An old movie theater has two weeks before they close down for good. Ever since the multiplex came into town, the older movie theater has made less than six dollars per day. All of a sudden, the mysterious Dr. Vink appears and offers them a horror movie he made decades ago. He promises the owner and his staff that his movie would save them from closing down and it works! Dr. Vink's horror movie, Nosferatu: The Demon Vampire, starts attracting more than fifty people a night. The staff wonders what attracts people to this film and unfortunately they find out. The terrifying vampire jumps out of the movie and into the real world where it can have all the victims it wants. Now the staff must pull the plug on the movie before it gets out of hand!
In the 1970s, a young girl named Candy Warren was forced to work on her Chemistry assignment after school. However, neither she nor her teacher noticed that the gas line of her Bunsen burner was frayed. This caused an accident, claiming Candy's life. Years later, a young girl gets Candy's locker and soon finds herself haunted by Candy's ghost.
Two siblings generally spend all their free time playing hockey on the 13th floor of their apartment building. However, one day the regular elevator operator disappears and they find that the floor is now being used by a company to manufacture toys and games. However, the toys that they're creating aren't exactly from this world.
Sean Hackett finds a strange old typewriter in his house that once belonged to a writer who mysteriously vanished. He loves to write short stories, but soon finds that whatever he types comes to life as it's read. Things seem harmless enough until he writes a story for English class in which his best friend dies.
While driving to a carnival, a babysitter and the two children she's looking after get lost. When their car breaks down, she goes inside a house to call for help. Trouble begins when she disappears and the kids soon find out that while they aren't the only ones in the house, they're the only ones that are alive.
Two young pet detectives try to figure out where all the neighborhood cats are disappearing to. They find a clue when looking through a neighbor's back yard. He seems to have a rather large collection of cat collars hidden in his backyard. They begin to suspect that he's a werewolf, but unfortunately, no one believes them.
A young boy, Todd, starts doing the one thing that he's wanted to do since his father died, further his interest in magic. He becomes an assistant to the great magician Shandu and learns the rules of being a magician: Only let the audience see what you want them to see, never touch another magician's wand unless he hands it to you, and never get caught in your own reflection. But trouble ensues when Todd makes an unwise decision to take Shandu's wand and use it for himself.
Two siblings, Jazz and Augie, are sent to boarding school while their parents are away. They immediately notice that the school is quite different and has some rather strange rules. For example, only calm, soothing tones are allowed inside the school and the students are only given the option to eat something called 'sponge' for meals daily. Jazz and Augie soon learn why the owners are so strange and have these odd rules in place.
After moving into a new apartment complex with her mother, Stacy finds herself without any friends. She befriends an older woman named Madeline that lives nearby and they soon start to spend quite a bit of time together. But when Stacy breaks a promise to visit Madeline on one specific afternoon, Madeline is enraged and comes after Stacy.
Long ago, three girls attending camp got lost in the woods, only leaving behind their whistles. At the same exat time, a camper went crazy and started babbling about a Watcher within the woods, creating the nickname Watcher's Woods. When two present day campers get lost, they find that there's definitely something evil in the woods.
After getting his portraits back from the basketball team, Matt finds that he didn't show up in the photos. To make it up to him, the photographer gives him an antique camera because it has apparently 'chosen' him. Matt soon learns that anything he takes a picture of willhave something bad happen to it. Whether you want it or not.
Dr. Vink is back and now running his own restaraunt, The Wild Boar. After staff members continually decide to just quit at the drop of a hat, two employees soon discover why. Dr. Vink makes his famous soup with a special ingredient that he gets from his employees- FEAR. However, the two accidentally release the creature that gathers the fear and give it the ability to prey upon anyone.
Simon's latest prank in a series played between him and his friend Evan goes too far when Evan is late for school but he seems to have forgiven him. He even lets Simon have the first chance to try out a new virtual-reality program both have been waiting to try. But instead of experiencing fencing Simon finds himself trapped in a world where he must outwit an intelligent computer-virus. The virus has reprogrammed the system so that if Simon doesn't get out of the life-like setting where nothing works in his favor it will take over his brain to wreak havoc outside the computer.
Two teenage boys deliver food to an old man who lives by the lake. After seeing treasures from an old sunken boat being displayed in his home, they find out that he is being stalked by water demons whenever he falls asleep. When one of the boys secretly steals one of the items, they start to be followed by the demons as well.
After opening a treasure chest, Rush Keegan unleashes the ghost of Jonas Cutter, an evil pirate. Captain Cutter kidnaps Rush's little brother, and he must use his instincts to finish what his ancestors started and get his brother back. Both Dr. Vink and Sardo team up with Rush to help him battle the phantom pirate.
Two kids on a farm find a scarecrow with a magic spell, and they use it. The scarecrow does whatever they order it to. At first it's great, their new servant puts up an entire fence that they were supposed to build. But they find that it has it's drawbacks when they order it to make a baseball dugout and it tears apart the new fence for wood. Things get serious when one of them accidentally orders it to kill.
