Haunted Halls: Green Hills Sanitarium Walkthrough
Walkthrough menu, general tips.
- This is the Official Guide for Haunted Halls: Green Hills Sanitarium.
- Click on “Play” (A) to begin your adventure.
- The “options” (B) button allows you to adjust the screen, music, cursor, and sound.
- The “welcome” button (C) can be used to manage your profiles in the game.
- The “Extras” (D) button has a link that will take you to the Collector’s Edition version of this game.
- The “help” (E) button has a link that will take you to the Forums for this game.
- A cluster of red sparkles indicates a Hidden Object Scene which will grant an inventory item upon completion.
- A cluster of green sparkles is an area in which a puzzle is located.
- Click on the Eye Icon, when it appears, to take a closer look at a section.
- The Hand Icon allows you to pick up inventory items or explore certain areas.
- Inventory Items can be used more than once and will remain in your inventory until they are no longer of use.
- Inventory items will appear at the bottom of the scene (F). Use the arrows in your inventory tray to scroll through all the items you’ve collected.
- Open your “notes” (G), in the lower left, to find clues and read part of the story.
- To use an inventory item, select the one you want to use, drag it to the desired location, and click it into the spot in which you want it used.
- You can skip a mini-game once the “SKIP” button fills. The “SKIP” button only appears in mini-game sections; it is located in the lower right corner.
- You have unlimited hints in the game but you must wait for them to recharge between uses.
- Open the trunk on the left car to trigger a Hidden Object Scene.
- The BOOK OF MATCHES (A) will be added to inventory.
- Take the UMBRELLA (B) on the ground.
- Zoom into the bottom back side of the right car; use the UMBRELLA to take the VALVE (C).
- Go forward.
- Zoom into the NEWSPAPER (D) on the ground and take it.
- Go to the right of the building.
- Touch the snake on the floor and it will change into a HOSE (E); pick it up.
- Take the BOARD 1/3 (F) in the lower right.
- Zoom into the tree; take the EYE 1/6 (G).
- Go left and turn left by the building.
- Take the BOARD 2/3 (H) on the ground.
- Zoom into the top right side of the wall; take the CLIPPERS (I).
- Zoom into the niche on the right side of the wall (J); attach the VALVE and the HOSE to the spigot and take EYE 2/6 (K) in the grate.
- Click down and make a right.
- Zoom into the bushes in the lower right; cut the BRANCHES (L) with the CLIPPERS.
- Make a left, turn left by the building, and head right.
- Zoom into the hole in the ground; take the STONE and EYE 3/6 (M).
- Zoom into the roof; take BOARD 3/3 (N).
- Zoom into the pit below the tree; place the NEWSPAPER, 3 BOARDS, and the BOOK OF MATCHES in the pit to start a fire (O).
- Add the BRANCHES to the fire to smoke out the hive.
- Zoom into the hive and take the KEY (P).
- Click down and go forward to reach the graveyard.
- Zoom into the bust; Click on the left eye twice to take EYE 4/6 (Q).
- Throw the STONE at the crow and take EYE 5/6 (R) that falls on the ground.
- Click down twice and zoom into the front door; place the KEY in the keyhole.
- Turn the key twice.
- Take a closer look at the trashcan by the door; take EYE 6/6 (S).
- Zoom into the door again.
- Place the 6 EYES, starting with the gray eye, as shown on the screenshot.
- Use the arrows to move the eyes all the way to the bottom. If you get stuck, click on the RESET button in the upper right.
- Click, in the following order, on arrows 6, 4, 3, 7, 9, and 10 to solve the first round of this puzzle (A).
- Click, in the following order, on arrows K, L, L, J, M, M, I, I, H, H, P, Q, Q, R, T, C, C, U, and U to solve the following round of this puzzle (B).
- Click, in the following order, on arrows 16, 16, 15, 15, 15, 17, 14, 14, 14, 13, 12, 11, 11, 21, 22, 9, 9, 23, 23, 7, 7, 24, 24, 24, 8, 8, 8, 7, 7, 6, 6, 5, 25, 25, 25, 24, 24, 24, 6, 5, 27, 4, 4, 4, 27, 27, 27, 27, 28, 28, 4, 4, 4, 4, 2, 2, 1, 1, 29, 2, 29, 27, 27, 27, 27, 3, 3, 3, 3, 29, 29, 29, 30, 30, 30, 30, and 2 to solve the final round of this puzzle (C).
- Enter the building.
- Play the Hidden Object Scene to obtain MEDICAL CHART 1 (A).
- Take the NET (B) in the locker.
- Zoom in by the lamp above the sacks; take the CACTUS (C).
- Zoom in by the coffee pot above the sacks; take the BOOK 1/4 (D).
- Go through the door.
- Take BOOK 2/4 (E) on the ground.
- Place MEDICAL CHART 1 on the right door and go through it (F).
- Take the TRIDENT (G) on the left wall.
- Collect the 3 STARFISH marked in yellow.
- Plug the 3 small holes marked in green on the wall with the 3 STARFISH.
- Zoom into the shelf on the back wall; take the FLYPAPER (H).
- Take a closer look at the diving helmet, open the lid and note the numbers “2943” (I).
- Use the NET to catch the FISH in the fish bowl (J).
- Place the FISH in the left side of the water and the eel will disappear.
- Click down and go into the far left door.
- Play the Hidden Object Scene to obtain the KNIFE (L).
- Take the SUGAR (M) in the lower left.
- Zoom into the desk; take BOOK 3/4 (N).
- Open the drawer; the note inside says “per aspera ad astra” (O).
- Place the TRIDENT in Neptune’s hand and a safe will appear on the right side of the wall.
- Take a closer look at the keypad and enter the numbers 2943 (P).
- Press the red button and take MEDICAL CHART 7 (Q) and MEDICAL CHART 2 (R) inside the safe.
- Click down twice to access the reception area.
- Zoom into the bottom of the sacks; cut the sack with the KNIFE and take BOOK 4/4 (S).
- Return to Neptune’s room.
- Take a closer look at the right bookcase; place the 4 BOOKS into the empty slots that match the book colors.
- Spell out the words “Per aspera as astra” by swapping the books around.
- Go through the hidden entrance.
- Take the BRUSH (T) on the ground.
- Zoom into the poison bottle on the table; take the top off the bottle.
- Place the SUGAR on the bottle to create the POISONED SUGAR (U).
- Look at the drawer on the right; take the SWITCH (V). Note the image carved inside the drawer (W).
- Zoom into the back door (X).
- Change the image to match the one carved inside the drawer.
- Click on 2 pieces within the same disk to swap their positions. Once a disk is set, rotate it to the correct position.
- Please look at the screenshot for the solution (Y).
- Play the Hidden Object Scene to obtain MEDICAL CHART 3 (Z).
- Take a closer look at Tim; take the KEYS (1) in his pocket.
- When you click on Tim again, a puzzle (2) will appear; leave it be for now.
- Click down twice.
- Play the Hidden Object Scene in Neptune’s room to obtain the CORKSCREW (3).
- Play the Hidden Object Scene to obtain the KEY (4).
- Click down.
- Zoom into the pipe on the right side of the building; use the CORKSCREW to obtain the PUMP PLUG (A).
- Zoom into the right car’s door; place the KEYS in the lock and take MEDICAL CHART 4 (B).
- Play the Hidden Object Scene by the left car to obtain the WEIGHT (C).
- Go forward and then right.
- Zoom into the right door; place the key in the lock.
- Turn the key in the lock 3 times and go inside.
- Open the right locker to trigger a Hidden Object Scene; the FUSE (D) will be added to inventory.
- Take the DYNAMO (E) on the floor.
- Look at the fuses on the left; place the FUSE in the empty slot (F).
- Take a closer look at the switches on the right; place the SWITCH in the empty slot (G).
- Flip the switch; this action lights up the room on the left side of the main hallway inside the asylum.
- Play the second Hidden Object Scene by the lockers to obtain the RUBBER TUBING GLOVES (H).
- Return to the hallway inside the asylum and go into the left door.
- Place the DYNAMO on the apparatus on the left (I).
- Zoom into the cabinet on the back wall; take the WIRES with the RUBBER TUBING GLOVES (J).
- Go into the right door.
- Place the PUMP PLUG into the large pipe in the upper left (K).
- Zoom into the pump on the ground; clean the 3 dirty areas there with the BRUSH.
- Press the RED BUTTON to suck all the water out.
- The DOLPHIN PUZZLE will be added to inventory once you save the man.
- Place MEDICAL CHART 2 on the far right door and go inside.
- Zoom into the ceiling to access a puzzle.
- Right-click on a piece to rotate it while it is in the center of the puzzle.
- Assemble the spider web according to the image in the screenshot (L).
- Grab a WORM (M) on the ground.
- Zoom into the ant hill; place the POISONED SUGAR on the ants (N).
- Zoom into the hook in the ceiling; place the FLYPAPER on the hook and take a FLY (O).
- Return to the Graveyard.
- Give the WORM to the crow (P).
- Catch the CROW with the NET once it goes down to the ground to eat the worm (Q).
- Return to chamber 2 inside the asylum.
- Put the CROW on the ground so it can eat the worms (M).
- You’ve saved the man in the room; the SPIDER PUZZLE will be added to inventory.
- Exit this room and go down to the basement where Tim is.
- Play the Hidden Object Scene to obtain the MALLET (R).
- Return to the hallway upstairs.
- Break the lights in the ceiling with the MALLET (S).
- Place the WIRES on the lights to remove the monster.
- Take the RUG (T) on the ground.
- Give the FLY to the frog (A).
- Zoom into the lower right; take the SNAIL (B).
- Place the WEIGHT on the octopus to get rid of it (C).
- Place the RUG on the ground (D).
- Take MEDICAL CHART 5 on the wall by the door (E).
- Go through the door to reach the second hallway.
- Look closer at the camel; give it the CACTUS and the mailbox on the left will open (F).
- Zoom into the mailbox and take the SEALED ENVELOPE (G).
- Place MEDICAL CHART 3 on the left door and go inside (3).
- Zoom into the train on the right; take the DEAD BATTERY (H).
- Click down 3 times and go into the left door.
- Zoom into the controls in the lower left; place the DEAD BATTERY in the charger and take the CHARGED BATTERY (I).
- Return to the second hallway.
- Place MEDICAL CHART 4 on the right door and go inside.
- Play the puzzle on the left.
- Click on the wires to rotate them.
- Connect the wires as shown in the screenshot (J).
- Break the 3 mirrors marked in red with the MALLET.
- Zoom into the base on the left; take the MEDALLION (K).
- Zoom into the dresser next to the bed and take the ROSE OIL (L).
- Exit this scene and place MEDICAL CHART 5 on the far left door.
- Go inside the far left door to access the stamp room (M).
- Play the Hidden Object Scene on the left to obtain the BRASS LOBSTER (N).
- Zoom into the puzzle on the right side of the wall.
- Move the main stamp to the exit on the right.
- Complete four rounds to beat this puzzle.
- This solution is for the first round of this puzzle (1).
- This solution is for the second round of this puzzle (2).
- This solution is for the third round of this puzzle (3).
- This solution is for the fourth round of this puzzle (4).
- The SHIP STAMP will be added to inventory once you complete the puzzle.
- Take the POLISH on the ground (1).
- Return to the reception area with the pile of sacks.
- Zoom into the coffee pot; click on the button so steam appears.
- Place the SEALED ENVELOPE over the steam to obtain the CHILD’S STAMP (2).
- Click down, go left by the building, and head right.
- Zoom into the roses on the left; place the ROSE OIL over it and catch the BUTTERFLY (3) using the NET.
- Click down and go forward.
- Zoom into the brass lobster door on the left; place the BRASS LOBSTER over the door and go inside (4).
- Take the MAGNET (5) on the left.
