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World of Horrorcraft: Kindom of Conquest

I'm going to go back to my old Wild Basin Haunted Trails format and do a photographic walk through of the 2008 haunt, World of Horrorcraft. The guide patter is, pretty much, my own -- and not necessarily the complete or official story. Each guide riffs off of the basic story in their own way.

The pictures are only of basic architecture and some props -- I never did get pics of people this year. Check out Flickr, though, for Scare08, ScareForACure, and other tags, for more pics.

When I said in 2007 that '08 would be better -- I was right. We rocked! Next year will be better still. For example, in '07 and '08, our marketing was weak. In '09, we will concentrate on that deficiency.

The official website Picture Vault is also a great starting point for amazing photos.

Finally, Paul put up video of last year and this year at Vimeo.


Entrance

As usual, the crowd mills around outside the haunt in a parking lot. We had some videos and benches and stuff to try to keep 'em amused. Next year, we will probably sell tickets for time slots (like Basin did) to help manage the expectations and smooth out the clumping a bit.

This year's them was Dunstan Interactive Entertainment doing a special Beta test run of their new immersive virtual reality gaming system. Of course, it starts out fine and then things go horribly, horribly wrong.


Transformation

After being given the rules and basic rundown in the lobby by a bantering couple, the group of up to six people file into a narrow silver room. Sitting on a bench, helmets are lowered over their heads and a sound-and-light show commences, masking the fuss of the transformation itself.

Techs fold the walls back to reveal a large open room with stone walls -- the transformation landing chamber! A tech support agent greets them cheerfully, "Welcome to Kingdom of Conquest, oh dear, you digitized through naked. Ah well, this is a Beta, let's move to the next room and get you equipped."

Tech Notes: Skulls, vaccuumforming, and stone

The guardian skulls don't DO anything, they just sit there looking lumpy. They were created in two steps: First I took one of my (many) skulls laying around the garage (what, you don't have skulls laying around? You should do something about that!) and made a bunch of copies of it via vacuum-forming.

Vacuum forming a model not designed for it is tricky; each pass I adjusted my timing and temperature, and also went in with clay and filled undercuts and problem areas until I got near-perfect reproductions of the skull face.

After cutting off the flashing with heavy scissors, we daubed the skulls with Great Stuff. Normally, Great Stuff leaves large smooth "worms" of material (see the Sony room, later) that is very distinctively... Great Stuff. However, if you pat it down into a thin smear of material, it will puff up into a more interesting texture. Variations in texture can be made by changing the thickness and uniformity of the smear of material, as well as how late in the setting process you do the pat-down.

The stone walls shown here, and throughout about half the haunt, are the real triumph of 2008. Each room has its own style and look for the stone, and our artists (Manda, Karen, Teresa, and others) did an amazing job of making the more important walls look awesome.

The basic stone process was simple, though painful when iterated about 100 times. First, half-inch sheets of styrofoam (expanded polystyrene foam, or EPS) were glued onto the flats using Liquid Nails. Then we went over them and drew the style of stones we wanted onto the foam (using templates that helped some, given the random selection of volunteers we had doing the work).

Once stones were drawn on, an army (well, a half-dozen or so at a time, who worked like an army) of volunteers took loop sculpting tools and lifted the EPS out of the grout-lines between the stones. This gave the grout depth and texture and made the next step easier.

After the grout was carved down, we took small curved rasps (normally used for woodworking or drywall work) and rounded the edges of the stones, and in some cases, dug the grout or dirt spaces between the stones down even further.

Styrofoam is weak, flammable, and has a distinctive texture. To fix all of these attributes in one go, we covered the stones and, to a lesser degree, the spaces between them, with a special "faux stone" mixture. In tests before the build, I found that plaster bandage makes a wonderful stone covering -- two or three layers of plaster bandage can be worked to create a smooth, strong, durable, and easily painted shell. But plaster bandages are expensive, and there was no way we could afford to cover nearly 3,000 square feet of wall with them!

