We then ascend to staircase that leads to the second floor. Massive spiderwebs crisscrossing the walls and ceiling above, the corpse of a poor victim is stung up and tangled in the webs.
Upon arriving at the second floor, we witness a candelabra,seemingly floating in mid-air ,traveling down a hallway that seems to recede into infinity itself.
In a windowed music room, a dusty antique piano sits in the center of the room. Invisible fingers plays the ivory keys. We can see the shadow of the phantom pianist on the floor from the moonlight.
The buggies glide through a long coridor alined with tribal masks, closed doors and mounted animal heads. Hot and cold air blasts out from their mouths as we pass by them. The hands of a humanoid beast grab hold of the wooden door, as grows and howls emenate from with the doors. As if these creatures are trying to get out.
The loudly chiming grandfather clock at the hallway's end,the number 13 atop its otherwise empty face. The wallpaper eyes begin to glow and blink.
The chiming of the musty old grandfather clock is just starting to fade from our ears,when our doom-buggy glides into a room whose dimensions are hidden in darkness. At the center of the room sits a small round table with a crystal ball and unlit candle. It seems that a seance is taking place. The medium or voodoo priestess in under a trace as the chair, which she is sitting, hovers in mid air. She is summoning the spirits and gods of her tribe in an ancient archaic tongue.
Colonel: "The spirits have felt our sympathetic vibrations and are starting to materialize. They are preparing for a swinging wake, and they'll be expecting me, so I'll see you a little later."
We are taken through a balcony overlooking a long-forgotten grand ballroom,which is now occupied by a roomful of spirits both human and animals. The spirit of an elderly woman sits and reads in a rocking chair with a tiger curled like a kitten by the fireplace. Spectral birds fly in circles around the grand windows. A troupe of monkeys swing from the chandelier above. A massive elephant sits at the head of a long banquet table,a blast of air from his trunk extinguishing the candles on the cake set before him,as well as causing the club members seated before him to vanish. A lion tamer fights off a spectral lion with a chair, as the lion roars and swipes at him with his paws.
We find ourselves in a murky storeroom,stuffed to its dusty walls with wooden crates,rusting firearms and exotic artifacts. Here we can spot some various unique details. An aquarium with skeletal fish swimming in it, a wooden crate containing a live specimen attempts to free himself. Out of nowhere, a shrunken head leads out from a pile of junk with a shriek or cackle.
Finally reaching the far end of the storeroom, stands an Egyptian sarcophagus containing that of a female mummy, with three Egyptian canopic jars scattered on the floor. Her eyes glow yellow and her heat beats within her chest.
Our doom buggies take us,not only out of this haunted room, and out of the very building. A thick nighttime jungle surrounds us now,as our vehicles suddenly turn and reverse direction,taking us backwards down through a hillside graveyard. Wraiths and spirits arise from their tombs and fly to nigh sky.
We reach level ground,though it may not be entirely safe, judging by the macabre sight of a boney arm reaching up from a quicksand pool directly to our right. Only a moment do we have to contemplate this,as we turn into the deepest part of the jungle,as we see---though we may scarcely believe our eyes---the club's undead occupants,both human and animal,have gathered in the now jungle-reclaimed garden for a "swinging wake"!
Many strange tableaus meet our gaze; Among them,we see near a troupe of skeletons and corpses dancing to the beat of drums froms the natives.
Atop of a small hill, a skeletal hound howls at the night air.
Next to these macabre merrymakers is a wooden podium with craved images with four faces. They serenade the scene with the strains of "Grim Grinning Ghosts" in a barber shop quartet style.
In base camp, a ghostly missionary sits on top of a large rock ,sharing tea with his wife. Inside the tent, a family of ghostly gorillas have stumbled into the camp. They curiously examine and experiment with many objects.
A group of native sit in circle, partaking in a human sacrificial ritual. They chant and dance in front of their hapless victim, as he cry out for help in vain as we continue on.
Colonel: "Ah thank goodness I've found you and still alive. Just more thing before you part, do take some offering from one the natives as a souvenir. They very cheep you known."
