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WALKERS AWAKENED

They were meant to be cured. Instead, they came back wrong.

Buried in the rotting basement levels of the Blacksite lies the discarded consequence of failed resurrection experiments—the Walkers. They were injected, revived, and abandoned when their minds didn’t return. But something else did.

These creatures don’t just crave flesh—they feed on fear. It seeps through your pores like perfume to them. The darker it gets, the closer they come. And in the Blacksite, it’s pitch black.

You'll step into winding corridors, crawling mazes, soaked with rot, filled with the twitching remnants of humanity. You’ll hear them before you see them—bones cracking, whispers in the dark, the wet drag of something that used to be alive.

To escape, you won’t just need courage.
You’ll need blood—not your own, but the blood of the dead. 

Don’t look back. They move faster when you do.

FEAR LEVEL

4/5

GORE

3/5

AGES

ALL

PHYSICALITY

3/5

* Some crawling, stairs and tight spaces.

4 person groups every few minutes.

WALKERS AWAKENED
SEE NO EVIL

On the blacksite's secret level, a classified project seeks to unlock a deeper sensory connection between the human mind and the things we can't—or shouldn't—see. It starts with silence. Then shadows. Then madness.

 

The idea is simple: strip away sight, and the body becomes more attuned to what surrounds it. But what you can't account for … is that something is waiting for its prey.

 

From the moment you take that first step into complete darkness, the world shifts. Your footing becomes unsure. The air thickens. And the rope? It starts to feel less like a guide and more like bait.

The walls breathe. The floor disappears. Beneath your knees is something slick and warm, like blood or bile or worse. The sounds around you aren't random—they whisper in patterns.

 

Something brushes your arm. A hand? A tail? Your mind fills in what your eyes can't.

And sometimes … the rope even tugs back.

FEAR LEVEL

2/5

GORE

3/5

AGES

ALL

PHYSICALITY

3/5

* Some crawling and ducking.

4 person groups every few minutes.

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SUB-LEVEL 6: ALIEN
AUTOPSY

WELCOME TO SUB-LEVEL 6. This is where the experiments went too far. Where science broke reality. And where they got out.

 

Guests descend into the lower levels of the blacksite facility—an abandoned research sector buried deep underground. Through fragmented rhymes and frantic warnings, the final alien autopsy victim will set you on a mission to save its human pet.

 

Beyond the victim lies a winding series of 8 rooms, each filled with disturbing booby-traps setup to stop you. The deeper you go, the more the environment twists.

 

The aliens—former test subjects—aren't there to kill. They're there to manipulate. Can you save the man in time or will the aliens turn you into the next test subject?

FEAR LEVEL

3/5

GORE

5/5

AGES

15+

PHYSICALITY

2/5

* Some stairs and tight spaces.

8 person groups.

KILLER CLOWN COLLECTIVE

Clowns haunt your nightmares ... we know they do.

But these clowns?

They never made it out of clown college.
They weren’t funny.
They weren’t friendly.


But they found a different kind of talent—killer games for broken souls.

 

Welcome to the Killer Clown Collective: four rooms, four games, and one simple rule—win, or don’t walk out. These washed-up jokers have rigged the rules, twisted childhood favourites into something cruel, and they’re watching—always watching—for anyone who doesn't play along.


Smile big and win at all costs ...

Because in this funhouse ...
🎈 The clowns don’t like losers.
And they’re not laughing.

FEAR LEVEL

2/5

GORE

1/5

AGES

ALL

PHYSICALITY

1/5

* Some stairs and tight spaces.

4 person groups every few minutes.

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SEE NO EVIL
SUB-LEVEL 6
KILLER CLOWN COLLECTIVE
PURGED
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PURGED: ADULT HIDE & SEEK

A blacksite trial, buried deep in conspiracy, where morality was stripped away to test the limits of human behaviour under complete lawlessness.

 

When the siren shrieks, that's when the game begins.

 

This is adult hide and seek with a killer twist. Your only objective is to avoid being captured. But every few minutes, a new purger joins the field—each one more aggressive, more chaotic, more unpredictable than the last. The longer you can run and hide, the more intense it gets.

 

If you're caught, you are captured.

 

Each has a mask, a method, a presence. Some stalk. Some sprint. Some toy with their prey. But all are ruthless, and just want a release from their personal prisons.

FEAR LEVEL

4/5

GORE

1/5

AGES

15+

PHYSICALITY

3/5

* Some fast movements, ducking and hiding.

8 person groups.

FRACTURED MINDS

Step inside the fractured mind of inmate John—a criminally insane patient whose memories are more dangerous than his crimes. This is no ordinary asylum. It’s a twisting psychological maze built from John’s worst experiences, violent fantasies, and the moments that broke him.

Each twist and turn is a chapter in John's story from a child becoming unglued to his reign as King of the Asylum.

 

From padded cells to patient-run rituals, nothing here is stable—except John’s belief that you belong here too.

Fractured Minds is a raw, relentless descent into a disturbed psyche. The deeper you go, the less you’ll know what’s real—and what’s in your head. Just remember: you're not walking through a haunted house. You're trapped inside one man’s madness.

FEAR LEVEL

3/5

GORE

0/5

AGES

ALL

PHYSICALITY

2/5

* Some fast movements and ducking.

4 person groups every few minutes.

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SACRED SEANCE

Deep in the Blacksite, the witches who once trafficked with the dead have been captured, chained, and forced to continue their forbidden craft. Their circle is unbroken—candles, blood, and the scratching planchette of a Ouija board—and through them, the veil between worlds is torn thin. You are not an observer here.

 

You are seated at their table, your presence fueling the ritual.

The air grows heavy as voices rise from beyond, some whispering, some screaming, and some desperate to claw their way through. The witch channels them with unholy precision, her hands trembling as the board begins to move on its own.

 

The séance is no performance—it is a summoning, and what answers may not want to leave.

This is no ordinary Halloween attraction. This is an encounter with the first and oldest horror: the spirits of the restless dead.

 

And everyone knows, the moment a Ouija board touches the table… something answers.

FEAR LEVEL

1/5

GORE

0/5

AGES

ALL

PHYSICALITY

1/5

10 person groups every 10 minutes.

FRACTURED MINDS
SACRED SEANCE
Z.E.R.O.
Zombie Escape Research Operation
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Buried in the heart of the Blacksite is a research wing where science lost control. You and your team are forced inside to face six locked chambers—six artifacts to recover before you can escape. Each room holds sinister secrets, experiments gone wrong, and the hungry dead waiting in the dark.

But the undead aren’t your only threat. The guards who once maintained order have long since abandoned their posts. Now, they roam the facility, toying with the unlucky souls who enter. They don’t care about rules—they care about amusement. For them, your terror is the game.

This is no ordinary escape room. The infected can bite from anywhere. The guards can strike without warning. Your team must work together, solve the puzzles, and collect the artifacts—or betray one another in hopes of surviving. In Z.E.R.O., the choice is simple: escape, sacrifice, or die.

FEAR LEVEL

3/5

GORE

5/5

AGES

15+

PHYSICALITY

1/5

* Some fast movements and no sight.

16 person groups.

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