Are You Afraid of the Dark (1992) - Episode List
Season 1
| Season | Episode Number | Title | Descripton | Writers | Directors |
|---|---|---|---|---|---|
| 1 | 1 | THE TALE OF THE PHANTOM CAB | Two brothers, Buzz and Denny, became lost in the woods while hiking. As night began to fall, a stranger directed them to a nearby cabin, where they hoped to find help from Dr. Vink, an elderly resident. However, the doctor was not inclined to assist them. Instead, he presented them with a riddle, stating that they would only be allowed to phone their parents once they had solved it. When the boys were unable to solve the riddle, Dr. Vink sent them back into the woods alone, leaving them with little hope other than to find their way to the elusive Phantom Cab. | ||
| 1 | 2 | THE TALE OF THE LAUGHING DARK | At an amusement park, Josh, Weegee, and Kathy stumbled upon the spooky "Laughing in the Dark" attraction. Rumors circulated that it was haunted by Zeebo, a malevolent clown, but Josh was skeptical. He declared that he would enter the haunted house to capture evidence of Zeebo's existence, specifically Zeebo's nose, as proof that the stories were mere fabrications. However, Josh soon discovered the truth about Zeebo. | ||
| 1 | 3 | THE TALE OF THE LONELY GHOST | While everyone else is looking forward to summer vacation, Amanda is dreading the prospect of spending the entire summer with her obnoxious cousin, Beth. Desperate to be accepted by Beth and her friends, Amanda has agreed to participate in a challenge to prove her worth: spending the night in a notoriously haunted house. | ||
| 1 | 4 | THE TALE OF THE TWISTED CLAW | It's Halloween, and Kevin and Dougie decide to visit the notorious house of Miss Clove, a woman known to be a witch by everyone in the neighborhood. On arrival, instead of receiving the usual treats, Miss Clove gives them a strange, ugly amulet called the Twisted Claw. She claims it will grant them three wishes, but the boys soon discover that their wishes are coming true in unexpected and unwanted ways. | ||
| 1 | 5 | THE TALE OF THE HUNGRY HOUNDS | During summer vacation, Amy visits her cousin Pam, who lives in the country. While exploring the attic, they stumble upon an old picture of Aunt Dora, who tragically passed away at a very young age. When they open Aunt Dora's trunk, they discover some unexpected surprises about her dogs, which they learn were rather voracious. | ||
| 1 | 6 | THE TALE OF THE SUPER SPECS | While browsing a magic shop, Andy Botwin (not "Weeds", assuming that's a mislabeling) jokingly casts a spell called "Second Sight" on his friend MaryBeth and a pair of binoculars called "Super Specs." When MaryBeth puts on the "Super Specs," she sees a dark figure motioning to her. However, when she tries to convince others of what she's seen, they refuse to believe her. Has MaryBeth unwittingly opened a window into an alternate universe? | ||
| 1 | 7 | THE TALE OF THE CAPTURED SOULS | Danny and her parents have rented a house for the summer, but their host, a boy named Peter, is more enigmatic than the old house itself. As the days pass, Danny becomes increasingly suspicious. She notices that her parents are growing older by the day, while Peter appears to be regaining his health. Can Danny uncover the truth and help her parents before it's too late? | ||
| 1 | 8 | THE TALE OF THE NIGHTLEY NEIGHBOURS | Emma has recently moved into a new home, and her new neighbors are an enigmatic family who only emerge at night. A workman acquaints her with the fact that they are from Transylvania. As the days pass, the mailman appears increasingly tired and pale, and many of the people walking by her house wear band-aids on their necks. Emma soon realizes that her neighbors' nocturnal habits and the strange reactions of those around them can only be explained by one conclusion: her new neighbors are vampires. | ||
| 1 | 9 | THE TALE OF THE SORCERER'S APPRENTICE | Dean struggles with chemistry at school, but his friend Alix seems to grasp the subject easily. However, a new interest emerges when a sorcerer visits their class and brings in a bewitching snake that captivates Dean's attention. Soon, Alix notices a change in Dean's personality.
