Morris Costumes Haunted House
David Escher
Fast Facts
Size: 5,800 square feet
Number of Rooms
Area 51: 7
Asylum: 12
Number of props: Unknown
Number of Actors/Ticket Takers
Area 51: 6-12
Asylum: 11-17
Black Hole: 1
Ticket Price: All 3 elements for $13
Days of Operation: 21
Location: Behind the Morris Costume Store
4300 Monroe Rd.
Charlotte, North Carolina
Ever since 1985 when Philip Morris, of Morris Costumes,
wrote the first book on the subject, How To Operate a Financially Successful
Haunted House, everyone asked him why he did not have a Haunted House of
his own. “The problem was time,” explains Philip, owner of the world’s largest
distribution company for Haunted Attraction props. “We are so busy during October
that we do not have the time to put into a show.” Philip had always wanted to do a
Haunted House in conjunction with the Morris Costumes retail store in Charlotte,
North Carolina. He even had a second floor added to the building to use someday as
a Haunt (This was deemed unfeasible when the ADA restrictions came into effect).
It became obvious that the only way Philip could do an event was to hire someone
who could come in and take full control of the whole project from design through
operation.
During 1999, several elements came into play that made a
Halloween event possible. For one, Morris Costumes was building a new warehouse
with some retail space in the front of it. This provided a more visible location
for Budget Signs, a tenant that was leasing 6,000 square feet at the rear of the
Morris Costumes retail building. By moving the sign company to the new warehouse,
Philip now had the ground floor space he needed to locate his Haunted Attraction.
The next decision was who should take charge of the project. After a brief
November meeting in Charlotte, Philip offered the project to publisher and Haunted
House designer/operator, Leonard Pickel. “I was flattered that Philip chose
me out of the whole industry to design and build his first Haunt,” boasts the
43-year-old editor of Haunted Attraction Magazine. “It was just too good of an
opportunity to pass up.” Leonard and his wife Jeanne Escher-Pickel had been
operating Mayhem Manor, a summer seasonal show in Myrtle Beach, for seven years,
and they “were ready for new challenges.” The lease was up on the Haunted House
space in Myrtle Beach, and negotiations with the landlord on repairs that needed
to be done to the building were going nowhere. “With what I have learned about
summer seasonal attractions, I would do the whole thing differently anyway,”
explains Pickel. By the end of January Leonard and Jeanne had packed up their
house, three dogs, Mayhem Manor, their other businesses and this magazine for a
move to North Carolina.
A Display Case
One problem that Morris Costumes has had for some time is the
lack of display space for their product line. The Morris Catalog is larger than
the phone book of a large city, and from time to time, buyers from around the
world come to Charlotte to see the products before they buy. However, unless
the particular item happened to be for sale in the retail store (which in the off
season has more dancewear in it than Halloween props), all they could see was a
warehouse full of crates. Philip’s concept for the Haunted House was for the space
to double as a display case for the Morris product line for 11 months out of the
year, yet be set up to operate as a walk-through Haunted Attraction for the
Halloween season. He wanted the height of the 20-foot ceiling to be put to good
use and to have a Black Hole in the show. As if that were not complicated enough,
he also wanted part of the attraction to be in 3D, using the ChromaDepth glasses,
which he was now selling.
“The space I was given to work with is not one of those you
would drive by and say ‘Hey, that would make a great Haunted House!’ There was no
visibility from the street, parking was limited, traffic was tight, and the facade
was just a large brick face.” explains Pickel. “I was afraid that no matter what
we did out front, people driving by would just think that the Morris Costumes
store was having a sale!” Undaunted by his concerns, Pickel started the arduous
task of themeing an attraction / showroom for all of the props in the Morris
Catalog. “All of the designs that I had done in the past were low budget and
portable, and therefore very prop light,” Pickel explains. “But this attraction
would have to have props, and lots of them.” The attraction still needed to be
effective as a scary walk-through, however, and that would mean live actors would
be needed to augment the animated props.
