Field of Screams
by Christine Eshleman
Fast Facts
Field of Screams
-Open Fri and Sat from 6-10 pm and Sun from 6-9 pm.
-Located off the Mountville exit of Route 30 (Lancaster, PA)
-Admission is $20 for adults and all three attractions.
-Show Size:
Den of Darkness, 5000 sq. ft., 20 rooms, 1200/hour
3-D Frightmare, sq. ft., 20 rooms, 1200/hour
Haunted Hayride, is 20 acres, 10 scenes, 2100/hour
-200 total Actors, 120 - 170 volunteers
-11th year on operation
-Style: High intensity, high startle
-Theme: ABSOLUTELY NOT!!
-Phone: 717-285-7748
-Website: www.fieldofscreams.com
In the meadows and hillsides around Lancaster, Pennsylvania, there are many fields of corn, and oats but only one Field of Screams! One of America’s leading Haunted events, this multi-element spooktacular consists of three horrifying events: The Den of Darkness, a 5,000 square foot walkthrough 20 room attraction, The Haunted Hayride, a 25 minute ride through corn fields and 10 scenes of terror, and 3-D Frightmare, a 20 room 6,000 square foot Chromadepth attraction. With nightly entertainment, special events, games, and a large selection of food, the event has something for everyone.
In 7th grade, Gene Schopf (37) began selling small amounts of homegrown vegetables to his neighbors. Gene, the elder by 6 years brought brother Jim Schopf (31) in as a partner in 1984. Gene was a senior in high school and Jim was in 6th grade! In addition to door-to door peddling their homegrown produce; they set up a roadside market in front of their parents’ house. The two raised sugar peas, spring onions, rhubarb, cantaloupes, watermelons, sweet corn, pumpkins, and anything else you could imagine.
Gene and Jim acquired their interest in the Haunted Industry while they were teenagers. They frequently visited a Haunted Attraction operated by the local Youth For Christ Center. When this attraction closed in the early 1980’s, the brothers often thought of developing a similar experience.
The brothers were always driven to work hard and be entrepreneurs to perfection. They continued these operations while Gene attended college at Millersville University and Jim competed high school. When Gene completed college he married Sandy Hoshall and in 1992, the newlyweds purchased a farm and set up roadside market Schopf Bros. Farms began selling flowers, summer produce, pumpkins, and Christmas trees. To enhance the experience of customers purchasing pumpkins in the fall, Gene and Jim started offering “non-scary” hayrides out to the pumpkin patches. Realizing how much people enjoyed the tractor-pulled hayride, the decision was made to Haunt the Hayride in 1993.
Field of Screams opened as a low-budget one-wagon Haunted Hayride. They created the hayride solely to have fun and amuse their family and friends on the family farm in Mountville, PA. They had no expectations of what to expect their first year in operation. The skits had very generic scenes and props and a few friends pose as actors. Gene and Jim ran most of the scenes and would often act at one skit and change costumes while running ahead to the next skit. During the first season, they had no concept of throughput and had to make changes as they went. As the years progressed, the brothers focused on more elaborate props and scene displays, but they also realized that one of the biggest challenges of operating a successful haunted attraction was how to handle the number of people efficiently.
Today the attraction runs eight tractors and wagons through 10 scenes. The tractors are actually used on the Schopf Bros. Farms. The wagons were custom-built with a surround-sound system just for the Hayride. A reporter from Millersville University’s Snapper newspaper reported “A nice hayride in Lancaster County on a Saturday night? To anyone who lives outside the area, they’d think you were on an Amish tour through the fields- to anyone in the Field of Screams, they’d know you’re on the most frightening hayride around!” A twenty-five minute fright-filled ride through the field takes patrons past scary scenarios only found in their worst nightmares!