Confronted with the unsettling transformation, Alix must gather the courage to confront the sorcerer, who seems to be using dark magic on her best friend. Will she be able to battle the evil sorcerer and save Dean from his spell? |
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| 1 | 10 | THE TALE OF JAKE AND THE LEPRECHAUN | Young actor Jake has landed the lead role in a play where his character undergoes a gradual transformation into a leprechaun. Initially, he's having a great time with the role, but his experience takes a strange turn when he befriends Sean, a colleague who shares an unsettling insight. Sean informs Jake that the play's narrative is not just fictional, but is actually unfolding in real life. As a result, Jake is shocked to discover that he is indeed transforming into a leprechaun, leaving the audience in for a surprise during his final performance. | ||
| 1 | 11 | THE TALE OF THE DARK MUSIC | Andy and his family had recently moved into his uncle's old house. As he helped his mom unpack, he decided to explore the basement, which was eerily lit. There, he heard an unsettling melody that sent shivers down his spine. His sister teased him about being afraid of the dark, but Andy knew it wasn't just his imagination. He was certain he was hearing dark music that was bringing his worst nightmares to life. | ||
| 1 | 12 | THE TALE OF THE PROM QUEEN | Greg and Jam, while on a ghost-hunting expedition, catch a glimpse of a young girl's spirit standing beside a gravestone. According to local legend, her ghost appears annually on prom night. This is said to be a result of a tragic event in 1956, when she was fatally struck by a hit-and-run driver while waiting for her boyfriend to pick her up for their prom. The driver, overwhelmed by grief, subsequently drove his car off a bridge. Now, Greg and Jam are faced with the possibility of helping the two spirits reunite. | ||
| 1 | 13 | THE TALE OF THE PINBALL WIZARD | After school, Ross typically spends his free time playing pinball at the mall's arcade. The manager, Mr. Ohlsen, allows Ross to stay behind, but specifically warns him against playing the Mystery Machine. Despite this warning, Ross gives in to temptation and plays the game anyway. As he becomes increasingly engrossed, he loses track of time and finds himself locked in the mall. However, he is not alone, as giant pinball characters suddenly materialize around him. Just when Ross thinks he has overcome this obstacle, he discovers that an even more formidable challenge lies ahead. | ||
| 1 | 1 | THE TALE OF THE FOREVER GAME | Three children become trapped in a mystical forest and find that their only hope of escape lies in playing a perilous game. | ||
| 1 | 2 | THE TALE OF THE MISFORTUNE COOKIE | David yearns for a fresh start. When he stumbles upon an old, mysterious fortune cookie in his parents' restaurant, his desire is unexpectedly fulfilled. | ||
| 1 | 3 | THE TALE OF THE VIRTUAL PETS | The "Diggers" are the latest addition to the Virtual Pets lineup, but Isobel and Kate soon discover that these pets have a life of their own. | ||
| 1 | 4 | THE TALE OF THE ZOMBIE DICE | Mr. Click owns a video game arcade, which is a fun destination. However, visitors should be aware that if he challenges you to a game and you lose, you may never be seen again. | ||
| 1 | 5 | THE TALE OF THE GRUESOME GOURMETS | |||
| 1 | 6 | THE TALE OF JAKE THE SNAKE | Wiley becomes a skilled hockey player with the aid of a unique hockey stick. However, as is often the case, there is a price to pay for this newfound talent. | ||
| 1 | 7 | THE TALE OF THE HUNTED | Diana's father is a hunter, and she has begun accompanying him on nighttime hunts. However, on one magical night, Diana's experience takes a surprising turn as she finds out what it's like to be "the hunted". | ||
| 1 | 8 | THE TALE OF THE WISDOM GLASS | Allan, a wealthy teenager, steals a computer game called "Wisdom," and as a result, he and his friend Jimmy are unexpectedly put on trial in a most unusual and bizarre courtroom setting. | ||
| 1 | 9 | THE TALE OF THE WALKING SHADOW | Ros wants to participate in his high school's production of Macbeth, but he is held back by stage fright, which rapidly escalates into full-blown terror. | ||
| 1 | 10 | THE TALE OF THE OBLIVION | Max and his twin sister Shelly have a strained relationship. Max's desire for Shelly to leave him alone is finally fulfilled when he purchases a peculiar eraser that unexpectedly erases more than just words. | ||
| 1 | 11 | THE TALE OF THE VAMPIRE TOWN | Adder travels to Wisteria, a town shrouded in legend as the home of a fabled vampire. To his surprise, he discovers that sometimes these tales of old have a basis in reality. | ||
| 1 | 12 | THE TALE OF THE SECRET ADMIRER | Maggie doesn't have many friends. Her excitement reaches a peak when she discovers she has a secret admirer, but this enthusiasm is short-lived. | ||
| 1 | 13 | THE TALE OF BIG FOOT RIDGE | Dani's friend Gina went missing while snowboarding. When Dani experiences strange visions of Gina, she is unsure whether they are a sign of her friend's spirit or something more ominous. |
Season 2
| Season | Episode Number | Title | Descripton | Writers | Directors |
|---|---|---|---|---|---|
| 2 | 1 | THE TALE OF THE FINAL WISH | Jill is deeply fond of fairy tales and has a vast collection of them committed to memory. However, her enthusiasm is often met with ridicule from those around her. One evening, feeling frustrated, she makes a wish to remain in a dream world forever. To her surprise, she finds herself transported to the Land of Nod, a place she knows all too well from her stories - a land ruled by the dark and malevolent Sandman. To escape and rescue her family, Jill must use all her wit and cunning to outwit the Sandman. | ||
| 2 | 2 | THE TALE OF THE MIDNIGHT MADNESS | The classic Rialto movie theatre is on the verge of closure, despite the persistent efforts of 16-year-old Pete Matt to save it. However, just as all hope seems lost, Dr. Vink appears unexpectedly and claims to have a plan to ensure the theatre's success. He reveals that he has an old black-and-white horror movie from decades past that he believes will captivate the audience.