“I always design an attraction the way I was taught in
Architecture classes in college,” remarks Leonard, who graduated from Texas A&M
University in 1980 with a Bachelor degree in design. “That is from the inside
out.” The first step in the design process was to flip through the Morris catalog
and pick out the props to use for the attraction. When the list of props was
completed, the prop themes were a vast hodgepodge of everything from Aliens to
Zombies. It was obvious that the theme of the attraction would have to be quite
loose to cover that much ground. “It always bothered me that in many Haunts, you
might see the Alien creature right next to the Frankenstein Monster.” explains
Pickel, “I needed to make the flow of the Morris show fit better than that.”
Although the available area of the Morris show would only be about 5,800 square
feet, separating the Sci-Fi props into their own attraction made total sense.
Adding the 3D aspect of the ChromaDepth glasses to an all-Alien show added a
surreal feel to the element and created a first-ever opportunity for the event.
The rest of the props on the list, with a few oddities, would work in more
traditional gothic-themed surroundings. Originally the thought was to put the
Black Hole inside one of the Haunts, but Leonard decided to use it as a third
element and place it outside in a trailer. The parking problem was solved by
talking the owner of the property next door into allowing Philip to use his lot as
overflow, and with the design criteria in place, it was time to develop the room
designs.
Design Phase
Searching long and hard through old notes from past projects
and a pile of emails collected from the Halloween-l and Howl2000 list
serves, Leonard chose some room designs that he had always wanted to do, but had
never had the budget for. Using as many of the props from the catalog as he could,
he added these new design concepts to a base of tried and true designs that he had
been using for years. “I took some time to sketch out how the scares in each room
would work,” recalls Leonard. “What the walls of each space would look like, and
how they would be built.” Leonard then sat down with Philip and Scott Morris to
make sure he was on the right track. To his surprise, no one said a word during
the whole presentation. When he was through, Philip asked, “Can we get any more
product in there?” So back to the drawing board he went. One by one Leonard
eliminated the room designs that he had been using for years, because none of them
provided for the use of “product.” These rooms were replaced with new, untested
room designs, some of which were developed around a certain group of props in the
Morris line. In a few weeks, Leonard had a new set of full-color design drawings
ready for review, and this time he knew he had hit the mark by the compliments
from Scott< and Philip.
Now that he had the room designs approved, it was time to try
and fit everything into the available space. “I prefer to design a pitch dark
hallway in between each lit room,” explains Leonard. “This helps control the flow
of the patrons and makes the show scarier.” In this case, however, the client
wanted every square inch of available space used for props, and that meant there
was no room for dark, prop-less hallways. The rooms would have to butt up to each
other, and light bleed would be a problem to deal with. The number of props
designed into each room meant they were much larger than Leonard was used to
working with. To control the sight line and block the light, he built large set
pieces, such as a tall crypt in the graveyard and shelving in the toy room. This
limited the patrons’ view of what was around the next corner. Using his
now-famous “Triangular Grid System,” Leonard began to organize and fit together
the room designs so that they made logical sense in the show. “With very few
exceptions, every Haunted House I have designed since 1982, either temporary or
permanent install, has been built in panels,” explains Leonard. “Using panels
makes the entire show easy to change around or even remove completely.” The Morris
show would also be built in a panelized form. To take advantage of the high
ceiling space, Leonard decided to go with mostly 12' and even some 16'-tall wall
panels. “I had used panels that were taller than 8' before, but never to this
extent.” muses Leonard. “I was not even sure it would work.” The added panel
height allowed the positioning of additional props and scenic elements above the
typical eight-foot wall. It also helped remove the theatrical lighting fixtures
from the line of sight and gave the spaces a more realistic feel.
