exhibit better gameplay than others.
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* BittersweetEnding: Not ''all'' of the non-good endings turn out to be awful. For example, in ''The Deadly Experiments of Dr. Eek'' (book #4), you get turned into a dog, but at least you managed to return home safely and live as the new family pet! In ''Zapped In Space'', you get trapped in your gaming partner's body, but both of you at least escaped the game intact. Both''It's Only a Nightmare'' and ''All Day Nightmare'' have endings where not only is your adventure in the book revealed to be just a dream, [[SchrodingersButterfly but so is your entire human life]], and you're really just an animal. It ''sounds'' like a bad ending at first, until you realize that you are happy with your "new" life (mostly because it's your REAL life).

to:

* BittersweetEnding: Not ''all'' of the non-good endings turn out to be awful. For example, in ''The Deadly Experiments of Dr. Eek'' (book #4), you get turned into a dog, but at least you managed to return home safely and live as the new family pet! In ''Zapped In Space'', you get trapped in your gaming partner's body, but both of you at least escaped the game intact. Both''It's Both ''It's Only a Nightmare'' and ''All Day Nightmare'' have endings where not only is your adventure in the book revealed to be just a dream, [[SchrodingersButterfly but so is your entire human life]], and you're really just an animal. It ''sounds'' like a bad ending at first, until you realize that you are happy with your "new" life (mostly because it's your REAL life).



** In ''Trapped in Bat Wing Hall'', there's a side quest within the Blue Team storyline that has you wandering an underground cave to become a human again. What makes this example devious is that the lengthy side=quest ends badly, no matter what you do. The ''best'' ending? You get trapped in a library owned by monsters, who threaten to eat you, unless you read every book inside. [[FateWorseThanDeath Ouch]]. The ''worst'' ending? You get sent to a zoo when your friend catches you.

to:

** In ''Trapped in Bat Wing Hall'', there's a side quest within the Blue Team storyline that has you wandering an underground cave to become a human again. What makes this example devious is that the lengthy side=quest side-quest ends badly, no matter what you do. The ''best'' ending? You get trapped in a library owned by monsters, who threaten to eat you, unless you read every book inside. [[FateWorseThanDeath Ouch]]. The ''worst'' ending? You get sent to a zoo when your friend catches you.

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Removed: 596

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Moving to YMMV.


* FridgeLogic: It doesn't get anymore improbable than ''Into the Jaws of Doom''. Great book as it is, if there really was a murderous super computer in a science museum, you sure as hell wouldn't be fighting alone with a random computer avatar. Even without that plothole, that still doesn't explain the bizarre exhibits in the third floor, like the mirror maze with a spiky pendulum... Or the random giant magnet... Or the tiny germ that can't stop growing... [[OverlyLongGag or the weird ending where you randomly ran into a group of people]]! And that faulty smoke bomb... that was just cheap.



** ''Weekend at Poison Lake'' is this, literally. You pick between four short adventures based on Poison Lake, which comes with their own designated lucky number, and you decide how (or if) to use your lucky number during any perilous moment. Interesting concept, but the problem is that there was no logical way to deduct when to appropriately use your luck, as it could backfire at anytime. [[ScrappyMechanic Yeah...there's a reason this book wasn't well regarded]].

to:

** ''Weekend at Poison Lake'' is this, literally. You pick between four short adventures based on Poison Lake, which comes with their own designated lucky number, and you decide how (or if) to use your lucky number during any perilous moment. Interesting concept, but the problem is that there was no logical way to deduct when to appropriately use your luck, as it could backfire at anytime. [[ScrappyMechanic Yeah...Yeah... there's a reason this book wasn't well regarded]].regarded.
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Moving to Namespace.

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[[quoteright:200:http://static.tvtropes.org/pmwiki/pub/images/6bd9820dd7a054e1847dd010_L__SL500_AA300__4189.jpg]]

'''''Give Yourself Goosebumps''''' is the ChooseYourOwnAdventure spin-off of R.L. Stine's popular ''Literature/{{Goosebumps}}'' series.

