The Haunting of Allan Erush
by Dusti Lewars Poole
The Skeleton Crew
They come together in early September to build, paint, write, act, and run Grisly Gothic Gables.
Skill levels vary from expert set designers to those who are happiest painting walls black or helping load
and unload the moving day trucks. Their paths rarely cross outside of the haunting season; but while
working on Grisly, they almost seem to share a brain. Most of the time, they work as volunteers. All of
them have invested their hearts and souls into this theatrical Philadelphia haunt. Meet the Skeleton Crew.
There are a lot of theories on how to run a successful dark
attraction; multiple-elements, a midway to attract the kids, corporate s
ponsorships, and must-have animatronics. All of these ideas work to various
degrees, but in the haunted city where Edgar Allan Poe walked the streets at
night, and where parks were built over massive graveyards, the
longest-running haunted house in Philadelphia stands alone without the use of
pneumatics, carnivals, or flashy promotion deals. Welcome to a classic
old-world style of Haunted Attraction. Welcome to Grisly Gothic Gables.
When telling the tale of Grisly Gothic Gables there are several
recurring themes. One is water. My first memory of Grisly Gothic Gables is water,
and lots of it. I stood in line for over an hour in front of Rockland Mansion,
an historic home owned by the parks department and that October’s home of
Grisly Gothic Gables. In the downpour, half-expecting an ark to float by.
Instead, an eight-foot Grim Reaper glided down the hill leading to the haunt
trying to distract the sodden crowd. This menacing figure terrorized adults and
children alike, who took refuge behind their dates and parents or inside of their
parked cars. I later find out that this tall dark creature was none other than
the owner and creator of Grisly, Allan Erush, know to his friends as “Bonedaddy.”
Roots Run Deep
Allan George Erush was born April 18, 1957 in Northampton, Massachusetts.
(His family actually lived in Easthampton, but the town was too small to have
its own hospital.) The second child of four, he was fascinated early on by scary
visuals and sounds, and at the age of 7, there were three things in particular
that sparked his interest in the macabre. The first was a second-hand issue of a
Monster Magazine, which Allan had traded for from one of the older boys
in his neighborhood. Though its pages were dog-eared and its cover completely
gone, the subjects covered therein - vampires and werewolves - intrigued him.
In the early 60’s, Allan’s Dad built and painted an Aurora model kit of Dracula
for Allan. (Both of which Allan cherishes to this day.) Third was the television s
how Outer Limits. "I remember sitting in front of the TV just watching the
images," Allan describes. "I didn't really understand the stories, but the sounds
and pictures captivated me." So Allan started collecting Outer Limits
Bubble Gum cards, which were being sold to promote the show. Close-up shots of the
various monsters from the episodes became fodder for his first Haunted Attraction
in the summer of 1965. At the tender age of 8 years old, too young to be allowed
to use the basement, Allan’s first haunted endeavor was housed, rather
inauspiciously one summer, in a dog house. "My friend Jimmy Gosselin and
I stapled all those bubble gum cards to the ceiling of the dog house. Kids had to
crawl in on their hands and knees. We put things on the ground like gross carpet
and teeter-totter floors to make the experience more tactile.” recalls Allan,
“Sometimes girls' hair would get caught in the roofing nails, and then the other
kids thought it [the hair] was cobwebs." Allan or Jimmy would lead visitors into
the doghouse and illuminate the Outer Limits cards one at a time with a
flashlight, while telling a story. Outside, the soundtrack from Disney's
"Thrilling Chilling Sounds of the Haunted Mansion" played, adding ambiance to the
experience.
The following year, Allan's no-admission haunt grew to include
2 doghouses with trapdoors, floor switches to activate lights, and plywood walls.