Triangular Grid System
The Triangular Grid System is a form of field theory used for centuries by
Architects to develop interesting spaces for museums and the like. The typical
Haunted House is designed with a square grid with the walls at 90 degrees to each
other. Using triangles instead of squares means that two walls connect at 120
degrees making the pathway more confusing to the patron who is used to making
right angle turns. Used properly, a House designed on triangles maximizes the
patrons’ walking distance, and minimizes the square footage of the attraction.
“Actor-patron separation is an important part of my design
theory,” explains Leonard, but there were a few rooms on the final list that
required the actor to be exposed in the room with the patron. Backstage actor
areas became an important part of the floor plan, making sure that the actors
could get to the rooms that they needed to without roaming the hallways with the
patrons. Special attention was made to provide a place for the actor to get away
from the patron if the need arose. “It took a few weeks, and several rolls of
tracing paper, but I was quite pleased with the plan I ended up with.” states
Pickel. The Alien themed 3D attraction, known as Area 51, ended up using about
40% of the floor area, and the more traditional side, Asylum of Horrors, took up
the remaining 60%. After several more weeks, Leonard completed the working
drawings and first submitted them to the building department in May. Philip could
not be deterred from resurrecting his Horror Movie Host alter ego as the lead
character for the Morris attraction, and Dr. Evil’s Haunted Houses was chosen as
the name for the event.
Dr. Evil
In the early 1960's, Philip Morris toured the United States and Canada with
a “Ghost Show” called Dr. Evil's Terrors of the Unknown. Little more than a
standard Magic Show in a more interactive package, the Ghost Show was a sometimes
gruesome, always haunting stage performance. It started with a lecture on the
spirit world and was followed by a fast-paced Magical routine, filled with bloody
dismembering illusions. The finale was the “Black Out,” during which each and
every light in the auditorium was turned out. Much of the experience during this
part of the show was in the patrons’ imagination, helped along by other scared
patrons and a few glow in the dark effects from the stage. When the lights were
brought back up a “B” Horror Film was started to settle down the crowd. By the mid
1960's, Philip had developed his character into the “ghost host” of a television
program, Dr. Evil's Horror Theater. Every Friday night for 8 years, Philip, as Dr.
Evil, did an introduction for that evening’s feature film and provided eerie
segments during commercial breaks.
From the first conversations of the project, there was an
underlying fear by Scott and Philip that the Haunt would not open on time.
Construction delays and problems with the building department had delayed the
completion of their new warehouse for several months. If the city could do this to
a vacant shell, then they could tie up a Haunted House well past October. The
push was on early to complete the design and working drawings as quickly as
possible, providing a buffer for any city problems that might arise. “I have
designed attractions from New York City to Los Angels, and from Toronto to San
Juan, and I have never had as much trouble getting a permit as in Charlotte,
North Carolina,” recalls Leonard. In every other city the process is the same.
Drawings are submitted, reviewed and returned with red stamps and notes on them
remarking on how the plans must meet this code or that. The city of Charlotte
kicks the drawings back to the designer for corrections if something is deemed t
o be not up to code or missing from the drawings. For each submittal, the review
process can take 3 weeks or more. “They wanted drawings for the project that had
nothing to do with what we were doing in the building,” explains Leonard. Five
rejections and four months after the drawings were first submitted, the Morris
project finally had a building permit. “Luckily I had decided to build the show
as panels,” exclaims Leonard. “And we were able to start construction of the
walls and set pieces without a permit.” Doug Lipsky, a local woodworker
and artist, was hired as the construction manager, and he and his crew played a
substantial role in getting the building phase of the project completed on time
and under (at least that part of) the budget.
Construction Phase
Separating the space into two walk-through attractions was not
as easy as it sounds. For one thing, a second entrance way would have to be cut
into the brick building and steps added. While they were at it, the decision was
made to also cut an opening for a three-cashier ticket window in the same wall.