Jessie's grandfarther wants to earn some extra money, so he decides to rent out the extra room in his house. One night, Jessie sees a man enter the local psychic's house through the ceiling. When she returns home, she's shocked to find that the not only is the room of their house rented out, but the new tenant is the ghostly man that she saw.
Ethan wants to be a comic book artist, but his submissions are constantly rejected by companies. One day, he's invited to a comic shop, where he gets the only copy of the comic ""The Ghastly Grinner."" He accidentally brings the supervillain to life and it starts turning everyone into giggling mindless idiots.
While celebrating their dad's birthday at the firehouse he works at, Jimmy and Roxanne end up being left alone when a call comes in and the firefighters must take off to stop a fire. They soon find that they're not exactly the only occupants of the firehouse. There's a fire ghost who's seeking revenge.
Tim loves trains and everything about them, just like his father did who used to work at the station. After an electric train is mysteriously sent to him, he puts it on the track with the rest of his collection and watches it go. But at 7:13 PM he finds himself sucked into the mysterious town train, which is actually Train 713, a train that crashed and killed everyone aboard years ago.
A young girl, Claudia, goes to visit her relatives at the boarding house for the elderly that they own. She's bored at first but soon learns the legend of a ghost who haunts a special spot of a mountain in the woods. Her time spent away from home gets even more unusual when she actually sees the ghost himself.
Scott and his step-brother hate each other and can't seem to get along. After fighting on their school field trip to a famous prison, they accidentally release One-Eyed Jack, an ex-prisoner's ghost, and he follows them home. They finally have to learn to cooperate in order to get the ghost to rest in peace.
Gwen is constantly being upstaged by her brother- even on her birthday. Her grandmother Willy gives her a special necklace and a magical flute that holds the key to a family secret. When her brother accidentally releases an evil creature named Badge, it's up to Gwen to use her musical gift to save her family and herself.
Jonah is teased by his fellow campers and counselor. While hiking in the woods, Jonah stumbles upon an enchanted cave with a mysterious statue on top of a rock. Jonah moves the statue and summons an old powerful Shaman who warns Jonah to leave his woods or he must face the Manaha- mythical creatures who feed on human flesh. Jonah refuses and the Manaha are released upon the campers. Now the group must trust each other to escape the Shaman and his troop of Manaha.
After Janice is bitten by a chameleon at the local pet store, it follows her and her friend Sharon home. The chameleon soon tries to take over Janice's life, following the saying among chameleons- 'Bite you once, bite you twice, a little water, pay the price.' Seems that if a chameleon bites you twice and water touches you, you switch places with the creature.
A young girl, who feels inferior to her peers, encounters a strange woman in an empty lot who seems to have everything she'd ever want. The woman doesn't seem to want anything important in return. But when the young girl starts losing her looks, she finds that what she's given up is more important to her than she thought.
Justin visits Sardo's Magic Mansion and buys a miniature door from Sardo that's supposed to let him see the future. He sees an unfamiliar girl trapped in a fire. But soon a new girl, Ashley, arrives at school and looks exactly like the girl that Justin saw in the fire. It's up to him to save her from the future.
When Peter gets fed up with his tag-along sister Monica, he speeds up on ahead of her and his friend during their bike ride. They become seperated and Peter finds himself trapped in a place where he's forced to play a mysterious game, and his friend and sister are trapped in the woods until the game is finished. If Peter wins this game, he'll be free to leave. But if he loses, he'll be trapped there forever.
During ice hockey try-outs, Wiley finds a stick that used to belong to Jake the Snake, a great player. While using the stick, Wiley seems to have a natural talent for hockey and even makes the team. Soon after, he not only gets an ego, calling himself Wiley the Snake, but starts to shed his skin and gain a strange appetite for mice... Similar to a snake.
On the way to school, Max and Shelly visit Sardo's Magic Mansion to get some art supplies. Sardo talks Max into buying a pencil box containing a pencil and eraser. At school Max uses his new art supplies. He has trouble drawing the fruits on display as a model for the class, so he erases one of the fruits in his picture. After he erases it, it disappears in real life as well. After testing this out a few more times, Max finds that he does have the power to erase things into obvlivion. But when he erases his twin sister Shelley, without thinking, he's forced to erase himself into oblivion to find her.
Gary, the President of the Midnight Society from the original episodes is back and needs the help of his brother Tucker and his friends to help track down the members of the FIRST Midnight Society from way back in 1937 and help solve an ancient mystery and prevent an evil force from being unleashed on the world. Part one focuses on Tucker and Gary's search for 'The General' and his clue to the puzzle.
Two friends, Chandler and Alex, try to out for spots in the Lions Society, a school organization. However, the society isn't interested in Alex and only Chandler makes the cut. As part of his initiation, Chandler steals a painting from the library and ends up finding an old photo that seems to be changing. The thing is, there's someone who lives in the photo and is still taking pictures. And when he takes your picture, you may never be seen again.
Ashley and Kara are athletic twin sisters who are always in competition with each other. They find the ultimate game to test each other. It's a unique kind of laser tag. What they don't know is that by playing the game, they're being prepared for a much scarier competition. One that isn't played on earth.