This 7 room crawl-through haunt that was open twice during the summer. To attract
neighborhood kids, a small carnival was also organized, featuring games like
ring-tosses...though most of the kids were there for the 10¢ haunt, not for the
games. Summer is certainly a non-traditional haunting season, but the kids loved
to scare and be scared, and the haunts kept them busy while they had lots of free
time away from school. By now, the haunting bug had Allan fully in its grasp. Not
yet tall enough to be allowed on amusement park rides at the nearby Mountain Park
in Holyoke, Allan would instead spend his time touring their walk-through haunted
house, Out of this World. "Once," he recalls, "I went through 72 times in one
day!" Subscribing to magazines such as Famous Monsters of Filmland added ideas
to the already creative mind, and in 1969 Allan and friends had progressed to
haunting cellars and basements. Allan was the designer, sketching out floor plans
and designing scares that included spiders climbing walls via strings, classic
movie monsters, and putting things on the floor for his customers to walk over,
(sometimes in their stocking feet, so they would get the full effect of the
strange textures). With a reel to reel tape recorder that had been a Christmas
gift, Allan started recording and creating sound effects to incorporate into his haunts.
One year Allan took a cue from the haunted forest in the
Wizard of Oz and tried his hand at a Haunted Trail. “[There was] an open
grave shaped hole in the ground in the woods near my parents house,” recalls
Allan, who named the attraction Monsterland, and spent a good part of one summer
clearing a winding path over the river and through the woods, (actually it was a
brook that you had to cross on a felled tree). Allan and friends took the
neighborhood kids on a tour along the path and pointed out things along the way.
“Much of the path was lined with rotting trees to make the path obvious,”
recalls Allen, “and there was a peat bog that you had to cross on dead tree
branches.” The grave, a plastic skull and a sheet ghost hanging in the tree,
where all developed into elaborate, twisted stories of all the kids that had
disappeared out there before them.
By the age of 13, Allan’s notoriety as a haunt designer was
far reaching, and with 5 years of haunting under his belt, he was asked to design
a haunted house as a summertime fund-raiser for Muscular Dystrophy. Though it
was a volunteer job, it was a milestone event. Allan and Jimmy designed and
built the haunt in the garage of classmate Debie Labarge. Blankets were used to
divide the space into 6 rooms, people paid 25¢ to go through the creation, and
$50 was raised for the charity.
When not working on a haunt, Allan was experimenting with
different sorts of scares at home. Superstitions were explored by forcing
customers to walk under ladders, knock on wood, interact with black cats throw
salt and break mirrors. He also flooded the neighbor's garage with water,
threw in dry ice, and forced people to navigate the foggy room while walking
on 2x12 planks along the floor.
In 1972, Allan’s parents let him haunt their house on
Halloween for the first time. The Halloween haunt was kept to the first floor,
parlor and kitchen, for 7 years, then grew into the cellar in 1979 and 1980. In
classic home haunt style, no money was charged for the thrill of going through
the Erush homestead; kids were simply given candy by Allan’s mother Renee Erush,
who dressed as a witch for the occasion. Sheets served as walls, until Allan
upgraded to heavy cardboard framed with wood. Friends and siblings worked as
staff for the elaborate Home Haunt, one of whom would make a big impact on the
rest of Allan’s life. In 1974 a girlfriend of a friend volunteered as an actor
for Allan’s home haunt. The girl was Sarah Crabbe and by 1975, she and Allan
were dating, and the high school sweethearts were married, in 1987.
Haunting did not take up all of Allan’s time. He was also
developing an interest in film work and was shooting movies with a super-8 camera
he purchased in 1969 with earnings from a paper route. Allan shot all kinds of
films, starring friends, family and Sarah. The subject matter varied from remakes
of then-current movies like The Love Bug, to sequels of classics like
The Great Gatsby, or Catcher in the Rye, to original horror/science
fiction films such as The Geologons, Trial and Terror, and The Evil
Within. Allan’s film work progressed to a degree in television production in
1977.
