
Fright Club is a personal project, it is a Halloween Event set up by scare houses and street events which showcase the classic horror monsters we have all grown up with. This event gives a chance to see who really is top monster.


It’s time to come face to face with the infamous Count Dracula and try to survive the night within the walls of his trap lain castle. Your fear will grow as the Count waits upon his thrown listening to your heart pump blood throughout your living body. You will recoil in terror as you make your way through coming face to face with Dracula’s vampire wives and past victims whose corpses hang within the dark corners of the castle. All you can do now is cover your flesh and pray for salvation.
Outside we see the grander of Castle Dracula: 15th century medieval architecture. Corpses impaled on sticks align the pathway to the castle, a red neon sign of an upside-down cross hangs from above the entrance. Low toned organ music plays to set in the impending doom which lies within. “Go on in, I shall guide your path,” the Phantom’s words whisper around us. Inside flickering candelabras light our way through. Portraits of aristocrats and nobles adorn the walls among beautifully woven tapestries. “This is where the story of Dracula truly begins,” continues the Phantom. We continue to make our way through the castle from a grand dining hall adorned with a roaring fireplace, a kitchen with blood-stained walls, and a majestic ballroom lit by candles with wax dripping down and across the ground. From the moment we come in we are met with scares from creature jumping out of dark corners. “as long as I am with you, they will not harm you,” the Phantom reassures us as Dracula’s wives dressed in white silk dresses with thick red blood dripping from their mouths taunt us as we make our way through. Half dead victims, whose necks are bleeding out with their bodies practically torn from torture, reach out to us for salvation. As we continue through the castle halls framed portraits come undone as creature of the night come out from behind, a half of stained mirrors play with our anxiety as we know vampires have no reflection, yet they still jump out at us from every open space as Dracula’s maniacal laughter can be heard echoing. “Follow the sound of his merriment,” we are instructed. We enter a quaint room lavishly adorned with precious metals, candles surrounding the perimeter provide little light, as a gold and black coffin sits in the center. We slowly make our way around it but just as we think we are safe the coffin slowly begins to open and from it Dracula himself rises with a jolt, his teeth baring at us striking fear into our souls. The Phantom’s laugh echoes the room while we go running into the following room, the air seems cooler, red neon lights align the ground providing a hellish vibe. Torture devices adorn the room as a line of coffins mark our path. Dracula’s voice taunting us can be heard all around, vampire bats fly across unexpectant, just as we think we are free from danger the coffins slam open and out come Dracula’s children of the night. Their teeth sharp, claws reaching out, black torn clothing stained with blood, as they hiss at us. We run the rest of our way out of the hellish dungeon and out of the castle but not with out a final jump by the count as we make through the exit.

Ripped from the pages of Mary Shelley's classic novel, Dr. Frankenstein's castle beckons you, where his creatures have made home. These monsters, whom have been rejected by man, seek revenge in the forms of carnage and terror. You will have to face the danger of Frankenstein's monster and his bride as you make your way through, but if you choose to play god like the doctor, then be prepared to face the devilish consequences.
