 
Since 2008, Fear Itself at Legend Park has been unleashing terror in Mishawaka, Indiana. What began as a haunted attraction has now evolved into a full-fledged family fun destination known as Singletown: The New Wild West – where screams and smiles collide.
For the 2025 season, visitors can face four unique and menacing haunts: Ward 13 Zombie Asylum, Sinister Circus, Taken Forever, and Rock Monkey Caves. And if that’s not enough, guests can hop aboard the LP Express Train Ride for an eerie adventure deep into the woods.
But the thrills don’t end there. Between screams, guests can explore a lively video arcade, meet furry friends at the petting zoo, grab delicious bites, shop for custom-made stuffies, and browse the large gift shop for one-of-a-kind souvenirs.
This isn’t just a scream park, it’s a whole night of adventure waiting to unfold!
Overall Score Per Haunt:
Taken Forever: 7.85
Sinister Circus: 7.93
Rock Monkey Caves: 7.91
Ward 13: 8.31
In Taken, things got off to a wild start; we were literally taken from the moment we entered and split apart into separate paths. The first section relied heavily on eerie, disembodied voices echoing from the darkness, guiding (or misleading) us through the maze. Trusting them felt like a gamble, especially since this was a touch haunt. Hands reached out from the shadows to grab, pull, and physically steer us elsewhere, adding a jarring sense of realism. In the second half, a few more actors appeared in person, taunting us and sending us in the wrong direction. While the staff covered the space well, this area could benefit from more in the glowing, neon-lit rooms.
Inside Sinister Circus, the clowns were bursting with color – and energy. They crawled about, stalked us from above, and made us question which figures were real and which were just props. At times, they demanded interaction, even making us raise our hands as they toyed with us. These chaotic jesters were playful and predatory, and they delivered strong energy throughout the tent. Oh, and do not touch the mirrors, they will break your fingers!
The cast inside Rock Monkey Caves may have been small, but they made every moment count. Hidden deep within the darkness, they lunged from unexpected angles, surrounding us with primal aggression. Their intensity gave the impression that intruding on their territory was a grave mistake.
Over in Ward 13 Zombie Asylum, the undead were anything but lifeless. Every actor had embraced some form of infection, from twitching spasms to full-on zombification. They clawed, growled, and dragged us into their chaotic outbreak – one even gulped from a bedpan while another brandished a disturbingly large syringe! This group showed no shortage of energy or variety, proving that madness truly ran rampant within those walls.
Because of the nature of Taken, we spent the first stretch completely blindfolded, so seeing much of anything wasn’t an option! Once the covers came off, what we did catch worked. One actor resembled an intimidating security guard (maybe he was? But he wanted to steal our hair, regardless), while another blended into the shadows in all-dark attire, both fitting for their roles.
As we transitioned into the second half, the looks stayed mostly grounded in darker streetwear and simple robes, with minimal makeup. However, one figure truly stood out, donning an eerie white mask that echoed the other props in the room, a full outfit complete with gloves, and a wicked-looking staff. It was a great touch of detail that elevated the scene. We’d love to see more complete or thematic looks like this one, or perhaps even some vibrant costumes that tie in with the neon artwork later on.
Some of the best looks of the night were found among the clowns lurking inside Sinister Circus! These clowns and jesters knew how to dress for the party! We spotted a variety of memorable designs: the black-and-white-checked jester (Gluttony) with glowing red eyes who looked animatronic at first, a performer with an upside-down clown mask, and another rocking dreadlocks with one of the most complete, layered costumes in the park. We also can’t forget the ruffled collars, more custom-looking clown suits, and the dress covered in what appeared to be googly eyes that added a touch of deranged whimsy.
A few actors were still in partial or street clothing, which stood out against the more polished looks, but overall, Sinister Circus offered a colorful, chaotic feast for the eyes.
Inside Rock Monkey Caves, we didn’t encounter many actors, but those we did see fit the environment well. One appeared as an explorer, complete with gear suited for a perilous descent into the unknown, while others cloaked themselves in dark garments that blended into the shadows they were hiding in. The lighting here was intentionally dim, so costume details were only revealed in quick flashes, which worked in their favor. The mystery of what lurked just beyond the faint glow kept our imaginations filling in the gaps.
In Ward 13, there were several great looks throughout the asylum! Most of the characters appeared to be either medical staff or patients, though some outfits were far more detailed than others. For a ward splattered with that much blood, a few of these workers looked surprisingly clean.