1980 marked the last of Allan’s home attraction. Perhaps it
was the increasing size of Allan’s creation that enveloped more of the residence
each year, or perhaps it was that flame-throwing wizard in the cellar, but Allan’s
father George Erush decided that Allan would have to find another space to
haunt. The local mall was quick to take him in. This haunt set the groundwork for
what was to become Grisly Gothic Gables. The floor plan and the story line led
visitors from a familiar home setting - a parlor, a dining room - to a secret
part of the house - a graveyard, a dungeon, and a secret lab. “When I was a kid,”
Allan describes, “I couldn’t sleep with the closet door open. There was a monster
in my closet, a big hairy creature with one eye. One night I had a dream that I
was brave enough to go into the closet. I couldn’t find the monster, but there
was a secret door in back behind all the stuff, and the door led to my basement.
I think that’s why I put these secret passageways in my haunted houses.” This
first ‘professional’ show was quite successful for the mall, and Allan was
allotted the space for the next two years. Eager to use more of the optical
effects he had read about in various magazines, Allan jumped at the chance to
take a discarded plate glass window from a store front and use it to create his
first Pepper’s Ghost illusion in a 20 room haunt, the largest haunt he had built
to date, constructed and staffed by a core of people he had started calling
“The Skeleton Crew.” It was also while doing the mall shows that Allan started
using more reliable, durable walls made out of wood rather than the wood-framed
cardboard that he had used for so long. Allan began experimenting with lighting
techniques explored in the 20’s by John Barrymore in Jekyll and Hyde, which called
for different lighting gels to bring out different colors in the actor’s makeup.
Allan says that he was drawn to haunting, because of the ability to play with
the reality. “You could have a bookcase or a fireplace that opens up to reveal
passageways, and have moving walls,” explains Allan, “It’s sorta almost Bugs
Bunny, and Scooby Doo, because it can’t happen in real life but you can make it
happen here; it puts people off balance. You can make them laugh and you can make
them scream.”
Well into his haunting career, Allan’s life had a change of
direction. Sarah wanted to go to a college in Philadelphia, PA to finish her
pharmacology degree. Allan took the opportunity to move with her and attend
Temple University to study theatre. In 1984, the walls, thrift store
costumes, and handmade props and the rest of Allan’s haunting equipment were
put into storage, and the couple moved to West Philadelphia.
Philadelphia
While at Temple, Allan built sets, designed lighting, and
created props, some of which he was allowed to keep after the show closed.
This work kept him busy, but did not satisfy his need to be involved in darker
activities. In 1985 Allan heard that his hometown of Easthampton was planning a
June Bicentennial Celebration, and Allan was quick to offer his unique services.
An 18-room walk-through haunt called The House of 200 Screams was the result.
Built on the second floor of the city’s Town Hall it ran for 6 days in June
with 10% of the proceeds going to the town of Easthampton. This production
brought Allan back to his old stomping grounds and reunited him with his old
Skeleton Crew. “The space was above the police station, and we ended up scaring
bats right into the station!” Allan recalls with a smile. Despite (or perhaps
because of) this, the haunt did very well, even at the low $1 admission price.
“We didn’t really know any haunters in Philadelphia,” Allan
recalls of his first few years in the new city, but he and Sarah did go to see
other haunts in the area. At that time, the Fairmount Park Commission
used dilapidated city-owned mansions located on park property for haunted houses.
The money raised from the attractions benefited Park programs. Though exhausted
from the June event, Allan once again felt the need to haunt and he called the
Fairmont Park to volunteer for that year’s Halloween event. With a degree in
Theatre, a new position as an exhibit builder/installer for the Academy of
Natural Sciences, and a wealth of haunting experience to offer, he was
quickly brought on board by the Park Commission. The Ohio House Mansion
had been chosen as the 1986 location for the haunted house. Allan built the
whole show with what was left over from the previous year’s haunt, “It felt
great getting back to haunting,” recalls Allan. The Fairmont Park Commission
liked what they saw as well, because they called him back in 1987 to help
construct the next show at Rockland Mansion.