Our styrofoam coat, then, was a special mixture of 1 quart water, 1 quart latex paint, and six pounds of vinyl/concrete grout mixture, making roughly one gallon of thick, gritty, yet flexible grout; enough for about one wall (each wall is standard 4' x 8' flat). We blobbed all of the stones with handfuls of this mixture and then used brushes to push it down into the grout. Finally, using our hands, we smoothed the stone face in different patterns and directions to give them the right character.

Painting the walls, after the coating had dried, was simple enough. A base color was created for each area, and then highlight and shadow tints were created from that base. The stones were painted with the base, and then a highlight was stippled in from the stone edges a bit. The shadow color was then stippled at the outer edge of the stone and down into the grout a bit. This gave the edges a dark, receding color, that ridged up to the highlight, and then settled down into the base color. The random variations in stippling and artistic vision gave the stones a lot of variety.

The grout was then, in a separate pass, given a black wash using black paint thinned with equal parts water.

Finally, for the most important rooms and walls, skilled artists (as opposed to our talented and hardworking, but generally not artistic, volunteers) went through and did additional painting on the stones, giving them even more depth and character.

This, by the way, was a LOT of WORK, and the volunteers may perhaps forgive me someday.


Equipment

Walking right through the initial big room (which was big strictly for effect, the contrast after the narrow hall) we head towards the equipment room and the images of weapons floating there in the alcove.

Weapons that promptly disappear before we get to them.

"Oooookayyyyy, no weapons. Did I mention this was a Beta? Hmmmm. I know! We'll test the hand-to-hand combat capabilities! This will be great!"

A huge BANG on the exit door startles the crap out of the guests and they start to mill around nervously. The guide convinces them that there are a few bugs, yes, but it's all going to be fine, and eventually gets them out of the equipment room and into a dark hallway that leads to another mostly-empty room.

Tech Notes: Pepper's ghost

Pepper's Ghost, which is just a piece of glass with controlled lighting, is a really marginal effect. Yeah, you can make stuff appear and disappear, but it never looks right, at least with just glass.

We've done it with a half-silvered mirror before (using silver window tinting), and it looks better, but still... shiny. Or ghostly.

So, if you want to represent GHOSTS, fine, use it. But for "real" objects? No, it's not very good.


Monsters on Pause

The next room is dark, with a low ragged ceiling dripping with cobwebs. There are a few small figures near the walls, static, like props (which some of them are... some). The group mills around in the center of the room, clumping now like blood left out too long in the sun.

"This is a training room, where you get to beat up some small", holding hand about three feet of the ground, "monsters, to get some experience and learn the controls. But, ummm, this doesn't seem to be working."

The lights go out for a second then come back on. A few figures have moved closer to the group. This repeats, the figures much closer, crowding the group.

The third time, a HUGE freakin' monster appears, the group is totally hemmed in, and the monsters roar and attack.

"Gahhh! This way! Out this door, quick quick quick! This is all wrong, we need to get you out of here!"

The guide explains, as they drift into the next room, that the game appears to be seriously broken and the have got to get out of there as fast as they can.


Minotaur's Lair

The guide's reassurances that they can get out quickly are undermined by the piteous whine of a disemboweled man laying on a bench (which, by the way, he never stopped acting that character, even when not in the show, so it is a miracle that someone didn't kill him and use him for parts... really... leave the theatrics for the paying customers, we are way to tired to care).

As the victim pleads for the group to help him, to come closer, the guide makes a few noises about how that's Dave from Accounting and this shouldn't be possible, the safeties must have failed. Another victim in the corner behind the group, hidden in shadows, startles them sometimes.

As the group shuffles towards the victim, the center of the room, and the TARGET ZONE (see that mark on the wall?)... a nine-foot (I kid you not) minotaur looms up out of the shadows beside the group, towering over them roaring. He swings his (huge) sword at the victim and a burst of blood blasts out of that corner soaking the group, who screams and surges back en-masse, onto the hapless guide.

"This way, we can get to the Citadel over here, it should be safe! He can't follow us in the narrow passageways!"

Once clear of the immediate danger, guests promptly started speculating on whether this stuff will wash our or, in the case of a really GOOD hit, moaning about how they just got shot in the balls dammit.

