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Goosebumps:
Horror War
Developer(s) Phazonworks
Genre(s) Horror/Comedy-Adventure

Goosebumps: Horror War is a series of fiction that is based on R.L. Stine's Goosebumps books, made as an alternate tale to all the spinoff series out there: HorrorLand, Hall of Horrors, Most Wanted and SlappyWorld have an alternate story in this counterpart.

Telling the story of a monster hunter that puts together one of the biggest supernatural team-ups, Goosebumps: Horror War involves two supernatural sides vying for the fate of the world.

Cast

Goosebumps Gang

Assembled by the descendant of a long line of monster hunters, this unusual group of unlikely allies is dysfunctional, but may be humankind's only hope against the forces of the shadows.

Name Book Debut Abilities/Equipment Description
Robert None
  • Expert Tracker
  • Expert Combatant
  • Axe of Ares
  • Utility Belt
  • Be Afraid Card Deck

Robert's family line has always been plagued by monsters - which is why they adapted shortly on to become monster slayers; but now, young adult Robert is the only one left, with his family killed off by Count Nightwing, leaving him with a thirst for vengeance and a need to stop all the evil monsters in the world.

He's slayed them all by now: vampires, werewolves, horrors, swamp monsters and many others (though he spared Gwendolyn when she agreed to help him hunt down Count Nightwing); his research and tracking skills have led him to discover HorrorLand, an amusment park used by crueler horrors to lure unsuspecting people. But after some help from Lizzy and Luke Morris, two siblings who got lured to the horrifying amusement mile, Robert now knows that HorrorLand is planned to be used by the foulest and most evil monsters out there to invade the human world and enslave humanity.

Refusing to stand by and let his world be invaded by the very creatures that killed his family, Robert resolved himself to stop them, with nothing but his wit, his vampiress ally, his arsenal, and a list of supernatural occurences and the people involved.

  • Expert Tracker - Having an intricate knowledge of a massive variety of monsters, Robert can track and locate any monster from memory - be it vampire, werewolf or horror. Robert also knows of all the habits most monsters typically possess, meaning he can narrow down locations of where they would normally be hiding.
  • Expert Combatant - Training for years has given Robert an extensive knowledge of fighting, be it against humans or monsters.
  • Axe of Ares - A mystical axe that once belonged to the Greek god of war Ares, this axe is only able to be wielded by those so deeply angry with their enemies that they are willing to "wage war" on them until their enemy is completely destroyed; the wielder can control the axe's movements over a distance by just thinking.
  • Utility Belt - A belt handed down from his parents from over the generations, Robert's Utility Belt contains various artifacts that assist him in combating the monstrous legions: Mermaid Tears (crystalline stones that create waves of water by throwing them on the ground and shattering them), Brimstone Grenades (special grenades that explode in a blast of smoldering hellfire) and Throwing Knives to name a few.
  • Be Afraid Card Deck - An enchanted card game known for magically bringing whatever dangers are drawn next to life in the real world, this specific deck of Be Afraid is a collector's edition containing some of the most dangerous cards the game is capable of having: cunning goblins, skeletal warriors, ogres, even a fierce dragon. Robert's special deck gives him more tricks to use against monsterkind, as they "level the playing field."

Evan Ross Monster Blood
  • Temporary Monster Blood Enhancement
    • Enhanced Size
    • Enhanced Strength
    • Enhanced Durability

Evan Ross had a lot of problems growing up, so much that a list is needed:

  • First he buys a simple toy known as Monster Blood, that ends up getting cursed by a witch to grow into a massive blob that eats anything that moves.
  • Then he deals with a piece of it that stuck to him on the plane ride to his new home.
  • And then, when he gets another can, his class pet hamster eats it and grows to gorilla size.
  • Not to mention, a simple prank on his cousin gave him an unexpected growth spurt.
  • Lastly, a new strain multiplied his school bully into a four-in-one pain hurricane.
Nowadays, he couldn't ask for a better life: his best friend Andrea (Andy, as she's known) is now a lot more than a friend; his new best friend is Conan, the bully who's now back down to 1 person; and Monster Blood is now his go-to when he gets a problem that need solving. Unfortunately, he's been getting quite a few predicaments that can't be solved by swallowing Monster Blood, especially all the free invites to Horrorland...