The entire industry took notice. Haunted Houses from coast to
coast made room for the chair, highlighting the morbid machine as their
centerpiece. In the Electric Chair, entrepreneurs found the marketing muscle they h
ad been looking for. For the first time, the industry had hard dark animation,
and with that came publicity. When the smoke cleared, Distortions had become a
fixture in the fast-evolving world of modern haunted houses. Moving once again to
their current location also in Greeley, in an industrial zoned 24,000 square ft.
facility, Ed and Marsha still wanted a chance to try their own seasoned hands at a
large-scale, multi-media haunt.
A beautiful structure, Rockland Mansion is only a shadow of
what it once was, but a great place to haunt. It was here that Allan, by now 30
years old, was to work with two people who would help shape his future in
haunting. Nancy Miller, a student from Moore College of Art, was introduced
to Allan by a mutual friend from the Academy of Natural Sciences. A very
talented scenic painter, Nancy volunteered her wealth of creative vision and
acting ability to Allan’s work for years to come. Her vision still formed the
foundation of the detail and effect that is Grisly Gothic Gables today.
Jerry Connor was a 12-year-old kid who had been working with a
five-year-old East Falls home haunt, benefiting Camp David for the Deaf.
This home haunt owned by a family named Flynn, had gotten so successful
that it was causing traffic problems in the residential neighborhood and the
city had intervened. An agreement was reached that, in exchange for not being
allowed to continue with their home haunt, the Flynns would be allowed to help
with the Fairmont Park Commission haunt, and that some of the money raised there
could go to the camp for the deaf as well. While the Flynns would eventually drop
out of haunting all together, Jerry was in for the long haul, and soon worked his
way from child actor, to construction assistant and to business partner in some of
Allan’s projects.
The meshing of efforts between the Erushes and Flynns was a good
idea. Allan and Sarah were getting married mid October and would not be at the
show during the peak weeks. Allan built all the walls and the scenic work, and
then he and Sarah got married, honeymooning in Paris. In 1988, the park commission
changed Allan from a ‘compensated volunteer’ to a ‘temporary city employee,’ and
he designed a haunt to fill yet another manse on the park property, the Chamounix
Carriage House. Allan talked some of his Massachusetts crew into coming down to
work with the Philadelphia crew on this new location. Allan’s sister Jenny Erush
and his brother Johnny (better known as the lead singer of “Angry Johnny
and the Killbillies,”) made the trek, along with fellow band member Antii
Kaislar (known in the band as Animal).
It was not long before Allan was ready to do his own
production in Philadelphia. Allan and Sarah had just bought a house in
Germantown, a neglected Victorian with “tons of potential,” and the married
couple wanted to find a property to haunt that was close to their new home.
They found it, in a warehouse on Germantown Avenue. After a long trip back to
Massachusetts to get the old walls out of storage, the new haunt was taking
shape. As Allan and crew toiled in a downpour to load the truck full of theatre
flats, props, and costumes for the trip to Pennsylvania, both the Grisly family
and the ‘curse of water’ were born. A crew of six people, some from Allan’s old
crew and some from the new crew gathered to discuss a theme for the new haunted
house. “I wanted to have something that rolled off your tongue,” explains Allan.
“I was picking out all these G words - ghastly, grim - and I wanted Gables and
Gothic be part of it. Bazil Duran, one of the new crew, and Allan’s
co-workers from the Academy of Natural Sciences, proposed “Grisly Gothic Gables,”
and Allan’s mind raced with the possibilities. Now that they had a name, a script
and storyline was needed. The concept of a cursed Addams-esque Family named
Grisly was developed. The household of related characters with involved story
lines became the perfect structure for Allan’s story-telling vision. Erzebet
the homicidal bride; Mikey the family cannibal; Anton the vain necromancer,
and “ mad scientist” cousin Victor Grisly began their existence here. “We
wanted to create an experience,” explains Allan, “a visit to an eccentric
family’s house with a shadowy past.” Names are easy; story lines come harder.