Just as Field of Screams has grown over the last eleven years, so has Schopf Bros. Farms. Jim married his wife Andrea Mohler 2000 and brothers now operate 3 farms and 3 roadside markets. Following in their father’s footsteps both brothers teach high school during the school year, while also working the farms. Gene teaches Industrial Technology and has a background in metal, electronics, wood, and graphics. Jim majored in mathematics and minored in athletic coaching. They draw on both their college experience and their teaching subjects for knowledge regarding prop construction. Gene even uses his expertise to print the designs for all of the Field of Screams T-shirts and sweatshirts. Jim uses his analytical ability to design many of the complicated props they build. “Utilizing a know-how for technology and special effects, Field of Screams has created some of the more eye popping illusions than you are likely to see anywhere else!” wrote Central Source Newspaper.
What began as a small hobby quickly grew into a major undertaking. After visiting Field of Screams Tony Timpone of Fangoria magazine and stated, “Field of Screams has one of the scariest hayrides I’ve ever visited!”
The Den of Darkness became the first Haunted Barn at the event in 1995. Gene and Jim were very fortunate to have a unique building with such character available on their property for use. The barn was previously used to raise steers and a cow they used for milk. It was also a storage facility for corn, straw, and oats all grown on their family farm. The brothers used existing partitions in an old barn to create rooms, hallways, and mazes for a three-story barn of terror. The Peanut Butter and Jelly Journal wrote “The Den of Darkness was quite a thrill!” Even Gunnar Hansen, star of the original Texas Chainsaw Massacre told Gene, “I really am too scared to go through the House!” The areas in the Den are ideal for an up-close and personal scare unique to almost every patron. Actors are trained to be aware of each person’s reaction, and to direct their attention on specific individuals.
“Field of Screams has very creative home-spun scares!” remarked Tony Timpone, “Each room depicts a different scenario than the last, leaving you with a fear of what might lie ahead.” Gene and Jim keep an open theme in their attractions “If you have a theme, you are stuck to that, explains Jim, “You lose some of your creativity and your ability to be diverse.”
In 2002, Field of Screams introduced a very unique 4-story 3-D Haunted House. To prepare the barn, Gene and Jim completely gutted an old chicken house on the property and redesigned the interior. They left the frame of the old building up and essentially built a building within a building. For almost three years Gene and Jim contemplated the layout and design of the 3-D. They decided to wait until Gene could take a sabbatical from teaching so that all of their efforts could be focused on this project for an entire year of day and night construction. “I don’t know how haunters do it if they set up in only a few weeks or even only a few days.” Gene wonders, “We build and build on and build on and always add to what we have.” The Snapper at Millersville University agrees, “Field of Screams is not some cheesy little performance put on by a group of people. The cast and crew do their best to entertain and scare the contents out of your bladder all night long!” After the layout was complete, Stuart Smith of Stuartizm Designs was brought in to design and paint four stories of awesome 3-D artwork from floor to ceiling. These paintings, along with the one-of-a-kind scares and live actors, lend a unique 3-D experience to visitors who dare to try the Frightmare As with the Den of Darkness, the 3-D Frightmare has an open theme and each room is different, with unique characters, designs, and skits. Patrons are easily confused as to their location in the building as they traverse the different mazes and staircases. Actors capitalize on the disorientation of the black lights and Chromadepth 3-D glasses to provide a good scare.
At the center of all the three attractions is the Entertainment Area containing the queue lines for all three elements, all of the food vendors, the Scream Shop where Field of Screams memorabilia and Halloween items are for sale, a bandstand, and two large movie screens. There are many picnic tables available for patrons to sit, eat, and watch the bands perform on the bandstand. There are two movie screens placed close to the Den and 3-D lines. The screens play movie clips, sponsor advertising, trivia questions, and “Behind the Screams” movie footage. Originally a pasture, the Entertainment Area was used as the 50 car parking lot for the first two years Field of Screams was in operation. Presently parking lot is about 7 acres in size.
