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Edie helps an old co-worker take care of an abandoned amusement park for the night, so that he can get his car fixed. It gets just as messy as their days in the field used to be, complete with shooing away a few
punk kids.
SYNOPSIS:
Edie has been looking for her friend for a couple of months now, in between her assignments at the vaguely intelligence-themed agency he used to work for. At last, she's tracked him down to the sleepy town of Cobalt, formerly known as the home of the best cryptozoology shows in the Midwest.
Cryptic Land was never supposed to be spooky, exactly. Tantalizing and mysterious, pretend 'exhibits' of the Loch Ness Monster, Sasquatch, et cetera. It did adequate business, for a while, until the the place that kept those exhibits in good shape closed its doors. The critters acting funny would have been salvageable then, too, except for the finishing blow of interest in cryptids dwindling; when the supply of blurry photographs dried up, the public drifted away. So Cryptic Land shut down too—but the rumors of it being unpleasantly active took the place of mediocre reviews. Activity that led to stays in hospitals, mental or otherwise.
The first thing Edie has to do is shoo off the kids who want to burn down the place once and for all; an understandable sentiment, but not something she can allow before making sure her buddy's not inside. After that, well, she may have her hands full, between the lone remaining tagalong, and the ramshackle exhibits, and her actual goal.
This is something of a reverse slasher, taking cues from the obvious influences. Edie and her buddy are both quite capable of handling these exhibits, while the teenager finds them both challenging and frightening. Cryptic Land might remain intact at the end, but will no longer be a viable tax dodge for its state of disrepair just short of negligence.