Many of the stories of the Grisly family are written as back history, and never
make it into the tour story visitors are told. Still, those histories give
richness to the featured characters. Usually, Allan and his cousin George
Ledoux are the story creators, bouncing ideas off each other and coming
up with a look, attitude, and explanation for each family member’s presence in
the house.
The storyline that emerged is a cross between ‘The Addams
Family’ and ‘Dark Shadows,’ a horror themed television soap opera from
the 1960’s. “I compare it to Dark Shadows, because it’s the whole gothic
thing,” says Allan, “and it’s an acting troupe, the same people playing multiple
characters.” Before it was done, the family history was eventually to extend back
to 13th century Lithuania.
A haunt that depends as much on story line as Grisly, needs
good storytellers. By the 1990’s most professional haunts had done away with
guides. Guided tours decrease throughput and are much more reliant on good actors
that are able to hold an audience’s attention. “Most people say that using guides
isn’t a good idea,” muses Allan. “But it’s the way I’ve always done my haunts.
Initially, in Massachusetts, I had to have guides to get insurance! I also really
like the idea of having a character that the audience has to depend on to get
them out of the house.” however the guides at Grisly should never be completely
trusted. “It’s vital to Grisly Gothic Gables that we have strong guides, and
that can be tough to find, explains Allan, “but I wouldn’t do it any other way.”
The people who helped create Grisly Gothic Gables were to
become mainstays in Allan’s life for the next 10 years. The tour guided haunt
ran for a successful 6 nights with little advertising. Friends and family from
Massachusetts started a tradition of traveling to Philadelphia each October to
join the cast with their own personal characters and skills. Allan’s cousin George
and his wife, Luann Ledoux, acted and “Angry” Johnny painted portraits
based on Allan’s actors to fill wall space. “We were never high volume,” explains
Allan, “but our net was probably higher than some bigger production shows, because
we weren’t spending a lot on supplies or advertising. There seems to be a
diminishing return line there somewhere. Our best advertising has been word of
mouth. Always.” The warehouse location was not as atmospheric as the Park
mansions, but Allan had found a landlord that wanted to work with him. For the
next two years Grisly operated in these donated spaces. Proceeds from the early
offerings of Grisly Gothic Gables benefited the Ronald McDonald House of
Philadelphia.
While the warehouse had lots of room, it did not have the
character that fit the Grisly storyline. Allan felt that the whole atmosphere of
the show would be much better if it was in an actual house. After Allan left to
do his own show, the Fairmont Park Commission had stopped doing a haunted event,
and was very agreeable about allowing Allan use one of their buildings. Rockland
Mansion had not fared well in Allan’s absence. Parts of the house were condemned
and the toilet was out of commission, but even with these problems, Allan was
able to transform the gutted structure into what a haunted house should look like.
The detail of the sets even fooled the public into thinking that Allan’s creation
was the actual mansion itself. “For some reason,” reflects Allan, “I had a bee in
my bonnet about going back to haunt Rockland Mansion even though it was kind of
small and had no creature comforts. At least I got it out of my system.” During
the run, the lines outside for the 9-night run were immense, and the rain that
year was dreadful (remember, I was one of the people standing in it).
Moving in and out of a property every year puts an amazing
toll on a crew. Luckily, in 1993, an opportunity arose for Grisly Gothic Gables
to have a permanent location on the first floor of a horse stable in Andorra,
Pennsylvania. The space was ideal (if creatively scented) in many ways, and the
high ceilings allowed the possibility of a 27-foot tall façade to be constructed
inside the space. Walls could be bolted directly to the wooden floor for added
durability against the punishment of Philadelphia crowds, which seemed more likely
to run through a wall rather than around it to escape the terror. It was then that
the effectiveness of the story line became apparent, due to a ‘fan’ base of
customers that was emerging. At the time, most of the shows in Philadelphia were
high crank-through shows. There were expensive props, but the creativity was
lacking. “Most of the time, you went through other houses and little time was put
into the theming and design to actually come up with a product.” Explains Allan,
“We had a great show; it was location that had been hurting us the most.”
