Voodoo: The Queen’s Curse: After some searching through the swampy bayou for the Voodoo Priestess, we eventually came across a mysterious shack. One of her thralls greeted us, and when we stated our reason for entering, they warned, “Then you’re on your way!” Well, at least we found the right place… whether or not that was a good thing was debatable. As we explored, we found several more who were also thralls or victims of the Priestess. Some stared us down with wicked grins, as if our fates were already foretold; others made otherworldly noises that hinted at possession. One character appeared to be a fortune teller… too bad our leading lady’s request to “become rich” wasn’t looking good. We saw the Priestess herself more than once; her behavior ranged from solemn staring to cackles and sneers. Don’t get too close – she may try to curse you too!
Breakout: Maximum Security: Following intake, it was time to face the judge. Expecting a fair trial? Oh, you ain’t gonna get one here – we were immediately declared “Guilty!” and sent to our sentence. On our way to our cells, we met several others who’d been locked up before us. Most mocked our fate or were threatening, but at least one tried to help us get out. The guards sternly ordered us around, with one enforcing those orders with a cattle prod (!). We did find a chapel, but quickly found that prayers wouldn’t cleanse us of the sin permeating this penitentiary… as evidenced by the incredibly creepy nuns and the priest lurking around. This maze’s icon was Samuel the Savage, but we aren’t certain if we ran into him in person. We did hear what sounded like him speaking in the background.
Big Top Terror: The clowns residing within that big circus tent seemed a little too thrilled to have vict- excuse us, “visitors” to play with. They honked their horns at us and cackled with glee. But don’t let those painted smiles fool you – not all of them were friendly. One tried to slice us with a blade on a stick, and others came at us brandishing baseball bats! Number one rule as a haunt patron: NEVER trust the clowns. We did encounter a more playful clown wielding a leaf blower, and they had as much fun blasting us with it as they did the plastic balls in the ball pit. Most of the actors we saw were playing various clowns, but we ran into at least one carny, too.
While we didn’t see her inside the house beyond the SFX featuring her, we ran into The Ringmaster shortly before going inside, and she was happy to come over and have a brief chat. After all, she had such sights to show us!
Lullaby: Shortly after we boarded the ship, a lifeguard halted us with his whistle and frantically asked, “Have you seen Mary?” Umm… wasn’t it your job to watch her? Do we look trained for that?! A little later, we ran into Mary’s father, crying and bemoaning his daughter’s disappearance. The pool might’ve been “closed” and none of the lifeguards on duty, but we still ran into several more as we explored the Queen Mary, blowing their whistles at us with sinister smiles. We had one stalk us for a good stretch, and when a group member went “Oh my god!” upon noticing him, he answered with a softly sneered “He’s not here…” Creepy.
Lullaby was the most icon-heavy of all the mazes. Little Scary Mary was everywhere, and she was also one of the more interactive characters we met. When someone in our party told her that her father was looking for her, she replied with a wistful “Can you ask him to come get me, please?” She was delighted when another group member agreed to be her friend and play with her. Such a sweet and cheerful little girl who totally wasn’t trying to lure us to our own watery graves…
Feast: The Chef’s crew of cannibalistic cooks and servers were waiting for us in the Queen Mary’s galley and restaurant. It seemed they were serving up some mystery meat… that may have been sourced from unlucky guests. (We watched one cut up some “head cheese” right before our eyes!) Not all of them were cut down by Chef’s meat cleaver – we found at least two survivors. Too bad they weren’t looking too swift… one seemed to have been corrupted by whatever evil had cursed the ship, while the other had a heavy amount of frostbite from being locked in the freezer. We weren’t quite sure if we encountered the actual icon in the maze like we did in others; if we did, he didn’t look like the one that was stalking around the Shipyard outside. But we still felt his presence throughout the haunt – his signature was splattered in red against the walls.
The Infirmary: Our group leader had some reservations about checking into the ship’s hospital. To which her partner tried to reassure her that what we were walking into was perfectly fine, and “See, you can hear how happy everyone is!” … as evidenced by their SCREAMS of “joy” echoing throughout the facility. When we eventually came across the Infirmary’s other patients, they weren’t in great shape. Their clothes were grimy, stained with blood, and boils and wounds marred their haggard faces. What sort of- pardon the pun- operation was The Surgeon running in there?! We also had to contend with some of his staff, who were dressed in bloody scrubs and demanding to know where their new patients (that’s us) were going. I think most of us were hoping to check OUT soon.
In addition to their SFX appearances throughout the maze, we did find both The Surgeon and Graceful Gale waiting for us inside. The former was especially menacing – at one point, he made eye contact with someone in our party, pointed her out, then made a throat-slitting motion with his hand! And in another scene, we watched him give a nasty lobotomy to one of his unfortunate patients. Ouch!
Staffing was a consistent issue for many of the mazes. Voodoo had a decent-sized cast, but the others had several gaps where we were walking and not much was happening. We also would’ve liked to see more interactivity. A small number of actors were ready with replies when we spoke to them, and we saw some interacting with their sets, but many others just stared if we attempted to interact, and we saw little to no interaction between actors. The maze icons should have appeared in every maze in person, too. If staffing allows, we’d recommend having some that just roam the Shipyard and others that reside in the mazes.
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