As people become increasingly enthralled by the mysterious film, Pete becomes curious about its appeal and decides to study it. But what he discovers is far more than he anticipated. When he digs deeper, Pete finds that the characters from the horror movie are not just fictional, but are actually present in the theatre itself. |
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| 2 | 3 | THE TALE OF LOCKER 22 | Starting at a new school can be daunting for most students, and Julie is no exception. However, her experience is complicated by an unexpected discovery: her new locker is haunted by the ghost of a 1960s student. Julie confides in her new friend Chris, and together they attempt to unravel the mystery.
As they dig deeper, they stumble upon something extraordinary - the power to alter the course of history. But will they be able to prevent the school's most devastating tragedy from occurring? |
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| 2 | 4 | THE TALE OF THE THIRTEENTH FLOOR | Karin and Billy are accustomed to playing on the 13th floor of their apartment building, which is always empty. However, one day they are denied access, as a toy company has rented the space. A short time later, Karin receives a mysterious invitation to visit the toy company and test some new products. When they arrive, they find that the toys are not just for children, and the toy makers are actually aliens from another world. | ||
| 2 | 5 | THE TALE OF THE DREAM MACHINE | Sean is passionate about writing, and he draws inspiration from Jennifer, the prettiest girl in his class. While rummaging through his house with his friend Billy, they stumble upon an old typewriter. Sean is immediately captivated by the typewriter and starts writing with it. After producing several stories, the boys notice a remarkable phenomenon - the things they type on the typewriter are actually coming to life. | ||
| 2 | 6 | THE TALE OF THE DARK DRAGON | Keith was involved in a car accident that left him with a leg encased in a metal brace. He's introverted and struggles with self-doubt, feeling that his physical limitation has severely restricted his life. To make matters worse, the girl he has a crush on seems unimpressed by him, failing to take him seriously. Seeking a solution, Keith visits a magician who offers him a magical elixir that promises to boost his confidence and social standing. However, the magician fails to disclose the true cost of using the potion: a terrible price that Keith will have to pay for his desire for an easy, carefree life. Now, Keith must confront the dark forces within himself and face the Dark Dragon that has been awakened. | ||
| 2 | 7 | THE TALE OF THE WHISPIRING WALLS | While driving home from an amusement park, Claire, Andrew, and their baby-sitter, Louise, become lost. In an attempt to find their way, they stop at a single house to use the telephone. However, Louise remains inside for an unusually extended period, prompting Claire and Andrew to enter the house to locate her.
To their surprise, they stumble upon the most bizarre party they have ever encountered, and their situation may be even more perilous than they initially thought. |
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| 2 | 8 | THE TALE OF THE FROZEN GHOST | Charles was sent to live with his aunts in their old farmhouse, which had a reputation for being eerie. One night, a terrifying nightmare left him shaken, but it was what followed that truly unsettled him. As he woke up, he saw a ghost standing outside his bedroom window. The ghost's tattered clothes and pitiful expression made it clear that it was in distress. It cried out to Charles, "It's so cold!" Charles was paralyzed with fear, but the ghost continued to appear outside his window, its presence growing more insistent. Despite his terror, Charles knew he had to find the courage to help the ghost, but could he overcome his own fear to do so? | ||
| 2 | 9 | THE TALE OF THE FULL MOON | Jed and Hughie are a duo of pet detectives, specializing in reuniting lost pets with their owners in their neighborhood. Their latest case led Jed to suspect that a man living in a nearby house might be a werewolf. Unconvinced by his theory, others dismissed it, but Jed became increasingly determined to uncover the truth before the alleged werewolf poses a threat to him and his family. | ||
| 2 | 10 | THE TALE OF THE SHINY RED BICYCLE | Mike is frequently woken by the same recurring nightmare, reliving the tragic event that claimed the life of his best friend, Ricky, five years ago. However, his nightmares take a strange turn when he starts seeing Ricky's ghost outside his classroom window. Despite his claims, no one believes that Ricky has returned to haunt him. Unbeknownst to Mike, his friend's intention is not to torment him, but to intervene and save another person's life. | ||
| 2 | 11 | THE TALE OF THE MAGICIAN'S ASSISTANT | After his father's death, Todd is struggling to cope, and his mother's late working hours haven't helped. Desperate for support, Todd responds to an advertisement to become the assistant to a magician named Shandu. He thinks the job might be fun, but quickly finds it's not as easy as he thought. As a non-magician, he's out of his depth, and things start to go wrong when he breaks the first and most crucial rule: never touch the magician's wand. Unfortunately, his curiosity gets the better of him, and he ends up unleashing a powerful demon named Nazarak, which the wand's magic brings to life. To save himself and his mother, Todd must now perform the ultimate trick: making the demon vanish. Can he rise to the challenge and succeed where others have failed? | ||
| 2 | 12 | THE TALE OF THE HATCHING | Augie and Jasmine are starting at a new boarding school that comes with a number of unusual rules. For instance, walkmans are strictly prohibited, and all students are required to eat a white, gooey substance known as "Spunge". When they begin to notice that students are being used to care for the incubation of creatures, their initial suspicions are confirmed. These creatures are intended to dominate the earth once they hatch, putting the entire school at risk of extinction. Can Augie and Jasmine find a way to save themselves and their school? | ||
| 2 | 13 | THE TALE OF OLD MAN COROCAN | Jack and Kenny, having just moved into a new house, join the neighborhood kids for a night game of hide and seek in the local graveyard. Before the game begins, the kids share a spooky tale about Old Man Corcoran, whose ghost supposedly haunts the graveyard. Unbeknownst to the brothers, there's truth to the legend: the caretaker's ghost is real. But can Jack and Kenny summon the bravery to survive the night? | ||
| 2 | 1 | THE TALE OF THE SILVER SIGHT: PART 1 | Gary, the former president of the Midnight Society, has a disturbing dream in which he visits the present day, only to be met by a demonic-looking figure and then his grandfather, Gene, who is frantic and begging for help. The next day, Gary receives a phone call from his grandmother, informing him that Gene has passed away and left him a mysterious package.
