CLIENT PORTAL

CORNBELLY'S PRESENTS

"They Fed It to the Corn. The Corn Fed It to Everything Else."

🌽 6 ROOMS • ANIMATRONICS • INTERACTIVE • FAMILY-FRIENDLY
ENTER IF YOU DARE

THE INCIDENT

NEXAGEN AGRICULTURAL was developing a revolutionary growth serum — Formula GX-7 — to end world hunger. They tested it at a remote grain silo facility surrounded by cornfields.

The serum worked too well. It leaked into the grain supply. The local rats, insects, and even the corn itself mutated overnight into something… alive. Something hungry.

You are an emergency responder sent to investigate the facility. Navigate all six contamination zones. Find out what happened. Get out alive.

ZONE 01

THE LAB

"Where It All Began"

The Lab
CONCEPT: The abandoned NexaGen research lab

You enter through a steel door marked with NexaGen logos and caution tape. The lab has been hastily abandoned — overturned beakers glow with green serum, cracked monitors flash "CONTAINMENT BREACH", and the observation cage is broken open.

ZONE 02

THE GRANARY

"Patient Zero Zone"

The Granary
CONCEPT: The infested grain storage facility

The Granary is where the infection started. Burlap sacks are torn open, spilling oversized mutated corn kernels. Giant corn stalks have broken through the walls, pulsing with green veins.

ZONE 03

THE TUNNEL

"Underneath the Fields"

The Tunnel
CONCEPT: The underground service tunnel

Between the granary and the hive lies a forgotten service tunnel. Rusty pipes line the ceiling, mutant roots glow with purple bioluminescence as they break through the concrete walls.

ZONE 04

THE NEST

"Something's Been Breeding"

The Nest
CONCEPT: Dense web-covered passage — the insects have taken over

The mutated insects have infested this section. Dense web strands hang floor to ceiling — you push through them in near-darkness. Small things brush your face. Rubber insects dangle at eye level. UV blacklights make everything glow. And at the end, through the webs: a massive silhouette — backlit, motionless, waiting.

ZONE 05

THE ESCAPE

"Get Out Before It Spreads"

The Escape
CONCEPT: The final escape and decontamination

This is the climax. The contamination is spreading outside. Emergency beacons spin. Your team must activate the decontamination protocol to escape. But something VERY large is between you and the exit…

ZONE 06 — FINALE

THE ROOT SYSTEM

"Underneath It All"

The Root System
CONCEPT: The mutant corn root network — you're crawling through the contamination itself

This isn't a room — it's the source. You've been above ground this whole time. Now you're going under — into the root network of the mutated corn itself.

🌿 PHASE 1: THE DESCENT

The passage narrows into total darkness. Giant twisted corn roots (foam sculpted) cover the walls, ceiling, and floor — pulsing with green and purple bioluminescent LED veins like arteries. The roots press inward, forcing guests to crouch and squeeze through. Low-frequency bass shakers in the floor make the earth thrum under their hands.

🔬 PHASE 2: THE SQUEEZE

The root tunnel narrows to barely 2 feet wide. Fibrous root tendrils hang at face height. UV-lit green spores float in the air. The veins in the roots pulse faster — you're getting closer to the heart of the contamination. The roots feel alive around you.

🔩 PHASE 3: THE VENT EXIT

A glowing green button on a root-covered pedestal. Press it — CLANG! — a metal vent cover pops open in the root wall with a pneumatic hiss. Daylight floods in. That's your way out. Guests crawl through the vent opening into blinding daylight. You've escaped the contamination from below.

ADA / Adult Bypass: A full-sized hidden door (disguised as a root-covered wall panel) is beside the vent for accessible exit.

You entered the lab. You crossed through the farm. Now you crawl out through the roots of the mutation itself.

DESIGN INNOVATION

CENTER DIVIDER MULTI-STATION FLOW

More interaction, better flow, rooms that feel twice as big

💡 THE IDEA

Run a center prop (lab table, pipe rack, grain conveyor) down the length of each container, splitting the room into two walkways. Place 4–6 interactive stations at different points along both sides. Guests explore both walkways as stations activate in sequence.

⚡ THE "OUT OF ORDER" TRICK

When guests enter, only the front 2 stations light up. The back stations show lit-up "OUT OF ORDER" signs. PIR sensors detect when the group reaches each zone — the next stations activate and their OUT OF ORDER signs go dark. Guests feel like they're unlocking restricted equipment.

📈 WHY IT WORKS

  • 6× more interaction per room vs single station
  • Self-pacing — PIR pulls groups front-to-back, no staff needed
  • Room feels bigger — two walkways + center prop add depth
  • ~$613/room — Arduino + PIR + arcade buttons + LED signs
  ┌──────────────────────────────────────────┐
  │  ①          ③          ⑤                 │
  │  STATION    STATION    STATION    ←wall  │
  │  ·····  ╔═══════════════╗  ·····         │
  │         ║  CENTER PROP  ║         [EXIT] │
  │  [IN]   ║  (lab table/  ║       ←turn    │
  │         ║   silo rail)  ║                │
  │  ·····  ╚═══════════════╝  ·····         │
  │  STATION    STATION    STATION    ←wall  │
  │  ②          ④          ⑥                 │
  └──────────────────────────────────────────┘
       FRONT          MIDDLE          BACK
                

CENTER DIVIDER BY ROOM

ZONE 01 — LAB
Stainless Lab Table
Toggle switches, formula mix, monitors
ZONE 02 — GRANARY
Grain Conveyor Track
Hand cranks, stomp buttons, viewports
ZONE 03 — TUNNEL
Pipe Rack / Conduit
Valve wheels, pressure gauges, fuses
ZONE 04 — NEST
Specimen Display Shelf
Web curtains, stomp buttons, UV flashlights
ZONE 05 — ESCAPE
Emergency Supply Crates
Scan buttons, decon levers, warning panels
🎨 VIEW CONCEPT ART GALLERY →

8 concept variations per room — pick your favorites

DESIGN PHILOSOPHY

FAILSAFE BY DESIGN

Every prop tells the story — even when it breaks

🛡️ THE PRINCIPLE

Every single prop, puzzle, screen, and interactive station is designed so that even when powered off or broken, it still looks like it belongs. A dead monitor is a broken lab screen. A non-functional lever is a jammed valve. Nothing looks "out of place" — the broken state is the story.

⚙️ ZERO DOWNTIME

The attraction never stops for a broken prop. If an animatronic fails, it's a "dead specimen." If a TV dies, it's a "fried monitor." If a puzzle jams, it's a "contaminated system." No room depends on any single element to deliver the experience. The show goes on.

📺
Dead Screen
"Power surge fried the lab monitors"
🔧
Jammed Lever
"Corrosion seized the valve shut"
🐀
Still Animatronic
"The specimen is dormant… for now"
💡
Dark Section
"The contamination killed the power grid"
🔊
Silent Speaker
"Radio comms went dead hours ago"
🚪
Stuck Vent
"Roots jammed the mechanism — use the bypass"

Bottom line: The entire attraction is themed to a disaster scenario. Broken infrastructure is the aesthetic. A failed component doesn't break immersion — it enhances it. Guests will never know if something is "broken" or "designed that way." That's the point.