The air feels thick as we make our way up the stone steps to the Dr’s castle which has been abandoned for the past two centuries, or so we are made to believe. Legend states the monster created by the doctor has lived within the walls with his wife scaring those who dare come near. “But those are only legends,” the Phantom’s words swim around us. We take up on proving the legend false and enter the domain. The cobwebbed walls, poorly lit rooms, and torn art pieces give the feeling of long abandonment. We continue to make our way through, thinking our suspicions are right until we hear a roaring coming out from the distance where the lab is located. “Follow that sound,” the Phantom continues. As we draw nearer, snarls echo all around us. The only light coming from the laboratory glows a bright blue with flashes of lightning. Inside we are met with a bodily figure underneath a white cover lain on a metal slab in the center of the room. “I wonder what could be under there.” Machinery sound as green and red concoctions boil and spew smoke. We think we’re safe as we walk through, keeping our eyes at the slab when in an instant the body jumps up and out at us, the monster! The Phantom shouts in excitement as from behind the monster’s bride laughs hysterically at us, taunting us on our impending doom. We make it into the corridor, the eyes of torn portraits follow our every move then two portraits drop, the monster and his bride reach out from the frames, but we quickly run off and out to an outer portion of the castle. We can smell smoke form torches head by nearby villagers at the ready to break in. “You better hurry before the crowd make their way in,” the Phantom warns. Stone gargoyles jump at us as we run back inside and into a bedroom adorned with red and white silk drapery, a fireplace remains quiet in a corner while a beautiful gold trimmed mirror leans upon the wall. The bride stands in front of the mirror admiring herself, her scars, and white streaked hair. “The blushing bride, but still a monster none the less.” She catches a glimpse at us she immediately jumps at us. Running off and down a hall out comes the monster form a far-off corner hurriedly coming for us, we immediately make a turn at the next doorway. Bright light comes form the windows outside, the villagers are just outside their fire brightens the dark castle, a few hurdles in through the windows. The Phantom laughs as we keep going and find ourselves back in the lab but on the slab doesn’t sit the monster, nor his bride, but Dr. Frankenstein himself! He muffles in agony with his mouth tied shut, pleading for help, reach out for us. “Now that is a delicious plot twist.” The bride laughs maniacally as she pulls down on a lever on the machine next to her. Lightning flashes above, the doctor’s muffled screams are heard all around as we run off finding our possible escape but just then the monster comes from beside us chasing after but is quickly stopped as village jump out of nowhere threatening him with their torches, he tries to fight through. Too afraid to see who the victor is, we instantly escape and run far form the castle.

Part of an excavation team to learn more on a fossil found from the Devonian Period, you find yourself trekking through the Amazon to, what locals call, the Black Lagoon. As you unpack your tools and begin the dig something seems to be lurking in the waters. A hippo perhaps? A few piranhas? No, you gasp in terror as a creature part man, part fish climbs out of the lagoon and lets out a deep roar. Now it's time to see what happens when man meets its evolutionary past.
The humidity of the Amazon breaks us out in a hot sweat, the sounds of the birds flying above us, monkeys sitting in the trees, and jaguars hunting for its prey surrounds us. We make it to the excavation sight where we are meant to meet with the rest of the team, instead we find a campsite torn to pieces, and the team beneath the rubble bloody and life lifeless. “What an interesting sight,” the Phantom begins. Curious we move deeper into the site to investigate. Animals jump from the bushes, giving us the idea that maybe it was another animal that attacked and caught the team by surprise. “Quite the animal to have been able to do such a thing?” The Phantom questions. But as we keep going the waters of the lagoon begin to lap against the banks aggressively and instantly out jumps a creature roaring and thrashing at us. We barley escape heading back to the small steamboat which brought us to the lagoon. While slowly walking within the tiny halls of the lower deck through the port holes the creature reaches in and tries to grab us. He begins to pound against the outer shell of the ship, denting the walls as water begins to leak. The Phantom’s laughter run with us down the hall. Quickly the captain shouts at us to head to the upper deck. Making our way up we peer over the edge of the boat keeping an eye out. The captain jumps out of nowhere crying out that he spotted the creature. A giant light flash around the lagoon looking to spot the creature. “Where did it go?” Whispers from the Phantom taunt us. Every so often the dark distance is illuminated with the creature in sight but then it quickly escapes. We bravely decide to leave the ship and walk back onto the bank but are quickly attacked by the creature. We run, avoiding the creature with every chance we get, until finally the captain shoots at the creature causing it to falling back into the lagoon and giving us enough time to get back on the boat. “But did the Captain truly hit it?” The Phantom questions as we make our way out of the Amazon.

