Management at ISP informed us that there are generally 120 paid actors/actresses on duty on any given night between all of the attractions. Many of them appeared be younger (maybe in their 20’s), excluding some of the more ‘seasoned’ actors in the outdoor haunts. That said, some of their acts were more believable than others, but the vast majority were very energetic, and we’re sure they can keep that energy going all night!
Brickmore Asylum: 8.03
There were patients seemingly everywhere in this asylum (or should we say ‘mentally corrected staff’). Just when we would focus our attention on one, another would come out of nowhere, eager to talk our heads off or just scream at us. They certainly made it evident that this wasn’t a normal hospital. Brickmore’s resident population seemed to mostly consist of females, but watch out for them; they have no remorse for those passing through.
Some used very appropriate dialogue, including talking about Emily (more detail on her in ‘Theme,’ below). One patient in a padded seclusion room told us she liked to paint the walls red because it was her favorite color. Who are we to insist that she actually use paint, instead of blood for that?! Some of them were begging us to help them and let them out, while another demanded that we didn’t let one of the caged crazies out because ‘she belongs in there.’ Kudos to this crew for pulling off all of this interaction in the short times we had with them, especially the crazy man standing on the kitchen table that asked us to stay for dinner. Lo and behold, when we told him no, he quickly replied, ‘You have to. You ARE dinner!’ Lastly, they even tried to hose us off in the bathing area, refusing to allow our escape because we weren’t ‘clean enough.’
Killgore’s 3D Circus: 6.63
As the name implies, there are a variety of clowns in this attraction. While some of them were interactive with our group and instilled just a bit of fear into us, most of them resorted to various iterations of laughing, squeaky giggles and one-liners… with equally diverse levels of success. A few did cheerfully threaten us, but their execution make it difficult for our review group to take them seriously. We did encounter one sly trickster that was able to sneak up on the back of our group at least three times, which did result in a jump scare or two.
If you’ve got a bad case of coulrophobia, these types of clowns just might haunt you in your dreams. But for those of us that visit a lot of these kinds of attractions, it lacked the darker, more sinister type of evil that’s really needed to achieve ‘outstanding’ status.
Pandemic: 7.35
In Pandemic we came across two kinds of characters; those who were infected and those who were battling the infected / assisting our escape. Of the un-infected, only several of them verbally interacted with us outside of the usual, ‘hey’s’ and ‘get out’s.’ We understand the urge for telling us to ‘get out’ because, after all, it’s an infected area. However, there was an apparent absence of premeditation between the actors, which caused many of them to produce identical iterations of this demand, so it was a little too repetitive.
Half of our group opted for the glow necklace, and those who did became the center of attention for the duration of the haunt. The zombies and beings would show interest in non-opters for just a few seconds, providing a snappy snarl or growl before blowing right past them in pursuit of our glowing group members. On the flip side, this was good for those wearing the necklaces, as they received quite a bit of physical and verbal interactions, including being separated from the non-glowers, taken into separate rooms, being made to sit down multiple times, getting accused of killing someone, and becoming ‘infected,’ which called for an interesting quarantine process!
Zombieland: 7.04
This is a fairly large attraction that we feel could have benefited from having a few more monsters. We found ourselves wondering when someone would jump out and try to bite us, sometimes for what felt to be quite some time. Most of them were already in plain site, which took away some element of surprise, but yielded a sense that we were walking in on something they were already preoccupied with.
Some were very fast movers and some were more on the slow side. All of the actual zombies (excluding survivors) did have some very realistic vocals and a few of them were even clicking their teeth together while they were biting at us. The zombies in the vehicles tended to be the most believable (maybe the smoke from the crash had gotten to them a little bit more?). Of the survivors that were ‘unturned,’ each seemed to grow more and more impatient with us with each passing second.
Pro tip: Just because they aren’t a zombie doesn’t mean they should be trusted!
Backwoods: 7.21
The characters in Backwoods are a rare breed. They are known as the Tate family and they are determined to guard their land at all costs. Though, for the size of the haunt, we didn’t encounter all that many of them. Some had scene-related dialogue and others poked fun at us, calling us names (including ‘nugget’ and ‘short stack,’ for one of our vertically-challenged members), while others simply stared at us without saying anything at all. Two of the most believable characters include Otis and the chainsaw assailant towards the end of the trail. Even once he realized we weren’t terrified of his saw, he switched to taking a different approach to get under our skin.
Pro Tip: Show up to ISP early in the evening. Just before the trail’s opening time, the trail’s actors perform an interesting ‘ritual’ in the midway that you don’t want to miss!
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