Wimps.

Traveling around the corner, a mist of water descends on the group, annoying and startling them further. There is no safety in this dungeon.

Tech Notes: Red and green, gore gun, and pisser

Note that we had three kinds of groups this year: Normal groups got a basic, scary, but less aggressive show. "Green" groups got the granny/small-kid show, very tame if still very very scary (we lost a number of green groups, even, because it was too much for them). "Red" groups got full-contact, full-slime, soaked-in-blood entertainment. And survived. Barely.

The Gore Gun, a popular item used by Hawgfly at Maker Faire and other venues, as well as in their professional work, is a simple device and very effective. It's even mostly safe if done right!

My gore gun is different from Hawgfly's, mostly due to my different environment and use for it. I use two irrigation valves, one on each side of a pressure chamber, and a long barrel that is much narrower than the pressure chamber. The valves are put, one on each side, of an XOR switch (a 3-way light switch), so only one at a time is active.

A ball-valve is teed-in to the base of the exhaust barrel. This is used to fill the gun, breach-loader style, rather than muzzle-loader.

When the ARM switch is on, one of the valves is activated at all times. When the control switch (downstream of ARM) is set to FILL, air (no more than 60PSI) fills the chamber. Flipping the control to FIRE turns off the fill valve and opens the exhaust valve, blowing the contents of the barrel all over the target zone.

Siwa, who ran the gun, had so much fun with it that she is now in a 12-step recovery program, trying to gather up again the tattered remnants of her dignity.

The pisser is a very simple one-chamber device filled with water (which is added via a cleanout fitting on the pipe). Pressurized to about 30PSI, a water irrigation valve controls the outlet tube (which is at the bottom of the chamber, so it's always wet). The outlet tube is fitted with a drip-irrigation sprinkler head and aimed for best effect.

A 3/8" clear hose is attached to barb fittings screwed into the top and bottom of the chamber, providing a visual indicator of the water level. Hose clamps are necessary to keep this hose from blowing off the chamber when pressurized, a fun event that I experienced several times before my few functioning neurons reminded me that I had clamps.


Maze

After the Minotaur, we traverse a dark twisty maze, whose passages are all the same. Except the stones get more chaotic and less stone-like as we go deeper in, signs of the increasing madness of the game.

Oh, and there is the vampire with victim. "Umm, she's dead. Maybe. It's okay. These are part of this game, move along!". The victim (the volunteer mis-named Lucky) and vampire (Ian) did a great job of creeping out the guests there.

And there was the dog-boy. And the kobold. But yeah, otherwise, the maze was pretty safe. Oh, and the walls that ended up about 24 inches apart, as the group squeezed through the final passage into... hey, this room isn't supposed to be here!

Tech Notes: timbers and cobwebs

More stonework! The timbers and doors, not shown here, were painted by Karen Horan with a purplish-brown paint. She proved to have a great skill for such things.

The cobwebs are done using a basic hot-glue cobweb gun, like the one I describe in Make Magazine's 2007 Halloween issue. Except that I'm using a 400-watt industrial-strength glue gun, heavy duty, so I can make a lot of webs in a short span of time.

I love my new cobweb gun.


Lord Vile

Notorious hacker Lord Vile has been trapped in a torture chamber, with a truly skilled victim I mean she was awesome whatever her name was, while he was trying to hack the game. He tells the group some important plot points (DRIVE 2) and, after getting their reassurance that they would let him out at the end, he funnels the group into a dark, scary crawl tunnel.

Guides, of course, never crawl, so we escape through a secret door.

Tech Notes: Super duper

Once I do some FX work for Lord Vile, aka Citizen Gray, aka Alex, I can put on my resume work for both a super-hero (Scare's own Defuser) and a super-villain (Vile). That will be fun!


Crawling to Null Space

Crawling! Sounds. Wind. No bugs. Soft carpet for the knees. Escape into an empty white room, the guide waiting patiently.