The logistics of providing egress for two shows through a common exit area (the
old showroom for the sign company) required several new doors to be installed,
and the different requirements for toilet fixtures required some “creative”
problem solving as well. Demolition of some non load-bearing walls, one toilet
and a lay-in ceiling was completed in April. Wall panel and set piece construction
began on May 7th. “For the next month, I was glued to my computer, pumping out
dimensioned drawings of the set pieces and wall panels,” recalls Leonard, “trying
to stay ahead of the construction crews who were driving screws and ripping
plywood in the next room. When the dust cleared, over 200 panels and 30 set
pieces were designed, detailed, built and painted with primer, ready for assembly.
Normally I would do a finished paint job on the walls and set pieces before they
are stood up, but the desire to see what the spaces were going to look like was
tremendous. Once the panels were built, the pressure to go ahead and put up the
walls was too great to refuse. The walls and set pieces would have to be painted
in place. Panel installation went very fast, and while the taller panels were a
little harder to handle, the added weight helped hold them in place.”
Once again, Leonard’s standard methods took a different route
due to the differing design criteria of the client. This show needed to be built
to a higher level of detail, due to the display-case aspect of the project. In the
typical Haunt, the patrons blow through the rooms so fast that they do not notice
intricate detail. Buyers, on the other hand, would be walking through the space
slowly and in full light. This meant the chair rails and door trim needed to be
dimensional rather than painted on. There would be no dark corners to hide lack
of detail because every inch of the attraction would be in clear view. Says
Pickel: “I usually stick with a monotone paint scheme. By using only varying
shades of grays and whites on a black wall, the experience is like walking
through an old black and white movie, and it is much easier on the budget!”
Not so in the Morris show; these sets would be painted in full scenic color.
Artists with scenic experience were brought in to bring Leonard’s art direction
to life from the full color renderings that he had made during the design phase.
Pat Lehman and Elliot Glick and Morris employee Amber King
worked long and hard on the beautiful scenic detail of the show. “We were lucky to
find some very talented people to work on the project,” boasts Leonard. “They did
a great job!”
From the beginning, this project was a showroom first and a
Haunted Attraction second. Philip felt that the budget should be spent on the
interior of the space. With the entrance to both attractions on the back of the
building, elaborate facades were deemed not necessary to bring in the crowds; they
would already be there by then. After several sketches of what the entrances to
the houses might look like, Philip hired Mark Cline of Enchanted Castle Studios
to build a fiberglass face for the Asylum of Horrors. Design drawings of a crashed
spaceship as the entrance to the Area 51 was downsized to using a Morris product
in the form of a flying saucer embedded in the side of the building over the newly
cut metal doors.
Doing 3D with Light
The Asylum of Horrors was nearly complete before much progress
could be seen in the 3D Area 51. The Spaceship Interior Panels specified for the
walls of this section were not delivered until the end of July, and the
examination table and Tesla Coil stand were the last of the set pieces to be
built. ChromaDepth 3D technology has been around for several years, but using the
glasses in a walk-through Haunt is just now becoming common. The 3D attraction is
not to the level of a cliché yet, and it had never been done in Charlotte. “I had
never done a 3D or an Alien-themed Haunted Attraction before,” confesses Pickel.
“But I had been through enough of them to know what I did and did not like about
them.” One thing that Pickel did not like was that the props were painted. “There
would be a dead guy lying there with the body painted blue and the blood painted
red,” Pickel describes. “With the glasses on, the blood looks like it is hovering
over the body and not even attached.” In his first 3D haunt, this juxtaposition
would not occur. Instead, Leonard would emulate some of the cutting-edge work of
John Burton and Jeffrey Hillinger, taking 3D to the next level by using lighting
instead of paint as the source for the three-dimensional jump. Morris is also a
distributor for various lighting companies, and Philip wanted to showcase some of
their products as well. This gave Leonard the opportunity to use some fairly
expensive lighting equipment in the show. Lasers, plasma plates, and fiber optic
fixtures were used in Area 51 to bring the walls into three-dimensional motion.