For '90s kids, this series was the first (and perhaps only, save for the ''Literature/{{Animorphs}}'' Alternamorphs books) exposure they've had to the CYOA genre. Like other books in the genre, you, the reader, are required to make potentially dangerous choices to escape whatever dire circumstances you find yourself involved in. Depending on the book, this may involve fleeing a haunted house, [[JackassGenie a deceptive genie]] or escaping a carnival of horrors (i.e., [[ExactlyWhatItSaysOnTheTin the book pictured to the right]]). And of course, [[TheManyDeathsOfYou lots and lots of grisly deaths]].

Most of the books follow a format which splits the adventure into two separate paths. The primary one follows the book's advertised premise more closely. The secondary one usually follows the aforementioned premise as well, but focus on a different aspect of the quest. For example, the first book, ''Escape from the Carnival of Horrors'', has you either going through the carnival's games or the carnival's rides to make your escape. Other books have two different storylines only tangibly connected to each other. ''Zapped in Space'' (#23), for example, has you choosing between the advertised virtual reality space adventure or another virtual reality game, which involves a trek through a snowy tundra to hunt down [[BigBad an Abominable Snow Woman]]. Few books, like ''Checkout Time at the Dead End Hotel'' (#27), go so far as to focus entirely on one central quest.

In terms of overall design, ''Give Yourself Goosebumps'' doesn't deviate much from its spiritual CYOA predecessors, other than including references to other ''Literature/{{Goosebumps}}'' books. Usually, this involves a quiz question of some sort, though ''Return to Terror Tower'' and ''Revenge of the Body Squeezers'' actually continue where the original books left off (i.e., ''Night at Terror Tower'' and series 2000's ''Invasion of the Body Squeezers'').

Because publishing company Scholastic forced R.L. Stine to write many volumes of ''Literature/{{Goosebumps}}'' in a short period of time -- including the main series -- it's likely that several ghost writers wrote some ''GYG'' installments. As a result, [[LoveItOrHateIt the novels really vary in quality]]. [[http://www.gamebooks.org/show_series.php?name=Give+Yourself+Goosebumps Demian's Gamebook]] [[http://www.gamebooks.org/show_series.php?id=184 Web Page]], despite the obvious bias reflected by him and other reviewers, does a decent job showcasing the erratic nature of the series. In contrast, [[http://mjnseifer.livejournal.com a livejournal blog by MJN SEIFER]] gives more detail and compassion for the series, but it's not quite complete (as of September 14th, 2011, it's only on book #35). Nevertheless, most ''GYG'' books are worth reading at least once, though some feel more tightly constructed and exhibit better gameplay than others.

''Give Yourself Goosebumps'' lasted long enough to even have several Special Edition books. These eight CYOA novels emphasize [[InventoryManagementPuzzle inventory management]] and more complex gameplay gimmicks not present in the other books. ''Into the Jaws of Doom'' is the most notable example. With its split sections and chance encounters requiring dice rolls, it's the closest thing the series has to an actual gamebook. The other Special Edition books aren't as boldly ambitious, but they have other ways to surprise readers.

[[http://en.wikipedia.org/wiki/Give_Yourself_Goosebumps#List_of_Give_Yourself_Goosebumps_books The other wiki also listed the entire catalogue]] of ''Give Yourself Goosebumps'' novels.
----
!!''Give Yourself Goosebumps'' provides examples of the following trope:

* AdultsAreUseless: The few times grownups are present, they don't do much besides punish you for acting panicked, lying about your unbelievable adventure, or sneaking off.
* AmusementParkOfDoom: ''Escape from the Carnival of Horrors'' and its sequel, ''Return to the Carnival of Horrors''.
* AndIMustScream: Most books have at least one ending describing you getting permanently frozen into an immobilized state or morphing into an inanimate object. This includes (but not limited to): being turned into a statue, being turned into an art museum painting, being turned into a computer chip for a virtual reality game, etc. For obvious reasons, these tend to be the creepiest endings for each book.
* AnimateInanimateObject: Mobile statues, mannequins, and six-foot displays coming to life aren't an uncommon occurrence in several books. ''Toy Terror: Batteries Included'' takes this trope to the extreme.
* BabysitterFromHell: One of the premises for ''Attack of the Beastly Babysitter''.
* BalefulPolymorph: ''Deep in the Jungle of Doom'', ''Trapped in Bat Wing Hall'' stand out, [[spoiler:showing the changed forms on the cover.]]
* BeCarefulWhatYouWishFor: On ''Scream of the Evil Genie'', your wishes often don't work the way you hoped. Sometimes, it causes minor difficulties, but you're able to correct them without much difficulty. Often though, your less thoughtful wishes spark off some really bad things happening, including being stranded on a desert island, transporting a monster to your own house, or worst of all, [[AndIMustScream being trapped in a painting]].
* BittersweetEnding: Not ''all'' of the non-good endings turn out to be awful. For example, in ''The Deadly Experiments of Dr. Eek'' (book #4), you get turned into a dog, but at least you managed to return home safely and live as the new family pet! In ''Zapped In Space'', you get trapped in your gaming partner's body, but both of you at least escaped the game intact. Both''It's Only a Nightmare'' and ''All Day Nightmare'' have endings where not only is your adventure in the book revealed to be just a dream, [[SchrodingersButterfly but so is your entire human life]], and you're really just an animal. It ''sounds'' like a bad ending at first, until you realize that you are happy with your "new" life (mostly because it's your REAL life).
* TheBlank: In ''Welcome to the Wicked Wax Museum'', one of the possible endings was that [[FaceStealer your face gets stolen]], and the front of your head only has smooth, blank wax where it used to be.
* BreakingTheFourthWall: Invoked pretty often in the series, though usually when readers choose obviously foolish decisions (e.g., like eating blue eggs in ''Escape From Camp Run-For-Your-Life''). See YouBastard
* ButThouMust: Done a few time as the first choice of the book. The formula is one choice is to go adventuring and the other is to safely leave. The author tells you off for choosing the latter telling you you're reading the wrong book and turn back to the page to think again.
* ChooseYourOwnAdventure
* CircusOfFear: Special edition book #3, ''Trapped in the Circus of Fear''.
* CoversAlwaysLie: A fair assessment for around 60% of these books...
* CrapsackWorld: Oh, you'll be exploring ''plenty'' of these throughout the course of this series...
* CrapsaccharineWorld: ... and these as well.
* CuttingOffTheBranches: ''Return to the Carnival of Horrors'' assumes one of the good endings from its prequel, despite there having been several -- and it's actually a plot point, since one of the first things you do on one story path is try to find the same ride you escaped in the first time.
* EarnYourHappyEnding: There are at least two or three of these present in every book. Only ''Into the Jaws of Doom'' and ''A Night in Payne House'' (special edition books #1 and 4) explicitly states that there's only ''one'' good ending.
* ExplosiveDecompression: One bad ending on ''Tick Tock, You're Dead!'' Oh, does the ending live up to this trope.
* FailureIsTheOnlyOption: Make too many unwise choices, and you might run into a pair of choices that ends badly, no matter which one you choose. For readers who didn't acquire certain items earlier in the adventure, when it comes time to use something to save yourself, you won't be able to do so. Sometimes, the books conceal the page number to make sure you actually ran into the item or piece of essential info instead of cheating and/or punish you for trying to cheat.