The Schopfs are the driving forces behind Field of Screams. They had been haunting for five years before they began to visit numerous trade shows and attend many seminars to gather information from the industry. They also try to visit other Haunted Attractions in their area during the season. While they enjoy viewing props that large companies have designed, Gene and Jim often prefer to build their own variations of what they see. This enables them to custom-design their show and offer a unique experience that patrons will be hard-pressed to find elsewhere. Gene also says how amused he is when people think that you can make a quick buck by operating a haunted house. In reality it is a year round project, and requires work every day. You are also dependent on the weather for those few weekends you are open to “reap what you sow.” He says, “It doesn’t matter how prepared you are, how much you advertise, or how much work you have done- the weather pretty much controls everything.”
Field of Screams focuses on a high-intensity, high startle, low-gore scares. It is an in-your-face kind of excitement that sometimes forces patrons to run all the way to their cars without stopping! One of their favorite stories is of a priest who visited Field of Screams several times a year, even though he lived over two hours away. He had given his camera to the Den Line Attendant to hold while he went through the attraction with his group. At the end of the attraction, the Chainsaw Maniac and the Checkered Man scared him so badly that he ran straight out the exit of the Den and all the way to his car. His group followed just as fast they drove off without a second thought about the camera. He called a few days later and asked if FOS could send it to him.
While they use several pneumatics in the Haunted Houses and the Hayride, Gene and Jim prefer to use as many live actor scares as possible, and do not substitute pneumatics for a live scare. “If you can make a person feel somewhat comfortable in their environment, that is the best time for a startle scare,” Gene says. He adds that they often use a skit to distract the patrons’ attention while creatures jump out and hit them from all sides. “We’ve discovered that a lot of blood and guts doesn’t necessarily provide the best scare- that just grosses them out.” states Jim, “People are the most scared when the least expected happens.” The brothers try to have as many startle scares as possible worked into the layouts of all the attractions.
Field of Screams boasts of more live actors than any haunt in the area. Over 200 mostly volunteers make sure patrons receive the scare of their lives each night. “Nothing beats a real person flying out and providing a quality scare!” explains Gene, “Pneumatics can get some good scares, but a real person is the best!” The treatment of volunteers is significantly different than the treatment of paid help. Each actor is all excited about the event- they are sure that they can come out every night, and they are positive that they want to be the Denkeeper the entire time. “They have no idea how intense it is working in a haunted house,” Jim says, “and they don’t believe you when you tell them to bring plenty of water and Advil.” After a few hours, they begin to create different excuses as to why they cannot work a particular skit, or why they cannot work with a specific person. Some of the favorites of Field of Screams over the last few years have been: “I’m claustrophobic”, “I have a bad back”, “I gag when I swallow water”, and Gene’s personal favorite, “I have to leave right now because my aunt is being stalked and needs me to be security. I called the police but they were busy.” Despite the numerous excuses they encounter, the brothers insist that you need to treat each person with respect. They realize that volunteering time as an actor is a choice, and appreciate every person who shows up to help out. From the parking attendants to the guy who plays Dragnok, each person has an important role in the operation of Field of Screams. Gene and Jim meet several times throughout the year with the actors for various training meetings. They also hold several parties for a number of actors who have reached the different levels of their incentive program.
The Schopfs work on continuously changing skits and scenes in all three of the attractions at their event. They are driven to provide the best haunted experience possible to their patrons. “So much thought goes into Field of Screams. It’s not just a matter of actors yelling in gory masks,” writes the York Daily Record. In addition to teaching full time and having a successful farming operation, the bothers work on prop construction year round. “You have to change to stay ahead of the curve.” insists Jim, “People don’t want to come back year after year and see the same scares.” Changing some of the skits each year, customers never know what to expect, but they do know that they can expect something different than the last time they came.
Field of Screams is also heavily involved in local organizations and charities including the Make-A-Wish Foundation, the Boys Club and Girls Club of Lancaster, the Water Street Rescue Mission in Lancaster and the Columbia Area Jaycees.