Rather than painting the props with UV paint, the props were bathed in red or blue
light. “We still did two more traditional 3D rooms,” admits Pickel. “One had pipes
painted on the walls shaded to look like they were rounded, and the other was our
own version of the dots room.” The 3D artwork on the pipe room was done by Jim
Confer of Jim-N-I Studios.
ChromaDepthä
Patented in 1992 by Richard Steanblik, the ChromaDepthä lens was
originally created for printed materials. When the viewer wears the lenses, the
wavelength of light reflecting off of a colored surface creates the illusion of
three-dimensional depth on a flat two-dimensional surface. Red areas appear to
lift off of the surface, and blue sections seem to recede below the face. Yellow
looks like it remains on the surface and any combination appears somewhere in
between (i.e. orange between yellow and red, green between yellow and blue). The
more vibrant the colors, the more the appeared displacement from the surface,
which is why the standard approach is to use florescent paints under Ultra Violet
light.
Soundscape
Having two separate attractions fitting so tightly together in
the same space meant that sound bleed-over would be inevitable. If two different
sound tracks were used, the resulting clash would diminish both experiences. “One
of the things I had always wanted to try in a Haunt, but never had the budget for,
was a soundtrack that changed as the patron moved through the attraction,”
explains Leonard. “When the patrons were in the organ room, the organ would be
playing the sound track. When they were in the toy room, a jack-in-the box would
be playing the same tune.” To do this correctly, the two systems would have to be
playing the same song at the same time, and as the patrons got closer or moved
further away from the speaker in each of the rooms, the song would morph from one
to the other. This effect was accomplished in the Morris show with a multi-track
digital recorder and a mixing board. A separate amp and speakers in each room
played the 16 different sound tracks, all synchronized with an overall base track
playing over the whole space from 4 large speakers in the corners of the
building. “I was lucky enough to find a Morris employee who moonlighted as a
working musician,” admits Pickel, “and he was able to pull off this custom
recording feat with pure genius.” The musician was Greg James, who composed and
recorded each custom segment for the soundtrack. When the patrons are in Area 51,
it is alien and industrial noises that provide the background music, and when the
patrons are in the Asylum, an organ or an old static-filled radio plays the same
tune. “None of the paying customers noticed the amount of trouble that we went to
on the sound (the hallmark of a good movie soundtrack),” claims Leonard. “But if
we had played two opposing tunes in that small of a space, everyone would have
noticed the conflict.”
The Props
The last stage of the installation was setting the vast array props into the
attraction. The props were brought in from the two Morris warehouses by the
truckloads, with more being delivered directly from manufacturers every day.
Over 30 big props were installed in the attractions that needed electricity,
compressed air, some sort of triggering, or some combination of all three.
This was a daunting task. A ten-horse compressor was installed to provide the
air needed to handle hundreds of people tripping all of the animations for
hours at a time. Running air lines to each of the pneumatic props was one of
the many pieces of the project carried out by Kathy Letto, a long time
employee of Morris Costumes. Wiring the power and trigger legs took several
weeks and was handled nicely by Ryan Fisher, recently employed by Amy Morris
for the retail store. Ryan was also in charge of the crew that installed the
large assortment of lighting equipment into the space, and he did some
airbrush make-up during operations as well. Getting the more than 20 fog
machines that came with the props working at the same time and tweaking the
animations to trigger at the right time to affect the scares was a
never-ending job that continued all the way through October. Then the static
props were unwrapped and the hunt was on for a place to put them all. “You can
go through this show several times and not see all the props that are in
there,” muses Pickel. “The place is just crammed full of rubber critters.”
Operations
“As all of us in the industry know, a Haunted Attraction is never finished, you
just have to know when to quit,” explains Leonard. “There is always more that can
be done to make the attraction better, cooler, or scarier. You have to run out of
both time and money before you will stop.” Actor try-outs were conducted in
September, while the lighting and prop installation was being completed. By
opening night Leonard had a core of good people ready to scare the wits out of the
people who paid for the experience. Each night, long-time Morris employee Jim
Lawrence made up the faces of 10 to 15 costumed actors with the Fantasy Face
air brush system. An incredible artist, Jim also had helped with sprucing up some
of the props, scenic painting and set dressing during the construction phase.
