“Death is just a door to another adventure.”
— Garth tells Frank that death isn't the end, but a new beginning in Ghostopolis.

Doug TenNapel (2010)
Genre
Fantasy / Children's / Young Adult
Reading Time
240 min
Key Themes
See below
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A boy accidentally zapped into the afterlife discovers he has unique powers that could save or doom Ghostopolis, making him team up with his spectral grandfather and the wrangler who sent him there to find a way home.
The story starts with Frank Gallows, a ghost wrangler, trying to catch a ghost named Kent. During the struggle, Kent accidentally phases through Garth Hale, a boy playing in his backyard. This makes Garth partially spectral, so he is visible and tangible to ghosts but invisible to living humans. In a panic, Frank tries to reverse the effect with his ghost-zapping device, but instead, he accidentally zaps Garth completely into Ghostopolis, the land of the dead. Garth, now looking like a ghost but still alive, is stranded in this new world, and Frank has to deal with his mistake.
In Ghostopolis, Garth quickly learns he has unique abilities: he can eat ghost food, does not need to sleep, and can interact with the environment in ways other ghosts cannot. He soon meets Cecil, an older, kind ghost who is his deceased grandfather. Cecil, a ghost for many years, helps Garth understand Ghostopolis's rules and customs. He explains that the world is ruled by the Super-King, who enforces strict laws and collects 'ghost taxes.' Cecil, with his ghost friend Claire, helps Garth, hoping to find a way to send him back to the living world.
News of a 'living ghost' spreads through Ghostopolis, reaching the Super-King. The Super-King is interested in Garth's unusual body and powers — specifically his ability to consume ghost energy and affect the ghost world — and sees a chance to increase his own power and control over Ghostopolis. He sends his enforcers, the Sky-Ghouls, to capture Garth. Garth, Cecil, and Claire must run, avoiding the Super-King's forces while looking for a way home, making their journey more dangerous.
In the living world, Frank Gallows feels guilty and scared after sending Garth to Ghostopolis. He knows if the government finds out, his career and freedom will be over. Driven by responsibility and a need to fix his mistake, Frank goes on a mission to rescue Garth. He gathers his ghost-wrangling gear, including his old hearse, and researches how to open a portal to Ghostopolis. His journey has many challenges, as he deals with skeptical colleagues, his equipment's limitations, and his task's difficulty.
As Garth continues to avoid the Super-King's forces with Cecil and Claire, he learns more about his abilities. He finds he can absorb spectral energy, making him stronger, and even briefly create physical objects. They meet a small, hidden resistance movement of ghosts who oppose the Super-King. These ghosts, led by a wise elder, see Garth as a potential savior, believing his living presence could help overthrow the Super-King. Garth, at first wanting only to go home, starts to feel responsible for the oppressed ghosts of Ghostopolis.
The Super-King, learning more about Garth's abilities, makes a plan. He wants to use Garth's living essence to power a device that will drain the life force from all other ghosts, making him immortal and all-powerful. He believes Garth is the key to his ultimate conquest. The Super-King's Sky-Ghouls capture Garth with a trap, separating him from Cecil and Claire. Garth is taken to the Super-King's fortress, where he is imprisoned and prepared for the ritual that will take his life force and empower the tyrant.
When things look bad for Garth, Frank Gallows opens a portal and arrives in Ghostopolis. He immediately meets Cecil and Claire, who are trying to find a way to rescue Garth. Despite initial mistrust — Frank is a ghost wrangler — they quickly realize they have a common goal. Frank, with his ghost-wrangling tools and knowledge of the living world, forms an alliance with Cecil and Claire. Together, they plan to enter the Super-King's fortress and save Garth before the Super-King can finish his ritual.
Frank, Cecil, and Claire, with some ghost resistance members, attack the Super-King's fortress. Frank uses his ghost-wrangling gadgets to disable security systems and fight off Sky-Ghouls, while Cecil and Claire guide him through the castle. They face many challenges, including traps and many of the Super-King's enforcers. The team works together, combining their strengths — Frank's technology, Cecil's knowledge of Ghostopolis, and Claire's agility — to go deeper into the fortress, determined to reach Garth.
The team reaches Garth, who is connected to the Super-King's life-draining device. A battle happens between the Super-King and Frank, Garth, Cecil, and Claire. Garth, now aware of his powers, uses his living essence to disrupt the Super-King's control over the ghost realm. Frank uses his most powerful ghost-wrangling techniques, while Cecil and Claire fight with them. The Super-King, overwhelmed by their combined efforts and Garth's presence, begins to lose his power and control.
In a final effort, Garth channels his living energy, causing a big feedback loop in the Super-King's device, defeating the tyrant and freeing the ghosts of Ghostopolis. With the Super-King gone, Ghostopolis begins to heal, and a new, better order is made. Frank, having kept his promise, uses his device to create a stable portal. With a goodbye to Cecil and Claire, Garth goes through the portal, returning to his world, changed by his adventure. Frank, redeemed, continues his ghost-wrangling duties with new purpose.
The Protagonist
Garth transforms from a helpless accident victim to a courageous hero who leverages his unique nature to save an entire world.
The Supporting
Frank evolves from a guilt-ridden, incompetent agent to a determined and heroic rescuer, finding purpose in his actions.
The Supporting
Cecil maintains his benevolent nature while actively participating in the rebellion, witnessing the liberation of his world.
The Supporting
Claire develops from a spirited companion to a crucial member of the resistance, actively fighting for Ghostopolis's freedom.
The Antagonist
The Super-King's reign of terror is ultimately shattered by Garth and his allies, leading to his downfall and the liberation of Ghostopolis.