The secrets of the Sahara Desert are what lure you in to discover what truly is the curse of The Mummy. But are you prepared to face the wrath of the High Priest Imhotep once he has been awoken within the pyramid? Your nerves will rise with every torch lit turn. Feel unsettled as flesh eating beetles crawl upon the walls. And scream in utter terror when you come face to face with The Mummy!
The searing desert wind blows specs of sand at us as we reach the mouth of the pyramid. Torches mark our entry shining light on the hieroglyphics which mark the walls around us, the hairs on the back of our necks rise with the whispers that echo within. “What if we respond?” The Phantom speaks. We continue to push further. Entering a room with an illuminated book at its center we hear the whispers become louder, with one man’s more distinct above the rest. “And there it is,” the Phantom points out. The loudest whisper reads an incantation from the book, when from our left a man jumps out yelling “NO” as he reaches for it. We keep going down another hall where statues of the Egyptian God of the dead “Anubis,” the Phantom explains, align the walls, a few of which jump out and reach for us causing us to jump right over to the next room where we find a tomb with intricate golden detail, weathered by time, leaning against the pyramid wall. Once we approach it the sarcophagus bursts open and jumping at us is High Priest Imhotep in his mummified state. We scream in horror as the Phantom laughs and we run off. Within the next passage way we seem to notice the walls around us as though they are moving themselves but as our eyes adjust we are horrified to see it really be hoards of flesh eating beetles crawling all around, avoiding them we make our way to the next room where the taunting growls of Imhotep echoes as he warns us of his plans to use us as sacrifices to regain his human state and jumps from around the corner reaching out for us as we barely escape. “Don’t let him get you,” The Phantom warns “I cannot lose you.” More members of the Priests undead army jump from around corners as we try to find our way out of the pyramid with Imhotep’s grwols still ringing in our ears. We finally find ourselves in what seems to be a room filled with beautiful golden statues, cobwebbed marked jewels, and treasures as far as the eye can see. From behind the treasure Imhotep jumps out and right when it seems he has us where he wants us the room around us begins to rumble violently, a mans voice is heard in the air, another incantation, “this time to put the Mummy back to rest,” The Phantom explains. We make one final escape out of the treasure room and back to the scorching desert just before the Pyramid can swallow us as it does The Mummy!

The nights full moon illuminates your path to Talbott Hall in Victorian England, as you hear an unsettling howl in the distance. Nothing can prepare you for the rumored beast which lurks on nights like these. Haunted by an incurable curse, the Wolfman will come and attack all that come within his gaze. Can you escape the moonlit night without a single scratch?
Located just outside of the town of Blackmoor, we make our way up a forested hill to Talbot Hall. “A home known to the locals of that of the Wolfman,” warns The Phantom. Its abandonment state causes our goosebumps to rise. Its nerve-wrecking hollowed out window frames warn us of the evil which lurks within. The entrance to the home welcomes us with a decadent staircase and candles flickering around us with it s wax dripping to the ground. We continue to walk, a howling coming from the distance causes us to jump just as a mutilated body suddenly comes into view. Quickly we make our way down a hall adorned with oil paintings of the Talbot lineage. At the end a man jumps out, shot gun in hand, shouting at us to get out before the Wolfman comes. “He must be near,” The Phantom states. In that moment one of the paintings drops to the floor, that of Lawrence Talbott, and the hideous, ferocious, and in need a of a breath mint, wolfman appears and jumps at us We runout of the home and into the forest where we can hear the running steps of the creature not far behind us. The Wolfman continues to come at us, jumping from tree to tree, reaching down for us, but we make our way through and to a small camp lit by a roaring fire at its center. Here we find gypsies who share the story of the Wolfman and how he came to be. “Interesting.” They quickly rush us out and send us off to London. The foggy London streets cause us to carefully take each step. The full moon lights our path as out from a shop window the Wolfman comes crashing at us. We quickly run into a small antique shop whose owner appears out of nowhere. She shouts at us from beside a golden grandfather clock and warns the only way to escape the night is to go back to the beginning and hope the moon goes down. “Always the beggning,” the Phanom states. We run out of the shop, back through the forest, the wolfman howling behind, and once again we are in Talbot Hall. It’s quiet, a breeze finds its way in through a crack in a window, the wooden floors creak beneath us. Right as we think we’re safe the Wolfman jumps from above us and chases after. The man with the shotgun appears once again shooting at the creature, leading us to our escape As he shouts the sun is beginning to rise. Blinding us with its dawning light we make our flee and with the sound of a gunshot and final howl echoing the Hall behind us. Without checking to see if the creature had gotten its final blow, we run off to safety.