We leave this scene of otherworldly gaiety,as we enter a wooden shack. A witch doctor offers us some shrunken heads as souvenirs. This strange sight is but a precursor to what follows,as our doom-buggy turns a corner,passing before an assemblage of dusty mirrors. The reflection within them reveal that we now carry an extra passenger. A shrunken head floats midway in our budgie.
Our journey is nearly coming to an end but before we emerge again into the world of the living, a short passage of darkness emerges into an ancient temple. The figure of a female spirit sits atop on a stone archway. "Please do come back and visit us again, we've dying to have you. Be sure to bring your death certificate,if you decide to join us!"
Colonel: "We hope you enjoyed our tour of The Happy Haunting Grounds. Here, allow me to raise the safety bar and kindly watch your step."
We then disembark from our buggies in underground vault composed of human skeletons, as we navigate our way through a short corridor and back to world of the living.
Near the attraction is a gift shop and a themed restaurant, similar to the Adventurer's club and the Jekyll and Hyde club. Where guests will be entertained by cast members as the ghosts of former explores, voodoo priests, undead servants, and some animatronics.
We find ourselves in a murky storeroom,stuffed to its dusty walls with wooden crates,rusting firearms and exotic artifacts. Here we can spot some various unique details. An aquarium with skeletal fish swimming in it, a wooden crate containing a live specimen attempts to free himself. Out of nowhere, a shrunken head leads out from a pile of junk with a shriek or cackle.
Moving on, we see a portrait of an explorer standing near a grand manor house, could this have been the Colonel when he was once alive? Vary few objects are scattered around, such as African tribal masks, a tiger skin rug, and model globe of the world. More ghouls will pops upward as we continue on.
Our doom buggies take us,not only out of this haunted room, and out of the very building. A thick nighttime jungle surrounds us now,as our vehicles suddenly turn and reverse direction,taking us backwards down through a hillside graveyard. Wraiths and spirits arise from their tombs and fly to nigh sky.
We reach level ground,though it may not be entirely safe, judging by the macabre sight of a boney arm reaching up from a quicksand pool directly to our right. Only a moment do we have to contemplate this,as we turn into the deepest part of the jungle,as we see---though we may scarcely believe our eyes---the club's undead occupants,both human and animal,have gathered in the now jungle-reclaimed garden for a "swinging wake"!
Many strange tableaus meet our gaze; Among them,we see near a troupe of skeletons and corpses dancing to the beat of drums froms the natives.
Atop of a small hill, a skeletal hound howls at the night air.
Next to these macabre merrymakers is a wooden podium with craved images with four faces. They serenade the scene with the strains of "Grim Grinning Ghosts" in a barber shop quartet style.
In base camp, a ghostly missionary sits on top of a large rock ,sharing tea with his wife. Inside the tent, a family of ghostly gorillas have stumbled into the camp. They curiously examine and experiment with many objects.
A group of native sit in circle, partaking in a human sacrificial ritual. They chant and dance in front of their hapless victim, as he cry out for help in vain as we continue on.
Colonel: "Ah thank goodness I've found you and still alive. Just more thing before you part, do take some offering from one the natives as a souvenir. They very cheep you known."
We leave this scene of otherworldly gaiety,as we enter a wooden shack. A witch doctor offers us some shrunken heads as souvenirs. This strange sight is but a precursor to what follows,as our doom-buggy turns a corner,passing before an assemblage of dusty mirrors. The reflection within them reveal that we now carry an extra passenger. A shrunken head floats midway in our budgie.
Colonel: "We hope you enjoyed our tour of The Happy Haunting Grounds. Here, allow me to raise the safety bar and kindly watch your step."
We then disembark from our buggies in underground vault composed of human skeletons, as we navigate our way through a short corridor and back to world of the living.
Near the attraction is a gift shop and a themed restaurant, similar to the Adventurer's club and the Jekyll and Hyde club. Where guests will be entertained by cast members as the ghosts of former explores, voodoo priests, undead servants, and some animatronics.