Once the group is out of the tunnel and into the room, a video starts with static and then the ugly mug of Dr. Dunstan, the owner and chief developer of this system. He does an interactive bit with the guide and then gives the basic plot, a key data point (password: TAKEDOWN), something about a dangerous AI and red screens and stuff, and he is then cut off by ALICE, the rogue AI, who taunts the group as they rush out of the null-room and into the game archives and possible safety.


Guido Brothers

Taking Dunstan's advice, the guide leads the group through a featureless white area and to a door with a low doorknob.

"Yeah, I know a great game where ALICE will never find us, an old 8-bit that I used to play a lot. Guido brothers!"

Flinging the door open, the group is astonished and sometimes delighted to see the brightly colored Guido Brothers room and inhabitants. Our Princess, by the way, was astonishingly beautiful. And our DK (the monkey) was very energetic and flung banana-scented monkey poo at the guests (the poo was my doing, heavy slime with cocoa for brown, and Marla's brainstorm to add a jar of banana scent/flavor from the ethnic aisle at the HEB).

After some milling about and chatting with Guido ("What are you doing here? This is my brother, Squeegee. Oh, bad DK, throwing poo, such a dirty monkey") the lights go out and come back up RED, whereupon everyone attacks and we run out the back door and into the next NULL space between games.

Tech Notes: Slime and poo

The banana-scented Monkey Poo is just a heavy PVA slime. The basic slime recipe is very simple.

First, create a 4% mixture of PVA (weight over weight, so for 1 gallon of water which weighs about 3,787 grams, add about 152 grams of PVA powder and then heat and stir until it is dissolved, but no hotter than about 195ºF). Create a 1% mixture of methylcellulose (38 grams to a gallon). Create a 4% mixture of Borax.

Now, for normal slime I use 20 parts PVA with 20 parts methylcellulose. The PVA gives it body, the cellulose gives it better flow and stringing characteristics, and some stickyness. To this, I add about 1 part of the borax solution.

For the monkey poo, I doubled the concentration of the PVA and cellulose, and added the borax until it was as hard as I wanted it to be (but I didn't keep track how much). Note that the borax solution continues to tighten the slime for about an hour, and more still when the slime is handled.

If you want your slime to be really slippery, make a 1% solution of xanthan gum (easier said than done), and then use 20 parts PVA, 10 parts methylcellulose, and 10 parts xanthan, plus 1 part or so borax to tie it all together.

All of these components (except xanthan gum) can be purchased at The Chemistry Store at reasonable prices. Xanthan gum can be found at grocery or health stores.


Zombie Wars

"This is terrible, ALICE found us in there far too easily. Maybe somewhere more distracting will make us harder to spot. Someplace like ... Zombie Wars!"

The guide throws open the door in the dark Null Space and shoves the first few guests into the room. As soon as the door opens, a zombie crashes against the wall in front of everyone and the leading guests feel the splash off of pellets as they shatter against the wall and zombie. A man with a gun stands there, shouting.

Everyone runs into the run and hunkers down in a corner as the military man shouts out orders, directs everyone to stand up, and prepares to arm them for the zombie war. Lights go out, come back red, and we are surrounded by ravenous zombies, and barely make it out of the war zone with our skins intact.

Tech Notes: Blood slime and Dave

However good this room looks in these stills, it was amazing with a light fog and dark dramatic lighting. Dave Bessenhofferheimerhimmerwhatever, who created and acted the lead in this room, did an amazing job, quickly, and with stuff readily on hand. His energy level as an actor was incredible, and his room was exciting, consistent, and dramatic. Yay Dave!

We also gave this room some slime and thick blood (blood mixed with slime, to give it body) to help decorate both the room and the Red Groups.


Pokey Little Pony

"ALICE has all of the servers, but we have a business partner here that might be safe. Sony Online has good security, maybe ALICE hasn't been able to get into their game. Ummm. My Little Pokey Pony, or something."

Opening the door, the group is confronted with red foam... teeth? Slimy, cold, and wet teeth; we squeeze through only to be inside a very disturbing hallway.

"This is all wrong, like it failed partway through digitizing."

We make our way through the... tract... surrounded by squishy burbling water sounds, until we reach the mangled corpse of what can only be Dr. Blakely. Deep inside his torso should be the key card, which (once retrieved from the slimy depths) is inserted into a slot, which activates the "security system" -- a Simon Says game.