Gary and his brother Tucker visit their grandfather's house, where they find a piece of a record and a note with a cryptic message. The note explains that it is one of five pieces, and that their grandfather had been trying to find a way to destroy an evil magic charm called the Silver Sight. The original Midnight Society, of which their grandfather was a member, had brought the Silver Sight to life, but soon realized its dark nature and the trouble it was causing. Their grandfather's last request was for the Silver Sight to be found and destroyed, as it had caused him a heart attack due to his worry about its possible return. Gary and Tucker decide to visit the New Midnight Society, who agree to help them locate the remaining four members of the 1937 Midnight Society. These members possess the other record pieces, which were given to them by a traitor within their group who had hidden the Silver Sight and left clues in case it ever needed to be destroyed. The brothers visit General Liang Candle, a member of the New Midnight Society, in search of information. However, before they can obtain the record piece, they receive a frantic phone call from Grandma Aggie. Her home has been broken into by a masked intruder, who is searching for a record piece. After returning to the General's house, Tucker is approached by a mysterious boy who warns him to stay away. Meanwhile, Tucker discovers the record piece he was looking for, but is subsequently attacked by the suits of armor in the room while trying to retrieve it. |
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| 2 | 2 | THE TALE OF THE SILVER SIGHT: PART 2 | Quinn visits Donna Tilton's former address, but instead finds a junkyard owned by Vince, Donna's ex-boyfriend. Vince had been unlucky, and their relationship had suffered as a result. Meanwhile, Megan searches for the family of Eleanor Gregory's son, who live in a hidden underground dwelling after their stock-market fortune was lost. A truck crashes into Vince's office, putting him and Quinn in danger. Vince realizes that the Silver Sight's evil power is resurfacing and advises Quinn to abandon his search. However, Vince agrees to give Quinn a piece of the record if he can retrieve a drawing of Donna that was stolen by Liang Candle.
Megan tries to gather information about the Gregorys, but they become hostile when she mentions the Silver Sight. Their son, Jim, is initially unwilling to help but eventually agrees to assist Megan. When Megan returns, she catches Liang Candle ransacking the Gregorys' home in search of the record, and she suspects him of being a traitor. The boy who had guided Megan to the Gregorys' underground home is found caught in the train tracks, just before he disappears and warns Megan not to pursue the Silver Sight. After this incident, Megan is hit by a train. Quinn retrieves a picture of Vince from his junkyard office, but is approached by the same mysterious boy who advises him against searching for the record. The boy then transforms the sketch. On his way out of the junkyard, Quinn is chased by the same dog that had previously attacked him, which had initially been seen chasing him in... |
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| 2 | 3 | THE TALE OF THE SILVER SIGHT: PART 3 | Andy and Vange learn about Bruce McGorrill from his brother Bob. However, they discover that Bruce left behind a record, not in the amusement park Playland as Bob thought. Instead, the record contains a clue that leads them to a well, where Vange finds the record. But, as she begins to unbury it, something malevolent attacks.
The record plays a message from Gene, warning against a demon and urging the group to work together and identify their true enemy. They eventually track down the background music and physical clues, which lead them to a carnival carousel. There, they find the Silver Sight. However, they are confronted by two opposing forces. The odd boy, who has been seen by everyone except Gary and Andy, encourages them to use the Silver Sight for personal gain. Meanwhile, Liang Candle appears, revealing that he broke into the brothers' grandmother's and the Gregorys' homes. The six members of the group are unsure who is truly evil, but they must make a choice to stop whatever force killed the original Midnight Society. |
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| 2 | 4 | THE TALE OF THE LUNAR LOCUSTS | Jake meets a beautiful new girl at school who takes a particular interest in his ring. At first, Jake is smitten with her, but as he gets to know her better, he begins to notice something unusual. She doesn't seem to be from around his neighborhood or town, and when he asks her about her background, she reveals that she's not even from the same planet. | ||
| 2 | 5 | THE TALE OF THE STONE MAIDEN | When Julie breaks up with her boyfriend Kevin, he suddenly vanishes into thin air. Determined to uncover what happened to him, Julie delves into a centuries-old legend that may hold the key to his disappearance. However, a mysterious statue in the park seems to have its own agenda for Kevin, threatening Julie's efforts to bring him back. | ||
| 2 | 6 | THE TALE OF HIGHWAY 13 | When Justin needed a new mirror for his car, Craig, his friend, bought an old car from a junkyard to replace it. However, instead of fixing it up, they decided to take it for a drive. Along the way, they stopped at a diner that had recently been renovated. There, they ran into a pair of people they had met at the junkyard who seemed to know a lot about the car. They also met a truck driver who was an old acquaintance of theirs, but this time, he was acting as a warning to the car's current owners, advising them to steer clear.