** ''Into the Jaws of Doom'' does this trope very deviously for people who accidentally run into the giant magnet. To escape it, you need to discard ''almost every item'' you've acquired at that point. Only the boomerang gets a pass, but by that point of the game, you don't need it at all. This sets up an endless loop of bad endings, as the adventure's impossible to finish without the items you've left behind.
** In ''Trapped in Bat Wing Hall'', there's a side quest within the Blue Team storyline that has you wandering an underground cave to become a human again. What makes this example devious is that the lengthy side=quest ends badly, no matter what you do. The ''best'' ending? You get trapped in a library owned by monsters, who threaten to eat you, unless you read every book inside. [[FateWorseThanDeath Ouch]]. The ''worst'' ending? You get sent to a zoo when your friend catches you.
** In ''The Curse of the Creeping Coffin'', you can get chased by a civil war-era ghost, which will lead you to fall from a bridge with a 50-50 chance to survive the fall. If you die, you become a ghost who does henious acts like [[LeaningOnTheFourthWall crossing out the page numbers of the very same book you're reading]]. If you survive, the ghost hears your groaning and goes to finish you off. The author then clarifies that you had a chance to survive ''the fall'', not the book.
* FantasticRacism: A subtle example is used on ''Revenge of the Body Squeezers''. A friend tries to convince you that the green aliens was in on the plan to use the squeeze bomb (proving this with, as it later turns out, [[RedHerring fabricated evidence]]), while you try to convince her that you watched the ''blue'' aliens declare this plan in front of your own eyes when you snuck into their spaceship. Going with your gut turned out to be the better decision, as agreeing with your friend's "skin color doesn't matter" philosophy ended with both of you [[CrowningMomentOfFunny vandalizing Leonard Nimoy's cemented star with pick axes, and get you two thrown in jail, accomplishing nothing]]. As it turns out, this was part of your friend's plan, as she was a double agent for the blue aliens.
* FridgeLogic: It doesn't get anymore improbable than ''Into the Jaws of Doom''. Great book as it is, if there really was a murderous super computer in a science museum, you sure as hell wouldn't be fighting alone with a random computer avatar. Even without that plothole, that still doesn't explain the bizarre exhibits in the third floor, like the mirror maze with a spiky pendulum... Or the random giant magnet... Or the tiny germ that can't stop growing... [[OverlyLongGag or the weird ending where you randomly ran into a group of people]]! And that faulty smoke bomb... that was just cheap.
* GoldFever: Treasure hunting is a common sideplot for several books, though ''Alone in Snakebite Canyon'' and ''Lost in Stinkeye Swamp'' has it for a main storyline.
* GuideDangIt: ''Into the Jaws of Doom'' may be too difficult for some readers to figure out, so R.L. Stine included a guide in the back of ''Checkout Time at the Dead End Hotel''
* HauntedHouse: ''A Night in Payne House'' and ''Escape from Horror House''. The latter book has you trying to get rid of poltergeists that are making your house haunted.
* HellHotel: ''Checkout Time at the Dead End Hotel''
* IncredibleShrinkingMan: The Curse of the Purple Peanut Butter.
* IncrediblyLamePun: Just like [[Literature/{{Goosebumps}} the mothership series]], ''GYG'' has plenty of these as well.
* InventoryManagementPuzzle: For the books that use inventory, not having enough items, grabbing too many items, or using/acquiring the wrong items can lead to bad things.
** ''Into The Jaws of Doom'' has the most complex inventory system. Not only can you discover numerous items, you can interact with them on multiple circumstances. You can even discard items if you feel like you won't need them anymore. This flexibility comes with a price, of course. Grabbing some items [[ScriptedEvent triggers an event]], and if you don't have the proper item to counter said event (usually a monster appearance or death trap), you die. Some items aren't designed for multiple circumstances, and using them inappropriately will kill you. One item is completely useless, and if you choose it over a not-so-useless item, you're screwed. If you drop some items too early, you'll die when you'll need them later. If you haven't dropped enough items during one chase scene, the added weight will slow you down too much. [[ToughActToFollow No wonder the other novels couldn't replicate this]].
** Return to Terror Tower has you picking three items out of a possible four, and using them at a possibly appropriate time. Pick the ''wrong'' item to use during the events, and a humiliating death usually results. One item is useless, as the one time you could use the object, [[FailureIsTheOnlyOption it doesn't help you at all]].
** ''Trapped in the Circus of Fear'' and ''A Night in Payne House'' makes the reader choose three items out of a possible twelve. The former book doesn't punish you too severely for picking a bad item or two, but for the latter, grabbing even one wrong item [[FailureIsTheOnlyOption will eventually lead you to failure, whether immediate or prolonged]].
** After you choose to be a hunter or spell caster on ''The Curse Of The Cave Creatures'', you have the choice to pick several potential weapons or casting spells. One of the items will always be the default tool, though you can choose three others to aid you. Pick the wrong items or choose the worst time to use them, and you're dead.
** ''Trick or... Trapped!'' has you searching for items throughout your quest and using them for the appropriate time. Unfortunately, the inventory system is so poorly implemented into the book, it doesn't enhance the experience.
