Between all of the haunts, Indy Scream Park usually has somewhere between 95 and 100 actors nightly. On the night of our visit, the Midway’s roaming actors had been pulled into the attractions due to being a bit light on cast members. However, management informed us that each of the haunts were, as a result, fully staffed.
Backwoods:
Who can you expect to see in Backwoods? Why, cannibalistic hillbillies, of course! While we did get a few quick pop scares between scenes, most of these mountaineers were secluded to their respective shanties. The guy in the outhouse was less than excited about us interrupting his rump’s ritual, the ladies at the camper politely welcomed us (their supper) to their residence, and Papa angrily sic’d his boys on us ‘city slickers’ to run us off the property. However, the most harrowing hayseed of the trail was a feller named ‘Tree,’ and appropriately so. This guy stood every bit of 7 feet tall, towering over the tallest (6-foot) guy in our group. Needless to say, when he told us not to touch his furs (skinned animals), we didn’t argue with him.
Zombieland:
Set in the aftermath of a (poorly) government-controlled zombie apocalypse (go figure, right?), we crossed paths with a variety of camo-clad undead and the people once in charge of containing them. That said, some would simply snarl or growl at us as we passed by, while others would snip instructions at us to follow alternate routes throughout the haunt. The latter cases were a result of our glow necklaces, which granted us access to a slew of extra hidey holes with tasks to complete, experimental procedures to endure, or group separation at the hands of the hoodlums within. Dialogue, from those who used it, ranged from their desire to evict the infection from our bodies, or giving instructions on tasks to complete in order to escape their conniving contraptions.
Pandemic:
Very similar to Zombieland, except themed around an experimental medical facility, the monsters that we encountered here were set on either gnawing on us, giving us terrifying tasks to complete (like getting inside a real body bag), or removing us of a select few of our body parts (who needs teeth, anyway?). However, we felt that the folks in this one were a bit more energetic and much more in-character than their zombie-esque counterparts. Our group of 2 was separated pretty early on and we never met back up with each other until the end of the haunt. Along the way, it was common for either of us to be silently stalked, forcefully (but not harmfully) moved around, and grabbed by these medical malpractitioners.
Killgore’s 3D:
Killgore’s clowns were also very energetic, but a bit more up-beat and cheerful as their characters prescribed. Though, a few (such as Killgore himself) used dialogue that would rapidly shift to a much more sinister tone on occasion. Generic invitations to ‘stay and play’ were common, but most of the intended frights came from their clown-like demeanors’ which should prove effective if these kinds of characters freak you out.
Nightmare Factory:
Nightmare Factory, being a blackout haunt, didn’t yield many character interactions. In this one, what you’ll mainly get are a few drop panels with actors behind them that you’ll see for a split second – long enough to scare you – and then you’re back to pitch blackness until you get to the next one. However, we did get a few eerie instances where we’d hear someone taunted us from behind the walls. Our longest encounter here was at the finale, where we crossed paths with two horned crazies (the ones that go ‘honk,’ not the ones that grow out of heads) that yelled at us while they chased us out of the exit.
Backwoods: 7.41
Zombieland: 7.55
Pandemic: 8.35
Killgore’s 3D: 8.19
Nightmare Factory: 7.14







