- Get link
- X
- Other Apps
Halloween // What If You Could Build The Ultimate Silent Hill Haunted Escape Experience? (Brainstorm) ð§
- Get link
- X
- Other Apps
If I were filthy-rich to the point that I could afford to do something eccentric, one hypothetical that sounds fun in theory would be to buy a small abandoned rural town (I don't know the ideal state off the top of my head) with a foundation similar enough to build the ultimate Silent Hill Escape experience (with Konami's blessing, obviously).
These are the steps I'd take, apologies for the length. I don't expect many to read it but feedback is welcome:
#1 Take time to learn the area's history, research conditions to see what repairs/revisions are required, go through all legalities (Ex- ownership), see how much of the original games' town layout can realistically fit, safety precautions, etc.
#2 Model every building (inside & out), store, outside area, house, and street off of Team Silent's locations as closely as possible within reason (Midwich Elementary, Alchemilla, Wish House, Lakeside Amusement Park, cemetery, etc).
I'd also build & fill Toluca Lake if a serviceable body of water weren't already available, then rebuild shorelines to match the games. I'd even build Toluca Prison (only reachable for teams in town via a boat manned by an on-shift driver).
To accommodate groups rather than rowing a couple at a time, this boat would be a larger size modeled off Downpour's. The driver will only take teams who find & offer him a boat key (He'd have his own though of course, for emergencies).
The only locations I probably wouldn't include are Brookhaven Hospital (It seems redundant to have an asylum & hospital) or Otherworld locations. It wouldn't be realistically possible to transform a whole environment as the games do.
Toluca Prison would appear like in the games on the outside but inside actually be the Silent Hill Escape experience's gift shop (complete with a restaurant for guests). Teams who escape via a different exit or lose can also be driven up there.
#3 Dig a fenced off trench or barrier around the town outskirts to represent the roads being cut off as in the games. Toluca Lake's surrounding woodland areas would be fenced off too, the entrance to the premises being built at the edge.
Guests aren't permitted to try to climb or jump over the town borders, which are guarded at all times by actors who'd direct you back toward town without breaking character to scare you. Security would only intervene if you try crossing.
#4 Design puzzle rooms as close to the games as realistically possible, which hide items needed to progress in the escape. Riddles & solutions are straight out of the series, testing your SH knowledge, with clues spread throughout.
Items & combinations are taken from the games, complete with secret passages + doors that signal to open once the puzzle is solved. Cameras are set up in every interior & exterior area (Guests consent to this), with a crew monitoring you.
Each shift watches/controls every lock. Every puzzle door & mechanism is checked/tested prior to business opening for the day. In the unlikely event of a glitch or accident however, guests will be told to wait until the issue is corrected.
#5 Fog machines are set up around town + the woods. Guests will be questioned before being allowed to buy a ticket, for any health conditions, allergies, disabilities, or other factors that can potentially lead to harm while participating.
Chemicals used in the fog are non-toxic (water-based, if possible) and periodically run from early morning when the experience begins until late evening. Guests wouldn't see fog until about a quarter mile after crossing the entrance.
#6 This is a 4 hr experience, two events per day (The first starting around 6:00-7:00 AM, the second at 8:00 or 9:00 PM). Customers choose the day or night event and arrive on time at the entrance with tickets & ID, on their scheduled date.
Otherwise, they're left behind (no exceptions, no refunds). Guests who are still waiting for someone when the time starts can either enter without them or be left behind. I'd recommend showing up half an hour to an hour early, to be safe.
The escape runs Friday-Sunday throughout October. The max. number of people for one event is maybe 20 (8 minimum). Every event keeps the number of customers even. Upon having their tickets accepted, a group is divided into teams.
Ex- A group of 8 makes 4 teams of 2, 20 makes 4 teams of 5 (I know it's not perfect, just a rough idea). Each experience is a competition between four teams, who each enter a few minutes apart and are free to explore at their own pace.
The experience is advertised as an extreme haunted escape challenge not for those of ill health or physicality, involving considerable physical labor (walking-running, moving objects, puzzle solving, combat, etc) over an all-day period.
It would NOT be a sight-seeing attraction, nor easy or for everyone. To avoid unnecessary littering, guests may not bring their own food or refreshments (All belongings are checked prior to entry). Both are provided at the gift shop.
Regardless of whether your team wins or loses, every guest on that specific day is brought to the Toluca Lake Prison gift shop at the end. If your team is still in town when time runs out, you're all disqualified and driven up to meet the others.
#7 When driving up to the entrance for the Silent Hill Escape experience, you'll know you're close upon seeing a recreation of the town's iconic "Silent Hill" sign on the side of the road before entering the parking lot (Have your parking toll ready).
Jewelry and other non-essential items are surrendered (This is agreed upon in the paperwork signing up) before you're granted entry. You may keep your phone and wallet but the staff are not responsible if you lose either.
When the event starts (day or night), your team goes through the front gated entrance, which is then locked behind you until the next team's time. You are guided to the beginning of the woodland path where the first fog machines are.
At this point, all team members get a flashlight (SOOO many batteries, lol) and are directed to follow the rest of the path on their own. Recreating SH 2's early walk through the woods, you'll pass through the cemetery before entering town.