- Zoom into the plaque in the lower right; put the MEDALLION in the ring and take the DRIED FLOWERS (6).
- Click on the sparkly area to trigger a puzzle.
- Assemble both sides of the locket using the image in the screenshot (A). Correct pieces will lock into place.
- The MEDALLION will go back into inventory after the puzzle has been completed.
- Go into the asylum’s first hall and go forward.
- Zoom into the bars on the left; use the MAGNET to obtain the TRAY (B).
- Go forward and enter the far left door (C).
- Play the Hidden Object Scene to obtain the BLANK STAMP (D).
- Zoom into the paints; place the DRIED FLOWERS on the paint to create the BRIGHT FLOWERS (E).
- Zoom into the left pedestal and place the CHILD’S STAMP on the book (F).
- Zoom into the middle pedestal; Place the SHIP STAMP in the book (G).
- Zoom into the right pedestal; place the BLANK STAMP in the book; then place the BUTTERFLY over the blank stamp (H).
- The STAMP PUZZLE will be added to inventory.
- Click down and go into the left door.
- Look at the jack in the box; click on it and take the LEVER (1).
- Zoom into the control on the ground; place the LEVER and then click on it (2).
- Look closer at the train.
- Put the CHARGED BATTERY on the train and close the lid.
- Click on the train to move it (3).
- Zoom into the back of the train once it comes forward.
- Open the back compartment and take the CARROT (4).
- Give the CARROT to the rabbit on the right (5).
- Give the BRIGHT FLOWERS to the doll (6).
- The DOLL PUZZLE (7) will be added to inventory.
- Click on the doll to receive the DRESS (8).
- Exit this room and go into the right door.
- Place the TRAY on the hook in the back wall (9).
- Spray the TRAY with the POLISH.
- Give the MEDALLION to the girl on the bed (10).
- Give the DRESS to the girl on the bed.
- The MIRROR PUZZLE will be added to inventory.
- Return to the basement where Tim is.
- Zoom into Tim; place the MIRROR PUZZLE, STAMP PUZZLE, DOLL PUZZLE, SPIDER PUZZLE, and DOLPHIN PUZZLE into the appropriate slots (1).
- Zoom into the back panel and take the 2 THUMBS (2).
- Leave the building and head right.
- Zoom into the left door.
- Place both THUMBS on the door and go inside (3).
- Play the Hidden Object Scene to obtain MEDICAL CHART 8 (8).
- Zoom into the left lamp on the ground.
- Click on the lamp cover and take the LIGHTBULB (A).
- Go through the right entrance.
- Take the ENGINE ROTOR (B) on the ground.
- Go into the operating room on the left (C).
- Open the red cabinet in the upper right to trigger a Hidden Object Scene; the ELEVATOR BUTTON (D) will be added to inventory.
- Zoom into the tray on the right; take the SAW (E) and the CHISEL (F).
- Grab the SYRINGE (G) in the lower left.
- Take the ENGINE ACCUMULATOR (H) next to the bed.
- Zoom into the small cabinet; put the SYRINGE on the gooey mess, after the plant grows, to obtain the FULL SYRINGE (I).
- Go into the far left door (J).
- Play the Hidden Object Scene to obtain the RIFLE (K).
- Zoom into the base of the tree; cut the (1, 2, and 3) trunk with the CHISEL and take the BARK BEETLE (L).
- Zoom into the hole in the tree; give the WOODPECKER the BARK BEETLE and grab the WOODPECKER (M) using the NET.
- Return to the operating room.
- Place the RIFLE on the left cabinet and take the MANHOLE HANDLE (N).
- Zoom into the puppet; place the FULL SYRINGE on the puppet and the HALF-FULL SYRINGE will be added to inventory (O).
- Place the WOODPECKER on the puppet’s nose.
- Take the FLUTE using the SAW. This action triggers a Hidden Object Scene.
- The FUNNEL (P) will be added to inventory after your search.
- Exit this building and enter the building on the right.
- Place the MANHOLE HANDLE on the manhole and go inside (Q).
- Take the ENGINE TANK (R) on the ground.
- Place the HALF-FULL SYRINGE on the plant (S).
- Zoom into the cabinet, open the door and take the ENGINE (T).
- Exit this building and return to the picnic area in the next building.
- Play the Hidden Object Scene to obtain the TOKEN (U).
- Leave this building and enter the next one.
- Zoom into the jukebox and place the TOKEN in the slot (V).
- The plant will go through the ceiling and freeze.
- Break the frozen plant with the MALLET to obtain the VALVE HANDLE (W).
- Return to the next building.
- Place MEDICAL CHART 7 on the right door and enter the elevator (X).
- Take the ENGINE GENERATOR in the lower right (1).
- Take the ENGINE CONSOLE on the left (2).
- Place the VALVE HANDLE on the elevator and go in (3).
- Take the BRUSH (4) on the ground.
- Take the ENGINE FILTER (5) on the ground.
- Exit the elevator.
- Place MEDICAL CHART 8 on the left door and then go inside (8).
- Take MEDICAL CHART 6 on the ground (6). This action triggers a search scene in the hallway.
- Play the Hidden Object Scene in the upper right to obtain the GAS CAN (A).
- Go into the left door. Click on the lift in the lower right.
- Place the following items into their matching silhouettes: ENGINE GENERATOR (1), ENGINE ACCUMULATOR (2), ENGINE (3), ENGINE FILTER (4), ENGINE CONSOLE (5), ENGINE TANK (6), and ENGINE ROTOR (7).
- Now assemble the engine on the lift in the order shown in the screenshot.
- Zoom into the tank on the left; place the FLUTE over the hose (1).
- Place the FUNNEL on the generator (2).
- Pour the GAS CAN into the funnel (3).
- Click on the generator and the man will come forward.
- The BIRD PUZZLE will be added to inventory.
- Return to the stamp room in the second hallway of the main building.
- Zoom into the paints; dip the BRUSH into the paint to obtain BRUSH WITH PAINT (A).
- Zoom into the far right door.
- Put MEDICAL CHART 6 on the door and go inside (6).
- Give the SNAIL to the duck (B).
- Zoom into the back door to trigger a puzzle (C).
- Fit all the stamps inside the box according to the image in the screenshot (D).
- Play the Hidden Object Scene to obtain the CROWBAR (E).
- Exit this room.
- Place the CROWBAR on the trap (F) around the legs on the ground.
- Play the Hidden Object Scene to obtain the WIRE CUTTERS (G).
- Cut the wires above the man with the WIRE CUTTERS to save him (1).
- He will give you the EYE PUZZLE.
- Exit this scene and return to the elevator in the other building (hand on doors).
- Go into the elevator.
- Give the BRUSH WITH PAINT to the man (2) so he can paint a door in which to exit.
- Click on the lever on the left (3) to access a puzzle.
- Place the LIGHTBULB and ELEVATOR BUTTON on the panel to activate the puzzle.
- The solution for the puzzle is scribbled on the right wall. The light bulb in the top left will light up green when a correct sequence has been given, and red when an incorrect sequence has been given.
- Click, in the following order, on buttons L3, L3, L3, L1, L1, L1, L1, L2, B2, B2, and H.
- The WALL PUZZLE will be added to inventory after the puzzle has been completed.
- Zoom into Tim; place the EYE PUZZLE, WALL PUZZLE, and BIRD PUZZLE into the appropriate slots, cutting the electricity to the asylum fence (A).
- Exit the building and head left. Go through the fence on the left (B).
- Play the Hidden Object Scene to obtain the BAT (C).
- Zoom into the door on the right; place the BAT on the door and go inside (D).
- Zoom into the mummy on the back wall and take the ACCESS CARD (E).
- Go through the fence again.
- Zoom into the panel on the right.
- Place the ACCESS CARD on the keypad and then go through the door (F).
- Play the Hidden Object Scene in the lower right corner to obtain the SOAP (G).
- Go through the left door.
- Play the Hidden Object Scene to obtain the FLASK (H).
- Zoom into the statue on the left; place the SOAP on the finger and take the RING (I).
- Zoom into the chair; place the RING on the PEN to obtain the GLASS CUTTER (J).
- Cut the glass dome with the makeshift GLASS CUTTER.
- Push the button to open the other door in the hallway (K).
- Zoom into the left tree; take the LEMON (L).
- Zoom into the water cooler; place the FLASK on the cooler and pull the right handle (M).
- Place the LEMON on the flask and take the LEMONADE.
- Go into the left door.
- Play the Hidden Object Scene on the right to obtain the KEYBOARD. (N).
- Click down and go into the right door.
- Take the NUMBER (7) on the desk.
- Play the Hidden Object Scene in the lower right corner (O).
- The GLASSES (P) will be added to inventory after your search.
- Go to the graveyard and enter the left door.
- Zoom into the sparkly area; place the NUMBER on the plaque to activate the puzzle.
- Move the tiles around until you form the dates “1952-2007.”
- Take MEDICAL CHART 9 after the puzzle has been solved.
- Click down twice and go through the fence.
- Play the Hidden Object Scene to obtain the VALVE (Q).
- Go forward and through the right door.
- Take a closer look at the right wall; place the VALVE on the pipe (R).
- Zoom into the sparkly area to access the puzzle.
- Trap the person hiding under the ceiling tiles by blocking their way.
- Click on a tile you want to block; water will spray on that spot, darkening it.
- Do not let the person reach the corners of the ceiling or you will lose that round.
- It is better to block off the corners of the ceiling first and work your way in.
- Once you’ve blocked the person in, start closing the tiles in around them until they have no place else to go.
- Take the WOODEN AMULET (S) that falls on the ground.
- Place MEDICAL CHART 9 on the left door and go inside (9).
- Give the man his glasses (G).
- Place the KEYBOARD on the desk (K).
- Zoom into the notebook.
- Spill the LEMONADE onto the notebook pages (L).
- The PEN PUZZLE will be added to inventory.
- Go to the room with the jukebox.
- Go into the manhole.
- Click on the stove’s lever.
- Toss the WOODEN AMULET in the fire and then take the KEY (K) with the CROWBAR.
- Return to the bat building by the graveyard.
- Zoom into the tomb in the upper right; open it with the KEY and take MEDICAL CHART 10 (10).
- Go through the fence, go forward, and enter the right door.
- Place MEDICAL CHART 10 on the right door and go inside (10).
- Take a closer look at the box on the left; open it with the CROWBAR and take the DYNAMITE (D).
- Zoom into the crack on the back of the floor; place the DYNAMITE in the hole (E).
- The BULLET PUZZLE will be added to inventory.
- Return to the main building.
- Go into the first hallway.
- Go into the far left door and all the way down to reach Tim.
- Zoom into Tim; place the PEN PUZZLE and the BULLET PUZZLE into the appropriate slots to complete the puzzle.
- Follow Tim through the right door (A).
- Go through the right door.
- Play the Hidden Object Scene to obtain the CHIP (B).
- Zoom into the panel in the upper left; place the CHIP in the slot (C).
- Play the Hidden Object Scene to obtain the SMALL LIGHT BULB (D).
- Zoom into the apparatus in the lower left; place the SMALL LIGHT BULB in the slot (E).
- Go through the door (F).
- Click on the puzzle on the left.
- Look at the lights on the console.
- Reproduce the light sequence you are shown.
- If you make a mistake, a red light will appear on the right; get three red lights and you will have to start over from the beginning.
- The sequences are random; solve 10 rounds to win the game.
- Congratulations! You’ve completed Haunted Halls: Green Hills Sanitarium!
Created at: 2010-11-26
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Ghost story: The haunting of a Staten Island catering hall by the ‘lady in the portrait’
- Published: Oct. 16, 2023, 5:30 a.m.