  • Temporary Monster Blood Enhancement
    • Enhanced Size -
    • Enhanced Strength -
    • Enhanced Durability -

Carly Beth Cadwell The Haunted Mask
  • Mask Empowerment

Carly Beth's always had a bad taste in her mouth ever since she wore the Haunted Mask all those years ago, and fixed Steve Boswell when he wore a haunted mask of his own; now she's been trying to live a mask-free, relatively normal life with her new boyfriend Gary Steadman - though she little realizes that her exposure to the possessed masks will grant her new abilities according to the masks she wears.

  • Mask Empowerment - Her exposure to the Unloved (the Haunted Mask and its 11 "friends") has instilled Carly Beth with a power she doesn't fully yet understand: if she wears a specific mask, she gains the abilities of the character the mask represents; for example, if she wears a rabbit mask, her acrobatic and running prowess (and libido) get increased drastically.

Mark Rowe How I Got My Shrunken Head
  • Jungle Magic
    • Telekinesis
    • Mind Control

A kid who was wound up in a scheme by an evil and greedy family to harness an ancient force of power, when Mark Rowe was twelve years old, he was caught up in a plot by the Hawlings family to extract the secret of ancient Jungle Magic (a force of nature that can be harnessed by select humans) from his Aunt Benna, who as it turned out had instilled him with it when he was 8 to protect it from the Hawlings; after the Hawlings were shrunken due to their own greed, Mark willingly gave up his Jungle Magic as it was too dangerous for one person to use.

But with things getting moved without Mark knowing about it, it seems Jungle Magic may still reside in Mark's being...

  • Jungle Magic:
    • Telekinesis -
    • Mind Control -

Grady Tucker The Werewolf of Fever Swamp
  • Typical Werewolf Abilities
    • Sharp Claws
    • Sharp Fangs
    • Superhuman Strength
    • Superhuman Senses
    • Superhuman Agility

When his friend Will turned out to be the werewolf of Fever Swamp, Grady was forced to run for his life; but now he's older, wiser and a werewolf himself due to his prior tussle with Will. But due to the time he's had as a werewolf, he's much more in-control than Will was; now he's fighting to protect his family when the Horrors start hunting Werewolves for slavery...

  • Typical Werewolf Abilities
    • Sharp Claws -
    • Sharp Fangs -
    • Superhuman Strength -
    • Superhuman Senses -
    • Superhuman Agility -

Billy Deep Deep Trouble
  • D13 Aquatic Form
    • Powerful Crustacean Claw (Right Arm)
    • Durable Shell
    • Water Breathing
    • "Hydro Cannon" (Left Arm)

The male half of the Deep siblings, Billy Deep's adventures have typically been tied to the sea: first he rescues a mermaid that his uncle Dr. Harold Deep captured (don't worry, his uncle forgave him) and gets it back to its friends, then he and his sister Sheena stop their uncle's research assistant from selling a special plankton called D-13, which has adverse affects: wildlife that consume it grow into massive size but humans that swallow it turn into hideous mutants.

Little did Billy know that D-13 would turn out to be the ride of his life; whenever he takes a controlled dose, he turns into a crab-like mutant with superhuman strength and durability, and water breathing obviously.

  • D13 Aquatic Form
    • Powerful Crustacean Claw (Right Arm) - Billy's claw gives him powerful strikes, as the carapace is strong enough to crack stone; the grip this claw has also is capable of crushing rocks, and often bending metal.
    • Durable Shell - As with the carapace on the claw, the rest of the Shell on Billy is extremely durable, capable of being hit by a free-swinging steel girder without cracking.
    • Water Breathing - Billy's being also has room for gills, enabling him to breath underwater.
    • "Hydro Cannon" (Left Arm) - While Billy's right arm is a powerful crustacean claw, his left arm is an armored, clawed arm with a hole in the palm capable of shooting a powerful jet of water that, at full strength, can punch holes in steel; Billy doesn't know yet that he can also superheat and supercool the water to either leave it boiling or make it freeze on contact with a target.

Sheena Deep Deep Trouble
  • D13 Aquatic Form
    • Fish Tail
    • Venomous Barbs
    • Water Breathing
    • Bioelectric Shocks

Sheena and her brother Billy just can't seem to catch a break when it comes to the sea: first mermaids are discovered in the cove near her uncle's home, then his treacherous assistant tries to do away with all three of them so he can have a fantastic kind of plankton to himself and then sell it without worry of the consequences; but the consequences were greater than he could have comprehended: Sheena and Billy gained aquatic mutant forms whenever they consumed D13 - forms that enhanced their ability to swim and gave them biological abilities similar to that of aquatic life.