Craig saw this as an opportunity to prove himself to the truck driver, who had always been a thorn in his side. The chance came when they found themselves unable to shake the truck driver, who was determined to block their path. It seemed like a never-ending chase, until they stumbled upon the fact that the truck driver had a personal stake in their predicament. It turned out that the car's previous owners had started a racing challenge many years ago, but it ended in tragedy. The truck driver had been a part of the challenge, and now he was waiting for the current owners to complete it. |
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| 2 | 7 | THE TALE OF THE REANIMATOR | Julie works for Mr. Doyle at his plant store. While he's a pleasant person, she has noticed that he's an unusual individual. During her time in his workshop, Julie discovers that he's experimenting with a potion that has the extraordinary ability to revive dead plants. Her curiosity gets the better of her, and she wonders what would happen if this potion were poured over a grave. | ||
| 2 | 8 | THE TALE OF THE TIME TRAP | Jason purchases an ancient lamp from Sardo at his Magic Mansion, which surprisingly contains a genie that will grant his every wish. However, this genie is not ordinary; each wish Jason makes will come at a steep price. | ||
| 2 | 9 | THE TALE OF THE PHOTO FINISH | Chandler and Alex, two friends, both audition for membership in the Lions Society, a school organization. However, only Chandler is accepted, leaving Alex behind. As part of his initiation, Chandler is tasked with pulling off a prank by stealing a painting from the library. Instead, he stumbles upon an old photograph that appears to be changing. The strange thing is that someone is still taking pictures within the image, and if this person takes a picture of you, there's a possibility you might disappear altogether. | ||
| 2 | 10 | THE TALE OF THE LAST DANCE | Tara plays the violin with remarkable beauty. Her skill has caught the attention of someone who has fallen deeply in love with her. However, this person lives in underground caves and is not a normal human being. He is obsessed with the idea of possessing Tara exclusively and will stop at nothing to make her his. | ||
| 2 | 11 | THE TALE OF THE LASER MAZE | Ashley and Kara, athletic twin sisters who thrive on competition, are drawn to a new and unique form of laser tag. Unbeknownst to them, this game is not just a fun way to test each other's skills, but rather a form of preparation for a far more daunting competition - one that takes place beyond Earth. | ||
| 2 | 12 | THE TALE OF THE MANY FACES | Emma has always dreamed of becoming a model, but she's always been held back by self-doubt - she doesn't think she's pretty enough. However, her life takes an unexpected turn when she meets Madame Visage, a mysterious woman who is captivated by Emma's beauty. So taken is Madame Visage that she becomes obsessed with acquiring Emma's face, considering it to be absolutely beautiful. | ||
| 2 | 13 | THE TALE OF THE NIGHT NURSE | AJ and her bossy sister Nikki notice strange figures at their grandfather's house that seem to be going to a party, only to disappear shortly after. Their grandfather asks questions that imply he knows who they are, but claims they don't exist. The sisters eventually deduce that these figures are ghosts.
