Each of the 5 haunts at Indy Scream Park have their own tactics for scaring. We’re sure that at least one of the haunts will have something to startle or get under the skin of nearly everyone. They’ve done a good job at making sure they hit on a variety of phobias and overall-uncomfortable situations.
Backwoods:
How scary does following a dark path through the woods sound, where the only light is coming from small tea lights and a single glow stick? That’s what you’ll experience in Backwoods, except there are hoggish hillbillies waiting within the darkness, and they don’t care what they eat as long as its meat! They made this pretty clear from the get-go. Aside from well-placed drop panels within the shanties (we love seeing these on trails), the most effective scares were those hiding between scenes, as they were totally unexpected! We’d be trudging along, minding our own business when a black blob would appear in the path in front of us. Come to find out, those weren’t black blobs! There were also a few times where the brutes would sneakily stalk behind us, hoping to get in one more jump. By the time we made it to the exit, a group or two had caught up to us, so the single-chainsaw finale kindof fell on its face for those of us that weren’t completely petrified of it.
Remember when we said you could ‘mark’ yourselves in two of the attractions? Now we’re going to highlight our experiences through the 2 following attractions, in which we wore the bright glow necklaces around our necks:
Zombieland:
In Zombieland, the scares mostly came from intimidating inhabitants that were set on extracting the infection from us’ the infection we weren’t aware we had. They split us up almost immediately and tried to ‘buzz’ our hair off while we were alone. It literally felt like it was working! As soon as we’d find one another again, they’d split us back up. A few of the zombies also came after us, grabbing at our clothing and, at one point, one of us was walking along and a zombie lashed out from within a vehicle and grabbed one of our group member’s arms, stopping her dead in her tracks. She had the ‘deer in headlights’ look on her face after that, for sure! They also had some uncomfortable encounters including sparks and a chainsaw entrapment.
Pandemic:
Pandemic was the second attraction of the night that provided the most scares. This cast was intense and in our faces nearly the whole way through! There was something going on at nearly all times, so we stayed on high alert most of the way as well. It didn’t help that they split us up in about the second or third scene, and we didn’t regroup until we (barely) made it out of the exit. There is a slew of large creatures throughout ISP, but the ones in Pandemic fiercely got so close to us that it made it harder to get away from them unscathed. We also had no warnings for them as we did in Killgore’s from the cast. This haunt also had the most memorable finale, which included a foggy room with a bright blue light that hid some’ ‘surprises’… just before the exit.
Killgore’s 3D:
As we made our way through Killgore’s, we quickly learned to trust NOTHING. We fell victim to some clever hiding spots, disorientation, large creatures, and did we say disorientation? At times we couldn’t tell if what we were seeing was real or not. They also had a few distractions that got us from multiple directions too.
Nightmare Factory:
As we’re sure you’ve gathered by now, you can’t see diddly squat in the factory. That is, of course, unless they want you to. Nyctophobians, beware! Yes, they have full control of what creeps in the dark and, just when we thought we were safe and we started to get our night vision back, BLAM! They’d strip us of our vision in the flash of a light… literally! For us, this was, by far, the attraction that provided the most scares. They did a great job at nailing all of us, and it was nearly impossible to predict the scares. Even if we had the slightest clue that something was about to go down, we had no idea what it would be. This one will also play tricks on your mind, so watch out! The culmination of intense sounds and total darkness really played on our senses. If you’re anything like us, you’ll be on high alert the whole way through. We even freaked ourselves out multiple times! There are guide ropes on the walls and, when we’d come to a turn, and our scared-of-the-dark leader would let go of them, a small cataclysmic abyss would render our group motionless’ paralyzed in fear of tip-toeing into a wall. As mentioned in Special Effects (it’s worth noting here too), the sounds MAJORLY intensifying towards the end was a great buildup for the end of the haunt’ we were just a tad disappointed in the actual finale. Although, we’re sure it must be hard for those guys to chase people out with much enthusiasm when they can barely see what’s in front of them too.
Backwoods: 7.19
Zombieland: 7.81
Pandemic: 8.21
Killgore’s 3D: 7.68
Nightmare Factory: 8.23
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