We focus on that for a while until a monster appears with much sound and noise and chases us out.

Tech Notes: Stylistic variations

Sony did a great job of decorating their room, mostly with case after case of Great Stuff. Expensive! Perhaps the most expensive room we have ever built -- but then, they paid for the supplies (and then some) so it's all good. While you can TELL that it is made with Great Stuff (note the characteristic texture) it is still a pretty room, and done differently than what you see in most haunts.

My primary objection to Great Stuff is that it always looks like what it is... and all the haunts use it. Likewise, I don't like to use anything store bought (nowhere local, and even nothing from catalogs) unless it is heavily modified... I want our guests to have a UNIQUE experience, not a "oh, I recognize that" experience.

One thing their team did that was interesting was... wait for the Great Stuff to mostly harden, and then pull it out into strands of polyurethane, like tendons. It's very cool, and a new way to disguise Great Stuff.


Cara Loft

Or, as I called it, the Tiki Room.

In here, the guests must tell the person in the room the password, and then stand on the glowing letters Twister style, to unlock the pillar, which disgorges the special Defuser disk that will delete ALICE (if put into Drive 2). Of course, as soon as the pillar falls open revealing the disk, the lights go out and a flood of tiny pygmies swamp the room and guests. Awesome little pygmies!

Tech Notes: Awesomeness

Joetta, who normally acted in this room with great energy and enthusiasm, traded off for another fine actress on Halloween day. That day, Joetta was in the zombie wars room with her guy, Dave; they built it and, for this one night, they worked it together.

Joetta was a zombie. Which is a lot like being a roller girl, which was her previous engagement. She not only chewed the scenery with great enthusiasm, but the guests and an occasional guide too I think.

We are SO KEEPING Dave and Joetta. They rock!


Deep Download

This thing, this tube slide of DOOOOOOMMMMM, was really quite scary. Forty feet long, a sixteen foot drop, it rolled you around one direction and them slammed you into the other half of an S-curve bend, before spitting you out onto the crash mat at the bottom.

We all survived, though the tube is probably still decorated with the small blood sacrifices made by many who went through.

Oh, and the guide patter? "We have the disk! We know which drive, right? Now to download deeper into the system, to the libraries and utilities and environmental controls, and shut this down. Careful, it's dialup, it might be a bit rough."

Tech Notes: Ludicrous slide of doom

We were going to build a slide here, ourselves, out of completely insufficiently appropriate materials (in true haunt fashion) when a benefactor (who I don't know if I dare name here) stepped forward in response to some internet trolling I had done.

He had tube slide parts. And the tools and people to assemble them. And beams to support them. After we convinced him we weren't completely bogus, he agreed to fill our desperate need for a dangerous slide.

Tube slides are awesome! But, if you ever get the chance to use one, do NOT use an S-Curve in the middle, because it's brutally hard on the rider. Make it one continuous curve, with maybe a long flat straight spot for slowdown in the middle.


Sound Library

We gather at the bottom of the slide (well, most of us; sometimes, for red groups, the first guest is captured and moved to a jail cell near the end of the haunt, where they can watch on closed-circuit TV as their friends move through the rest of the haunt, and the captured guest can trigger various horrible torments to be unleashed on their friends) and then move through this weird static room of drooping tubes, and into the sound library.

Where, ummm, they collect sounds. Most specifically, screams. Unfortunately, the library was mostly covered up when I took these pictures.

It was manned by Thor and a handful of his kids from the school for the blind -- an excellent group of people.

The group ALWAYS gives Thor the defuser disk, often without even being asked. They then must earn it back... by screaming for the library. Sometimes Thor does in fact return the disk, if he judges the group worthy.


Long Hallway

I don't know if this ever got a real name, but basically, it's a long hallway that we use to move "deeper into the system".

It has a couple of Abyssal Organ sound effects and, when it worked (which it did only intermittently), the boom stick for more Boom. Next year, I'm building a fresh, bigger, boom stick. The Organ, however, was awesome and needs a nice Make article or something on it.

