Deep in the dark woods of Central City, Iowa, the twisted minds behind Circle of Ash invite you into a nightmare that refuses to end. Between the chaotic laughter of Socko’s Fun House, the shadowy trails of Frightmare Forest, and the heart of terror itself, Circle of Ash proves that Iowa knows how to haunt.
As you pull into Central City, Iowa, the excitement begins to build. The winding roads lead you toward the Linn County Fairgrounds, where the faint glow of lights and the hum of anticipation fill the cool night air. Signs along the way guide you straight to Circle of Ash, a well-known haunted attraction that has become a seasonal staple for thrill seekers across the region. The closer you get, the more the sounds of screams, laughter, and eerie music echo through the fairgrounds, letting you know you’re in the right place. Whether you’re a returning fan or a first-time visitor, the approach alone sets the mood for the terrifying experience that awaits beyond the gates.
The cast of Circle of Ash was energetic even for the last night of the regular season. In Frightmare Forest, you had the slider spider that slid and jumped around the spider webs, the hillbilly zombies in the utility shed were in your face and didn’t back down from trying to eat you. The cast of Sockos Fun House was silent until you were in their space, utilizing the dense fog in the circus tent area. The carousel clown “Blitz” didn’t break character even when they recognized us! The puppeteer was very believable, not using much movement under the bag on his head. The residents of the manor knew how to use their space and utilize their rooms. One nurse was even climbing the wall in the operating room and only moved when the strobe shut off. Spark wall actor ran off and jumped on a table in the next room, taunting us with the sliding door.
The costumes used were of very high quality and looked professionally made. I believe I noticed some Midnight Mayhem apparel outfits in Socko’s fun house. One part I really appreciated was the puppeteer; he had a mask, and because he was able to banter with guests, they ensured he could be heard by everyone, and he had a microphone in his mask.
In Frightmare Forest, they use more than just the typical ghillie suits and witches; they utilize zombie-like outfits, cultist outfits, and even spider sliders on the bridges. The manor used more home-like vibes for outfits, from the granny outfit to nurses in the back of the manor. The outfits really fit the actor’s attitude.
The behind-the-scenes staff was invaluable and pointed us in the right direction. The ticket booth had extra help from Hexley the doggo ( they stole the show! ). The parking lot was barely lit and was hard for Katie to navigate, but thankfully, they had parking attendants with the red directional lights pointing the way to go. It is always great to see safety be a priority; they had a gatekeeper to check bags upon entering, and they had security that was in uniform to be easily located. All the haunts are ADA-approved. They did have signage at the entrance to the fairgrounds and had a creepy van pointing the direction to go. It said free candy on the side, but I never did see any in it, unfortunately.
We enjoyed Bone Father in the entrance to Fightmare Forest, telling you stories of the woods ahead, and Giggles amped you up to the entrance of Sockos Fun House. Both are just keeping you in the mood to want to be there!
The face of the manor is lit up with spotlights searching for intruders and is the center of attention, with far more flashy attire. The forest was a dark, wooded pathway with limited lighting. The moon was not out, so it was even darker, keeping the spooky vibe. In front of Socko’s fun house, there was axe-throwing, keeping you in the feeling of the old carnival.
Once inside the manor, you enter a vortex tunnel and exit into the living room of the house. You eventually end up with three dark ramps with nothing in them. I was hoping for something like a wall banger inside the ramps just to keep the feeling of the house wanting you out.
The Frightmare Forest attraction utilized the trees and the sheer darkness of the night.
The manor immediately set the tone for terror with its eerie atmosphere and clever use of effects. Guests were greeted by a spinning vortex at the entrance, creating a dizzying disorientation before they even stepped inside. Once within the manor’s walls, a flashing X-ray effect lit up the space in bursts of light, revealing eerie shapes and shadows. One of the most striking visuals was the goat head puppet positioned ominously in the fireplace, adding a sinister centerpiece to the room’s dark aesthetic.
Throughout the manor, surprises kept guests on edge. A spark wall near Sparky’s section delivered sudden bursts of light and sound, heightening the tension. Just beyond that, a sliding door locked visitors inside until an actor dramatically revealed the way forward – a perfect blend of panic and performance. These interactive moments ensured that the scares felt personal and unpredictable.
Beyond the manor, Socko’s Fun House and the Frightmare Forest offered their own unique frights. Socko’s Fun House was filled with thick fog, sometimes to an almost disorienting degree, amplifying the sense of confusion and claustrophobia. Meanwhile, the Frightmare Forest relied on natural noises such as rustling leaves, distant howls, and snapping branches to build unease in a more grounded, primal way. The combination of these effects created a seamless flow of scares from one attraction to the next, keeping guests fully immersed in the experience.
One of the special effects was a drop panel, which, when you reach the end of the hallway, allows you to turn around right behind it, and they ensure to hide the actor in the closet full of clothes. At the end of the manor, you go into a tight-spaced maze, which, if you need to, they had an ADA option that still let you be part of the maze instead of having you skip and miss the scare.
21. How scary was it? (35% of score): 7.92
22. How well did they provide scares to everyone in the group? (15% of score): 7.92
23. How predictable were the scares? (25% of score): 8.04
24. How well did they provide a wide variety (types) of scares? (10% of score): 8.13
25. How strong was the ending / finale? (15% of score): 7.96
Inside the manor, the tension never let up. From the moment you stepped through the doors, every hallway and shadow seemed alive with the promise of a scare. There were a few well-placed jump scares that landed perfectly – just when you thought you were safe, an actor or effect hit with perfect timing. Drop panels added to the unpredictability, slamming open with sudden bursts of light and sound that made even the bravest guests flinch. But what truly sold the fear was the constant sense of uncertainty. Walking the narrow halls, you genuinely had no idea when – or from where – the next scare would come. Every corner turned felt like a gamble, every flicker of light a possible hint of movement. The actors used that suspense to their full advantage, striking from hidden spots and blending seamlessly into the dark décor until the exact right moment to lunge. The pacing kept the adrenaline high from start to finish, making the manor one of the most intense parts of the entire attraction.
Frightmare Forest delivered some genuinely good jump scares that kept guests on edge from start to finish. From the unsettling growls of the Dogman lurking beneath the bridge to the sudden appearance of the gravedigger in the eerie cemetery, the forest used its setting to full effect. The natural darkness of the woods added an extra layer of tension – every crunch of leaves or snap of a twig made you wonder what was waiting just beyond the next tree. Actors blended into the shadows perfectly, timing their scares for maximum impact. The deeper you ventured, the more you felt surrounded, as if the forest itself was alive and watching. Between the fog, flickering lights, and unexpected movements in the distance, Frightmare Forest delivered that classic “lost in the dark” fear that makes outdoor haunts so effective.
Socko’s Fun House had the more in-your-face scares, with loud, energetic clowns that didn’t hold back. The use of chain-link fences in the big top tent area made it feel like you were trapped in a chaotic maze, surrounded by laughter that quickly turned sinister. The actors were relentless, popping up from unexpected spots and keeping the pressure on the entire time. They weren’t afraid to get close, using everything from props to sudden noises to keep guests jumping. Chainsaws were used to great effect here, too; the roar echoing through the fog and fencing sent people running for the exits. Between the bright lights, disorienting fog, and nonstop energy from the cast, Socko’s Fun House brought a wild, chaotic kind of fear that left everyone laughing and screaming all at once.
Tickets for general admission are $35 and include a single entry to every haunt except the Hollowed Harvest walk-through, which requires an additional fee. But it’s definitely nice to check out.
During the season, they had special events, including the Halloween party. Some events include discounted offers like service industry night.