Some very vocal competitors were envious that Leonard had gotten the job over
them, and he knew that the whole industry would be looking at what he built for
Morris. Philip Morris placed a great deal of trust in Leonard’s ability to pull
off the project. After all, Morris’s reputation was on the line if the project
did not open on time or had bad reviews. Luckily, in this case, pressure does make
diamonds. As the opening date for the Morris show approached, Leonard could not
help but be pleased by what he saw. Each of the design criteria had been met in
grand scale. It was not the scariest Haunt Leonard had ever designed, but scares
had not been the prime directive. The attractions had plenty of scares to operate
as an October seasonal attraction, and it was a beautiful showcase for as much of
the Morris product line product as was humanly possible. The completed floor plan
used every inch of floor space as well as raising some props over the actor areas
to make additional displays. Leonard tried out several new innovations to great
success. The egress corridor surrounding the houses was opened up and used as
backdrops to give more depth to the Graveyard and Death Row areas. The taller
panels gave a much greater feeling of claustrophobia, and helped to hide the
industrial ceiling of the space. The project flows logically from room to room
and the lighting effects in the 3D area were amazing to see.
“I cannot take all of the credit for this incredible show,”
states Leonard. “Like any project of this size, it takes lots of different people
to pull it off. During the design phase I conferred numerous times with my dear
friend and colleague John Burton, and there were numerous other talented people
working on the attraction who were invaluable during the project. To each of them
I owe my undying gratitude.” When the dust cleared and the last patron had gone
home, the exit polling showed an astounding 98% approval rating. What more could
a Haunter ask for?
David Escher is a Haunt construction hired gun and actor with eight years in the industry. He can be reached at davidescher@hotmail.com
Dr. Evil’s Haunted Houses
Asylum of Horrors
A well-dressed Victorian woman offers her greeting as you
approach the entrance to what appears to be a Greek Revival building. The two
fluted columns sport gargoyles and the inscription carved into the freeze reads
“Dr. Evil’s Asylum of Horrors.” The heavy metal doors with barred windows and a
chain on the outside make you wonder what terrors someone was trying - in vain -
to keep within. Just inside the door is a large flaming torch draped with skulls.
As you start down the darkened hallways, our once meek greeter announces our
presence to the rest of the inhabitants by screaming, “Fresh Meat!”
The hallway is a rogue’s gallery of portraits, each one more hideous than the last.
Suddenly one of the paintings slides away to reveal a ghoulish man in a Victorian
costume, and as suddenly as he appears he is gone again. A doorway leads to a room
with 16'-high ceilings and walls covered with game trophies, including a large
mounted shark and the head of a wolf. Standing motionless in a corner is a stuffed
gorilla. A large pipe organ plays a haunting tune between two tall, narrow windows.
Accompanied by a crash of thunder, a flash of lightning illuminates the room,
revealing a huge fireplace with skeletons holding up a mantelpiece, above which is
an even larger framed mirror. From out of nowhere, a man stands in the room with
you, dressed in a cape and top hat. As he motions you toward the fireplace opening,
a ghost flies through the mirror and hovers overhead.
You duck swiftly into the fireplace and find yourself in the brick Catacombs of the
old manse. There is plenty of room to stand here, but you find yourself ducking
the beams, which seem lower than they are. Barred windows give glimpses of the
flesh eaters who are imprisoned here. Suddenly one rushes the bars, trying to
make you join him for dinner. Knowing those bars will not hold for long, you
decline with a shriek and scamper away.
