I had casually signed up to do the room when it was
5uggested by a pair of friends as an
outing for them to meet my new(ish) partner for the first time.
I agreed with the faint feeling that I would regret it if I
“wimped out.” Having been extremely sensitive as a child, it
seemed something I could do to prove to myself that I really had
toughened up.
This was incidentally what I would consider my first double
date. Somewhat fitting to attend with a partner, as the set-up
of the room follows the grisly fate of Max and Anna, an
excessively loved up couple who wander, bafflingly casually,
into the lair of the archetypical serial killer, the titular,
cleaver wielding butcher.
After a fidgety wait in the reception area, we were escorted
across the road into a long, grimy, dingy corridor that
descended gently below ground level, where we were required to
provide proof of age, and set a safeword. Before even reaching
the room the theming was already alarmingly effective. After the
ominous briefing we were sent down the corridor. It was so dark
we could barely make out the door we passed through before it
slammed behind us.
The intellectual knowledge that my safety would at no point be
genuinely jeopardised did little to quell the adrenalin. My body
seemed entirely unable to process this fact as my chest
tightened and I could feel my heart rate rising.
Having done several escape rooms before, I knew the spiel to
expect, a backstory of how your party ended up stuck here, the
hint system for if you get stuck, you have one hour, but this
time there was a heavy hitter that I had not experienced
before:
…you won’t be alone in the room. If the lights go out, that
means the Butcher is coming. You only have a few seconds, and
your best chance is to play dead, then he’ll leave you alone,
probably.
The narrative of the farfetched backstories provided in escape
rooms had always appealed to me, setting out the reward on the
far side of the door or the threat if you were to fail, but in
my experience thus far, the consequences had been entirely
confined to the imagination of the participants, with no
obligation to engage with the lore if you’d prefer to focus on
the puzzles.
For the sake of protecting the Escapologic’s business interests
I will be sparse with the details about the content of the
puzzles, although the majority of them did involve dismembered
body p4rts in some capacity.
The
very first thing that happened when our time began, was that one
of us had to go ahead into a pitch black cupboard in order to
open the door for the rest of us. As much as I would have liked
to say I’d played the hero, the idea of separating from the
group was just too much for me, and one of my friends, quite
quickly, calmly volunteered.
In the main room there was a winding wire fence that separated
the far third of the room, a large electric chair that it was
clear one of us would have to sit in at some point and a door to
a meat locker, the contents of which I will leave to your
imagination. It struck me that it felt unusually bare, while
there were fragments of clues we were able to begin piecing
together, density of immediate leads was well under half of what
I had come to expect from other rooms.
It became very clear why this was, however, as soon as the
lights went out for the first time. There just wasn’t the space
for the same level of intellectual challenge when we were forced
into constant fight or flight mode. Unlike most rooms where the
theming is more or less incidental to the content and challenge,
here the gimmick is the core mechanic of the room, and a very
effective one. It was extremely difficult to maintain
concentration on any clues while we were scanning the room for
the nearest corner where we could cower as soon as the Butcher
came looking for us.
Of course we well aware when we booked the slot, that the room
featured a live actor. I was on edge waiting for his first
appearance from the moment the door closed and the clock started
counting down, but I’m not sure anything could have prepared me
for the first time it happened.
The dark came suddenly pitch black, and we had to navigate by
touch as we scrambled just to get as far out of the way as
possible. It can’t have been more than a few seconds before he
arrived. We could hear where he was as he moved. There was a
metallic clanking, of perhaps a hammer or a pipe, either way, he
was armed. Shuffling footsteps marked a route around the room,
coming to each of us in turn. He knew where we were, we just had
to be as convincingly dead as we could manage through the
shaking that the adrenalin induced. Of course in the dark he
couldn’t see us, but louds sniffs each time he approached one of
us indicated he was navigating by smell. And after a while, he
got angry, with loud, guttural bellows.
After he moved out and the lights came back on we attempted to
pick up where we left off. It felt like we had barely made a
dent in the puzzles, and it was near impossible to stay
focussed, but at least now we knew what we were dealing with. We
had the blueprint for what would happen, how it
fel7, and what we needed to do.
It might sound sappy, but having my partner in there with me was
an unbelievable lifeline. After the first time the Butcher came
in I whispered to ask if we could hide together every time. Each
time I could feel him shaking, and I’m sure he could me as well,
but his weight pressed up against me (usually slightly on top of
me) was incredibly grounding.