I had been a ‘Grisly Groupie’ ever since Allan swooped down off the hill on that rainy night at Rockland, but it was not until the barn installation that I worked at the show, painting some panels black. When no one wanted to organize the costumes, I volunteered. Although I had never ‘acted’ before, I thrived in the Grisly family, and worked my way (by default mostly) to actor coordinator for a very actor oriented production.
Grisly stayed at the stable for two years, starting a tradition of dates that average 13 nights. The years at the stables were to date the strongest two years of Grisly’s slightly damp history. Allan’s crew grew larger and a more entrenched part of the management picture. This combined with the opportunity to work on the sets in the off-season allowed Allan to more fully explore the depths of his vision for Grisly Gothic Gables. Without the yearly stress of teardown and moving day, the already elaborate sets were taken up a notch. Painted chair rails on the panels were replaced with three-dimensional ones, elaborate handmade costumes filled the wardrobes, and a radio promotion deal allowed the previously all-volunteer crew to be getting paid for their time.
Grisly’s reputation for a high quality show grew quickly, and by the second year, the crowds did as well. Pressure from the neighborhood grew and in 1995, Grisly was back on the road, back to Fairmont Park. The Case House, a small mansion that had been used for office space, was empty and available. With some internal demolition work, it would work quite nicely. There was, of course, the inescapable curse of water, this time in the form of a flooded basement and a sump pump that functioned better as a fountain. Nevertheless, the Skeleton Crew prevailed. A testament to the detail of the sets, though, can be found in the praise of an ex-tenant of Case House, who found it easy to believe that the false walls were those of the actual mansion!
In 1995, Allan was hired as a consultant for the first Halloween celebration of the Pennsylvania Renaissance Faire in Mount Hope, located in Lancaster, Pennsylvania. The event, know as Poe Evermore and the Scaregrounds, included a tent haunt which Allan designed. This show, in turn, led to a new twist on an old theme; the summertime haunted house.
Not far from the Case House stands Memorial Hall, another
park property, which overlooks an expansive green lawn. Domed ceilings and gothic
sculptures make the structure a haunter’s dream. It was this building that housed
Allan ’s first “Grisly Spin-off” haunt, Maestro Morgan’s Magnificent Museum of Morbid Monstrosities,” at the Philadelphia’s County Fair, the idea of the show looked good on paper, but the attraction was too frightening for the Fair crowd. Even if they bought a ticket, they simply would not come in.
For the next few years, Grisly bounced from location to location. In 1996, the water curse showed up in the form of drain water from the fish market on the floor above. Water, which bathed your humble writer on one memorable night, turning Erzebet the jilted bride into Erzie the fishwife.
1999 was the 13th anniversary of Allan’s haunting Philadelphia. Grisly’s 10th anniversary - and it was a year worth waiting for. A location was found, fairly easily, in a strip mall. Word of mouth gathered “fresh blood” for cast members. A local radio station pitched a promotion deal that would label Grisly “The Philly Witch Project,” the resulting promotion brought amazing crowds and a great deal of success…and no water.
A New Millennium
As the last remaining restoration projects are completed on Allan and Sarah’s
Victorian home, Allan’s focus is on the future. “I enjoy creating my own reality
for other people to experience,” he explains. “My staff remains mostly
non-professional volunteers. We work through osmosis…they can relay the feel and
quality of what I want Grisly to be, which,” Allan explains, “is like a cartoon,
rather than a real place. That exists so that other people can experience it.” A
great deal of what makes Grisly Gothic Gables unique and wonderful are things that
an article cannot really capture. This haunt has a heart. Walking through its
doors does exactly what its creator envisioned. It takes visitors to another
world, where even when the sun is at its zenith outside, and shadows still linger.