Tech Notes: Abyssal organ

The abyssal organ was my big toy at Maker Faire 2008. It is a very cool device, consisting of two principles merged together into one unit.

First, a long pipe is made to resonate with an elastic driver. This driver is based on the technology used in air horns and in some types of organ pipes. Mostly. I create an air chamber at one end of the pipe (using a PVC adapter) and extend the pipe through it so it protrudes out the end. I then stretch a latex disk across the chamber, so the edges are clamped and sealed at the edges of the chamber and the central pipe presses against the latex, sealing that as well.

I then pump air into the chamber, which pressurizes and eventually forces the latex to flex, whereupon all of the pressure in the chamber is dumped into the pipe, creating a pulse of sound.

This repeats, making a note that depends on the length of the pipe.

The second principle is that of the beat frequency. To use this, I put a SECOND driver on the pipe, in such a way that its effective pipe length is different than that of the first driver. This creates a wonderful thrumming noise, or perhaps, a moose call.

By changing the airflow balance between the two drivers, a range of effects can be created.


Recycle Bin

"Okay, we are in the heart of the system, there should be a File System or something near here... let's try this space."

A small, dark, seemingly empty room, with an awkward door. We crowd in and our eyes adapt to the gloom.

A voice, smooth and somewhat scary, comes from ... nowhere ... and informs us we are in the recycle bin, the place where programs come to die. The trash shifts on the floor and grows... and grows.. and grows... and eventually unveils a tall thin dark man who berates us, teaches us, and eventually lets us leave with our disk (or sometimes a fresh one if we lost our original).

It sounds like nothing. The decorations were minimal. But Nathan, our actor, brought this dingy room into fantastic and very creepy life. We are keeping Nathan, too, I hope.


Antivirus

Also known as the Laser Defense Grid. It had Lasers. And strangely armored monsters, who had stun guns that zapped menacingly. And a slime gun, which was used to slime the guests when they broke the beams.

The slime gun had a laser on it too, and the gun manager would shift it to guarantee that someone got slimed (at least, when indicated by the captured Red member!)

Sound was enhanced by another Abyssal Organ pipe.

Tech Notes: Slime gun and infinite batteries

I hate batteries. They are expensive, have a limited lifetime, if they are rechargeable they still fade over time, they are hard to dispose of... yeah, they suck. For the lasers in the grid, I replaced the batteries with a hacked-up assemblage of vinyl and polyethylene hose, copper pipe, a few wires, and a variable power supply (wall-wart).

Except on the slime gun, and a few wimpy Red lasers -- those I tore apart and tapped into the circuit board. Rawr!

The slime gun is the same as the gore gun, above, but smaller and used to shoot wads of plain slime at guests. Fun!


Power Station

After escaping the Laser Defense Antivirus Grid Maze Room with our lives, and a bit messier for it as well, we find ourselves in the power station.

A deep thrumming fills the air and a confused Dr. Dunstan is standing in the center, large as life. He explains how ALICE has taken over the system and how he has been re-routing the power in here, to get control over the power station. As soon as he disables the defensive field (or powers up the control console, depending on which version he was on at the time) someone in the group MUST REACH IN and flip off the power switch! Reaching in pass... a drool of slime and to grab a switch that is, as it turns out, maliciously electrified (by the red captive, no less, to his own group!).

Flick down goes the switch and the power sounds fade out. The room goes black and Dunstan congratulates us on winning! We took down ALICE and survived.

An electric arc sound cuts through the room and we see huge sparks leap between the pipes on the far side of the room, pipes that Dunstan happens to be holding. He is electrocuted, dead! A new power sound revs up across the room and ALICE taunts us, teasing as the backup generators take hold.

The group dashes through the power room, out a door, and into the lair of ALICE herself.

Tech Notes: Power and sparks

The power station sounds were done with two abyssal organ pipes, each tuned to a different note but running about as deep a beat as I could get out of the 4.5" diameter PVC pipes I had.

Diameter counts for a lot when it comes to volume at the desired frequency; the lower your target, the fatter the pipe you need to make it work.

