First, we’ll start with the incredible pre-show area they’ve added this season. Wow! We don’t want to give it all away, but just imagine a sci-fi spaceship loading bay with some steampunk influence, and you’ll have an idea of how unique it was. Giant gears, large bolt heads, another giant clock head, columns, a spewing monster, optical illusion, numbered bays (waiting chutes), and glowing structural beams surrounded us. Compelling sounds and lighting put the icing on the cake, and we noticed large clocks indicating the thirteenth hour (XIII) as the cherry on top. In the Cartocker Expeditions transport area, a…
Read More…First, we’ll start with the incredible pre-show area they’ve added this season. Wow! We don’t want to give it all away, but just imagine a sci-fi spaceship loading bay with some steampunk influence, and you’ll have an idea of how unique it was. Giant gears, large bolt heads, another giant clock head, columns, a spewing monster, optical illusion, numbered bays (waiting chutes), and glowing structural beams surrounded us. Compelling sounds and lighting put the icing on the cake, and we noticed large clocks indicating the thirteenth hour (XIII) as the cherry on top.
In the Cartocker Expeditions transport area, a great combination of sounds, lighting, and fog set the bar for the rest of the show. After we were transported, we ventured into another dimension via a fog portal, or perhaps, was it the veil between the living and the dead?
We noted realistic ambient sounds almost the entire time we were inside the haunts. There were a few times when we could hear loud characters flowing into other scenes, but it wasn’t often. With the giant ceiling in the building, we were surprised at how well the scenes contained the noise, especially with the sounds ranging in intensity and volume. We heard a hypnotizing humming in the cemetery (don’t trust it), demonic voices, clock ticks, the sounds of wind, a pulsating heart, nasty spider sounds, crow caws, lightning, and ‘Proud to Be A Coal Miners Daughter’ in Mine No. 13 that fit the theme perfectly.
The scenes were encompassing. Weathered and textured crypts and mausoleums surrounded us in the cemetery. As we made our way through, we gazed in amazement at a bleeding eye fountain with swirling green fog, and a ghostly crypt illusion had us making double-takes. A large church front (possibly the facade from their old location), a split-open chest cavity surprise, a moving skeleton, and an iron fence brought the cemetery to life. At one point, it even started snowing!
The Cathedral was filled with many flickering candles of all shapes and sizes. We made our way past confessionals, a classroom, skeletal remains (some still spring with life), and the inside of the church itself, which was fully decorated and loomed high above us. The scenes used a variety of window types, and excellent lighting added suspense. Another brilliant combination of sound, effects, and lighting was utilized when we finally faced the Master.
Before we got to the mine, we had to navigate a passage filled with pumpkins and scarecrows that gave a fall vibe. After that, things took more of a rustic, industrial turn in the mine when we boarded a freight elevator that took us further down. Although we would like to see the elevator further expanded upon, the scenery made us feel as if we’d plummeted beneath the ground at times. We ducked under overgrowth and landed in the center of a surrounding spider’s sanctuary, among many other things.
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