It seems that everyone wants to come out and help with the event. They show up thinking that they are going to splatter some blood on walls and props. When you hand them a post-hole digger, they quickly lose interest and usually only last for a few hours, often never to be seen again. The brothers are fortunate to have a group of four or five individuals who are almost as driven as they are when it comes to improving Field of Screams. “These are totally dedicated individuals who just love to help build props and design scenes with us,” Gene explains. This “Scream Team” comes out year round as often as possible to help plan new scenes and build their ideas, and the work they perform is not all glorious. The members of the Scream Team complete whatever tasks are set before them. Two of the dedicated individuals are the wives; Gene’s wife Sandy is the ticket booth manager and office manager for Field of Screams. She answers countless phone calls during the season (sometimes hundreds per day), handles the reservations and group sales, and makes sure that the odds and ends are completed. Jim’s wife Andrea is the in-house graphic designer who puts together all of the printed materials, from newspaper advertisements to the Field of Screams brochure and poster. She also schedules all the volunteers during the season. Jeremy Spickler is an actor on the hayride who assists in prop building, makeup training, and set design. He decorates many of the scenes and creates costumes. Matt Kober and Steve Paquin work on set design and construction, and assist in prop building.
Through the creative efforts on Gene And Jim Schopf, the quiet meadows of Pennsylvania are looked at in a different, more wary light. Now in its 11th season, the Field of Screams event has both the media and patrons afraid to venture out after dark. The multi-element, high throughput, high startle, low gore event, appeals to a wide range of age groups, which is one reason for its popularity and success.
Field of Screams has come a long way from a one-wagon hayride operation to what it is today. Tony Timpone stated, “Field of Screams delivers the gruesome goods the whole way from the Den to the parking lot!” Gene and Jim Schopf pride themselves on providing quality family entertainment at a reasonable price. They believe in creating the best scares possible with the highest quality actors and props. The brothers feel that if people are laughing and having a good time with their family and friends, then their job is complete.
Christine Eshleman has been heavily involved with Field of Screams since its second year. She manages the Den of Darkness in October and manages Schopf Bros. Farms throughout the year.
The Haunted Hayride
“Each skit in the hayride has a special “scare” designed to get the old ticker ticking at a good clip,” says the Lancaster Intelligencer Journal.
There is no turning back as the tractor pulls away from the load area and into the tall, swaying rows of corn. Pulses rise and hearts pound as the wagon turns deeper into the field. The trail comes upon a circus tent and the tractor enters. Women shriek as insane clowns swing around the wagon on trapeze bars and jump at the patrons from all angles.
As the wagon makes its way through the mayhem, you leave the circus and venture back into the dark cornfield.
Just ahead you see a field of scarecrows and an old shed. As you stop in front of the structure, an old farmer slams open the door and urges you onward. Suddenly, three of the scarecrows fly over the wagon and two more jump down to terrify the frightened patrons. The tractor accelerates, leaving the farmer, and patrons see fluorescent colors around the next turn. The sign says Buehler’s Toxic Waste Dump! Watch out for crashing barrels and toxic chemical leaks. A crazed Hazmat worker on top of a tower throws a barrel straight at you! Mist is sprayed over the wagon- is it one of the toxins? Thankfully the wagon continues to move forward, away from the dump.
There are several moments of eerie silence as you anxiously await the next terror. The wagon slowly enters a Junkyard filled with burning cars! Explosions are heard all around and junkyard maniacs chase the wagon out of the yard. Continuing on, the wagon approaches a huge black building surrounded by a chain link fence topped with razor wire. Patrons stare through jail bars into an Electrocution Chamber. A prisoner nervously awaits his fate while another has already been condemned. On 5…4...3...2...1... the lights flicker and the electrocution begins. As the wagon pulls away, all you are able to see are the smoky remains and the pathetic attempt of the second prisoner to get away.
The path of the wagon now threads though a Cemetery. Nine-foot tall stone columns with a wrought iron fence mark the entry of this place of the dead. Tombstones are everywhere and a gravedigger springs from the mausoleum to warn us of our fate. “Would you like to be buried alive in this open grave?” His last victim managed to escape. Luckily, you do the same.
