Scooby-Doo and the Mystery Inc. gang have tickets to opening night of Hamlet at the Crystal Cove Theater. But Shakespeare's play features only one ghost -- not two!
Traditional chapter book text combines with comic book art in these hybrid comics featuring Scooby-Doo and his friends Fred, Velma, Daphne, and Shaggy! Avid and reluctant readers alike will gravitate toward this exciting storytelling style: comics fans will be drawn to the twelve pages of comics-style illustrations in each book, while traditional readers will love the fast-paced action that propels them forward from chapter to chapter. Join Scooby and the gang as they solve spooky mysteries and expose common criminals in a truly dynamic reading experience!
SCOOBY-DOO is an 'Ameri-canine' icon, the most beloved cartoon pooch of all time. Scooby is in the midst of a huge popularity boom, with new TV episodes and a sequel to the hit movie due in summer 04. Based on episodes from the hit new Kids WB! TV show, "What's New, Scooby-Doo," this new line of junior chapter books is designed for first and second-graders who are just learning to read. The books are 48 pages long, with minimal, simple text and lots of illustrations. Zoinks! The Mystery Machine is acting very strange. It's chasing Scooby and gang all around Coolsville. Like, why is the Mystery Machine being so mean? The kids must crack the case before the Mystery Machine drives them up a wall!
Follow Scooby, Shaggy, Velma, Daphne, and Fred into a bottomless cavern, which is haunted by the ghosts of Civil War soldiers. Or is it? The Mystery Inc. gang must uncover the secret of the haunted cave while taking care of another bottomless pit: Scooby's stomach! Action-packed text and comics-style art combine in this Scooby-Doo mystery!
While Scooby-Doo and the gang visit a tourist town, the Mystery Machine vanishes in a patch of thick fog. Can they unravel the mystery of the mist monster, or will they get lost in the fog?
WOOOOOOOOOOOO! Is the old Palace Theatre haunted? Things start rockin' when a guitar-playing ghost makes Scooby-Doo shake and shiver. If the ghost doesn't stop scaring people away, the theatre will have to shut down. It's up to Scooby and his friends to pull the curtain on this spook-tacular spectre!
Scooby-Doo and Mystery Inc. gang visit an archeological dig, but the camp is deserted, including Professor Cosmo Dinkley. The professor's journal reports a series of frightening encounters with something called the Gator Man, and the gang is convinced that the creature has kidnapped the crew. Has the legend of the Gator Man come true, or is it all a big crock? Action-packed text and comics-style art combine in this Scooby-Doo mystery!
For use in schools and libraries only. Dressing up as knights while accompanying the rest of the Mystery, Inc. gang on an overnight visit to an old-fashioned castle, Scooby and Shaggy become terrified when they learn that a vampire is haunting the castle.
When the Mystery Machine gets a flat tire, the only place to stop is a creepy old castle. The man who owns the castle is having a dinner party and invites the gang, but an unexpected visitor shows up-- a ghost!