Now the two spend all the time they can guarding their uncle's town, their cove - and the mermaids that live there, who have been getting fished up by an unknown source.

  • D13 Aquatic Form
    • Fish Tail - Though her legs are still present in her aquatic form, Sheena gains a fishlike tail, used for both offensive means and swimming briskly in the open ocean.
    • Venomous Barbs - Another growth that Sheena has is a frill of venomous spines in her fins on each arm; while the venom isn't strong enough to kill a person, it is a neurotoxin that causes muscles to seize up, leaving the foe frozen in place.
    • Water Breathing - Sheena's tail and barbs weren't the only thing she gained from the D13; like her brother, she can breathe underwater now.
    • Bioelectric Shocks - With her new fish biology, she's gained a power associated with specific eel species: bioelectricity generation; while it's no projectile attack, she can very easily shock foes that get ahold of her.

Michael Webster The Cuckoo Clock of Doom
  • Time Manipulation (Watch)
  • Quantum Time Beams (Stopwatch)
  • Superspeed

A kid who tampered with a Cuckoo Clock capable of changing time, Michael Webster ended up making time flow in a strange way: days flowed as normal, but he started moving backward in years, and eventually he set things right, but in the process erasing his little sister Tara from existence; it wasn't even a small loss, though - Tara had done rotten things to him, including ruining his birthday party in every way possible, so Michael outright refused to go back for her.

His tampering with the flow of time not only erased his little sister, but it gave him two new clocks to mess up time with: a Pocketwatch that slows, speeds up and stops time on command; and a Stopwatch that fires beams of Temporal Energy that cause various effects to targets (either sending them forward or backward in time, or even aging them rapidly to dust). The time tampering seems to have attracted the attention of HorrorLand and its masters, who want the time tools for themselves...

  • Time Manipulation (Watch) -
  • Quantum Time Beams (Stopwatch) -
  • Superspeed -

Trina O'Dell & Rocky the Dummy Night of the Living Dummy III
  • Ventriloquism
  • Firearm Expertise (Rocky)

Jack Johnson How I Learned to Fly
  • Flight

  • Flight -

Gwendolyn Vampire Breath
  • Typical Vampire Abilities
    • Fangs
    • Blood Draining
    • Mesmerism
    • Flight
    • Enhanced Senses
  • Immunity to Sunlight
  • Seduction

Though she served Count Nightwing and his brood for almost 3 whole centuries, Gwendolyn's a little sick of all the abuse she's taken from the Count and his bride Yvonne, even though she does the best job possible as their personal cupbearer; she plans to one day rebel against them, and with Robert hunting them down, she may just get her chance.

  • Typical Vampire Abilities
    • Fangs - Like all vampires, Gwendolyn's canine teeth are twice the length of a human for used in feeding.
    • Blood Draining - Using those fangs, Gwendolyn's capable of feeding on the blood of the living, of any kind and like most vampires prefers human blood the most.
    • Mesmerism - Using her natural abilities, Gwendolyn can channel a hypnotic aura capable of making beings bend to her will - somewhat; it's very limited.
    • Flight - Most vampires are typically capable of flight by transforming into a bat, but Gwendolyn has the rare ability of flying unassisted without being a bat.
    • Enhanced Senses - Her senses are abnormally different from that of the standard human, which allows her to hunt prey easily.
  • Immunity to Sunlight - Due to an accidental overexposure to the potion Vampire Breath, Gwendolyn lacks the typical fatal weakness to sunlight; she can walk in broad daylight without disintegrating into ashes.
  • Seduction - Though she was a vampire at a young age, Gwendolyn's maturity made her into a beautiful young woman and she knows it - she's used it to her advantage many times.

Skipper Matthews Attack of the Mutant
  • Elasticity
  • Shapeshifting

  • Elasticity -
  • Shapeshifting -

Horrorland's Masters

Name Appearances Data
Karloff Mennis
  • Chillogy
The man who ran the mysterious town of Karlsville, Karl's been busy since he got to HorrorLand: he's convinced the Horrors that the entire Earth should be theirs and not humanity's, and that with his leadership, they could take every last human on Earth and turn them into slaves; now the head of HorrorLand, which he intends to make into "Panic Park", Karl takes delight in the thought of making all humankind dirt under his feet.
Slappy the Dummy
  • Night of the Living Dummy
  • Night of the Living Dummy 2
  • Night of the Living Dummy 3
  • Bride of the Living Dummy
  • Revenge of the Living Dummy
  • Slappy New Year
A dummy brought to life by the mystic incantation in his suit pocket, Slappy is a walking, talking and stalking ventriloquist's dummy, known for wreaking havoc on whoever awakes him - typically a kid; Trina O'Dell and Rocky had their fair share of Slappy's evil, due to Slappy being responsible for Rocky coming to life himself - and Slappy wasn't at all slap-happy when Rocky turned on him when Trina brought to light that Rocky was a member of the family to her and the others.