Historic Old Bermuda Inn, Rossville, is rumored to be haunted by the figure in this portrait, Martha Mersereau. (Staten Island Advance/Pamela Silvestri)
- Pamela Silvestri | [email protected]
STATEN ISLAND, N.Y. — Bubbly conversation and clinking glassware sounds generally play in the backdrop at The Historic Old Bermuda Inn. Although sometimes at the Rossville catering hall, rumors of its resident ghost slip into the lively chatter.
“It’s the spirit of Martha Mersereau, they say. She’s the lady in the portrait,” offers Cindy Brennan, the Old Bermuda’s general manager.
Mersereau once lived in the antebellum-period mansion around which the modern structure is built, Brennan explains.
According to Advance records, Mersereau died in her home in 1860. Depending on the source, her husband’s name varies: it could be Peter, John or William. But anecdotal accounts are in accord: the lady of the house suffered from a broken heart when her man never returned from the Civil War.
With that nugget of history, a haunting tale begins on Staten Island.
An archived Advance article notes, “Stories have been told of seeing the young woman walking through dining areas and appearing on the stairs. Some say that you can feel as though she is there watching over you. Cold wind and shattering lights are just some of the things that witnesses have reported.”
The hallway in the old portion of the Old Bermuda in front of Mersereau's portrait. (Staten Island Advance/Pamela Silvestri)
As per CitySignal.com , some thing purloined items from the kitchen. Past guests and staff claim witness to a woman peering down from an upstairs window.
In the past few decades, Brennan says paranormal experts have camped out in the Inn overnight. She’s watched ghost busters hunt for cold spots, physical phenomena supposedly connected to the ethereal.
One account by GhostQuestUSA on YoutTube lists Old Bermuda Inn as Number 10 on its list of “Top 13 Most Haunted Places on Staten Island.”
Its narrator prattles, “Her spirit is often seen by guests throughout the Inn especially on the second floor in the bedroom where she died. Workers performing renovations on the Inn also report hearing strange sounds coming from vacant areas as well as feeling the presence of an unseen entity.”
The catering hall gets into the Halloween spirit with a pirate's station — treasure and rum-soaked skeleton included. (Staten Island Advance/Pamela Silvestri)
WHO IS IN THE SHADOWS?
Constructed in 1832 with fluted columns and a sweeping view of the Arthur Kill, the Mersereau manse became a boardinghouse about a century later. Funeral director John Vincent Scalia and interior decorator George Burke purchased the property in 1984. The transaction earned them a horse corral and barn with a handsome, whitewashed building parsed into four units.
Scalia and Burke rehabilitated the house, restoring its wooden floors and plaster moldings. Eventually they expanded into a cupola-topped dining room dubbed “The Conservatory.”
With Burke’s antiques and the digs’ historic vibe, an upscale restaurant with a formal dress code was borne in 1988 — Burke’s Landing. Servers navigated tables in hoop skirts and Burke flitted through dining rooms to greet guests in a cape.
Within a few years, large parties eclipsed the a la carte dining scene.
Chef Marta Viguri and Burke's Landing host and co-owner George Burke in what is called "The Conservatory." (Staten Island Advance File Photo) Staten Island Advance
While catered affairs now dominate the daily schedule at The Old Bermuda, its Sunday “Champagne Brunch” persists from the former Burke’s Landing days. These feasts take place downstairs in the historic portion of the venue. Weddings and other affairs carry on in another wing with a second floor and its outdoor veranda.
In the midst of the happy hullaballo, Martha Mersereau is remembered — memorialized, in fact. Her colorful portrait is hung in a hallway covered with floral wallpaper, just a few steps away from the busy brunch scene.
Brunch is located in the older portion of the Inn where the Messereau home's original columns are part of the room's design. (Staten Island Advance/Pamela Silvestri)
As a 33-year veteran of the Inn, does Brennan believe in ghost tales...or that a feminine phantom lurks in the shadows outside her office?
She confesses to be a non-believer in the supernatural — although Martha’s painting inexplicably burst into flames one night several years ago. The episode left singe marks behind to prove it.
“People say her eyes follow them as they walk down the hallway or go upstairs...but who knows?” she says with a shrug.
Pumpkins and candles deck the halls of the Inn which hosts an annual Freaky Friday dance and "Boo" Brunch. (Staten Island Advance/Pamela Silvestri)
She adds, “On a more practical note, the catering hall is a charming place and Halloween is a particularly festive occasion here.”
A Freaky Friday dance party happens on Friday, Oct. 27 from 8 p.m. until the witching hour. For $75 a guest, preferably dressed for the occasion, it includes a full bar and buffet, plus prizes for the best outfit.
Sunday’s “Boo Brunch” on Oct. 29 opens at 11 a.m. That package is $42 for adults with the buffet and a complimentary mimosa or Bloody Mary. Children eat and drink for $28 each and can enjoy games. Activities include a decorate-you-own white or orange pumpkin. Every child wins a prize and every person can wear a costume, Brennan says.
She encourages, “Even the adults can dress up. And it would be pretty cool to see people in hoop skirts again!”
Pamela Silvestri is Advance Food/Silive.com Editor. She can be reached at [email protected] .
Sandy Salerno shows off the Inn's fall-ish flare in the main lobby of the building as the catering hall prepares for its upcoming Freaky Friday dance and big "Boo Brunch" later this month. (Staten Island Advance/Pamela Silvestri)
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Hall of Horrors brings carnival games, bounce house and haunting fun to Hayden
John F. Russell
The idea of creating the Hayden Hall of Horrors has been bouncing around in Caleb Cagle’s head for more than a year.
“I’m from the East Coast where Halloween and haunted houses and corn mazes and all that stuff is a big deal,” Cagle said. “I’ve been out here for a few years and realize that there just wasn’t really anything like that here, and I have been trying to figure out how to do something.”
Cagle, who owns Sassquatch Party Rentals, reached out using a Facebook page to see if there was interest from other community members. He got the attention of Liz Spinnazola, who owns Manes & More by Mermaid, and she came on board to help with the haunted house. He also teamed up with Katie Moore Thornton to help support her event, Witches Night Out, with hopes of building more community excitement around the spooky holiday.
“Liz had expressed interest on the post in helping out, and we just kind of really hit it off and decided to put it on together,” Cagle said. “I really wanted to try and involve the local nonprofits, so we could get the community involved and make it an event for the whole valley.”
The Hayden Hall of Horrors will take place from 5-10 p.m. Oct. 28 through Oct. 31 in the exhibit hall at the Routt County Fairgrounds in Hayden. The event will include carnival games, bounce houses and a haunted house inside the hall. Outside, there will be a gel blaster zombie survival arena and food trucks.
For $5 visitors can enjoy the bounce houses, with half the proceeds going to nonprofits. For $10 visitors can make their way through the haunted house, or for $20 they can go through the haunted house as many times as they want.
Cagle said the haunted house will be set up in two separate sections, allowing those that are too frightened, or may have issues with strobe lights, to exit halfway through. Those looking for a few more frightening moments can continue. The zombie survival arena is $10 and visitors will need to purchase tokens for the carnival games.
Cagle said the week with also be filled with special events. He said competitors in the contests can sign up Oct. 28. The best pumpkin pie contest and pumpkin pie eating contest will take place at 8 p.m. Oct. 29, and the creative pumpkin contest will take place at 8 p.m. Oct. 30.
Hayden will also celebrate the Halloween spirit with Witches Night Out from 5-9 p.m. Oct. 30 at the Hayden Granary, which promises desserts, drinks, witchy fun and prizes for the best-dressed witch. To support that event, the Hayden Hall of Horrors will offer anyone dressed up as a witch on that day half off — and will also crown the worst-dressed witch with an award at 9:15 p.m.
The special events will shift into high gear at the Hayden Hall of Horrors on Halloween night with trick-or-treating beginning at 5 p.m. followed by the best pet costume contest at 6:30 p.m., and then the best kid costume contest at 7 p.m. Best adult costume will be awarded at 7:30 p.m.
“We threw this together in less than eight weeks this year, but we’re excited to be doing something,” Cagle said. “We’ll have an entire year to plan for the next one, and this is definitely going to become an annual event.”
John F. Russell is the business reporter at the Steamboat Pilot & Today. To reach him, call 970-871-4209, email [email protected] or follow him on Twitter @Framp1966.
Obituary: Patricia Woodcock
Oct 13, 2023
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The Untold Story of the Cemetery Beside San Francisco City Hall
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City Guides tour guide Rob Spoor has been giving walking tours for 42 years—almost as long as the volunteer organization itself has existed. His original tour was the same one that got the nonprofit started: the history of City Hall .
But after years of giving the same tour and telling the same macabre stories like those of the assassinations of Harvey Milk and George Moscone—two politicians slain under the golden dome—something strange happened. People began coming to Spoor with ghost stories.
San Francisco’s civic seat sits next to what was the city’s first municipal graveyard, Yerba Buena Cemetery, and Spoor attributes the paranormal activity to the site’s historic location. Spoor decided that City Hall deserved a separate ghost tour, which he designed and led for some 15 years before it went on hiatus due to the pandemic.
It all began with a deputy sheriff, who pulled Spoor aside to tell him about his supernatural encounters. He rattled off what the volunteer tour guide called “an encyclopedia of paranormal activity,” including hearing voices and footsteps when no one was present, office chairs rattling and clanking around in empty rooms and bathroom faucets turning on and off on their own.
As Spoor developed his haunted tour of City Hall, more and more people came to him with stories, in particular maintenance and cleaning crew, who often work the graveyard shift (no pun intended).
They reported the metal detectors on Polk Street going off in the wee hours of the morning when no one was around to trigger them, people feeling their hair move as if someone had run their fingers through it and custodians trying to open bathroom doors that pushed back.
But perhaps the creepiest tale Spoor told involves a different, then-recently hired deputy sheriff who dismissed the haunting rumors as nonsense, just a lame way to scare the new guy around.
“About six months later, he was walking down a hallway checking doors to make sure they were locked,” Spoor said. “All of a sudden, he felt a rush of air against his cheek and then in his ear—and I mean directly into his ear—a voice said, Now you know .”
Spoor has had his own chilling encounters, too.
At one point, he was speaking with a City Hall employee about building up his ghost tour when he said a motion-activated light came on in the storage room next to them. There was no one inside the locked room, and it only had one door.
Another time, while he was giving his ghost tour, he recalls feeling someone poke him in the back. But when he turned around to apologize for getting in someone’s way, he said there was no one there.
Spoor became so entranced with the accumulating stories—and his own encounters—that at one point he brought along a psychic to assess the building as part of his research.
“We got to a certain spot on the second floor, and [the psychic] said, ‘This is really bad, we have to get out of here and it’s very powerful,’” Spoor recounted. The pair was standing next to the spot where the former mayor had been assassinated.
The psychic, a foreigner who had recently arrived in the country, could not have known about the Moscone and Milk assassinations, Spoor said. But it’s not only this dark chapter of San Francisco history that Spoor believes spurs the haunted happenings—it’s the much earlier legacy of the local cemetery.
Yerba Buena cemetery opened in 1850, was full by 1858 and remained in place until around 1868, said Beth Winegarner , author of San Francisco’s Forgotten Cemeteries: A Buried History . Bounded by Larkin, McAllister and Market, the Yerba Buena Cemetery is under what is today the Main Branch of the San Francisco Public Library.
“But just because it was not literally under the current City Hall doesn’t mean there aren’t angry ghosts,” Winegarner said.
In the 1860s and 1870s, as the population of San Francisco exploded due to the Gold Rush, a search began for a new site for the City Hall. With space at a premium, the old cemetery became a prime candidate as a large piece of land with an unpopular use (graveyards at that time were thought to be vectors of disease).
The buried bodies, around 7,000 in total, were supposed to be moved to other cemeteries.
“The truth is that most of the people buried at Yerba Buena are still there,” Winegarner said. It’s not the first time grave sites have not been properly moved out of San Francisco.