The electric arc was off of my small Tesla coil, and the pipe Dunstan was holding was plastic and painted to look metal. The trigger switch was hidden on the pipe itself, so it was nearly impossible to trigger the effect when not in the correct position.

Oh, and we added a Jacob's ladder to the primary power midway in the run, too, using a basic neon sign transformer (NST). This was also controlled, as were several effects in the room, by the console that Dunstan was standing at. The switch the guests flipped actually did power down the primary sound, but the lights switching to dark then red, plus the backup power sound, was run by a tech outside the room.

The electrified switch was a pulsing electric fence tied to a variac to lower its sting. ALICE, later, also has electric fingernails attached to a continuous-duty electric fence, on a different variac. I now have three variacs -- one on the Tesla, one from the power room, and one I used for an Abyssal Organ variant that drove sound in the crawl tunnels. Andy's variac ran the Vortex Tunnel, and Lord Vile's variac ran ALICE's tingler.


Firewall

After the power room, we escape into a dark, cluttered, and ultimately slimy and creepy room, populated by a couple of sarcastic firewall defense programs.

The guests did not wither under their insults, nor dissolve under their slime, so we eventually bulled or way through the darkness and to our final destination.


ALICE

Ahead of us, in the ALICE chamber, we see the server! On top of it, melting and looking a bit too much like CD drives held together by a volcano of Great Stuff, are the Drives. Which drive does the disk go into? Do we have the disk? Who's on first? Ahhhh!

We put some disk in some drive and then ALICE appears, swooping down from behind. She fills in the rest of the plot (she was the head programmer, she invented all this cool stuff, but she couldn't make a good AI so Dunstan tricked her into the game and killed her body. Now she is going to escape through the Internet and play with some truly dangerous toys! But, if all the things went right, she fails and the drive starts to smoke and we all run away from the impending collapse. If the group messed up (and they often did), ALICE detaches herself from her rigging and chases us out.


Vortex Tunnel

This had an official name but we all called it the vortex tunnel. And that is what it was. A tunnel. That spins. Fast.

UV spatters inside of the tunnel, like bright blue stars, whirl around us as we stagger across the twenty-foot bridge. It is amazingly disorienting, if you look at it wrong your inner-ear tells you some very convincing lies about gravity and which direction is, or is not, UP.

The tunnel was also very hard to photograph in action.

Tech Notes: Vortex hack

Paul broke a bunch of rules on his vortex tunnel, but he broke a complementary set of rules so that the individual failings merged together into a fabulous, rickety, and functional result.

The eleven-foot diameter metal rings were not quite flat or round. They weren't even balanced, with three ten-foot poles plus a four foot pole filler making up the circumference causing the axial bars to not be distributed evenly around the tunnel.

This off-balance, rickety tube was then balanced on top of six bicycle wheels -- that were just wide enough and just deep enough to hold the pipes in their rims just so long as the moon was aligned correctly. These supports should have been deeper and better fitting, but that would have cost money!

The wheels themselves were attached to flimsy metal supports, which were bolted onto wood bases, which were in turn strung together and spaced apart by more wood (of an insufficient rigidity). This entire assembly of wheels, metal, and wooden framework flexed and bent with an alarming creaking sound as the tunnel spun. It was, however, the flex and give of this platform that allowed the tunnel itself to be so completely out of true.

The drive wheel was fitted with a basic bicycle gear, which was driven by another geared wheel, which was driven by an old dryer motor. We used a toothed belt (expensive and hard to find) on this since a solid V-belt was too rigid and tended to jump out of the motor's pulley. All of the teeth were powdered away during the run, though the backup belt was never used.

The motor speed itself was controlled by a variac (a variable auto-transformer) that controlled the voltage to the motor. Definitely not the good way to control speed, and I should know, what with my robotics background!

But it worked. It creaked, rattled, groaned, got blown apart by wind, and had to be re-tensioned and re-adjusted a couple times a night, but I think every single group had a working vortex to walk through.

It was amazing!


Crazy Craft

And at the end of the vortex tunnel, a small dark room. That is in fact a boat. That we slosh across the swimming pool to the final actual exit interview.

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