** ''Shop Til You Drop... Dead!'''s scavenger hunt has you going through floors two through six, and acquire as many items as possible before hitting floor seven, the final showdown. Skipping some floors or doing some actions wrong causes you to grab some weaker replacement items- or not acquiring some items at all, which affects the final confrontation. Also, going through the scavenger hunt in the wrong order may get you killed in other floors, since you need those items to survive
*** On floor seven, at one point the books asks you if you have one item or the other. It's possible to have none of them, but that option isn't included on that page.
** ''You're Plant Food!'' and ''Zombie School'' have scavenger hunts that work similarly, though not quite as good as the one in ''Shop Till You Drop... Dead!''
* InvoluntaryShapeshifting: ''Alone in Snakebite Canyon'' is practically '''based''' on this trope, with at least one named character ending up stuck in a random animal-form by most endings.
* JackassGenie: Jenna on ''Scream of the Evil Genie''. There's only one wish that works out ''exactly'' how you expected -- and even then, it took an extra wish to correct it -- but the other ones turn out to be worse, whether by a little or a lot.
* LostAtSea: During the secondary story in ''Ship of Ghouls'', you escape a bombed cruise ship, and must survive out in the ocean for days on end.
* LuckBasedMission: Some books don't follow any real internal logic, which makes winning the book more trial-and-error than good planning/decision making. Some specific offenders:
** ''One Night in Payne House''. You choose three of twelve items, and if you choose even ''one'' wrong item or go one incorrect route, you'll hit a bad ending. It's next to impossible to beat this one without running into nearly every bad ending in the book.
** ''Weekend at Poison Lake'' is this, literally. You pick between four short adventures based on Poison Lake, which comes with their own designated lucky number, and you decide how (or if) to use your lucky number during any perilous moment. Interesting concept, but the problem is that there was no logical way to deduct when to appropriately use your luck, as it could backfire at anytime. [[ScrappyMechanic Yeah...there's a reason this book wasn't well regarded]].
* TheManyDeathsOfYou: Every novel contains 20+ endings, so it's no surprise that several of them won't go so well.
* MonsterClown: Done with ''Scary Birthday to You!''
* MoonLogicPuzzle: Done frequently in the series. Some examples:
** ''Zapped in Space'': You have to get across a planet's surface without being cooked by the intense alien sun's heat. You're in a greenhouse, with two options -- slather yourself with random goo, hoping its sunscreen, or make a hat out of leaves. If you use leaves, the leaves have lenses in them you didn't notice, which cook you.
** Same book, you're fending off alien lizards, and you can either use a sword, or a gun you have no clue how to operate. If you use the sword, the Lizards unveil their uncanny ability to regain all lost limbs, including their heads. FUUUUUUU--
** [[RuleOfThree Same book again]]. When you and your friend reach the Abominable Snowman's cave, there's a table with a box, containing a magnifying glass and a compass, saying "Take one". Logically speaking, since there are two of you, you and your partner can take both items [[LoopholeAbuse without breaking the rule]]. Unfortunately, a beam of sunlight bounce off the compass through the magnifying glass, which flash defrosts the cavern and buries you and your friend into an avalanche of snow. [[FlatWhat What]].
** ''Into the Jaws of Doom'': You're running from a man with no skin who's trying to kill you inside a museum. You need to kill him so you can use the stairs again and get to the third floor. You're in the gift shop along with a chemistry set, as well as a fire extinguisher you found previously. If you try to kill him by exposing him to the extinguishers intense cold, the recoil knocks you out and he strangles you. You make a smoke bomb, it incapacitates you and not him (even though he doesn't have any eyelids). You make a noise bomb, he's still not incapacitated but you are. You make a stink bomb, you both suffocate. And no, there is no option to just kick him the overly exposed balls. You're supposed to go into a maze, find the right direction without coming across the giant magnet that takes everything away from you permanently, find the lazer gun guarded by the snake, throw a stinkbomb at the creature that likely wouldn't be bothered by it, take the laser, find your way out, and shoot the skinless man in the eyes to blind him so he falls down the steps, preumably knocking himself out. It's probably worth noting, the smoke bomb and the flash grenade do absolutely nothing positive and stop you from making the stink bomb, making the game unwinnable.