The wagon continues onward toward a Guillotine. A poor woman, her head locked in the device, is screaming for her life! The executioner appears to grant her no mercy as he angrily drops the blade. Her screaming stops as her head disappears. Shocked at his ruthlessness the wagon moves on to the Psycho Cage at the Applegate Mental Hospital. A crazed patient is leaping around in his prison and clawing at the wagon. He slams against the side of the cage and it starts to fall outwards on top of the wagon! Patrons duck as the wagon moves them to safety. As the wagon hurries forward, you realize how close you came to getting smashed by a steel door!
Turning into the cornfield, the wagon weaves into Letch’s Tunnel of torture. Body parts line the walls throughout the building. Suddenly, the lights go out and you are plunged into complete darkness. A familiar sound splits the silence - chainsaws! Strobe lights flash and in the glare you see Letch and his friend attacking the wagon! After what seems like ages, the doors of the building open and the wagon makes its escape into the calm night air. Surprisingly everyone on the wagon seems to have all of their body parts attached.
The wagon pulls to a stop and as you exit there is one more torture to endure- the Tormented Twister! This spinning tunnel is filled with fluorescent swirls and patrons stumble and lean as they try to get out without becoming sick! At last your adventure is over and you have survived. But wait! There is more!
The Den Of Darkness
“The Den of Darkness [is] three stories and twenty-five minutes of grabbing my friend’s sweater!” wrote the York Daily Record.
Escorted though the front doors of an old broken down building, patrons find themselves in the Denkeeper’s Room shrouded in complete darkness. Suddenly, the Denkeeper flies out from behind a hidden door. He warns you of the dangerous inhabitants of the Den. Escaping into a side hallway you cautiously move forward. A man tied to the wall with chains leaps at as you walk by. Hurrying past, patrons enter the Carver’s Workshop. An old porch swing, a tool cabinet, shelves, and a table filled with old, broken tools, but no sign of Carver. As you try to sneak through, a ladder overhead drops toward the patrons! The cabinet doors fly open and Carver catches you invading his shop! With a circular saw, the Carver chases you through the door and into a Pumpkin Smashing Contest. Festival music fills the room and a voice challenges you to step up and try to smash the pumpkin. As you get closer to the table, the pumpkin head jumps out!
Hurrying through the Gas Chamber, you must hold your breath to escape the poisonous fumes, and find yourself in the Shock Room. Here Dr. Shock tests all his latest electrical equipment. Sparks fly, above your head, under your feet, and at your sides. To escape from getting electrocuted, you rush into a dark corridor. Meandering through the dark, you encounter one of the worst freaks of nature; Dragnok the Giant! The 12’ tall monster chases you all around his dungeon-like pit. Surrounded by four stone-walls. At last you make your way up a creaky set of stairs to a wobbly suspension bridge over an eerie swamp. While crossing over the bridge, a swamp monster swings by your head as another comes up through the muck to claw at your feet! Hurrying your pace you enter the Cryptkeeper’s Room. Here the Master of the Crypt forces you to your knees and into a long, dark tunnel. Monsters lurk in the dark as you crawl through the tunnel, “Watch out for the Rats!” is hear in the blackness. You reach the end of the darkness, only to find yourself stepping into the Dentist Office! Trying not to become Dr. Stitch’s next patient you squeeze past the dentist chair and his sink full of bloody water. Dr. Stitch chases you out of the room with an electric drill and into a dark side hallway. Finally, you seem to be safe. You climb the stairs to the third floor and enter a Prison. The convict jumps out at you from behind the bar door and rattles his metal cage begging for his freedom. Just when you think you are safe, he manages to squeeze between the bars! Now he is coming straight for you! Hurrying down the steps, you enter total darkness. A voice beckons you forward. Proceeding for what seems like an eternity through endless twisting hallways, in the pitch-black Maze. Down another set of steps into a room filled with hay bales and surrounded by foam pads. Suddenly, a maniac fires up his chainsaw and heads right for the group of patrons! As they run through the last hallway, they enter the Checkered Frightmare, a room painted entirely in black and white squares. The Checkered Man, dressed in a suit to blend in completely with the walls, jumps at you and tries to keep you from the exit. You finally make your way past him and run out the door into to cool evening air. You have survived the Den of Darkness!