It took 25 years to complete the elaborate City Hall—which, at the time, was the largest municipal building west of Chicago—on top of San Francisco’s first municipal cemetery. Yet, it hadn’t been standing a decade before it was reduced to ruins by the 1906 Great Earthquake and Fire. Our present-day City Hall, which opened in 1915, was constructed adjacent to the previous one—and the cemetery—which is now the site of the Main Library.
During the library’s construction, numerous bone fragments as well as Chinese coins and jewelry were found in the ground. In the early 2000s, 97 bodies were unearthed during renovations of the Asian Art Museum, Winegarner said, and were reinterred at Cypress Lawn in Colma, a suburb south of the city that’s become known as San Francisco’s “city of the dead.”
“If you go there now, there’s no sign of it,” said Winegarner of the historic cemetery that held some of the first souls to build the city. “I would love to see some sort of marker that this could have been the first city cemetery.”
Julie Zigoris can be reached at [email protected]
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Electrostal History and Art Museum
Electrostal History and Art Museum - All You Need to Know BEFORE You Go (with Photos)
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Electrostal History and Art Museum Information
Haunted Hall is the twenty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest and the second level of Gloomy Gulch . It is also the last rollercoaster stage and the only level in an old, abandoned library setting. As such, Diddy and Dixie ride a Roller Coaster throughout most of the level. Kackles are the main enemy in Haunted Hall, where they make their first and only appearance. There are four Kackles in the stage, and each of wear a uniquely colored bandana. They are encountered in order from blue, green, yellow and dark red. In the Game Boy Advance version, every one wears a blue bandana. Each Kackle has their own portion contained between two gates. As soon as the Kongs go through an entry gate, a countdown timer appears on the screen, and a Kackle begins to chase them. The Kongs must prevent it from running out, because if it does, the Kackle briefly materializes and injures one of the Kongs.
The Kongs can counteract the countdown timer by running into Plus Barrels , which increase the timer. At the same time, however, Diddy and Dixie must avoid hitting the antonymous Minus Barrels. In the later parts of Haunted Hall, some of the Plus Barrels are harder to reach, and in some cases, both a Plus and Minus Barrel are grouped together. Nothing happens if both are simultaneously hit, as this negates the effect of both.
Haunted Hall is one of two levels (the other being Castle Crush ) without an identically-named level in Donkey Kong Land 2 . Haunted Hall was replaced with the generic amusement rollercoaster stage, Krazy Koaster . Since the world map of Gloomy Gulch remained unaltered, Krazy Koaster is erroneously shown from it to take place in the same abandoned building as Haunted Hall.
- 1 Level layout
- 4 End of Level Target prizes
- 5.1 Bonus Areas
- 5.2 KONG Letters
- 5.3 Collectibles
- 6.1 Super Nintendo
- 6.2 Game Boy Advance
- 6.3 Artwork
- 7 Names in other languages
Level layout [ edit ]
The level begins on a large, wooden platform with a gap ahead of it. Two hooks are above the gap to aid the heroes in crossing. Inside of this gap, the Kongs can find a Dixie Barrel that is able to fire them to a golden feather , and then back onto the starting platform. A track is also on the other side of the pit with a Roller Coaster on it. As soon as the cart is entered, it begins to move and take the Kongs along a bumpy path to a small ramp with the first DK Barrel near it. There is a gate near here. When it is entered, a Kackle with a blue bandanna starts to chase the primates. As it chases them, the heroes ride up a hill towards a Plus Barrel, followed by another on the bumpy track. A gap is right after this with the letter K above it. As the two friends travel farther ahead, they ride up a hill with another Plus Barrel on it. The track soon flattens out. As the Roller Coaster moves along it, it approaches two Minus Barrels with only a small space between them. A gate is after the pair, and when it is passed through, the Kackle ceases to chase them.
A bumpy path is after here. A hill is at the end of it that pulls the heroes downwards. As they ride down the hill, they can notice a separate track hidden nearby that leads to two Bonus Levels . If the miss this track, they ride across a track with two Zingers above it. Shortly after passing the two foes, they ride through the second gate, causing the second Kackle to chase them. Upon entering the gate, they ride up and down a large hill. A Plus Barrel is on the way down it, while another is at the bottom of the hill. Three more Plus Barrels are along the bumpy trail ahead, but each of them only replenish a few seconds. After the third barrel, the Kongs ride up a hill and approach a gap that they must pass. They ride down a hill after this, traveling towards another Plus Barrel. There is a small gap ahead, but a lower track is in it. A Banana Coin sits on it. Once this small section is passed, the primates come up to a Plus Barrel, followed by another just before a gap with the letter O in it. A Plus Barrel is also at the edge of the other side of the gap. A gate is just ahead of here, and the Kackle stops chasing them when it is passed. The level's Star Barrel floats at the top of a hill found after here.
After the Kongs ride down this hill and then wind up another, they come across a gate. Once it is passed and the heroes ride down to the bottom of a hill, a Kackle pursues them again. It chases them into an area full of Minus Barrels, which only decrease the thirty seconds that they begin the area with. They ride towards a pair of Minus Barrels at the start of this chase. A small gap is between the objects. Three more Minus Barrels are along a rather flat part of the track found just after a larger gap. An even larger abyss is after these barrels, but a piece of a track is in it with a Banana Coin on it, so the heroes can cross. A Minus Barrel hangs off the edge of the track right after these gaps. Soon, the primates ride down a small hill leading towards a Minus Barrel with the letter N next to it. An abyss follows here with one more Minus Barrel found in the air at the other side of it. Once they pass this, they travel towards another gate. The Kackle stops chasing them when it is passed. A bumpy track is ahead of here. There are two more tracks found separate from each other nearby. The bottom route leads to a Bonus Level, while the top one leads over a tunnel towards some Zingers. Once they pass this area, they wind over a small hill and pass through another gate. As a result, a Kackle chases them into an area with a mixture of Plus and Minus Barrels in it. A Plus and a Minus Barrel can be found just ahead of here, and they are placed right next to each other.
Two small gaps are after the barrels, and a track is between the two gaps with a Plus Barrel on it. Another Plus Barrel and a Minus Barrel float in the air after the gap. As the heroes ride up and down the two hills that follow, they come towards a Minus Barrel. Another one of these unhelpful barrels appears after a gap at the top of the hills. The letter G stands next to it. The Kongs ride past four more Plus and Minus Barrels on a bumpy trail just before reaching the next gap. A Plus and Minus Barrel found close together are just after it, located just before another gap. A hill leading downwards to another gap is on the other side of this abyss. It is followed by another gap with a straight, bumpy track after it. Plus and Minus Barrels are placed along this piece of the track. Two more gaps are ahead, and a Minus Barrel waits after each one. Once the heroes pass this final Minus Barrel, they pass through a gate, stopping the dangerous Kackle. They then head over a flat pathway leading into a tunnel to the last area.
The Kongs enter the room on a raised platform, and can jump on the End of Level Target located below and next to the raised platform. Its prizes include a Banana Bunch , Banana Coin, or a red Extra Life Balloon .
Enemies [ edit ]
Items [ edit ], end of level target prizes [ edit ], secrets [ edit ], bonus areas [ edit ], kong letters [ edit ], collectibles [ edit ], gallery [ edit ], super nintendo [ edit ].
The Kongs ride down a small hill.
The Star Barrel
The End of Level Target
Game Boy Advance [ edit ]
The location of the golden feather.
A Kackle chases after the Kongs.
The Kongs drive into the entrance to the second Bonus Level.
The Kongs ride under a Zinger.
Diddy and Dixie passing through one of the gates.
The heroes collecting some bananas.
Artwork [ edit ]
Artwork of Haunted Hall.
Names in other languages [ edit ]
- Crocodile Isle
- Haunted areas
- Donkey Kong Country 2: Diddy's Kong Quest levels
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The Haunted Hall
Own this Attraction?
“Don’t Be Afraid of the Dark. Be Afraid of What’s in it.”
The Haunted Hall is a Haunted Attraction located in Muskegon, MI.
5600 Harvey Street, Muskegon, MI 49444
( Click for Fullscreen Map )
About This Attraction:
Min. Recommended Age: 12
Special Info: Closed for the 2022 Season – Check back for 2023 Info.
Experience the most terrifying night of your life. Scaring victims every Friday & Saturday night in October.
Free Parking, Indoor Waiting Line, All-Indoor Attraction
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Disclaimer from The Scare Factor: Our listings are usually only updated a couple of times per year. A lot can change in that amount of time, especially during Halloween season. For this reason, even though we try our best to provide the most accurate and up-to-date information possible, it is ultimately your responsibility as a customer to do your own due diligence and research the attractions directly that you would like to visit. We are not liable for any mistakenly inaccurate information that you may find on our website. We appreciate your understanding and, as always, stay scary! ~ The Scare Factor
The Scare Factor provides reviews and directory listings for Halloween haunted houses, haunted trails, haunted hayrides, scream parks, and other types of haunted attractions.
All rights reserved. Copyright 2023©️
Ghostly footsteps. Spooky, unexplained shadows. Inside this haunted Kentucky theater
The old Art Deco theater was built to carry sound, but sometimes it does it when no one else is there.
Often you can hear echoes from The Capitol’s lobby all the way up in the upper balcony, and from the stage downstairs into the green room. Occasionally, it sounds like doors are slamming and the heavy soles of men’s dress shoes are clomping across the lobby floor.
This column started with that spooky bit of lore about the sound of men's dress shoes in the historic theater on Bowling Green ’s town square. It ends with me dumbfounded and wondering if I might have crossed paths with the dapper spirit wearing those loafers.
But before we get to the part where I discuss whether or not I saw a ghost, let's dive into the history of this haunted place.
Why do theaters, old performance spaces often attract ghosts?
The old theater has operated as part of the Warren County Public Library system since 2021, but its history goes much deeper than that. The iconic building is a community staple, and the theater's manager, Magnolia Gramling, says most people in the area have memories with it. Just about everyone who comes through the doors has stories about performing on its stage, touring it on field trips, or going to see a movie there with their grandparents back when it operated as a film house.
Overall, the history of the theater is a little fuzzy, but it first opened as a vaudeville house in the late 1890s and it was remodeled in the 1930s as a movie house. The theater underwent a massive renovation in the early 1980s and it reopened to the public as the Capitol Arts Center. Now that it's part of the library system, much of the programming there is free to the public, and Gramling says the library is in the early stages of launching a community-driven history project about the theater. They're eager to collect old ticket stubs, memorabilia, and oral stories to help preserve its legacy in Bowling Green.
Some of the stories just happen to brush with the paranormal, too.
Ghost stories and theaters go hand-in-hand. They’re like museums, hospitals, and churches in that way. So when Gramling welcomed me to the theater in late September for a tour, we invited Tamela Smith, a paranormal researcher in the area, to join us.
Candidly, Smith says she's hard-pressed to think of a theater that doesn’t have a ghost story tied to it, and there are plenty of superstitions linked to the performing arts. Often directors will leave a seat empty or flowers for the resident ghost on opening nights, and most stages have a “ghost light” that they leave on when the theater is closed.
Since the vaudeville house first opened nearly 130 years ago, countless characters have died or fallen in love on its stage. Audiences have laughed and cried. Theaters are hotbeds for nerves, passion and suspense, and the iconic building on Bowling Green’s town square is no exception.
“I really think all theater spaces are a little bit haunted,” Gramling told me, noting that every night before she locks up the last thing she does, is turn the ghost light on for The Capitol's spirits. “People that are (performers) in theater have these big personalities. So, it doesn't surprise me that folks who perform their whole lives would not stop.”
That made sense to me.
“If I was going to pick somewhere to haunt for the rest of my life, gosh, I'd want it to be a theater,” I mused, standing in the empty theater. “An afterlife full of entertainment.”
“For better or for worse,” Gramling said.
“Imagine hearing that same song during rehearsal over and over and over again,” I said, reconsidering it. “You know, one that's an earworm that never really leaves.”