#8 Every aspect of this experience is meant to make you feel like you're actually in Silent Hill. To sell the atmosphere, which the fog already sets the foundation for, music from throughout the games plays in town via hidden speakers.
Teams are advised to stay together, keep moving, and watch each other's backs (especially in the open). They must reach escape from town through one of multiple available exits, each requiring different items gained from varied tasks.
Four of every requisite item are available for one team each, if multiple teams aim for the same exit and tackle the same puzzles. Should multiple teams meet in the same area or face the same puzzle, they'll still compete but can all succeed.
Ex- Two teams solving a riddle can both progress and are allowed to help each other but the experience is ultimately a race for one team to escape before the other/others. Teams are free to use whatever strategy they deem helpful.
Each team visits locations in every town area (again, be prepared for cardio) at their own pace to solve challenges while surviving patrolling monsters unique to each setting. Upon acquiring all necessary items, teams must reach an exit point.
An exit guard dressed as a SH character will transport you to the Toluca Prison gift shop (Ex- Boat captain, Cybil waiting by her police motorcycle, a gas mask wearing Order soldier from Homecoming, Downpour's Howard Blackwood, etc).
This is either via the captain's boat if you choose that route or another exit's character escorting you to a car capable of holding up to 10 people. For safety, fog isn't created on the water or exit roads, only the town & woodland entrance.
#9 The Otherworld is represented by the siren's sound and installed red lights making the whole town + building interiors appear a demonic red. During this time, the fog outside stops (though it of course takes time to dissipate).
These Otherworld periods can last anywhere from a few minutes to an hour. Monsters outside can more easily see you and your team is safest indoors where they won't follow (though they can still scare you from behind windows & doors).
Barbed wire & traps would be a safety hazard if included to the games' extent. I'd restrict wire + traps with actors in them (Ex- The alley opening with the corpse on the fence) to be observable but not touched as guests move around them.
Obviously, actors would not have real barbed wire touching them at any time and would be protected within their stationed settings. Monsters within buildings would scare guests from behind doors or bars but never touch them.
Cages with creatures (Bubble-head nurses, lying figures, dogs, Valtiel, etc) would be similarly featured, strictly as haunted house-style eye candy to help guests find direction. The only actors permitted to touch guests would be in the open.
#10 Each of the four teams carry one classic SH radio custom-designed to emit static when monsters get close. Every actor wears a device under their outfit that gives off a signal to trigger the static, strengthening as they get closer.
How exactly this technology would work, I don't know, but the designs would theoretically have to prevent signals from crossing so that one team's radio doesn't accidentally trigger another. Maybe the frequencies would need to be different?
#11 Despite this being an extreme experience, every precaution is taken to make combat safe. Rules of engagement are simple: Monsters patrol the streets, trained to follow set routes, but are at the same level of visibility in the fog as guests.
Every team regardless of number starts with 10 life points. If an actor sees you, they will chase you down at a fast-walking pace while staying in character. If a monster tags you, which will leave a mark of dark ink, the team loses a life point.
Camera crews monitoring teams keep track of how many points you lose. Marks will also be counted on teams that make it to an exit with necessary items. If 10 or more marks are spotted (even if it's 10 marks on one member), your team loses.
This ink cannot be washed off easily with water (Guests are warned ahead of time to wear clothes they don't mind getting dirty and/or stained). Similarly to the rule of running out of time, they will be disqualified and escorted to the gift shop.
#12 In addition to the radio, each team has one squirt gun that fires non-toxic blood-red fluid. Since paint-balls would be too painful, the team member with the gun need only squirt a pursuing monster and he/she will retreat after a good hit.
Teams should be aware that this is their only weapon. If the one holding the gun for whatever reason loses it, another will not be given. Refills for red fluid can be found around town but ammo (as in the games) will be scarce. Use it wisely.
#13 Guests are warned at the outset that physically hitting actors is strictly prohibited. The squirt gun should be their only means of self-defense (though freak accidents may realistically happen). Security are hidden throughout the town.
While monsters follow their routine, officers watch from safe positions with equipment to see through the fog. They'll break up any altercations and the guilty team member is disqualified. Losing a member automatically costs a life point.
It doesn't matter whether nobody on that team has been tagged with a mark yet or is down to their last point. If they only have one point left, losing that member means they all lose. Security's job is to do what the crew behind cameras can't.
Multiple actors dressed as bosses (Ex- Pyramid Head, Downpour's boogeyman, P.T.'s Lisa) also wait in specific spots to scare you. While they can't be killed with the squirt gun (You'll be told this prior to entering), they won't chase or attack.
Team members with a trigger-finger may shoot at them anyway though in moments of panic (This is intended in how they're positioned to scare you). Monsters already bloodied by another team are replaced by substitutes in the next shift.
Conclusion: At the end of the day, when all guests are accounted for, prizes are awarded to the top 3 teams in the order of who finished. Each member of the team in 1st place wins $500. Those in 2nd place win $100 each, 3rd place $50.
The team in 4th place only walk away with memories of their experience. Everyone is then free to chat, eat, drink, celebrate, buy souvenirs, get framed photos of their team's exploits in town captured from the camera crew, etc.
Edit: When the event is over, customers leave. Staff switch out shifts to go home and rest while the town and all sets/equipment are cleaned up + set up for the next scheduled escape. So, thoughts? Suggestions? Criticisms?
Comments
Post a Comment