HT2004ChooseADoor

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Choose a Door

Location: Big-Room Doors

Purpose

False choice. Transition into Alien Headquarters.

Description

NOTE: Choose a Door should manage the Funnel construction.

The funnel is rises out away from the guests and curves around them. There is room for probably four people in it. Can't make it too large otherwise the boundary where it meets the floor can provide visual stability. It must rise up above eye level. The painting is a flat, light blue and it is lit from above so there are no shadows.

To hide the floor, we can use the fog machine.

From the funnel, there is a passage that ends at the double doors.

The group, still driven to go inside by their inner wisdom or, failing that, the new guide, has to choose a door to go in by. We can block the windows of the doors with colored paper... pale blue and teal. And we can light this space red. Do they remember the pump-house admonition, "choose the blue door!" ?

Since the doors are adjacent on the inside, they step through whichever one they pick, then realize it didn't matter.

Either way, the guide will have to make sure the group doesn't try to go back out the door they didn't choose.

Note: If we have a tech here with a stopwatch maybe we can tinker with group spacing again.

Guide Notes

The new guide waits for them to rattle around the blue funnel for a bit, and then goes in and picks them up.

The old guide doesn't come out of the tunnel space. The new guide didn't hear a thing and has no idea what happened to the old one.

You are clearly at a loss and possibly terrified. Outside of the emotional distress, the guide gets to play it straight -- he doesn't know what is going on, and he only just stumbled into this area and noticed that it is all wrong. The white plastic draped everywhere is NOT the way it should be.

Actors

  • New Guide

Station

  • Doors

Effects

Views
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