“That’s a totally different kind of haunted,” Gramling said.
We laughed at that moment, but later, when I caught a glimpse of what appeared to be the theater's ghost, I wasn’t laughing at all.
More than one spirit haunts The Capitol theater building in Kentucky
Smith's primary project at the moment is finishing up a book on the ghosts of Western Kentucky University , but she had done a paranormal investigation at The Capitol a few years back with a group of students. During that time, they'd detected spikes in energy using an EMF reader , which measures ambient electromagnetic fields, specifically when they asked direct questions to the spirits.
Think along the lines of “Is there anyone here?” or “Do you have anything you’d like to say?”
Most of Smith's knowledge about The Capitol’s haunted activities stems from doing interviews with people who have first-hand experience with the unexplainable. Once Smith heard a story about an apparition that happened after a group of children practiced songs in a second-floor conference room. As one of the adults was ushering the singers back to the theater, she turned around and saw three young girls standing in the space. They weren’t part of her group.
When she turned back to look at them again, they were gone.
Smith had another story, too, about a worker, who was lingering after hours in an upstairs office. When that woman turned off her computer, she saw a shadow flash on her screen as though someone was moving behind her. No one else was in the building.
Over the years there have been plenty of stories about people, who are up in the balcony, spotting figures in the seats below when no one else is in the building, Gramling said. Lights flickering and the sound of doors opening and closing are common. Sometimes, chairs will flap up or down when no one is sitting in them.
Between the three girls and the sound of men’s dress shoes, Smith says, it’s clear there is more than one spirit at The Capitol, but there’s no way to know what their tie to the space might be. That afterlife link could be to the modern theater, the old vaudeville house, or even the land. Over the years there may have been props or costumes that led paranormal activity into The Capitol.
Whatever it is, there’s a lot of it.
Is that wispy figure with a handlebar mustache a ghost?
Before we said our goodbyes, I pulled out my phone and took a few photos of the stage from the balcony so I could remember the eerie details such as the dated exposed brick, the worn chairs, and the ominous lighting for this column. I thanked whatever ghosts might be in the building for letting us come, and I asked whoever they were not to follow me home. (This is an important thing I learned in 2021 on another haunted Halloween assignment for The Courier Journal. )
Then about four days later, I sat down to write this.
When I pulled up those pictures, I almost dropped my phone.
There in the left corner of the picture near the front of the stage was a wispy, blurred figure. As I zoomed in further, I saw the outline of a man’s face and a long, pronounced handlebar mustache.
Could this be the face of the man walking around in the dress shoes in the lobby?
I called Gramling, immediately.
“I think there’s a ghost in one of my photos,” I told her, with shaking hands as I texted the image to her.
“I totally see it,” she said. “Isn’t that right where Tamela said she was sitting when the EMF reader was going off?”
I sent the images off to Smith, who was so intrigued and excited, that she made an appointment to go back to the theater the next day. She wanted to see if she could find a light pattern that might explain this figure. Part of being a paranormal researcher is ruling out the obvious, and she wanted to do her due diligence. Essentially she was checking to see if there was a way to explain this unexplainable image on my phone.
Turns out, what we all suspected might be an apparition was most likely an unusual phenomenon of the carpet pattern and the ghost light that Gramling had placed on the stage.
It was spooky, but Smith said, it was almost certainly not a ghost.
But the two of them did decide, however, they were interested in doing another paranormal investigation at The Capitol to see what else they could learn. They told me I’m welcome to come along.
I laughed, nervously, at the invitation.
If I can’t handle a fluke with a carpet pattern, I certainly can’t stomach meeting three ghostly little girls.
Features columnist Maggie Menderski writes about what makes Louisville, Southern Indiana and Kentucky unique, wonderful, and occasionally, a little weird. If you've got something in your family, your town or even your closet that fits that description — she wants to hear from you. Say hello at [email protected] or 502-582-4053. Follow along on Instagram and Twitter @MaggieMenderski.
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The Haunted Halls of Eveningstar
Rumors say treasures still await those brave enough to delve into the depths of the Haunted Halls. A classic D&D module brought to life for CR 28 adventurers; enjoy a special commentary from Forgotten Realms creator Ed Greenwood! This Epic Level 28 quest pack includes one huge adventure and dozens of side objectives.
This single quest adventure pack is free to VIPs , and is available for Premium / Free to Play players for 650 DDO Points .
The original Haunted Halls of Eveningstar masterpiece by Ed Greenwood was published in 1992.
Ed Greenwood is also the co-creator of the Forgotten Realms world.
Villagers of Eveningstar tell tales of the bandit lord Rivior, whose ghost haunts the stone halls hidden in a gorge by the Starwater River...and whose treasure may still be hidden there. Speak with Alyn Farrago in front of the Lonesome Tankard in Eveningstar , to learn more of the storied halls.
This quest is based on classic the AD&D 2nd edition PnP module of the same name and is narrated by Ed Greenwood . It has three play modes:
- This is the only mode that grants favor.
- Extended : This includes content that can't be reached in Standard mode.
- Commentary : This is Extended mode with interview commentary by Ed Greenwood at various spots.
The Extended and Commentary modes are accessible only after you finish the Standard mode at least once on that specific character. They are considered different quests for the effect of XP ransack, but are considered the same quest in terms of chest ransack. In Commentary mode the audio clips from the interview will spam and repeat for the duration of the quest making gameplay more challenging.
Spoiler Warning : Spoiler material below this point!
- Explore the Haunted Halls of Eveningstar
- Find a way into the Throne Room
- (Optional) Expose the doppelganger on your first try — Bonus (15%): Epic ( ♣2,439 ♦4,176 ♥4,288 ♠4,400 )
- (Optional) Slay Telemonia — Bonus (10%): Epic ( ♣1,626 ♦2,784 ♥2,859 ♠2,933 )
- (Optional) Find all of Rivior's Journals - 8 total — Bonus (8%): Epic ( ♣1,301 ♦2,227 ♥2,287 ♠2,347 )
- (Optional) Find some of the Bandit Lords hidden treasure - 2 total — Bonus (5%): Epic ( ♣813 ♦1,392 ♥1,429 ♠1,467 )
- (Optional) Find more of Rivior's hidden treasure - 2 more (4 total) — Bonus (7.55%): Epic ( ♣1,227 ♦2,102 ♥2,158 ♠2,215 )
- (Optional) There must be more hidden treasure - 2 more (6 total) — Bonus (9.5%): Epic ( ♣1,545 ♦2,645 ♥2,716 ♠2,787 )
- (Optional) Don't stop now, loot more of Rivior's hidden treasure - 2 more (8 total) — Bonus (11%): Epic ( ♣1,788 ♦3,063 ♥3,145 ♠3,227 )
- (Optional) Rivior thought no one would find all his hidden treasure - prove him wrong - 2 more (10 total) — Bonus (15%): Epic ( ♣2,439 ♦4,176 ♥4,288 ♠4,400 )
- (Optional) Plunder every last bit of the Bandit Lord's hidden treasure — no XP
- (Optional) Slay Pimulpekk and his priests — Bonus (15%): Epic ( ♣2,439 ♦4,176 ♥4,288 ♠4,400 )
- (Optional) Defeat the statue of Miior — no XP
- (Optional) Defeat the Fallen Giant — no XP
- (Optional) Defeat the Ancient Mummy — no XP
- (Optional) Steal the egg without waking the Dragon — no XP
- (Optional) Extreme Difficulty: Slay the dragon — no XP
- (Optional) Listen to all of Ed Greenwood's commentaries — no XP
- Collapsing floors
- Moving spinning blades
- Pressure plates (lots)
- Spell Wards
- Statue traps (lightning damage)
- Rivior's Animate Object Ward
- False doors
- Falling doors
Many of the traps can be used against the hostile inhabitants and can damage them. For example: luring the risen Ju-Ju zombies from the muddy pool in the north-east area, into the chasm created from the collapsed passage floor nearby, automatically kills them. A number of the traps can also be avoided by use of the Dimension Door spell, so it is recommended to have a party member with this spell available.
Doppleganger, tips and misc.
This quest is vast, consisting of many areas which you can access in almost any order. Think of this as another kind of Dr. Rushmore's Mansion . There are a lot of secret doors to find, and some of them have DCs low enough to be discovered with True Seeing , but not all, or the most important ones ( Search DC ).
The first gate "Rusted Gate" requires a Minimum Strength value of ● ♦20 Epic Normal ● ♥30 Epic Hard ● ♠40 Epic Elite to open (it shows the actual Minimum Strength value required on the Gate itself, if focused upon). If your character lacks the strength to open it, you can still access the dungeon by the secret doors on the left and right wall. The Secret door on the wall to the left of the gate sends you behind the gate, and can be found with True Seeing .
Jewelled Keys can be acquired from various locations. They are used to open Jewel Locked doors and Jewel Locked chests. However, there are only just enough of these keys provided in the quest to unlock all the Jewel-locked doors and chests, and three can only be obtained with skill checks, magic or, in one case, pure luck, so use any Jewelled Keys you find wisely.
- Every Jewel Locked; chest, door, or lever in the quest can be opened using a Jewelled Key, or picked ( Lock DCs ).
- Be careful when recalling from the quest with Jewelled Keys in your inventory. These items drop on leaving the quest, and are required to progress through certain sections unless another character present has a very good Open Lock skill. Recalling in certain positions (especially the Necromancer's corridor; see below) may leave your keys in an inaccessible position.
- In total, a careful party can reach all optionals in this quest by obtaining any five of the eight keys; as one can reach the Ancient Mummy without using one by opening a secret door, it is possible to reach all six named chests in the quest with just five keys without picking any locks. See below for more.
- One drops from the miniboss Keytos, found in the same secret corridor section behind the throne as Miior. There is also a Ward in the area that will animate nearby pieces of armor periodically to fight alongside Keytos; disabling the Ward quickly can make this fight easier allowing you to focus on Keytos by himself.
- It is also theoretically possible to open the door using a character with a high Strength, but the constant damage over time effect means that it is basically essential for a character trying this from the inside to have Evasion and a high Fortitude save or be immune to Poison damage. A character opening the door from the outside faces no such issues.
- One can be obtained from Estrel , if you prevent her from being raised and remove the dagger successfully.
- One spawns in the Ju-Ju Zombie room, when all the zombies are slain. The corridor to this room is behind a hidden door in the jail, and be warned that the floor will collapse, dropping you into the underground sewer. However, note that two safe platforms exist directly under the two torches on the wall. Someone with a strong Jump plus Feather Fall can jump to the platforms safely without falling through the floor.
- One is found at the end of the Kobold warren, after defeating the High Priest.
- One is hidden in a fireplace in the Dining Hall, after defeating all the ghosts that spawn.
- One is in the Privy, on a collapsing floor. A fast player may be able to catch it on their first run across the floor; when the floor drops, though, it cannot be accessed. An alternate option is a player with both Feather Fall and Jump active on them, they can jump onto the privy itself to grab the key then jump back.
- One key always drops in the Throne Room after the first boss (final boss in Standard Mode), so you're guaranteed at least one end chest.
Part 1: Throne Room
Your first main objective is to access the Throne Room and kill a boss there. To do that, you need to locate and place in the sockets two Crests to open the Throne Room gate.
- CAUTION to stealthy players: Do NOT attempt to pick up the Crest when first entering this room while in stealth. The game mechanic for the Doppelgänger won't activate and you may make the quest incompletable.
- Once the Doppelgänger is slain, a pair of Boots of Grounding appear next to the crest. These can be picked up and equipped by a single player; they are helpful against the optional boss Miior .
- You can find the doppelgänger by examining the statues. The statue with the doppelgänger has a CR rating 3 levels higher than the rest.