The bricked hallway opens up into an older part of the structure. Perhaps it is
unfinished, or in an advanced form of deterioration, but the wooden studs in the
space are exposed with no surface except for patches of broken plaster. The
cobwebs are so thick in this space that you are sure no one has been there in a
long, long time. Without warning, a large spider drops out of the rafters right
on top of your head. You see many spiders now and another patron stuck in between
the studs, covered with webs. Upon further inspection you notice large people-sized
cocoons hanging from the rafters, and as you pass by one of these a hand thrusts
out to reach for you. Looking up you see a gigantic spider (at least 8 feet across!)
descending down toward you. As another smaller spider drops on your head, you duck
into a nearby doorway.
Cleaner and well-kept compared to the Spider Attic, this room appears to be
the workshop of a toy maker, with toy-strewn shelves covering the walls. Then a
large doll next to you stands. What was once a pleasant face has turned into a
grimace as she brandishes a large kitchen knife. The storm is still brewing outside as
thunder is heard and the light from a distant window flashes on the wall. Through
a curtained doorway a life-sized clown bursts into the room, his maniacal laughter
filling the room of the Terror Toys. You have just enough time to dive out of the
room as the huge Jack-in-the-Box springs open.
A short hallway leads you into a Victorian greenhouse overgrown with vines and
foliage. A pond in the center of the room sports a tall sculpture of an angel
in the center. As you move to the front of the monument, it is revealed that
the face of this angel is a skull. Still dwelling on the disturbing statue,
you don’t see the large alligator that chomps at you from the pond until it’s
almost too late. A lightning strike illuminates the whole Arboreatum, and you
now see that there are patrons entangled in the foliage; victims that you might
soon join as branches of the man-eating plant reach out as you hurry to escape
their embrace.
Stumbling out of the greenhouse you enter a New Orleans-style Graveyard. The
space consists of 2-story crypts with gargoyles of every shape and dimension
glaring down from their lofty perches. One spews a red liquid into a reflecting
pond next to the trail, and a wrought iron cemetery fence forms the pathway.
Openings in the burial structures reveal all types of mummified remains. Suddenly
a slab on one of the crypts slides open and a hideous zombie reaches for you, but
he is too late. You move cautiously into a narrow isle between two tall crypts,
with 3 alcoves, each containing a hooded figure, on one side. These are not
statues! you realize, as one figure reaches out for you and another jumps down
into the path to your rear.
You scramble into a tall gothic archway, which leads to a corridor lined with tall,
open windows and large stained-glass window at both ends. Brooding, hooded
monk-like sculptures protrude from high on the walls. Hanging upside-down in the
openings are human-sized, bat-like creatures, and with closed eyes they seem to
be asleep. Suddenly one of the robed statues comes to life, reaching down from
above. The ensuing ruckus awakens some of the bat people, and one has turned into
a smaller bat and flies in one of the open windows. Two of them drop from their
resting places, red eyes searching for those who disturbed their slumber in the
Vampire’s Lair.
You reach safety through the last archway and enter the Museum of Oddities.
Two large display cases, filled with strange and bizarre artifacts from around the
world, form the path through the room. Shrunken heads, a burned body in a hanging
cage, and a bust of the Frankenstein monster are but a few of the gruesome items
found on the shelves around the room. A large dragon is chained in one corner and
breathes smoke in contempt as you pass. In another corner, a mummy sits on a
packing crate, his empty sarcophagus standing near by. You exit under the arms
of a tall pumpkin headed scarecrow into a darkened passageway. The walls in this
corridor are constructed of large stone blocks. Jail cell bars on the right reveal
an empty cell. Looking up, you see a horizontally hanging cage with an unlucky
resident in the form of a corpse. Suddenly a strobe light flashes to expose a
prisoner in a straightjacket. The madman slams against the bars and laughs
insanely. Passing the next cell, a second prisoner jumps off of a short ledge
and hangs himself for your entertainment, kicking and flailing in the air.
Through the next barred door, a long-time prisoner is chained to the wall of his
cell. He warns you as you move onward that there is no way out. The next corridor
is made of rusted metal, with massive bolt heads holding the plates together. A
large glass window reveals a prisoner seated in an electric chair. Suddenly the
switch is thrown and the condemned thrashes about in anguish. Smoke fills the
glass enclosure and pours out at your feet from vents in the wall.