Further investigation reveals that years ago, a girl named Emily had a birthday party at the house, but it ended in tragedy when she was accidentally killed by her nurse. The sisters realize that Emily's ghost is trying to communicate with them. However, their efforts to contact Emily are complicated by the presence of another ghost - the nurse who murdered Emily. The nurse's spirit is still driven by a desire to kill, and is searching for a new victim. The sisters also discover that Emily's dress has a strange property: anyone wearing it will be transported back in time to the day of her accident. |
Season 3
| Season | Episode Number | Title | Descripton | Writers | Directors |
|---|---|---|---|---|---|
| 3 | 1 | TALE OF THE MIDNIGHT RIDE | Ian Matthews arrives in the legendary town of Sleepy Hollow, where he meets a new love interest and the town's resident tough guy. However, what he discovers upon arrival is that the legend of the "Headless Horseman" is more than just a local folktale - it's rooted in chilling reality. | ||
| 3 | 2 | THE TALE OF APARTMENT 214 | Stacy and her mother have recently moved into a new apartment. While exploring their new building, Stacy meets her next-door neighbor, an elderly woman who appears to be kind and friendly. However, her initial impression is short-lived, as she soon discovers that her neighbor has actually been deceased for seven years. | ||
| 3 | 3 | THE TALE OF THE WATCHER'S WOODS | Sarah and Kelly find themselves trapped in the notorious "Watcher's Woods", a foreboding section of the forest notorious for its three malevolent old hags and the evil "Watcher". The duo must navigate through this terrifying terrain to escape the hags' wrath and find a way out of the woods. | ||
| 3 | 4 | THE TALE OF THE PHONE POLICE | Jake enjoys making prank phone calls, but he soon learns that playing with the telephone can have serious consequences. People who engage in such behavior can be caught by the authorities and even taken away by the "Phone Police". If that happens, it's not just a slap on the wrist - the Phone Police have a powerful tool at their disposal: they can make it seem as though the individual never existed at all. | ||
| 3 | 5 | THE TALE OF THE DOLLMAKER | Melissa's best friend, Susan, has mysteriously vanished. Melissa starts searching for her friend and is horrified to discover that Susan has been transformed into a tiny doll. To her shock, the doll is actually living inside the dollhouse. | ||
| 3 | 6 | THE TALE OF THE BOOKISH BABY-SITTER | Ricky has hired a new babysitter, Belinda, a peculiar young woman who consistently carries a unique collection of books with her. One day, Ricky discovers that Belinda's books are more than unusual - they have the extraordinary ability to bring their stories to life. When someone reads one of these books, the events described in the story become reality, and the reader finds themselves an integral part of the adventure. | ||
| 3 | 7 | THE TALE OF THE CARVED STONE | Alison purchases a "friendship scarab" from Sardo, the crafty owner of the "Magic Mansion". She soon discovers that the scarab is actually a magical amulet with the ability to facilitate time travel. However, Alison quickly realizes that she is not alone on her temporal journeys: an evil entity is also pursuing the amulet for its own malevolent purposes. | ||
| 3 | 8 | THE TALE OF THE GUARDIAN'S CURSE | Cleo and her brother Josh stumble upon an ancient potion that claims to grant eternal life. To their surprise, they soon discover that the potion actually works when, through an accident, they unwittingly bring a centuries-old mummy back to life. | ||
| 3 | 9 | THE TALE OF THE CURIOUS CAMERA | Matt is a small child who has been a frequent target of bullying. One day, he stumbles upon a magical camera that has a peculiar ability - every photo it takes plays a prank on the subject. At first, this power is a thrilling advantage for Matt, but it soon takes a dark turn: the camera starts to use its mischief against him. | ||
| 3 | 10 | THE TALE OF THE DREAM GIRL | Johnny is being haunted by the girl of his dreams, but the dream soon turns into a nightmare when he discovers that the girl is actually a ghost. What's more, she is searching for a boyfriend to accompany her on her final journey - back to the grave. | ||
| 3 | 11 | THE TALE OF THE QUICKSILVER | Aaron and his brother Doug are being terrorized by two spirits. One is a mischievous poltergeist, while the other is an evil entity that has set its sights on Doug as its next target. To rid themselves of the malevolent spirit, the brothers will need the assistance of the playful ghost, but can they count on it to stop joking around and lend a hand in time? | ||
| 3 | 12 | THE TALE OF THE CRIMSON CLOWN | Sam is a troublesome young boy who frequently makes life difficult for his brother Mike and their mother. Despite various attempts to correct his behavior, nothing seems to be effective. That is, until the day the "Crimson Clown," an evil doll, comes to life with the intention of teaching him a frightening lesson. | ||
| 3 | 13 | THE TALE OF THE DANGEROUS SOUP | Dr. Vink has returned, and this time he's behind a peculiar restaurant. The specialty of the house is a dish called "The Dangerous Soup", which is unique in that it features a rare ingredient: fear. Can the children who work for Dr. Vink overcome their own worst fears to thwart his latest plan? |