The 3-D Frightmare
Lining up in front of an old Red barn, an attendant issues each patron a pair of Chromadepth 3D glasses. You enter this attraction by going down a short flight of stairs into the basement. The sight is spectacular- everything is covered in colorful paint, and images and props are popping out at you! There are all sorts of monsters with claws on the walls, and the label “Frightmare in 3-D” is above the front desk. Lined with bookcases, this Check-In room has a cozy sofa and chairs. This welcoming sight is interrupted as suddenly, the Frightmare Host springs unto the room to surprise you and welcome you to his domain. Venturing in to the heart of the attraction, you pass the Skeleton Room. This room is in a blue-greenish light, and there are skulls and skeletons painted all over the walls. You must pick your way through the remains of many poor souls who have come before you and who have not made it out. Try not to disturb them from their eternal slumber- this way they will not seek you out for revenge!
Slipping into the Meat Room, you see evidence of a Crazed Butcher. Bones and flesh hang on the walls, giving it an eerie reddish glow. Behind these appendages lie pictures of skulls and a demon with fangs. Suddenly, the butcher appears from behind a set of freezer flaps. You jump out of the way as he slams his meat cleaver into the metal slicing table. Escaping his ranting, you enter the Torture Chamber, where a prisoner has been tortured to the point of death. Could the lizard-like monster on the wall have led him to his fate? The mood takes on a somber note as you stumble upon the Crypt. More remains of the once living lay within; mummified bodies on wooden racks. The walls are glowing, and a three-headed monster with skulls emerging from his body is glaring at you.
Venturing onward, you enter the Boiler Room, filled with pipes. Steam fills the air. The walls have pipes painted on to them, and monsters are evolving from the coils of steam! Hopefully you will make it out before the pipes burst and the boiler explodes! Creeping through oozing barrels of chemical and radioactive material, you find yourself in the Toxic Room. Watch out for the Toxic Maniacs waiting to dump fluorescent barrels of ooze on top of you! Making your way around the barrels, you notice a one-eyed fiend on the wall with ooze flowing over his face. One maniac has digested too much of the liquid, and he vomits it back into a barrel. Climbing slowly up to the first floor, you see clowns and faces covering the walls down every hallway. You find yourself with a choice of doorways through which to enter. Maniacal clowns are taunting you, daring you to split from your group. Quickly, they split the group and herd some part of the group into one of the three doors, and chase the rest into the other two doors. Now split up, the three parts of your group venture down separate twisted paths to find clowns jumping out from around corners and popping out from behind drop-down panels. There are eyes on the walls watching you wherever you go! As you escape their clutches, you are reunited with the rest of your group, who experienced similar, yet different scares.
Making your way into the second floor (third level) of the building, you enter the Field of Screams Hall of Fame. In this section you are faced with ghouls and creatures from past Field of Screams seasons. Their names are painted in script above their spot on the wall. The nostalgia wares off quickly as all of these monsters attack you at once! Rushing into the next chamber, you find the walls lined with several doors. In the Door Room, voices tease you and challenge you to find the right door to escape. Eleven doors face you, with a number and a monster on each one- which one is the escape? Several doors that you open reveal monsters. Others don’t open at all or the knob pulls off in your hand. Finally one of the doors you try uncovers the secret exit.
