We could tell that Into The Dark has some very well-trained actors, because this event is very dialogue heavy. All of the lead actors have a script to deliver, but they are able to improv in character according to the different guests’ reactions. Terror Vault has three main victim actors, and each were believable. The Tour Guide screamed in terror when she was kidnapped by the Doll Maker. The tortured John in the brothel conveyed fear as he hid us from the psychotic Madam. The Prisoner being electrocuted convulsed as if he couldn’t control his muscle spasms.
Terror Vault is the most interactive haunt we’ve seen. Each scene has actors having us move and respond to their actions. The Doll Maker took one of the guests away from our group, and she had a separate experience that we didn’t get, but she returned to our group as we moved to the next scene. For the rest of us, The Doll Maker told us to find a key in the room if we wanted to save the Tour Guide’s life.
At the brothel, the Madam separated myself and three other guests from the rest of the group to go upstairs. Debbie and the rest of the group remained in the main parlor, where a grotesque doggie crawled out of a doghouse, and the Madam told them to find the dog toy and play fetch. Debbie was shocked when she found what the Madam considered a ‘dog toy’. Now Debbie’s experience pales to mine, as my small group was startled by a tortured John with knife wounds. He tells us to hide in the closet before the Madam finds us and kills us. In all my years of attending haunts, this had to be the most hilarious scene I’ve ever seen. I’m still laughing as I write this.
The hillbilly cabin was another interactive moment as the granddaughter had a few guests taste some of her treats, but neither Debbie or I got to try it. The granddaughter and grandma had us sit around the dining room table and sing ‘Happy Birthday’ to Billy Bob, which culminated in a surprise ending.
The Witches scene was the least interactive moment, but the Warden’s finale sent us on a scavenger hunt where clowns would taunt us. In my personal experience, one clown locked me in a vault for 30 seconds and another wrote on my face before giving me the scavenger item.
Apocalypse featured military solders instructing to find 12 check-in points to recover a vaccine to save humanity from turning into zombies. Each check-in will restore your digital meter to full health. There was a military soldier in each room who would give us a clue to find the respective check-in point, therefore, each room served as a one puzzle mini-escape room. The different solders in each room presented their puzzle clues in different emotional states, such as one was in a panic, another was sarcastic, and another was unemotionally blunt. It was nice to see the military characters not be generically the same. Between each puzzle room were narrow zig-zagging corridors where zombies would growl at us, so that added a level of tension for us because we didn’t want to get radiation exposure and lose the game. When we finished, we only found 7 of the 10 check-in points. A soldier commented, ‘That’s ok. It was only the fate of humanity that you were trying to save, that’s all.’
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