- At this location you are presented with three doors, plus there is a Secret door to the right of these (careful not to go too far to the right as the kobolds with the Crossbow turret will target you)
- Dimension Door can be used to dodge the pit trap, and is highly recommended to use it on every door until you get through. Get close to a door of choice, then turn slightly and cast Dimension Door to the side in a position where you can reach both it and the door you're testing. Open the door then instantly click on the Dimension Door no matter what. If that door has the pit trap you can still teleport to the entrance of the dungeon safely and avoid instant death.
- If you are unlucky enough to get killed by the pit trap, just travel to the nearby Resurrection shrine. Because any Jewelled Keys you are carrying are removed upon death, releasing and re-entering can result in the Keys appearing in mid-air halfway down the pit trap instead of on the Corpse Pile, and thus outside of your grab range. Since entering the pit trap kills you, this makes the keys impossible to recover.
- The 'Reinforced gates' can't be picked, but can be opened with enough Strength (30 STR required on Epic Normal, and it displays the actual STR value required on the Gate itself, if focused upon).
- The hidden doorway is the fastest route to the crest room; the crest can be seen on the map once you enter this doorway; clearing out the corridor of zombies using doorway-blocking or rush and kill zone techniques works well.
- Rushing the room with the crest, picking it up once the room is clear of necromancers, and then Dimension Dooring out saves you a lot of time here.
- The necromancers will keep summoning zombies. Kill all the necromancers to stop the zombies from spawning.
- 3 Jewel Locked chests appear in the Throne Room. Each chest requires a Jewelled Key to unlock (see the "Jewelled Keys" notes above.) Alternatively, they can be picked, but bear in mind they have a particularly high Open Lock DC of 80 on Epic Normal ( Lock DCs ).
- There are also 3 Jewel Locked doors standing in the way of the three bosses detailed in "Part 2: Optional Bosses" (see below). The Open Lock DCs for those 3 doors are also very high ( Lock DCs ). Opening the Jewel-Locked (Throne Room) door to Fallen Giant is the only way you can reach him; Miior's bedchamber door is also Jewel-Locked. There is also a Jewel-Locked (Throne Room) door leading towards the Ancient Mummy. Therefore, depending on your party's ability to cope with locks and secret doors, you may require up to 6 Jewel-Locked keys to complete choose how to use your keys carefully particularly if you're trying to farm the quest for very specific named loot.
- One of the 3 Throne room chests has a chance to transform into Rivior's Mimic . Defeating it will make the original chest (now opened) reappear for you to loot.
- On Standard mode, the quest completes here. On Extended and Commentary mode, you find out the final boss was actually one of the real boss's (Whisper) apprentices, and you must find him deeper in the halls to continue.
Part 2: Optional Bosses
The doorways at the back of the Throne Room lead to 3 purple named bosses. This would be your second (optional) objective, since their chests can drop named items.
- One person should activate him by pulling the Spear ( Shimmering ) out while trash mobs keep spawning; be aware that it takes quite some time to remove the Spear.
- Dropping the Skeleton to zero hit points does not kill him, only knock him down for a short interval. You must use the Spear again (someone with the item in his inventory simply has to double-click the body) while he is down. If you fail to do so, the Skeleton regenerates a portion of his health and resumes attacking.
- The trash mobs are hostile towards the skeleton. Leading them into the skeleton's cleave attack may aggravate them on the skeleton.
- A great tactic is for someone with AoE to kite all the trash around keeping it off of the spear puller, once the giant is up, use a Dimension Door to get your party out of the room, at this point all remaining trash mobs in the room aggravate the giant, return to the room and send one person in willing to die, this sets all the trash mobs on the giant. Get your party into the room and wait for him to die then put the spear back in.
- If you have a character with good Hide and Sneak skills you can usually find some spots where it's safer to pull the spear without risking too much interruption. Going to the upper left side of the Skeleton (near his right armpit area) is one place that some people prefer.
- May drop Lantern Ring , Purple Dragon Shield
- Simply bash him down. He calls a group of Skeletal Honor Guards to defend him at 75%, 50%, 25% and 10% HP. These need to be killed to open the gate to the chest.
- May drop Magestar , Manual of Stealthy Pilfering
- Be aware that fighting the Mummy before you reach Whisper (if you're on Extended or Commentary mode) will lock you out of the easiest ending, although it will net you more loot overall.
- No trash mobs spawn with Miior, but she does massive Electric damage which increases over time (see section on lightning statues below). One person, preferably tank/aggro holder, should have the Boots of Grounding handy. Note: Boots are ML 28 to wear, and prevent the player from jumping while equipped.
- May drop Libram of Silver Magic , Necklace of Mystic Eidolons
- This objective is best done with a small group - someone with a high reflex save (64+ for EH) as a tank, a healer, and a DPS caster (caster may be exchanged as Spell points runs dry). Characters with low Reflex saves should wait outside the room. Every time Miior takes damage she casts an AoE. Each time someone is hit with the AoE effect they have a chance to add a stack of lightning damage (save vs. reflex). When the tank has too many stacks of damage he/she should ask for DPS to stop. When the stacks of lightning damage wear off the tank, DPS can resume until the stacks add up again. Caster DPS should be large direct damage spells, damage over time is dangerous for the tank and makes it difficult to control the stacks of damage. Three or more melee characters attacking Miior at one time will quickly overwhelm the entire group with damage; this will quickly prove lethal.
- A single evasive ranged character can quickly dispatch Miior with some DPS bursts, even without Boots of Grounding . Lightning damage can be evaded and keeping the distance should avoid direct damage.
Part 3: Final Boss (extended and commentary mode only)
To complete the extended version of the quest, you must first find Whisper. A previously blank wall in the column forest leading to the Necromancer area is now open, revealing a chest. Be aware that several Zhentarim Wizards and their Helmed Horror minions are now roaming the halls in your way.
Opening the chest drops you into another room with four doors. Two open onto blank walls, and one drops on you, dealing fairly heavy damage. The fourth door leads you to a room containing the Zhentarim Archwizard, Whisper. Whisper has come here with two goals in mind - to loot the coffers of a Mummy entombed somewhere in the upper levels of the dungeon, and to steal an egg from a Dragon that has taken refuge in an abandoned wing of Rivior's hideout. He offers you some of Rivior's most valuable treasure if you retrieve the egg for him or defeat the mummy.
Depending on your dialogue choices, your final objective may be to complete one of Whisper's two goals (locate the dragon egg and steal it, or fight the mummy) or defeat Whisper himself. You can't fight Whisper or the dragon on Standard mode. You also cannot encounter the dragon if you kill Whisper, and Whisper will not fight you if you complete either of his quests. Finally, if you killed the Ancient Mummy before reaching Whisper, he will not offer you the quest to defeat it.
- Whisper is a powerful spellcaster. Evasion, freedom of movement and true seeing helps.
- Each time Whisper takes a certain amount of damage, he will teleport to a random position in the room.
- When he is down to low health, he summons 4 copies of himself, which act exactly like the original Whisper. When a copy dies, helmed horrors spawn.
- Defeating the last copy immediately completes the quest.
- Awards one chest with a large number of black stones, and a chance for named items.
- See the Ancient Mummy section in Part 2: Optional Bosses. Note this path is unavailable if you killed the Mummy before reaching Whisper.
- Killing the dragon awards multiple chests with a chance for named items.
- Returning the dragon egg to Whisper awards one chest with a large number of black stones.
- The Dragon is a tough fight, but can be made easier by tricking her into smashing pillars made of ice in her lair. Doing so will release various monsters, including kobolds, Ju-Ju Zombies, Zhentarim Wizards and Owlbears , which will attack her. Note, however, that when Lokelis dies, flies out of range, or if you damage them, these monsters will turn on you.
- Killing Lokelis isn't obligatory – you can also sneak in and steal the egg, avoiding her elemental minions.
- If a minion detects you, it will say 'Intruders'. You have a short interval to kill it, then it rushes towards the dragon and wakes her.
- If the dragon wakes, you'll need to destroy the Cave-in to get away with the egg.
Misc: North east area puzzle
- Solving this puzzle opens the barred Puzzle Gate if you don't have enough search skill to locate the nearby Secret door ( Search DC ) close to this rune locked gate; allowing you further access to the crest near the Doppelgänger. Via the north–south corridor; by Puzzle Gate, running parallel to prison cell block area.
- Solving this puzzle quickly will shut all gates in the corridor preventing more mobs from attacking.
- Sneaking in to solve the puzzle will give you an edge in this room.
- The Starved Prisoners (skeletons) are hostile towards the nearby Ghosts; if they are left alone and don't notice you, they'll sometimes attack and fight their Ghost captors.
Misc: Lightning statues
This quest features several statues that release electrical energy when struck.
- Every time the statue is touched (melee or ranged, including glancing blows), all nearby characters are hit with lightning damage and receive a stacking debuff that deals increasing amounts of lightning damage every 2 seconds for 10 sec (similar to Eladar's Electric Surge ). This effect can stack up to 100 times.
- A reflex saving throw reduces the initial lightning damage, but does not prevent the debuff unless the character has evasion.
- Due to the high number of attacks per second in a full party, players without evasion will die very quickly when standing near a statue that is being attacked.
- Even players with evasion will sometimes receive the debuff because they fail the saving throw due to rolling a 1, unless they have a feat preventing this. In a full party, this usually happens before the debuff runs out. Consider stepping away from the statue to let the debuff run out if it stacks too high.
- A summoned Hezrou from Summon Monster IX will attack the statues and is immune to electricity. This takes a while, especially on Elite, but allows you to destroy the statues without taking damage yourself (although if this is necessary, you're going to have a rough time with the final boss...)
- Discreet bonus: 145 or fewer monsters killed +5% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Onslaught bonus: 717 or more monsters killed +15% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Conquest bonus: 736 (Extended Cut) or more monsters killed +25% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Tamper bonus: 31 or more traps disarmed +10% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Neutralization bonus: 40 or more traps disarmed +20% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Observance bonus: 10 or more secret doors discovered +8% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Perception bonus: 13 or more secret doors discovered +10% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Vigilant Sight bonus: 16 or more secret doors discovered +15% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Mischief bonus: 63 or more breakables smashed +8% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Vandal bonus: 82 or more breakables smashed +10% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Ransack bonus: 102 or more breakables smashed +15% Bonus. ( ♣-0 ♦-0 ♥-0 ♠-0 )
- Chests: Main end chest contains Black Stone ingredient, purple named boss chests can contain named items. End Chests can be picked, and have an Open Lock DC of 80 on Epic Normal.
- NPC rewards: Standard
Named Chest Drop
- Fallen Giant : Lantern Ring, Purple Dragon Shield
- Ancient Mummy : Magestar, Manual of Stealthy Pilfering
- Miior : Libram of Silver Magic, Necklace of Mystic Eidolons
- White Dragon: all the items
- Haunted Halls Maps and Spoiler Alert
- Some haunted halls tips and tricks
- EE Haunted Halls Trap/Door DC tests
- DDO official: Interview with Ed Greenwood
- DDO official: Full Interview
- Adventure Packs
- The Haunted Halls of Eveningstar quests
- Epic quests
- Long quests
- Eveningstar quests
- The Harpers patron quests
- Pay to Play quests
- Quests with collectables/none
- Quests by name
- Compendium:Level 28 quests
- Level 28 quests
- Quests with 9 base favor reward
- Quests with maps
- Quests with more than one map
- Pages sourced by DDO forums
- Links to YouTube
- Pages using DynamicPageList parser function
- Cast & crew
- User reviews
The Haunted Museum
Follow the frightening and hellish tales behind the spooky relics on display in Zak Bagans' Las Vegas museum, by way of scripted shorts produced by Roth and his accredited team, and with fea... Read all Follow the frightening and hellish tales behind the spooky relics on display in Zak Bagans' Las Vegas museum, by way of scripted shorts produced by Roth and his accredited team, and with featured commentary from Bagans himself. Follow the frightening and hellish tales behind the spooky relics on display in Zak Bagans' Las Vegas museum, by way of scripted shorts produced by Roth and his accredited team, and with featured commentary from Bagans himself.