The glass-paneled door at the end of the hallway reads “Dr. Evil - Walk-ins Welcome.” The walls of this white tiled room have been overgrown with mold from years of neglect. A prone body lays motionless on a table, and many more hang in clear body bags from the ceiling. You weave your way through the maze of bags, passing glass-fronted cabinets with specimen jars inside. At the end of the room a doctor stands with a severed head on a table and a hypodermic needle raised in one hand. As the arm swings down and stabs the head the two body bags on both sides of you start to kick: it seems they were not quite dead when hung from the ankles.
Suddenly a man dressed like a doctor flies through a curtain and is in your face
before you see him coming. “Next!” he exclaims! Avoiding his embrace, you hurry
through a doorway into a tiled hallway. Around the next corner you see the safety
of the exit area lined with static movie figures. Just as you lower your guard,
the tile wall beside you opens up and a hideous head appears. It is an orderly,
hollering “Get back in here, the doctor is not done with you yet!” And you know
that he is correct!
Area 51
Before entering Area 51, you are handed “safety glasses”
and warned by the two military guards that there was a minor radiation leak.
“Nothing dangerous mind you, but here at Morris Costumes we are safety first,
and nothing will happen to you as long as you keep your glasses on!” Soon, you
are inside the legendary repository of extraterrestrial corpses and alien
spacecraft debris. As you enter Incubus, you can see that a cloning experiment
is underway with several clones at various levels of gestation behind frosted
glass doors. An examination table is in the center of the room, with a scantily
clad and misshapen clone lying under a surgical laser. From behind, a lab
assistant with an alien disease screams at you to “get out before you are
infected!” A creature leaps out of an oil drum and a loud explosion hurries
you forward into the Plasma Conduit. In a hallway covered with florescent
pipes, another diseased lab assistant seemingly emerges from nowhere and
screams at you to “Go back!” You enter an observation room with numerous
aliens looking down on you through the glass above. Eight 36" tall alien
“grays” stand against the walls around the room. When one of them begins
to walk toward you, you flee the room so as not to a victim of Abduction.
A short hallway leads you into a cavernous room filled with pipes and hoses of
all shapes and sizes draped on walls of alien construction. A large 2-story Warp
Core structure in the center of the space hovers above as you wind your way through
the room. A stack of 55-gallon drums shifts as if to fall on you and a shower of
sparks erupts, revealing the face of a deranged lab assistant. Suddenly a huge
bolt of electricity sparks to the heavens from the top of the Warp Core! As
creatures from the Alien movies look down from the catwalks above, you turn
into a part of the building that looks to be alive. A Fungus has grown on the
walls here, and helpless souls that have wandered too close to the structure
have become stuck and absorbed into the organism, their heads and arms still
protruding from the ooze. Another patron obviously infected by the alien disease
stands over a barrel puking his guts out - literally. You feel ill, but continue
around the corner and find yourself back in the Warp Core as bolts of lightning
spark above. Green plasma plates on the walls give the room a “Borg” feel, while
all around you monsters spring from oil drums. In a corner rests a gruesome
decapitated head, and as you approach, the head yells “Halt, who goes there?
You are in violation of regulation A51 for which the penalty is death!” Not
sure how he plans to carry out this sentence, you move down a darkened hallway
into a room filled floor to ceiling with a multicolored star field. A
well-deserved sense of peace is interrupted when movement is detected in the walls.
A human figure shaped like the star field itself steps from the wall, crosses the
room and then disappears back into the star field. With no desire for another
glimpse of the camouflaged being, you hurry out of the room.
Through the doorway at the end of the hall, you see the exit area filled with
laughing people. Stepping through the door you jump from the unexpected blast
of an air cannon. This provides a clue of what these patrons are laughing about.
It is you!
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