\\\
Cheap endings aside (the germ and smoke bomb ones come to mind), ''Into the Jaws of Doom'' has more internal consistency than most other books in the series. As for the "Visible Man" stalking you, the book gives you specific instructions on how to beat him if you were paying attention. First, if you were lucky enough to get the hint about needing the fire extinguisher back in the fourth floor, you'll know to keep it for the fire ants when reaching the third floor (and even if you didn't, it's simple to figure out anyway). After snagging the key that was contained in the ant farm and you use it to open up the gift shop, your friend P.D.A. contacts you though a walkie-talkie and specifically tells you that only the Laser will work on the Visible Man, which is located in the giant mirror maze. The noise bomb is useless, but the intro in the book warned you that some items are worthless by design, so no loose logic here. The intro also said that most items are only good to use once, and using them multiple times may do more harm than good (only the fire extinguisher can be successfully used twice...the other times, it's worthless). Lastly, avoiding the giant magnet was easy, assuming you checked your notebook map on floor three and learn not to go north too often (though it's pretty tough to hit the giant magnet).
** ''Diary of a Mad Mummy'': You are in Egypt, being attacked by a crocodile. The book asks you if you are carrying some gummi candy to distract the crocodile. If you don't it kills you. If you ''do''... he follow you around to get fed more, and you know one day you'll run out, and the croc will have to find something (or someone) else to eat...
** ''The Knight in Screaming Armor'': You're being chased up a bell tower by some ghost monks, who want to make you one of them. You reach the bell, and there is a kettle of black liquid, which probably won't even harm ghosts, and when you reach for the bell, the monks cower, which means they obviously fear the bell for some reason, so naturally you next choice is to ring the bell. No! What you're meant to do is pick up the kettle, which is too heavy for you, and then fall over and ring the bell by accident! Pulling the rope to ring the bell causes it to break, giving the monks time to catch up to you...
* NoEnding: Sometimes, your adventure won't end with a "The End" message. Sometimes, you'll just get thrown into an [[FateWorseThanDeath infinite loop]] that sends you flipping through the same couple of pages '''forever'''. In ''Escape From the Carnival of Horrors'', you may find yourself traveling through a labyrinth with no end in sight until you hear a voice. You turn towards it, travel down another neverending tunnel until you hear another voice... and turn back the way you came.
* PuzzleGame: You'll see plenty of them within the series. Some puzzles even go so far as to uncover what page you need to go to next (and if you can't figure it out, you'll be directed to a FailureIsTheOnlyOption page as a failure to figure this out).
* RandomEventsPlot: A frequent criticism of the series. Most of the events don't exactly make sense ''or'' converge with any kind of internal consistency, which makes many of these books feel quite arbitrary with any quest. There ''are'' exceptions, but the bulk of the novels tend to go this route. ''Weekend at Poison Lake'' doesn't even hide this, since the trope ''IS'' part of the book's premise.
* {{Recursion}}
** In ''Escape from the Carnival of Horrors''. Specifically, it is possible to get to a point where the directions tell you to flip to a particular page -- and the directions on ''that'' page tell you to [[NoEnding flip back to the previous page, which will of course send you back to the second page]], and so on. [[GameBreakingBug the only way to escape from this infinite loop is to]] [[MundaneSolution close the book and stop reading]]. The directions on both page even [[LampshadeHanging Lampshades]] it: "Turn to page (X). ''Help!''"
** Other less extreme versions are scattered across the entire series where it is possible to find a page with instructions that specifically say "Go [back] to Page 1." This normally [[SubvertedTrope doesn't apply]], but [[DoubleSubverted if you really want to, you can go right back to the page taking you back to Page 1 and repeat the whole experience a third time]].
* RetGone: ''Tick Tock, You're Dead'' is based around you trying to help your brother escape from a weird time-travel experiment before he is erased from time forever.
* SchrodingersGun: Many of the books have a few choices where the two pages lead to completely incompatible scenarios -- such as two different endings in which a person turns into ''two'' different kinds of monster. The branching points which decide between the two plots could in some cases be considered this too.
* ShaggyDogStory: Even when reaching the one good ending in ''Into the Jaws of Doom'', it's debatable how good it really is. Yeah, you defeat the supercomputer, but then your friend P.D.A. -- the avatar helping you for much of the adventure -- "rewards" your heroic actions by turning you into your favorite action hero (an Franchise/IndianaJones Expy) and re-creating events from the movies he stars in. Fun watching it, but not so fun running for your life from a stampede, especially after dealing with a supercomputer who nearly killed you mere hours ago. The final words your character utters, "Oh no! [[HereWeGoAgain Here we go again!]]", ''perfectly'' encapsulates your ironic situation.