A tour through Grisly offers the sort of terror that makes you shriek and laugh at
the same time. The rooms have so much detail built into them that one must visit
over and over to catch it all, with no gore, no pneumatics, and no chainsaws. But
should you find yourself in the haunted city of Philadelphia, stop by and visit
the family. However, be forewarned…you may find yourself staying much longer than
you intended.
I certainly did.
Dusti L. Lewars Poole is the Secretary of IAHA. A Grisly veteran of 7 years, she is the acting coordinator for the event and can be reached at (215) 276-2727 or via Email at Elionwyr@yahoo.com.
A Tour Through the Haunt
A dark, weathered porch adorns an even darker wooden face of the old Victorian manse before you. Autumn leaves cover the planks, and various sounds of wind, rain, and lightning, drift through the air. In the distance there is music, and screams.
Suddenly the rickety front door beyond the porch slams open. A rather pale looking man dressed in a tuxedo, stands at the entrance. “Hello, and welcome to Grisly Gothic Gables, I will be your guide.” purrs Vincent Bloodworth, the Grisly family butler who gestures you to join him inside the entry. After he tells you the rules of the house (don’t touch anything, stay with your guide), you are introduced via a portrait to the owner of this disturbed household: Allistair Grisly.
As the tour begins, Vincent guides you into the house via the root cellar, where a slight spider problem has taken hold. Cousin Maggie, covered in her pet spiders, waves to you from the ceiling, as her sister Arachnia tries to show you her hand-held spiders. You next find yourself in the portrait gallery of the Grisly family. As you turn to look around, you realize there are no doors into - or out of - this room, and disturbing images cover the walls. A coffin stands at your back, and before you is a rather large fireplace. “All of the Grislys are hung here,” explains Vincent. “And for you, there are only two ways out. You can be hung on the walls,” as he gestures to an awaiting noose hanging from the ceiling, “or burnt in the fireplace...” With a crash, the coffin pops open and a Grisly leaps into the room, shrieking, “Burn them!” “Burning it is!” agrees Vincent. “Quickly everyone, through the fireplace..but be careful of your heads. We have some trolls caught in the chimney.”
Scampering through the fireplace you cringing from the noises of something crashing above you, and catch up to Vincent in a claustrophobic library filled with bookshelves. As he spins a tail about how Grandfather Grisly loved to collect books, he walks around the perimeter of the room. As the story gets increasingly tense, he walks faster and faster, circling the group - and then the lights flash and a man in a wheelchair races toward you with an unearthly laugh. “Oh no! It’s Grandfather! Come this way!” Vincent commands, as he opens yet another secret panel. You blindly follow him into a very dark hallway…and start to wonder if you were perhaps safer with the unbalanced elder as the sounds of rats surround you. “Watch your step,” counsels your deranged guide as you fumble your way through the darkness, gingerly touching the walls, and feeling…rats?…at your fingertips and at your feet, chattering in your ears…until finally, you see a light, and race towards it.
The butler greets you with a cheery, “There you are! I thought
the rats had gotten you!” and asks you for the map. “What map?” you think to yourself, as he insists that you must have one. Upon the realization that you do not, he eyes you angrily, “Well, that could be a problem,” he explains, and tells you about the mysterious ‘hall of doors’ in which you stand. It was designed by Cousin Lenny, who fancied himself an Architect, and died when he got lost in his own confusing creation. Victor further explains that “The hallway only has one safe exit, and without a map, well…finding that exit could be tricky. But you’re very lucky to have me as your guide,” Vincent reassures you, and then leads you on a bewildering chase through the hallway, running through all manner of doors, trying some that do not open, avoiding others that are being pounded on by unseen entities (that you are perfectly happy leaving unseen.) After what seems like an eternity, Vincent opens a door, and, smiling, beckons you through it.