- Shannon Dalonzo
- 24 User reviews
- 1 Critic review
- See more at IMDbPro
- Self - Host
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- Casey Hanes
- Otis Lockhart
- Latoya Ammons
- Jackie Hanes
- All cast & crew
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E3M7: The Haunted Halls
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The Haunted Halls is the seventh and Secret Level of The Netherworld . The level consists of a series of challenges for the player - either deadly traps or monster encounters. The architecture features narrow dark corridors and several larger chambers, all of which have pools of Lava in them.
This level brings back the Vore as a regular enemy. The level is rather tight and crowded, and requires the player to endure many enemies with very little room to dodge.
This level is infamous for lopsided scores in clan play. This has led to the creation of the term "rapecloset", a Deathmatch round so highly favored to one team over another, being used by the community.
- 1 Quick Level Completion
- 2.1 Differences from Easy to Normal
- 2.2 Differences from Normal to Hard/Nightmare
- 5.1 Differences
- 5.2 Spawn Locations
- 6 External Links
Quick Level Completion
- Follow the corridor to an Elevator.
- At the top, follow the corridor to a room with a Button to the right.
- Go through the newly opened doorway to the right, follow the corridor, and go through the Teleporter at the end.
- Follow the corridor to an Elevator to the right of a room.
- Go down the straight corridor at the intersection and press the Button.
- Return to the intersection and follow the corridor to an Elevator on the right side.
- At the top, follow the corridor to a Button.
- Return to the lower floor and go through the newly opened doorway to the right.
- Follow the corridor to a dead end, then shoot the Button on the right wall.
- Drop through the hole in the floor and push the Floorplate, then turn around and shoot another Button to teleport to the upper floor.
- Follow the corridor to a room separated in the middle by Lava.
- Press the Button to the left, and go up the newly raised Elevator to the right.
- Follow the bridge to the opposite side and drop to the lower floor.
- Go through the Door and follow the corridor to the exit.
E3M7 - the Haunted Halls
Turn right twice around the corridor. Collect the two 25 Health to the left. Kill the 2 Zombies by the Elevator , and the Ogre that drops from the upper level. Collect the Rockets and go up the Elevator . At the top turn right and collect the Rockets . Turn right once more and collect the Green Armor . Turn right once more to the bridge overlooking the lower level, and kill the Ogre that comes out of the Door that opens on the opposite side. Turn left into the next room, kill the Ogre to the left, and the 2 Zombies to the right. Collect the Rockets to the left by the locked Door , and press the Button the the right to open the Door . Go through the Door and collect the Nails to the left. Cross the bridge with Lava and go through the Teleporter . Once on the other side, kill the Ogre to the left. Collect the two 25 Health to the right. This room overlooks the room with the Button opening the Door to the Lava bridge. Follow the corridor to the left into a room with a pit in the middle, which raises as you get closer to reveal a Fiend . Collect the two 15 Health to the left, and the Rockets by the Elevator in the upper right corner. Kill the Ogre at the top of the Elevator and turn right. To the right is a bridge overlooking the lower room with a locked Door at the end, so go straight into the next room and kill the Ogre . Press the Button at the end, then turn around and kill the 4 Zombies that raise at the doorway. Go back to the bridge with the locked Door and kill the 2 Scrags . Turn right through the newly opened doorway and kill the Ogre straight ahead, the Ogre to the left on the platform that intersects with the straight platform, and the 2 Ogres on the tower overlooking the room straight ahead. Beware of the Lava to the sides, and collect the Shells at the intersection. Shoot the red stained Vent to the right for it to move to reveal an alcove behind (#1) . Follow the passageway under the tower, and go left to collect Yellow Armor . Take the left passageway from the intersection and collect a 15 Health to the right. The Door to the left is locked, so instead go right up the Elevator . Drop back to the lower floor, and drop into the hole where the Elevator was (#2) . Turn right at the top to the tower, and collect the Nails , Rockets , and Shells . Press the Button to open the Door to the left of the lower floor of the tower Elevator . Collect the two 25 Health past the Door , and don't go down the stairs to the left into the Lava .
Straight ahead is a platform with Lava to the sides, an Elevator to the left that returns from the lower floor, and a locked Door straight ahead. Drop to the ground below by the wall closest to the entrance to collect a 25 Health and 15 Health . On the opposite side of this narrow platform is Nails , and in the middle is the Elevator that was to the left of the upper floor, which is where it returns you. At the intersection look to the right for a shootable Button , which opens the floor in the middle of the intersection to the cage below. A Fiend will jump out of the cage, and an Ogre will spawn by the Elevator to the left. Drop through the hole in the cage to press a Floorplate that opens the Door straight ahead on the upper level. Turn around and shoot the Button to return to the upper platform. Through the doorway collect the two 25 Health and turn right, and left at the end of that passageway. Collect the Nails by the window to the right. Go down the stairs and kill the Death Knight to the right. As you start to walk to the right, turn back towards the staircase, but to the left more to a Death Knight and 25 Health . Go into the Nail Trap room to the left and kill the Ogre that drops from the platform above. By timing your movements of moving to the next Nail Trap after each shot, cross the Nail Traps and turn right at the end into a room separated in the middle by Lava . Kill the Vore on the opposite side, press the Button to the left, and go up the Elevator to the right. In the far left corner look up and shoot a Button to move a Wall beside (#3) . At the top turn around, and then right onto a bridge going to the opposite side of the room over the Lava . Kill the Ogre on the bridge, and another Ogre in a window to the right, which lowers a Wall on the floor below. Jump on the window to open Doors on the top leading to a corridor beyond (#4) . To the left is the Elevator which raises back to this platform, so drop off to the right instead. Collect a 25 Health by the Door . Go through the doorway to the right and kill the Ogre . Turn left and go down the corridor to get to the Rune Gate .
Differences from Easy to Normal
- Fiend replaces Ogre in doorway at top of first room
- 3rd Zombie and Scrag in Button room to small Lava bridge
- 2nd Ogre in Button room to unlock Door at end of bridge overlooking pit room
- 3rd Scrag spawns on bridge overlooking pit room when Button is pushed to unlock Door at end of bridge
- Ogre to right after doorway leading to room below tower
- Vore replaces Fiend in cage when Button is shot, does not jump out, stays in cage
- When Button shot to open cage, Ogre spawns on lower floor by Lava to right
- Ogre to left of near platform in divided Lava room
- Death Knight on upper bridge in middle of divided Lava room
Differences from Normal to Hard/Nightmare
- 4th Scrag spawns on bridge overlooking pit room when Button is pushed to unlock Door at end of bridge
- When Button shot to open cage, Shambler spawns by locked Door
- Ogre replaces Death Knight on upper bridge in middle of divided Lava room
E3M7 - the Haunted Halls (Deathmatch)
- Super Nailgun on upper floor of starting room
- Nailgun by small Lava bridge
- Rockets by bridge overlooking pit room
- Grenade Launcher in Button room to unlock Door at end of bridge overlooking pit room
- Rocket Launcher at top of tower
- Red Armor by bottom of stairs near Nail Trap room
- Rocket Launcher on upper bridge in middle of divided Lava room
- Ring of Shadows by Rune Gate
- Button room to unlock Door at end of bridge overlooking pit room
- Upper floor of starting room
- Corridor leading to room below tower facing towards tower Door
- Corridor leading to room below tower facing towards bridge overlooking pit room
- Room by Elevator of tower
- Near platform in divided Lava room
All Bloxburg Haunted House Quests, Sabrina Halloween Potions & Books
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Sabrina works at the Plenty O’ Pumpkins & Orchard in Bloxburg. If you want to get to the Haunted Mansion, you will need to fulfil her quests. Each day, she is going to give out a different quest for you to solve. For example, Day 1, she is going to request a Recipe Book. Day 2, a Weightless Potion, a Deciphering Book, Bright Potion, then something see through on Day 6. So if you want to learn how to do all of the Bloxburg Haunted House Quests, and get Sabrina her Halloween Potions and books , then this guide is here to show you how this can be done.
Bloxburg Potion Recipe Book Sabrina Quest Day 1
First, go the the Plenty O’ Pumpkins & Orchard. Then, try and open the Halloween Haunted Mansion. You won’t be able to get inside, and the game will tell you to go and talk to Sabrina. Once you speak with her, to learn that she wants you to bring her the Potion Recipe Book. To find it, go to the Barn. Jump on the haystacks to reach the top. Then, walk across the planks and you’ll find the book on the other side of the top of the barn. Bring it back to Sabrina.
Bloxburg Weightless Potion for Sabrina Quest Day 2
It takes a full day (in real time) for Sabrina to translate this book, so once that’s done, speak to Sabrina again. She will ask that you make her a potion consisting of something weightless. While the solution may appear hard, it’s actually quite simple. All that you need to do is to pick up one of the balloons next to her stand (which are weightless, after all) and then put it in the cauldron behind her stand. Doing this will create a potion which you need to give Sabrina. Next, she wants a potion with something loud. For this, grab one of the guitars from the stage. Put it inside the cauldron and then give her this potion as well.
Bloxburg Deciphering Book from City Hall Location Day 3
Once again, you’ll need to wait a full day before you can proceed. This time, she wants a Decyphering Book from the City Hall. So make your way there. Once you have arrived at the City Hall, head inside. Make a left, and you will see shelves filled with books. The book that you are looking for is in the second-to-last shelf alcove near the stairs. Pick it up and then go back to Sabrina and give it to her.
Bloxburg Bright Potion for Day 4
After waiting another day, talk to Sabrina yet again. What she wants this time is a potion with something bright. A flashlight definitely counts as something bright, so take one and put it inside the cauldron. Doing this is going to create a luminous potion that you should immediately give to Sabrina. She will tell you that this is a Potion of Ghost Vision. Unfortunately, the last page of the book is missing, meaning that you’ll need to wait for another day.
Fisherman by the Ferris Wheel Halloween Day 5
After waiting for a day, talk to Sabrina again. She will tell you that her friend Susan said that Alan has caught something fishy. Alan is the fisherman next to the Ferris Wheel. Go there and you will see that there is a shining page right in front of Alan on his stand there. Pick it up and take it back to Sabrina. She will thank you and let you know that she needs another day in order to translate this.
See Through Potion Bloxburg Sabrina Day 6
The next time you talk to Sabrina, she is going to tell you that you should make a Potion with something see through. For this, you can use a pair of glasses. Take them and drop them into the Cauldron. This will produce the Ghastly Potion. Finally, give it to Sabrina and she will then tell you that she needs time to take care of the rest and to come back and see her tomorrow.
Helen von Vlox Key in Graveyard Sabrina Halloween Quest Day 7
Sabrina will give you the Phantom Perception Potion. Take this and go to the courtyard of the Haunted Mansion. There you will see the ghost of Helen Von Vlox. Speak with her. She will tell you that you need to seek the Key in the City’s Graveyard. Go there and you’ll see that there is a Witch’s Hat on a tombstone. Dig up this grave with your shovel. A key will pop up. Pick it up and take it back to Helen Von Vlox. She’ll inform you that you can now enter the Haunted Mansion.
Halloween Hunting Quest Trophy
Now you can finally enter the Haunted Mansion. Of course, don’t expect this to be a cakewalk. You first need to solve a complicated maze inside the house. You will know that you have successfully done this once you reach a spiral staircase. Go up and enter the bedroom. You’re looking for a locket on a dresser here. Pick it up and go jump down and speak to Helen Von Vlox. She is going to ask you that you put this locket inside a Fairy Ring. This Fairy Ring is on the other side of the house. It is a ring of mushrooms. Go there and press Use on the Locket. Helen Von Vlox is then going to have a touching reunion with her dear departed husband.
