The Haunted Mansion/Nightmare Fuel


 * Though the Haunted Mansion ride is generally a bleak comedy, in a recent renovation at Magic Kingdom they added hidden speakers under the stretching room gargoyles, so they whisper and you'll think you're hearing things or get caught up in their conversations. Stick around in the elevator too long and you'll get their Last-Note Nightmare, all the speakers around the chamber loudly whispering "GET OUT".
 * Disneyland Paris has a remixed Mansion called Phantom Manor, which has a continuous storyline where a young bride undergoes Rapid Aging and dies. Fun.
 * And paintings, revealing that the assumedly happy people are seconds away from gruesome demise (sinking in quicksand, standing on an explosive, tightrope walking about a hungry crocodile)??
 * It doesn't help that in that same room, after the Ghost Host implies that there's no way out, he says, "Of course, there's always MY way..." The lights go off, and suddenly lightning flashes above to illuminate A ROTTEN CORPSE HANGING FROM THE RAFTERS. And then a loud scream, and the sound of bones hitting a floor and breaking. Ughhh...
 * To his credit though, the Ghost Host then apologizes for scaring you like that so early on.
 * The video game carries on its source material's tradition of creeping out those who play it. The whole game has a general air of suspense as you walk down dimly lit hallways with only your lantern to guide you, worrying about enemies leaping out at you, but here are some specifics:
 * The introduction of the Stringy Haired Ghost Girl enemy, which you see for just a split-second before she disappears around the corner. When you follow and manage to catch her...
 * Atticus Thorn isn't very scary looking at first glance, but when he promises, "I'm watching," he's not lying. After you light up the Winter Garden, you see him watching you through the glass before flying off, leaving you with some serious Paranoia Fuel.
 * The Mausoleum. Going down a very dark passage, hearing several loud sounds before a swarm of bats flies past you and out of the area. Then you go down into near pitch-blackness, which is why you fall into the ankle deep water, leaving you walking around in a dark, ominously quiet area with no visible way out.
 * The knight enemies can be very frightening if you see them running down a dimly lit hallway, wielding a very large ax that they intend to use on you.
 * The Children's Room. It's a long room with a door at the end. After fighting past the usual enemies, you open the door to find a mere closet. After going inside you inspect every wall. Just when you begin to think it's just a closet, the door slams shut, and the back wall recedes back. As you step forward, Madame Leota tells you to run in a panicked voice. Then something starts swinging its scythe at you, which you soon find equals half your health bar.