As soon as a pattern was established, however, the Butcher began
breaking the rules. Me and my partner were once again hidden
together, but this time when the Butcher reached us, he grabbed
my partner’s foot. I could feel the tugs and I wondered if this
might be him being tagged out of the game, but kept his cool and
played dead. The Butcher eventually moved on, but took the shoe
which had slipped off in his hands, as a prize, leaving my
partner to complete the room with only one shoe.
Next time he broke the rule set out at the very beginning: the
Butcher comes when the lights go out. We’d just solved a puzzle,
the first tangible progress in a while, and the Butcher stepped
out from the door we were aiming for on the far side of the
room, beyond the wire fence. With the physical barrier in the
way he couldn’t reach us, but this meant that the one warning we
had could not be depended on.
Then, finally, having made 1t past the
wire fence, through the door and into the final room, we could
tell there was only one puzzle left. We had all the information
we needed, back in the meat locker, and once again, we needed to
split the party. I held my partner’s hand as the two of us
re-traced our steps, and talked through the clues. He was facing
back towards me as he pushed the door to the meat locker open,
then turned and was stood nose to nose with the Butcher. My
memory is fuzzy but I’m sure I must have screamed, and as we
dragged each other back through the winding wire fence, and
threw ourselves against the door behind us. The rule in this
room, as in most escape rooms was “if it doesn’t open easily,
don’t force it, that means it’s not meant to open,” but it took
a lot of effort to keep that door shut, and with three of us
against one, the actor can’t have been holding back.
As I began writing up my experience of this
ro0m, the question in my mind was how it
might have differed from that of other groups. The nature of us
being fully active participants must in itself change the shape
of the experience, as the actor then must respond to us. But
there were many elements that I assumed were baked into the
fabric of the game that it turns out are far more complex.
Early in this project I reached out to Escapologic, who invited
me to come and view the room again, and speak to two of the
actors who play the Butcher. As well as jogging my memory of the
room to give an accurate account, I was curious to what degree
the actor playing the Butcher has agency over your experience.
We were told after completing the room that who you got as your
Butcher could colour your experience, and I took this to mean a
fairly linear scale of “nice” to “mean”, but the visit revealed
a wide difference in styles that an actor can take. I also
learned that my assumption, having seen the Butcher standing in
the room and heard his voice as he searched for us, that the
Butcher can only be played by a man, was actually entirely
false.
While not quite fitting the typical Butcher look, (i.e. tall,
broad shoulders, and low voice,) might present a challenge, it
can push these actors to get more creative with their
portrayals. With a range of techniques including weighing
themselves down with chains to make their footsteps heavier,
making use of technical effects like a vibrating floor, and use
of props to make noise, including a meatal scaffolding pipe, the
source of the clanking I heard in the room, and a de-bitted
drill. These more unconventionally cast actors can play into the
old wisdom in horror media, taking “show don’t tell” one step
further to “imply don’t show”, as a scared audience member’s
imagination will likely fill something magnitudes worse than
what a creative will be able to produce directly.
Every actor that plays the Butcher will have their own
techniques for making use of these resources, as well as their
own quirks, the aforementioned shoe stealing apparently being
the M.O. of the Butcher we had.
According to research on audience experience, the experience of
sensations from a performance will by nature create involuntary
responses, and an immersive experience will be able to access
and take advantage of more sensations than most. In this case
particularly, the selective removal of certain senses is
extremely effective, as the lights turn of you are left
dependant on your senses of hearing and touch, but it is
essential for the actor to be responsive to the team both to
create the most effective experience, and to protect the safety
of all involved.
In order to be effective in their scares, the actor has to be
constantly tuned into the group’s movements, which is easy
enough with access to an array of infra-red cameras. But, as
soon as they step into character it becomes a lot more
difficult, particularly as they have no more light than any of
the players, and with a restrictive mask over their face likely
have even worse vision. While the experience of the room is not
designed to be pleasant, precisely, the actor must tread an
extremely fine line of maintaining the illusion and pushing the
participants to their limits, but without crossing boundaries or
triggering someone to use the safeword. In order to be able to
achieve this, they need to be able to evaluate participants’
temperaments, moods, group dynamics, and even physical strength,
in a split second, as it is not uncommon for an adrenaline
fuelled participant to attempt to fight the Butcher when he
appears. My guides told me one story of a man who attempted to
punch through the wire fence at the actor.
Even if someone does use the safeword, though, the actor will
still be invested in making sure they have as engaging an
experience as possible, even past what could easily be the point
of no return. About half way through, it got too much for one of
our party and she safeworded out. The immersion was suspended as
the clock was paused, and she made her way out. It was a few
moments before we resumed as they checked she was okay and I
later learned that they’d given her a peak behind the curtain,
and she had spent the rest of the hour watching us over the CCTV
cam3ras.