For your efforts in solving this, you’ll get the Halloween Haunting Qeust Trophy. Its description reads: “A trophy given for your courage, bravery and your aid in helping a soul find its rest in the Halloween event.” It has +2 for Environment, and a +5 to Quality, and it is valued at $20.000. It looks very nice and the text on its tombstone is: “Halloween Haunting Quest Completed. Presented to (your name).”
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Part 6 is reading glasses
I just finished the quest- In the last part, you have to dig up a grave by the beach to get the key to open the house. When you enter, go right and fall into the maze. Figure it out and go up the turning stairs to get Helens’ locket (Its glowing, you cant miss it.) Go talk to her and then step in the fairy ring. All you get for this quest is a trophy
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Pueblo's weekend fun: haunted happenings, a comedy show and safe solar eclipse viewing
Friday, Oct. 13
Pueblo ghost walk at el pueblo history museum.
301 N. Union Ave. | 5 p.m. Oct. 13 and 14 | The walk takes about 1½ to 2 hours as Pueblo's neighborhood "ghosts" lead the way from the museum to the Pueblo Union Depot, sharing stories about local lore. Cost is $10 and tickets are on sale at eventbrite.com . Proceeds benefit the Pueblo Domestic Violence Community Task Force .
Ghost and Gravel After Parties at Fuel & Iron Food Hall
400 S. Union Ave. | Ghost Walk after party 5-11 p.m. Friday and Saturday | Grass Roots Gravel after party 5-11 p.m. Saturday | Ghost Walk and Grass Roots Gravel participants get a free sample of Voodoo Ranger IPA and $2 off pints thanks to the sponsorship of New Belgium Brewing.
Fall into Christmas Boutique at Oasis Church
347 S. Del Norte, Pueblo West | 9 a.m.-3 p.m. Friday and again from 9 a.m.-2 p.m. Saturday | The Pueblo West Women's League will offer creative crafts for Halloween, Thanksgiving and Christmas . Baked goods will be sold and prize raffles will be held.
Films on the Farm at Musso Farms
35779 Hillside Road | Decorating at 5:30 p.m., movie at dusk | The throwback edition will feature the adult night screening of "Friday the 13th" and the Oct. 20 family night screening of "HalloweenTown." The event includes a pumpkin, decorating materials, popcorn and snacks . Cost is $15 per person.
Comedy for a Cause at Pueblo Memorial Hall
1 City Hall Place | 7 p.m. | Comedian Dan Bublitz Jr. will perform for the Pueblo Cooperative Care Center fundraiser . Care center staff are seeing increased needs never experienced in the 41-year history of Southern Colorado's largest food pantry and emergency crisis center. Tickets are $30 and are available at pueblomemorialhall.com .
Dirty Blonde dance performance at Blo Back Gallery
131 Spring St. | Doors open at 7 p.m., show at 7:30 Friday and Saturday | The dance theater performance focuses on one woman`s genre-bending, darkly comedic reflection on the oldest trick in the book. The event is intended for mature audiences. Cost is $25 in advance at [email protected] or $30 at the door .
"The Haunting of Hill House" at Impossible Playhouse
1201 N. Main St. | 7:30 p.m. Oct. 13 and 14 | Director Marlo Angel-Hartman leads the Impossible Players in this PG-13 rated, but very scary play. Showtimes also set for 7:30 p.m. Oct. 20-21, 2 p.m. Oct. 22, 9 p.m. Oct. 27 (with a 7:30 p.m. reception) and 7:30 p.m. Oct. 28 . Tickets range from $15-$10 and advance tickets are on sale at impossibleplayers.com.
Reservation deadline for 50th Jubilee Sacred Feast at St. Joseph Catholic Church
1145 S. Aspen Road | The Celebrate Search 50th Jubilee will include a 6-9 p.m. Oct. 27 social, a 6-9 p.m. Oct. 28 Sacred Feast and a 1:30 p.m. Sunday prelude music and celebration mass. To register visit Facebook.com/searchretreatCenter or email [email protected].
Saturday, Oct. 14
Harvest fest run at pueblo riverwalk.
125 E. Riverwalk | 8 a.m. | Pueblo Diversified Industries is hosting the 5K and 1 mile run event which showcases the talents, skills and creativity of the Pueblo Diversified Industries community. The event combines fitness and community engagement and people of all ages and abilities are welcome . The event will include vendors and entertainment .
Men's Group Breakfast at Walking Stick Golf Course
4301 Walking Stick Blvd. | 8:30 a.m. | Ascension's men's group will hear from speaker Rick Sandidge of the Fred Weisbrod Air Museum . All are welcome to join and order off the menu.
Partial Solar Eclipse viewing at Colorado State University Pueblo
2200 Bonforte Blvd. near the physics/mathematics building | 9:14 a.m. to 10:36 a.m. | The Southern Colorado Astronomical Society Club invites residents to share the experience of viewing the eclipse. Telescopes will be set up for safe viewing.
All Pueblo Sings at Pueblo Divine Science Church
115 E. Routt Ave. | 3-4:15 p.m. | The community sing-along is free . All ages and talents are welcome . Contact Marcia Beachy at 719-542-0156 or email [email protected].
Sunday, Oct. 15
Breakfast fundraiser at our lady of the meadows church.
23 Starling Drive | 8:30-10:30 a.m. | The Knights of Columbus breakfast will feature pancakes, scrambled eggs, bacon, sausage, chile, orange juice and coffee . Cost is $8 .
Open Mic Night and Costume Party at The Sacred Bean
209 S. Union | 6-9 p.m. | Sign up starts at 5 p.m. and is open to local artists, performers and vendors. All acts welcome including live music, poetry, drag, magic and comedy . Come in costume.
Rumours of Fleetwood Mac Concert at Pueblo Memorial Hall
1 City Hall Place | Doors open at 6:30 p.m., show at 7:30 p.m. | The Fleetwood Mac tribute band will perform favorite Fleetwood Mac hits such as “Dreams,” “The Chain,” and “Go Your Own Way,” complete with full stage production. Tickets range from $29-$149 and are available at pueblomemorialhall.com .
Monday, Oct. 16
Live concert at fuel & iron food hall.
400 S. Union Ave. | 6-9 p.m. | Up and coming Southern Colorado artists will perform and Street Champs will conduct a live podcast recording.
Thursday, Oct. 19
Open mic night at blo back gallery.
131 Spring St. | 6-9 p.m. | Sign up at 6 p.m., show starts at 6:30 p.m. and is free and open to all ages .
Friday, Oct. 20
Parade of homes at domega homes subdivision.
952 Peachcrest Drive | 11 a.m. to 3 p.m. Oct. 20, 21 and 22 | The Parade of Homes Fall Edition features 8-10 houses that are both new construction or resale homes, food trucks and door prizes.
Night Terrors Victorian Horrors at Rosemount Museum
419 W. 1th St. | 6-9 p.m. | The Artists Anonymous Halloween event features four hair-raising tales for fans of the macabre. Slip from room to room hearing each frightful tale portrayed by Colorado actors Sallie Walker, Celia Royal and Emma Ackerman. Cost is $15 for members or children or $18 for adults . Tickets are available at onthestage.tickets .
Storymode Independent Short Film Awards Festival at Rawlings Library
100 E. Abriendo | 6:30 p.m. | The event kicks off with a scavenger hunt, a short films showcase and a Colorado films showcase. Festivities continue at 11 a.m. Saturday, Oct. 21 with an independent film industry panel, and the 2 p.m. screening of Jerod Young's "Europe 2022" documentary . The festival's main event is set for 6:30-9:30 p.m. Saturday, Oct. 21 at CSU Pueblo's Hoag Hall with red carpet photos and pre-show DJ starting at 6 p.m. The evening will transport the audience with music and colorful lights as part of the live stage show. The audience participates in digital voting and interactive audience segments. Cost is $12 and tickets are on sale at sisfafest.com .
Live music at Blo Back Gallery
131 Spring St. | Doors open at 7 p.m. | Rodney Hazard , an electronic musician from New York City, will stop in Pueblo for “The Man from Nowhere, Everywhere” USA Tour. The tour is in support of his latest EP, “Which Way to Paradise?” Fans of Flying Lotus, Balam Acab and Clams Casino will enjoy Hazard's music. Cost is $10 at the door.
Saturday, Oct. 21
Law enforcement vs. bikers toy bowl at csu pueblo.
Thunderbowl on Troy Avenue | 10 a.m. gates open, 11 a.m. kick-off | The 44th annual Toy Bowl football game will raise funds and collect toys for children in need. Admission is $5 or a new unwrapped toy .
Fall into Christmas Craft Show at Beulah Community Center
5927 Pennsylvania Ave. | 10 a.m. to 4 p.m. and again from 10 a.m. to 3 p.m. Sunday, Oct. 22 | The Our Lady of Lourdes Catholic Church event will feature crafts, a bake sale and breakfast and lunch fare. For more information, call Nancy Childers at 612-237-3717 or Kathy Serena at 719-485-3319.
Community Scavenger Hunt at Copper River Family Entertainment
395 S. Angus Ave., Pueblo West | noon | Cost to enter is pet donation items for Cooper's Companions Rescue or food items for Pueblo County Blessing Boxes. Bring receipts to earn boo bucks. Dress in Halloween costume. Scavenger hunt winner gets more than $3,000 of items from local businesses. The event will include a free appetizer bar and one round of mini golf from 5-7 p.m. See the complete list of donation items requested on the I Live in Pueblo West Facebook page .
"Song of Pueblo" at Pueblo Memorial Hall
1 City Hall Place | Doors open at 1 p.m., show at 2 p.m. | The El Pueblo Ensemble and the University of Colorado Boulder Chamber Orchestra will present the first-ever full-orchestra live performance of Daniel Valdez’s “Song of Pueblo”. The free concert is a musical journey of Pueblo's cultural history composed by Valdez, who is a film director and composer best known for his work on the films "La Bamba" and “Zoot Suit” and for his 1987 Grammy-winning collaboration with Linda Ronstadt, “Canciones de mi Padre — Songs of my Father.” Valdez will be present for the performance.
Rescue Fest at Blo Back Gallery
131 Spring St. | Doors open at 5:30 p.m., show at 6 p.m. | This punk and metal music show will benefit Pueblo's furry friends. The event includes the Steel City Cafe food truck and vendors . Cost is $10 at the door and the event is open to all ages.
Underground Improv Show at Fuel & Iron Food Hall
400 S. Union Ave. | 6-8 p.m. | Underground Improv will present a spooky fun comedy show. The hall is open for dinner and drinks before the show.
Monday, October 23
Pueblo stamp club meeting at rawlings library.
100 E. Abriendo Ave., Thurston Meeting Room | 1-2:30 p.m. | Topics will include methods for removing stamps from paper and the best stamp-collecting tongs. The meeting is free and open to the public.
Tuesday, October 24
Pueblo west community band concert at skyview middle school.
1047 S. Camino de Bravo, Pueblo West | 7 p.m. | The fall concert will feature a variety of musical selections, including John Philip Sousa's "Washington Post March" and a piece by Japanese composer Ayase. The concert is free and open to the public . All ages are welcome.
Want us to include your event in this calendar? Send details by email, with "Things to Do" in the subject line, to [email protected] . The calendar is available online and in print eve r y Friday.
Five injured in Athol haunted hayride accident
- Updated: Oct. 14, 2023, 11:21 a.m. |
- Published: Oct. 14, 2023, 11:14 a.m.
- Juliet Schulman-Hall | [email protected]
Five are injured after a tractor lost control at a haunted hayride in Athol, police said.
At around 8 p.m. on Friday, the Athol police and fire department were dispatched to a haunted hayride at Silver Lake in Athol, police said.
- Read more: 16-year-old asks cops where stolen vehicle is
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