Standouts included the woman in the tub with her wicked, haunting eyes, the bloody nurse, the straight-jacketed lunatic thrashing about, and, unforgettably, the man casually drinking from a bedpan. (Yes, you read that right… and it was every bit as gross as it sounds.)
A touch more grunge, blood, and overall wear-and-tear would help these costumes match the intensity of their performances and make Ward 13 feel even more disturbingly real.
Finding Fear Itself was a breeze, thanks to the giant sign out front and the welcoming topiary display cut into the shape of “Legend Park.” Parking was free in a large lot where multiple attendants helped us efficiently find a spot. Once inside, however, navigating the grounds proved a bit more interesting. The park looks super inviting, and once you know where everything is, it’s easy to get around, but first-timers may find themselves a little turned around at first. Even as returning visitors, we weren’t immediately sure where each haunt entrance was until lines started forming. Sinister Circus was clearly marked, but the others, especially Taken, could benefit from better signage or a park map near the entrance.
Inside the haunts themselves, navigation was smooth. Even when we started to head the wrong way, actors quickly redirected us, and we didn’t encounter any trip hazards. Staff roamed the midway, cheerfully answering questions and helping guests throughout the night. They even went out of their way to wish one of our team members a happy birthday and were just as kind to other visitors we saw them assist.
Before our visit, finding essential details online was easy. Their website includes plenty of information about the attractions and ticketing, though the details about the touch option took a little extra digging. Overall, the Fear Itself crew delivered friendly, genuine hospitality that reinforced the park’s family-run charm.
When visiting Fear Itself, it’s more apparent that you’re walking through a themed town than a traditional haunted house. The matching Wild West–style facades give the park a cohesive look, but not much of that spooky atmosphere bled out into the midway itself. We did spot one roaming actor, a charred firefighter, who helped sell the haunted vibe, along with the decorative waterfall outside Rock Monkey Caves that added a nice touch of ambiance.
The theming ramped up as we got closer to the attractions. Sinister Circus stood out as the most visually impressive, boasting the best exterior décor of the night. Ward 13 also offered a pre-show indoor waiting area that amped up the asylum feel before entry. However, those looking for an all-around haunted park aesthetic may find the midway a bit too clean and bright compared to the horrors waiting inside. However, this does keep the park very family-friendly, even during the spooky season, for those who may want to come enjoy it but not the scariness.
Each haunt carried its own distinct identity once inside, and the internal theming was solid throughout. We stayed engaged in every story, and we especially appreciated how two of the attractions literally spat us out into their massive, merchandise-filled gift shop – a clever way to end the experience while keeping guests in the world of Fear Itself.
Inside Taken, sensory overload hit us right from the start. Blindfolded and disoriented, we were forced to rely on touch; feeling our way along the walls was our only means of survival. The textures shifted constantly, from smooth to rough and even furry in places, keeping us on edge as we tried to guess what we were moving through.
Once our sight was restored, the experience evolved. We stumbled into a rickety elevator that sent us “plummeting” downward before dropping us into a glowing blacklight labyrinth. Here, the atmosphere transformed into a chaotic splash of color and shadow, complete with eerie props, neon-lined doorways, and a few strategically placed coffins that added to the uneasy vibe. The combination of neon and non-neon sets was a bit jarring. Because there’s already a lot of neon in the clown attraction, we’d love to see more of a dark, graveyard, or catacombs vibe erupt in this one.
The effects inside Sinister Circus were both fun and effective, delivering a full dose of sensory chaos from start to finish. In addition to the eye-catching neon artwork coating the walls, this haunt packed in a variety of tactile and visual surprises.
Bubbles drifted through the air as we stumbled across uneven floors, squeezed through tight passages, and got lost in a mirror maze that was far more deceptive than it first appeared. A disorienting vortex tunnel spun our balance out of control, while grated walkways and an “endless pit” illusion kept us second-guessing every step. Add in a room full of blinking dots and an infinity box that warped our sense of space, and Sinister Circus proved to be a trippy, high-energy playground for the senses.
Rock Monkey Caves leaned heavily on realism, and it paid off. As we made our way through the dark, narrow corridors surrounded by rugged, cave-like walls, it truly felt like we were deep underground. Skulls lined the passageways as if they’d been there for centuries, while a massive red-illuminated skull loomed ahead, casting an eerie glow. A rickety rope bridge swayed underfoot, and glowing eyes peered down from the ceiling, giving the impression that we were never truly alone.