Before you lies a dining room table, adorned with the remnants
of a carnivore’s meal. “I hope you weren’t hungry - it would seem we’re too late
for dinner. Cousin Mikey was here first,” laments Vincent. “You know Cousin Mikey,
don’t you? He’ll eat anything…” A crash comes from behind the table and a seemingly
innocent portrait falls to reveal a blood-stained man bellowing, “Dinnertime!” Not
staying to find out what the next course might be, you chase after your rapidly-
exiting guide, who leads you into a bedroom and cautions you to be quiet, as the
child in this room is trying to sleep despite a terror of the boogeyman. His
terror is well-founded as the wall over the bed seems to be...alive? Suddenly the
room is invaded by a creature leaping from the dresser. In terror, you scurry
after Vincent who is slipping away into the house’s attic. Trunks, suitcases, and
assorted bits of storage surround you and the portrait of a beautiful young bride
is accented by a dim spotlight. Sadly, Vincent relates her tragic tale of betrayal
by the hands of one who supposedly loved her, and you feel a pang of sympathy…until
the vengeful bride screams her way into the room!
Quickly you and Vincent leave the attic by way of a hall filled
with broken mirrors. Shapes seem to be moving in the shattered glass - shapes
besides your own reflection - and you try desperately not to look, not to get
too drawn in - as Vincent warns you to watch out for Uncle Anton, a Grisly who
remains trapped within these mirrors. Suddenly, you realize one of those
reflections is a man, an old bewhiskered man who’s stretching out his arms,
trying to draw you into his world!
You flee into the next room, where boxes balance on bizarre
angles and distorted carnival music fills the air. The butler tries to tell you
the story of Morgan and his sideshow, “Monstrosities,” but you are too distracted
by the sight and sound of a massive wooden sign falling towards your head.
Panicked, you barrel into the next section of the house where ghostly stone
arches stretch their arms over your head, and an eerie light makes your clothes
softly glow. Vincent places one finger over his lips, gesturing for silence, and
whispers to you that you have now entered the family crypt, and you must be very,
very quiet…because if you are not very..very..quiet, you just…might…“WAKE THE
DEAD!” he shouts, and with a maniacal smile gestures you to follow him as the
restless souls of Grisly ancestors shuffle from their tombs and slowly follow
you through the maze of archways and walls.
The butler flings open a door and your eyes are momentarily
dazzled by the brightness of the room beyond. As your eyes adjust, you discover
that you have entered a massive laboratory, where a rather large body lies on a
table. Cousin Victor, a man dressed in a lab coat and speaking excitedly about
new visitors and his experiments, bursts into the lab and starts fussing with
switches and levers on a wall filled with confusing lights and gadgets. Of all
the Grisly family members that you have seen thus far, there is something
innately likeable, almost trustworthy, about Victor. Perhaps it is his eagerness
to have you in his lab. Perhaps it is the lack of screams and threats, but as he
motions for you to come closer, you do so cautiously, staring in fascination at
the body on the table. Suddenly chaos breaks loose as the lights in the room flash
frenetically and the creature rises from the table, accompanied by the joyous
shrieks of Cousin Victor…shrieks that turn to cries of rage as the animated
monster turns on his creator. Looking a little panicked, Vincent throws open
another door and calls for you to follow him. You do so, gratefully, and
discover that you are in yet another room with many doors and no obvious
exits! The butler informs you, in breathless tones, that in order to get
out this part of the house without going back through Victor’s Lab is to
sneak through the room where all of Cousin Victor’s ‘less successful’
experiments are kept. He chooses a door at random, and you pursue him
through the portal, past masses of screaming, starving, decaying creatures
that are desperately begging you to feed and release them. “Ah!” Vincent
exclaims, ducking through a door, “We’ve reached safety!” Smiling he and
escorts you to the exit door. “Thank you for coming to Grisly Gothic Gables.
We do hope you come to visit again soon..” Suddenly, behind your guide, the
bolted door falls from its frame, slamming down on the floor. Your safe room
becomes decidedly dangerous as all manner of monsters swarm into the chamber
attacking Vincent. He screams for you to save yourself, and you do so - running
at full speed out of the house - visions of the family members leaving deep
imprints on your psyche as you already start planning your next visit to the
Grisly family homestead.