* ShoutOut: Readers familiar with the original ''Literature/{{Goosebumps}}'' series (i.e., 95% of them) will see plenty of references to them sprinkled throughout this series, mostly in the form of quiz questions.
* SpiritualSuccessor: R.L. Stine previously wrote a [[ChooseYourOwnAdventure CYOA]] series called ''[[http://www.gamebooks.org/show_series.php?id=193 Hark]]''. The trademark randomness of the ''Give Yourself Goosebumps'' novels was also present on ''Hark''; perhaps even more so. The closest ''GYG'' came to reflecting ''Hark'''s game design was ''Into the Jaws of Doom''.
* ThisLoserIsYou: In ''Welcome to the Wicked Wax Museum'', choosing to not go down a corridor gives you a happy ending, but at the cost of the author BreakingTheFourthWall to insult your cowardice. For ''several paragraphs''. Of course, this being an R.L. Stine book, going down the corridor gets you [[spoiler:[[OffWithHisHead decapitated]]]]. In other books, making a "safe" choice (such as deciding to go into the storm cellar during a hurricane rather than search for your dog) leads you to a swift happy ending on the next page, but with the book pointing out that you didn't get to have any adventures because you are too chicken to take any risks.
* TimeTravel: Done in ''Tick Tock, You're Dead!'' and ''Danger Time''. One ending in ''Revenge of the Body Squeezers'' has a spaceship accidentally transporting you to the 1960s.
* TooDumbToLive: In the one good ending of ''One Night in Payne House'', you and your friend Trevor managed to escape Payne House, but both of you would've died without the help of two trick-or-treating teens helping you out of the house when you two were dangling from a white sheet. When both of you try to convince them that you survived the worst ordeal, and were bummed out that they didn't believe you, [[IdiotBall you two dare each other to go back in and get some proof so people will believe you, despite nearly dying that night in so many ways]].
* WithFriendsLikeThese: Sometimes, your friends don't make you feel appreciated in a bad situation. In ''Scary Birthday To You!'', if you volunteer to stay at your house so everyone else can do the scavenger hunt, they leave you behind with [[BigBad Dr. Death]] with no intentions of coming back. In ''Ship of Ghouls'', when everyone's evacuating the bombed yacht, if you (somewhat foolishly) decide to swim hundreds of yards away to reach your best friend instead of getting into a lifeboat that's much closer, he tells you to go away, because your added weight on the plank he's hanging onto would make both of you sink. [[JustifiedTrope Kind of justified in hindsight]], though his choice to reject you causes you to drown. "Deep in the Jungle of Doom" has an ending where your friend taunts you about being to scared to go into a cave before her, and when you do [[spoiler: you hear her voice acting like she's feeding someone, and then the cave closes, because it's not a cave - it's a monster's mouth]] Also the majority of books have at least one bad ending which is caused by your "friend" even if it means ignoring continuity for it to work.
* WrongGenreSavvy: ''Revenge of the Body Squeezers'' uses this trope as SnarkBait with the squeeze bomb scenario. You and a friend suspect the bomb is planted in a Rose Bowl float during New Years Day. The two possible choices was a "Man on the Moon" float and a "Giant Clock" float. Regardless of the choice you make, neither float contains the bomb. However, in the story narrative, you insistently express that the former float has the bomb; with the logic that because aliens planted the bomb, the correct float ''has'' to be the one referencing outer space. If you act on that impulse, story "you" gloats about how your solid instincts won't betray you. [[EpicFail Nope]].\\\
With the "Giant Clock" choice, it's a [[SubvertedTrope subversion]]. Your friend thinks the aliens would plant a bomb on the float displaying how much time the bomb has to go off, but she [[RedHerring only said that to throw you off track]], because she's working for the aliens. However, the book rewards your open mindedness for the "Giant Clock" float, since you later notice ''another'' float passing by, which has black gumballs that resemble squeeze bomb victims. [[GenreSavvy That clue guides you to the bomb's real location]].
* YouBastard: The author does a good job making you feel moronic for making some questionable choices. Sometimes, the book will give you another chance for making a sloppy decision, but others will automatically end the book there. Also done for readers who blatantly cheat, like bring more items than they should have (''A Night in Payne House'' and ''Zapped in Space'') or don't attempt to solve the otherwise simple mazes the way they were meant to, and instead only pick and choose the possible page number. Get it wrong, and something bad happens.
* ZombieApocalypse: A possible conclusion from ''Escape from Camp Run-for-Your-Life'' and ''Zombie School''.
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