Howard McWilliam
1) Plop!
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When Grandma Eunice gives Malcolm a strange bottle that she "won" during the 1939 World's Fair, it turns out to contain the ectoplasm of the performer that she tricked--so if Malcolm wants to keep his bottle he is going to have to figure out how to evict this stubborn ghost.
2) Spaced out!
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Malcolm, Dandy, and Grandma Eunice go to SciCon to meet the Ghost Stalkers--but when a ghost crashes the convention the Stalkers' equipment is useless, and it is up to the boys to show their heroes how it is really done.
5) It creeps!
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Ten-year-old Malcolm and his best friend Dandy, armed with a ghost detector ordered from Beyond Belief magazine, make a late-night trip to a haunted house, despite the warnings of Malcolm's great-grandmother.
6) Draw!
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When forced on a camp-out with their fathers, ten-year-olds Malcolm and Dandy seek the smelly ghost of notorious outlaw Wild Willy Wallace, who is believed to haunt his old hideout at Lake Itchyburr.
7) I dare you!
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At the county fair, ten-year-olds Malcolm and Dandy face a real ghost in the Screaming Mansion, while at home, Malcolm's sister Cocoa's attempt to become Fair Queen has the family in turmoil.
9) Tell no one!
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Ten-year-olds Malcolm and Dandy think their ghost-hunting days are over when they start fifth grade with the toughest teacher in their school, but Malcolm's photographs for the yearbook reveal that the school is haunted.