The Supporting
Kent serves as the initial plot device, his brief appearance setting in motion the entire story without significant personal development.
The Supporting
The Sky-Ghouls function as persistent obstacles for the protagonists but ultimately fail in their mission to uphold the Super-King's rule.
The Mentioned
George serves as an external pressure point for Frank, his role being to highlight the stakes of Frank's mission.
Garth's journey explores identity as he navigates being a living boy in a ghost world. He is not quite a ghost, but not fully human in his spectral form. This status gives him powers but also isolates him. His search for a way home is tied to his desire to reclaim his original identity and place. The ghosts of Ghostopolis also struggle with their identities, oppressed by the Super-King, wanting freedom to be themselves.
““I'm not a ghost! I'm alive! I just... look like a ghost.””
Frank Gallows's story looks at responsibility and redemption. His accidental zapping of Garth into Ghostopolis weighs on him, making him go to great lengths to fix his mistake. His journey to rescue Garth is about saving the boy and making up for his error, reclaiming his purpose and self-worth. Even Garth, at first focused on himself, takes on the responsibility of helping the oppressed ghosts.
““I sent the kid there. I gotta get him back. It's my fault.””
The connection between Garth and his grandfather, Cecil, is the story's emotional center. Their unexpected reunion in the afterlife shows that family connections last, even after death. Cecil's protective love and guidance help Garth survive and grow. This theme extends to community, as Garth, Cecil, and Claire form a family, and Frank eventually becomes part of this family, showing the importance of supportive relationships.
““You're my grandson, Garth. We'll get you home.””
Ghostopolis itself shows the theme of tyranny versus freedom. The Super-King's rule, his 'ghost taxes,' and his control over the spectral inhabitants show a lack of freedom. The ghosts' desire for liberation and the resistance movement show their wish for autonomy. Garth, as a living being, becomes a symbol of hope and helps the ghosts fight their oppressor, bringing about their freedom.
““He rules us all. Takes what he wants. We're just... ghosts.””
A technological device that accidentally sends Garth to Ghostopolis and later helps retrieve him.
This device, initially used by Frank Gallows for ghost-wrangling, serves as the primary catalyst for the entire plot. Its malfunction not only sends Garth to Ghostopolis but also establishes the central conflict. Later, Frank's efforts to repair and re-purpose it to open a stable portal become a key element of his redemption arc and the means by which Garth can return home. It represents both the cause of the problem and the potential solution, a technological deus ex machina that is earned through Frank's perseverance.
Garth's status as a living being in the ghost world, granting him special abilities.
Garth's 'living essence' is the central plot device that drives both his powers and the Super-King's obsession. It allows him to eat, sleep, and interact physically in Ghostopolis in ways other ghosts cannot. More importantly, it acts as a disruptive force against purely spectral energy, making him a threat to the Super-King's power and a valuable asset to the resistance. It's the unique characteristic that sets him apart and makes him both a target and a hero, enabling the story's fantastical elements.
The spirit realm as a parallel, distorted reflection of the living world.
Ghostopolis functions as a mirror world, a spectral counterpart to the living realm. While it has its own unique rules and inhabitants, it also reflects aspects of human society, particularly in its power structures and the plight of its citizens. This device allows for exploration of themes like tyranny and freedom within a fantastical setting, making the stakes relatable. The contrast between the familiar and the bizarre highlights Garth's predicament and the strangeness of his new reality, reinforcing his alienation.
A sinister machine designed to extract and consolidate spectral energy.
This device is the ultimate manifestation of the Super-King's ambition and cruelty. It's a key plot device that creates immediate peril for Garth and raises the stakes for the entire ghost population. Its purpose is to drain life force, making the Super-King all-powerful. Its existence provides a clear, tangible objective for the heroes – to destroy it and free Garth – and serves as the focal point for the story's climax, embodying the Super-King's oppressive regime.
“Death is just a door to another adventure.”
— Garth tells Frank that death isn't the end, but a new beginning in Ghostopolis.
“You can't just be a hero to yourself, Frank. You gotta be a hero to someone else.”
— Garth tries to motivate Frank to help others, not just focus on his own problems.
“The greatest prison is a mind that won't let go.”
— A wise character reflects on the nature of holding onto past regrets.
“Sometimes the things we think are broken are just waiting to be fixed in a new way.”
— Frank observes how things in Ghostopolis function differently, despite seeming broken.
“Being a ghost isn't so bad. You get to float, and no one can stop you from eating all the marshmallows.”
— Frank, newly a ghost, finds some unexpected perks to his spectral form.
“You can't run from who you are, Frank. Not even in the afterlife.”
— Garth reminds Frank that his identity and past follow him, even into Ghostopolis.
“Fear makes monsters out of shadows.”
— A character explains how fear can distort perception and create imaginary threats.
“Every goodbye is a new hello, if you know where to look.”
— A hopeful sentiment about the cyclical nature of life and death in the context of Ghostopolis.
“There are more wonders in the unseen than in all the things you can touch.”
— Garth tries to open Frank's eyes to the magic and mystery of the spirit world.
“A true friend is someone who will cross dimensions for you.”
— Reflecting on the lengths characters go to help each other across the living and spirit worlds.
“Sometimes the greatest strength is knowing when to ask for help.”
— Frank learns the importance of relying on others when facing overwhelming challenges.
“It's not about being brave all the time, Frank. It's about being brave when it counts.”
— Garth offers a nuanced view on courage to Frank.
“The past isn't gone, it's just... elsewhere.”
— A character explains the interconnectedness of time and memory within Ghostopolis.
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