Season 4
| Season | Episode Number | Title | Descripton | Writers | Directors |
|---|---|---|---|---|---|
| 4 | 1 | THE TALE OF THE RENAGADE VIRUS | Simon and Evan's ongoing prank war takes a deadly turn when Simon becomes trapped in a virtual reality game that has been infected with a computer virus. The virus will take control of Simon's brain within minutes, allowing it to escape the game and enter the real world. Evan must act quickly to help Simon escape the game and defeat the virus before it's too late. | ||
| 4 | 2 | THE TALE OF THE LONG AGO LOCKET | While walking through the woods one day, Jimmie finds himself mysteriously transported back to the Revolutionary War era. Amidst the chaos of a battle between the British Redcoats and the Minutemen, he encounters a young Minuteman who is desperately trying to escape the enemy lines. Jimmie agrees to assist the young soldier in his perilous mission to reach his sweetheart, who is presumably waiting for him on the other side of the battle. | ||
| 4 | 3 | THE TALE OF THE WATER DEMONS | Shawn and Dean are captivated by an old sea captain's stories of exploring deep-sea shipwrecks in search of treasure. However, the captain is tormented by the ghosts of the wrecks' victims, known as water demons, which haunt him every time he tries to rest. To lift the curse from the captain, Shawn and Dean decide to return all the salvaged treasure to the ocean's depths. But when they do, they unexpectedly encounter the water demons themselves. | ||
| 4 | 4 | THE TALE OF THE CUTTER'S TREASURE (1-2) | Rush Keegan stumbles upon an old sea chest in the Magic Mansion, which reveals a surprising connection to his famous ancestor, Captain Jonas Cutter, a notorious pirate. In addition, the chest holds a clue that suggests Rush is the only one who can avenge the pirate's victims. With the assistance of Dr. Vink and Sardo, Rush sets out to uncover the mystifying trail that leads to Cutter's secret treasure hoard. There, he will need to use the magical contents of the chest to defeat the vengeful ghost of the pirate in a final confrontation. | ||
| 4 | 5 | THE TALE OF THE QUITE LIBRARIAN | Jace and Laurie stumble upon an eerie scene: a long-dead librarian has been haunting the library's stacks. With an uncanny ability, she listens for even the faintest sounds of disturbance. These noises are then absorbed into a mysterious, magical box. But that's not the only unsettling fact: the librarian has a chilling habit of trapping children, holding them captive in her supernatural realm. Can Jace and Laurie prevent the librarian from ensnaring them as well, or will they become her next victims? | ||
| 4 | 6 | THE TALE OF THE SILENT SERVANT | Jarred is visiting his cousins, the Petersons, at their farm. While there, he discovers that the old barn near their property is said to be haunted. Unbeknownst to Jarred, the spirit of a scarecrow is trapped there, and he inadvertently releases it. The spirit becomes bound to Jarred, forced to obey his every command. When Jarred sends the scarecrow on a mission of revenge, his cousin Ann must find a way to defeat the vengeful spirit and lay it to rest. | ||
| 4 | 7 | THE TALE OF THE ROOM FOR RENT | Jessie's grandfather, in need of extra income, decides to advertise a room for rent in his house. Unbeknownst to him, however, a local medium, Sara Simpson, has inadvertently summoned the spirit of a ghost, who has taken on human form and rented the room. Only Jessie is aware of their new tenant's true nature - and his sinister intentions for her grandfather. Can Jessie prevent the ghost's malevolent plans from coming to fruition and save her grandfather from a terrible fate? | ||
| 4 | 8 | THE TALE OF THE GHASTLY GRINNER | When Ethan accidentally brings an evil comic book character to life, he and his classmate Hooper must prevent the "Ghastly Grinner" from unleashing macabre fits of laughter on the world. To stop the horrible jokester, Ethan may need to rely on his own skills as a cartoonist to defeat the monstrous entity and save the world. | ||
| 4 | 9 | THE TALE OF THE FIRE GHOST | When their father and the rest of Fire Company 25 are called away on a fire, Jimmy and Roxy are left alone in the firehouse. However, they soon discover that they are not alone. A mischievous and malevolent spirit, known as the Fire Ghost, has taken up residence in the station, and its intentions are to harm them. Fortunately, they have help from Jake, another friendly spirit who lives in the firehouse. With Jake's assistance, Jimmy and Roxy must find a way to defeat the evil Fire Ghost and protect their father, who is still battling the fire outside. | ||
| 4 | 10 | THE TALE OF THE CLOSET KEEPERS | Stacey's deafness is actually a significant advantage over her adversary Billy, and Billy isn't shy about making it clear to her. However, when Stacey, Billy, and a group of other children are captured by aliens and placed in a human zoo, the situation takes a surprising turn: Stacey must use her unique skill to save them all, as the aliens are using sound to control their prisoners. | ||
| 4 | 11 | THE TALE OF THE UNFINISHED PAINTINGS | Cody is an artist who stumbles upon a mysterious gallery filled with unfinished paintings. The gallery's owner asks her to finish one of the works, but Cody soon discovers a dark secret: completing the painting comes with a terrible cost - she loses her soul.