You have now entered the Splatter Room, filled with cylindrical tubes covered in splashed fluorescent paint. Drawing deeper into the room, you become confused while trying to find a way out. What appears to be flying ghouls on the walls help to disorient you. At last you reach another staircase, and creep up to the attic. Beware of what creatures may be lurking amid the trunks and boxes, all of which are jumping out at you because of their fluorescent paint. As you descend a staircase, huge bubbles of checkers lead you into the Checkered Maze. Your next encounter is with the Checkered Freaks who inhabit this maze. You must walk through four hallways and four rooms that are completely covered in black and white painted checkers. The Checkered Freaks are also in checkered suits to make them blend in with the walls. There are several pictures of monsters in addition to the checkers aiding in your distraction. As you meander through the twists and turns of the maze, you finally end your tour in Dr. Mal Practice’s Office. A picture of a doctor with syringes on the wall startles you- is this Dr. Mal? Don’t look underneath that sheet on the gurney! As Dr. Mal lunges at you with his staple gun, you jump past him and out the door. You have finally made it out of the mayhem!
The 3-D Frightmare
Lining up in front of an old Red barn, an attendant issues each patron a pair of Cromatech 3D glasses. You enter this attraction by going down a short flight of stairs into the basement. Lined with bookcases, this Check-In room has a cozy sofa and chairs. This welcoming sight is interrupted as suddenly, the Frightmare Host springs unto the room to surprise you and welcome you to his domain. Venturing in to the heart of the attraction, you pass the Skeleton Room, picking your way through the remains of many poor souls who have come before you and not made it out. Trying not to disturb them from their eternal slumber that they come to seek revenge!
Slipping into the Meat Room, you see evidence of a Crazed Butcher. Bones and flesh hang on the walls. Suddenly, the butcher appears from behind a set of freezer flaps. You jump out of the way as he slams his meat cleaver into the metal slicing table. Escaping his ranting, you enter the Torture Chamber, where a prisoner has been tortured to the point of death. The mood takes on a somber note as you stumble upon the Crypt. More remains of the once living lay within; mummified bodies on wooden racks.
Venturing onward, you enter the Boiler Room, filled with pipes, and steam fills the air. Hopefully you will make it out before the pipes burst and the boiler explodes? Creeping through oozing barrels of chemical and radioactive, you find yourself in the Toxic Room. Watch out for the Toxic Maniacs waiting to dump barrels of ooze on top of you! Making your way around the barrels, you notice that one maniac has digested too much of the liquid, he vomits it back into a barrel. Climbing slowly up to the first floor, you find yourself with a choice of doorways through which to enter. Maniacal clowns are taunting you, daring you to split from your group. Quickly, they split the group and heard some part of the group into one of the three doors, and chase the rest into the other two doors. Now split up, the three parts of your group venture down separate twisted paths to find clowns jumping out from around corners and popping out from behind drop-down panels. As you escape their clutches, you are reunited with the rest of your group, who experienced similar, yet different scares.
Making your way into the second floor (third level) of the building, you enter the Field of Screams Hall of Fame. In this section you are faced with ghouls and creatures from past Field of Screams seasons. The nostalgia wares off quickly as all of these monsters attack you at once! Rushing into the next chamber, you find the lined with several doors. In the Door Room, voices tease you and challenge you to find the right door to escape. Several doors that you open reveal monsters. Others don’t open at all or the knob pulls off in your hand. Finally one of the nine doors you try uncovers the secret exit.
You have now entered the Splatter Room, filled with cylindrical tubes covered in splashed fluorescent paint. Drawing deeper into the room, you become confused and disoriented trying to find a way out. At last you reach another staircase, and creep up to the attic. Beware of what creatures may be lurking amid all of the trunks and boxes. Your next encounter is with the Checkered Freaks who inhabit the Checkered Maze. You must walk through four hallways and four rooms that are completely covered in black and white painted checkers. The Checkered Freaks are also in checkered suits to make them blend in with the walls. As you meander through the twists and turns of the maze, you finally end your tour in Dr. Mal Practice’s Office. Don’t look underneath that sheet on the gurney! As Dr. Mal lunges at you with his staple gun, you jump past him and out the door. You have finally made it out of the mayhem!