Now he's back, wanting revenge on Trina for turning his own right-hand man against him; and he has no problem working with Karl to get it.

Jonathan Chiller
  • The Horror at Chiller House
The creepy and mysterious man who's in charge of HorrorLand's gift shop Chiller House, Jonathan Chiller has the appearance of Benjamin Franklin, but he's far from a founding father: he's not inherently evil, but he loves games and bringing HorrorLand customers into them.
Byron
  • Escape from HorrorLand
Karl's right-hand man (actually, Byron's a Horror) and the one who swayed the Horrors to lure humans to a horrifying fate at HorrorLand, Byron pretends to be a helper to the terrified patrons of HorrorLand, only to lure them to Karl's more dangerous rides in the new section of HorrorLand, that will eventually be a part of his "Panic Park".
Count Nightwing & Countess Yvonne
  • Vampire Breath (Nightwing)
  • Please Don't Feed the Vampire (Yvonne)
The most powerful immortal couple in the modern world, Nightwing and Yvonne were notoriously ruthless, sadistic and known to host excellent galas for all the supernaturally elite; their long-standing rivalry with Robert's monster hunter lineage is famous, though not in the current age as they assumed after Robert's parents died at their hands, they assumed Robert would be too scared to attempt trying to kill them.

But big surprise, Robert's thirst for vengeance outweighed his fear and now he's actively finding a way to destroy them; they don't know that, but they'll find out soon enough...

The Villain Triumvirate
  • Attack of the Mutant (Masked Mutant)
  • Doctor Maniac VS Robbie Schwartz (Doctor Maniac)
  • The Wizard of Ooze (The Ooze)
Once a diabolical trio of comic book villains, the shapeshifting Masked Mutant, the diabolical Doctor Maniac, and the ever-messy Ooze were in 3 separate comic stories, until Doctor Maniac found a way to escape from his comic book confines; before they knew it, they were causing all kinds of chaos in the real world, until the young Skipper Matthews gained superpowers of his own and became the mighty Elastic Boy to fight this evil trio.
King Jellyjam
  • The Horror at Camp Jellyjam
Jillian and Jackson Gerard
  • Help, We have Strange Powers
The Hawlings Family
  • How I got my Shrunken Head
The Creeps
  • Calling All Creeps
Shocker Scientists
  • A Shocker on Shock Street (Dr. Wright)
  • Say Cheese and Die (Spidey)
  • Piano Lessons can be Murder (Andrew Toggle)

Minor Characters

Chapters

Each chapter being approximately an hour long, each tells its own story, ultimately culminating in the final confrontation of the Goosebumps Gang with HorrorLand's Masters.

For the full chapters, see Chapters.

Chapter Debut(s) Setting(s) Story
Chapter 1:
Back with Vengeance
  • Robert
  • Gwendolyn
  • Count Nightwing
  • Countess Yvonne
  • Karl
  • Castle's Forest
  • Nightwing's Castle
  • HorrorLand
Setting out on his mission for vengeance against monsterkind, 17-year-old Robert is ready and willing to wage a war on the monsters that claimed the lives of his family - starting with the vampire Count Nightwing and his brood. But what started as a revenge mission will turn into a war that'll determine the fate of the world...
Chapter 2
Chapter 3
Chapter 4
Chapter 5:
How to Raise a Monster
  • Louisiana Swamps
Chapter 6:
Creeping Problems
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14:
Deeper Trouble
Chapter 15
Chapter 16
Chapter 17
Chapter 18:
Nightmare on Shock Street
  • Horrorland
  • Shock Street
Chapter 19:
Hearts of Darkness
  • Horrorland
  • The Carnival of Terror
Chapter 20
Chapter 21
Chapter 22
Chapter 23
Chapter 24
Chapter 25:
Fright Night
Chapter 26:
The Heart of HorrorLand
Chapter 27:
Escape from Panic Park
Chapter 28:
Chiller House's Game of Horrors
Chapter 29:
Night of the Villains
Chapter 30:
The Blob that Got an Evil Mind

Trivia

  • A lot of characters have abilities similar to the series they debuted in.