The invites have been sent, the brackets complete, the lights are one and the people are ready to rumble. It’s time for the main event. You can hear the organs begin to play a symphonic piece, beckoning us to make your way in. Are you ready to see what the Phantom has in store? All of Transylvania has come to see the monsters of the night fight for top fright! But you should be careful, because the Phantom may have more up his sleeve for you than just to watch.
We look down at the invitation in our hands, look up in front of us and see nothing but darkness. Confused we begin to continue into the dark until bright spotlights appear as a strong organ piece bursts to life. This must be the place. We look up the elegance and abandonment of the Grand Parisian Opera Hall. Its extraordinary detailing in its marble walls, golden candelabras, and cobwebbed corners gives us the sense of stepping into another time and place. From its entrance a grand staircase leads us up to a dark hall, here a deep and mysterious voice speaks. His words echo around us. He lays his plans out for the night, stating one by one the monsters will go head-to-head in a fright night for the ages. Once he finishes a door collapses ahead of us as bright light peers through, the organ piece floods around us once more and a loud cheer of an audience. As our eyes adjust to the brightness making our way into the following room, we find ourselves not just in any room but in the main theater of the opera house. The stage set for its first two monsters, a ring in the center, within the audience monsters and people from all over Transylvania fill the seats cheering on for the fight. We quickly run down to the front of the stage where out come Dracula and Frankenstein’s monsters jumping out at us and make the way to the ring. We quickly run backstage where from above the Phantom appears laughing at our fear and reassuring, we have nothing to be afraid of. His little show has just begun. We continue to run deeper backstage and into all hall of rooms where the fighters are preparing themselves. Doors open as small men and women with humps on their backs and hoods over their heads, each labeled “Igor” on their clothes. Confused and afraid we keep going down and into a grand room lit by candelabras flickering, along the walls around us statues of The Invisible Man, The Hunchback, Dr. Jekale, The Metaluna Mutant, and a Mole Person stand. We quietly make our way through, keeping eye on then granite pieces. Filling the air comes the phantoms voice introducing us to the past contestants of the Fright Club and once he speaks the statues come to life and jump at us forcing us to make out of there and back into the theater. A bright jumbotron sits in the stage, the audience gone, immediately the jumbotron comes on and the phantom shows himself, laughing at us and exclaims there is no escape for us, for what we are truly there for is to not just watch who becomes top fright but to be the prize for the winner. Out of nowhere a grand chandelier from the top of the theater comes crashing down, breaking down a hole at the bottom of the stage which turns into our escape route, the Phantom continuing to laugh behind us. Running down a dark hall monsters begin to appear from all around as the Phantom from above exclaims we are in the Monster Hall of Fame. One by one we maneuver around Dracula, Frankenstein’s monster and his bride, the great Priest Imhotep, the Wolfman and finally the creature from the Black Lagoon. We make our final escape running out a broken stained-glass window at the back of the Opera House, never looking back.
The Halloween event introduces guests to the world of classic monsters in a new light. The event sets off from a Vegas style Transylvania and explores each of the monsters in a deeper understanding where the guests can physically be there to experience just how much they can scare. With the blend of scare house and street events such a performance by Dj Igor and close encounters with other monsters out in the open this event goes above and beyond just blood and scares and drives it to what will feel like a once and a lifetime event. Now who will become top fright of the night will be up for the guests to decide.