Now, Cody must find a way to break the curse that binds her and the other artists who have fallen prey to the gallery's ghostly allure. Can she uncover the truth behind the gallery's sinister powers and free herself and the others from its grasp? |
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| 4 | 12 | THE TALE OF TRAIN MAGIC | Tim's fascination with trains turns out to be a recipe for trouble when an old locomotive starts appearing in his backyard. An evil phantom named Old Ray has taken a liking to Tim and wants him to take over as the conductor of the ghost train, dooming him to an endless loop of crashes. |
Season 5
| Season | Episode Number | Title | Descripton | Writers | Directors |
|---|---|---|---|---|---|
| 5 | 1 | THE TALE OF THE DEAD MAN'S FLOAT | Zeke had always wanted to learn how to swim. One day, while exploring a closed part of his high school, he stumbled upon an old, unused swimming pool. He convinced Clorice to give him swimming lessons, and they began using the pool after hours. However, there was a reason the pool was closed. As they were swimming, a long-forgotten ghost appeared, claiming the pool as his own property. | ||
| 5 | 2 | THE TALE OF STATION 109.1 | Chris Leary appears to be a typical teenager, except for his unusual fascination with the macabre. His parents and younger brother, Jamie, find his obsession unsettling. In an attempt to bring him back to reality, Jamie decides to play a prank on his older brother, but the plan has an unexpected outcome. | ||
| 5 | 3 | THE TALE OF THE MYSTICAL MIRROR | Working at the Elysian Beauty Salon is a dream job for many teenage girls, offering free makeup and wardrobe additions as perks. For Cindy and Laurel, who are best friends and employees at the salon, their job becomes a learning experience. They soon discover that true beauty is not just skin deep, and that what lies beneath the surface can be far more disturbing and terrifying than any physical imperfection. | ||
| 5 | 4 | THE TALE OF THE CHAMELEONS | While browsing at a pet store, a chameleon manages to slip into Janice's bag, and she unwittingly takes it home with her. However, when she discovers the unexpected stowaway, it bites her. The next day, Janice notices that she is beginning to undergo a bizarre transformation, while the chameleon in her bag is changing into a human likeness. | ||
| 5 | 5 | THE TALE OF PRISONERS PAST | Penitentiary Place is a historic prison that has been renovated into a popular tourist attraction. However, for two reluctant step-brothers, Jason and Scott, their visit takes a strange turn. They meet One-Eyed Jack, a notorious prisoner who allegedly escaped from his maximum security cell in 1942. But as they learn more about his story, they uncover a surprising truth: Jack is not who he seems to be. | ||
| 5 | 6 | THE TALE OF C7 | Ellen seizes the opportunity to purchase the old Homestead Inn and start her own business. Cleaning the old Inn is a laborious task, but it becomes more intriguing when Ellen and her family stumble upon an old jukebox. To their surprise, the jukebox not only plays music, but it also triggers memories - memories of the people who once inhabited the Inn, stretching back years and even centuries. | ||
| 5 | 7 | THE TALE OF THE MANAHA | While on an overnight camping trip, Jonah inadvertently released the spirit of an old Native American shaman who had been imprisoned in a cave in the woods. Now freed, the shaman seeks revenge on all who enter his woods by summoning the Manaha, legendary monsters from Native American lore. Can Jonah pull himself together and find the courage to save himself and his fellow campers before it's too late? | ||
| 5 | 8 | THE TALE OF THE UNEXPECTED VISITOR | Jeff and Ted, the two band members, have been at odds over their band's name and music style. However, they do see eye-to-eye on one thing: using Jeff's dad's satellite dish. In a moment of accident, Jeff beams a piece of music into a distant galaxy. This unusual incident attracts a strange visitor, who arrives on Earth. Now, Jeff must find a way to use his music to communicate with this extraterrestrial being and save his friend Ted, as well as his brother Bobby. | ||
| 5 | 9 | THE TALE OF THE VACANT LOT | A mysterious stall appears one day on a vacant lot in the heart of the city, captivating Catherine's attention. The stall seems to be offering her everything she has always desired, but in return, the old lady who runs it wants Catherine to surrender her aspirations for herself. At first, this appears to be a manageable price, but as Catherine becomes involved with the stall, she begins to change in ways that are not for the better. | ||
| 5 | 10 | THE TALE OF THE DOOR UNLOCKED | Justin is somewhat shy, and in an effort to meet girls, he purchases a peculiar-looking miniature door from Sardo at the Magic Mansion. However, when he looks through the door, he sees a girl trapped in a burning house, raising the question of whether this is the girl he was supposed to meet.
As fate would have it, a new girl moves into Justin's neighborhood, and he becomes particularly eager to meet her, especially since he has already seen her through his magic door. But with her safety at risk, Justin must now figure out a way to save her from an unknown danger. |
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| 5 | 11 | THE TALE OF THE NIGHT SHIFT | At the United Hospital, a series of bizarre incidents unfolded one night. Patients began to vanish inexplicably, while staff members reported finding shredded blood bags, as if some unknown animal had been roaming the premises. Furthermore, the hospital staff's behavior became increasingly erratic. Amidst the chaos, Colin and Amanda joined forces to unravel the mystery. However, the evidence pointed to an ominous clue: a strange coffin that had appeared in the hospital morgue. | ||
| 5 | 12 | THE TALE OF THE JAGGED SIGN | Claudia was dreading the prospect of a dull summer vacation, especially after being sent to stay with her aunt at the Scenic Vista Retirement Home. However, her life took an unexpected turn when she met Kate, with whom she began to uncover a long-standing local legend. According to the story, a ghost was said to haunt the ledge, and a mysterious sign with jagged edges had mysteriously appeared one night, many years ago. | ||
| 5 | 13 | THE TALE OF BADGE | Gwen was consumed by frustration at her inability to excel in anything. Her grandmother, Willy, presented her with a pendant featuring a stunning red stone and told her, "You're anything but ordinary." Gwen soon grasped the significance of these words when her younger brother, unaware of the consequences, inadvertently opened a portal to a terrifying realm inhabited by goblins and ghouls. Can Gwen now fulfill her true potential and successfully seal the door to this nightmarish dimension? |