Ambient sounds of dripping water and distant animals echoed through the caverns, guiding our path and amplifying the sense of depth. And yes, the legend is true! We finally came face-to-face with the enormous red-eyed monkey everyone’s been whispering about. It’s real, and it’s terrifying.
Ward 13 oozed authenticity from the moment we stepped inside. We learned that many of the props, equipment, and even some of the doors were salvaged from real asylums and hospitals over time, and it showed. Each room was thoughtfully detailed: a grimy bathroom, a convincingly padded cell, and what might’ve been the most gruesome blood-soaked room we’ve seen all season!
Lighting was used effectively to enhance the sense of dread, flickering just enough to make us question what we were seeing. The sound design sealed the immersion, intercom pages calling for “Nurse Hatchet,” vintage music echoing through the halls, “Code Blue” announcements, thunder crackling outside the windows, and disembodied whispers that made the walls feel alive.
We also loved the clever twist with the patient registration room at both the beginning and end – it messed with our heads in the best possible way, and we’ll just say this: pay attention when you walk in… and when you walk out. A flickering vintage TV, towers of patient records, and the overall sense of institutional decay made Ward 13 the most convincingly detailed haunt at Fear Itself.
21. How scary was it? (35% of score): 7.63
22. How well did they provide scares to everyone in the group? (15% of score): 7.88
23. How predictable were the scares? (25% of score): 7.69
24. How well did they provide a wide variety (types) of scares? (10% of score): 7.13
25. How strong was the ending / finale? (15% of score): 7.06
In Taken, being blindfolded right from the start stripped away any sense of bravery we had walking in. Not being able to see what was coming, or what we might accidentally touch, had our nerves firing on all cylinders. Every sound, texture, and whisper felt magnified, keeping us tense and second-guessing every step.
Once the blindfolds came off, the fear shifted gears. Sudden appearances and unnerving interactions replaced the darkness, maintaining that sense of unpredictability. Taken stood out as one of the more psychologically intense attractions at Fear Itself, relying less on jump scares and more on loss of control and raw discomfort to keep guests unsettled.
Sinister Circus delivered a nonstop barrage of chaotic energy. Sudden loud noises and unexpected movements kept us on edge, while clowns hid behind cleverly disguised drop windows. A jiggling barrel even got a jump out of us!
This attraction targeted a variety of phobias: coulrophobia, claustrophobia, and even fear of heights, creating plenty of tension for those brave enough to step inside. However, during our visit, the experience leaned more toward being interactive than outright terrifying. The clowns loved to play, taunt, and toy with us, keeping the tone fun and unpredictable rather than purely fear-driven.
Rock Monkey Caves used darkness and atmosphere to play tricks on our minds. We never knew where the cave dwellers would appear, and the echoes kept us constantly on edge. The giant rock monster made for a thematic finale, though we’d love to see it used as a distraction for an extra surprise scare.
Ward 13 was packed with intense moments from start to finish. Total darkness, eerie sounds, and irate patients kept us on edge, while flying bodies and slamming records nearly sent us running. Creepy voices echoed through the halls, and at one point, our group even got split up, making the chaos feel all too real, which resulted in this being the scariest haunt during our visit!
Fear Itself at Legend Park offers an impressive lineup of ticket options to fit just about any scare schedule. We opted for the Ultimate Combo Pass, which included all four haunted attractions, plus the LP Express train ride and the Vintage Arcade, for $58.95 per adult (with fees, online). Kids nine and under also have special pricing, and guests can mix and match with single-attraction tickets, Fast Pass upgrades, or even just hop aboard the train if that’s more your speed. Every ticket grants access to the main park, so there’s always plenty to see and do.
Just a heads-up – all ticket options cost more at the gate, so buying online is definitely the way to go.
We spent 33 minutes total getting scared, giving the combo a 0.56 MPD for just the main haunts. While that’s quite a bit below the average of 1 minute per dollar, the added experiences included with the Ultimate Combo make it a solid value. Considering each haunt is $20 individually, you’re saving quite a bit by bundling up for the full night of fun.
Beyond the haunts, our tickets also included admission to The Singleton Petting Farm and access to a lively midway filled with bubbles, upbeat music, and energetic vibes. We explored the newly added Singletown Wild West town, indulged in some delicious food, including what may have been the best burger we’ve ever had at a haunt, and found sweet treats, adult beverages, and even a spot to build your own custom stuffies!
We ended up spending the entire evening soaking in the atmosphere, celebrating a team member’s birthday, and still didn’t do it all. If you’re looking for a scream park that packs in variety, value, and genuine fun, Fear Itself at Legend Park should be at the top of your list!