Manufacturing Fun At The Haunt Factory
By Hal Raygun
"I wasn't always this way.” explains Oliver Holler,
“When I was five, I distinctly remember making Dad remove a poster featuring Sesame
Street's 'The Count', from my bedroom wall. It was too scary, that big
monacled muppet-eye staring at me in the dark, but that soon changed. “Ahh,
ahh, ahhhh.” Brothers Oliver and Chris Holler, (yes, 'Holler') began
living up to their last names as young boys, by scaring their younger sister Nancy
at every opportunity, and by turning their home into a Haunted House for
Halloween. Tolerant, but always encouraging parents, Cato and Susan
Holler may have thought it more of a phase than a life long passion, but
time has proven differently. Today the brothers are 34 and 32 respectively, and
although the location and show have changed, the elements of heart, family and
friendship remain at the core of their success, (and sister Nancy is still
their favorite 'victim'!)
“If I had to choose one defining moment that may have
influenced my fate as a 'Halloween type person', I'd say it happened in First
Grade.” reminisces Oliver, “That Fall, my teacher Miss Nicholes had a
Halloween party and everyone in my whole class came to school dressed in their
costumes. That is to say, everyone but me, (I don't know why; maybe I was
absent the day before, or perhaps I lost the take home note). Princesses and
ghosts were running around laughing. Kitty cats and super heroes were playing.”
This was Oliver’s first real awareness of the fantastic concept of Halloween,
and he felt sadly separated from it. According to Oliver, “That hasn't happened
since!”
At the tender age of nine, Oliver’s mother planned a
birthday shopping trip to the Morris Costumes retail store in Charlotte,
North Carolina. “Never before had I seen so many wonderful things all in one
place.” Explains Oliver, “I now liken this first visit to a twisted, Tim Burton
version of Willie Wonka and the Chocolate Factory, a wondrous place
filled with creepy-nifty things!” Shortly after they had arrived, a gentleman
with a bubbling personality, wearing a bright red sports jacket, took Oliver
aside to show him around the store. “We looked at the magic section and the
make-up counter, and then he demonstrated for me a simple, inexpensive effect
that I could do for myself,” remembers Oliver. With the assistance of a small
drop of “secret liquid,” he proceeded to put a needle through the skin of
Oliver’s little wrist. “He took great care and time in teaching me how I could
do this safely, and to complete the simulated injury, he added a few drops of Zauder's
stage blood, for added effect!” This newfound knowledge thrilled Oliver to no
end, and as he ran over to show Mom, one can only imagine her realizing the
serious error in judgment that she had made by introducing Oliver to Philip
Morris. “This visit to Morris Costumes, soon became a regular event,”
states Oliver, “and I would never be quite the same again.”
As children, the Holler siblings were as always doing goofy
spooky things for fun. “My younger brother and sister and I once took a battery
operated coin bank, (you know, the one with the skeleton hand that reaches out
of the box and grabs the penny,) and huddled together in a closet.” Describes
Oliver, “We taped the button down to make the hand operate continuously, and
with a flashlight we projected an eerie clawing shadow on the wall, creating
our first automated haunted house effect!” One Halloween the Hollers ran a
speaker from the car CB radio to the bushes. “We would hunker down in the front
seat of the blue Volkswagen Beetle and wait in the cold for trick or treaters
to come to our house just so we could scream 'Boo' into the microphone.”
Recalls Oliver adding, “Of course we'd always save time for some intense treat
gathering ourselves!” Another prank pulled on dear Mom, was Oliver running down
the stairs to the kitchen screaming, 'It popped! It popped!' covering one eye
with his hand. Fake blood streamed through his fingers and down his face.
“Seemed like an ingenious scare-prank to me, -prior to the spanking, of
course,” jokes Oliver.
The Hollers started public Haunting in 1983 with a
fundraiser for a local community theatre in Marion, North Carolina. With
Oliver at the helm, the MACA's Haunted Castle was a big success, so the
event was repeated in 1984 with an Egyptian theme and called A Halloween
Experience. Upon graduation from High School, Oliver explored different
cities and jobs, and attended the University of North Carolina, later
transferring to the University of Hawaii. He returned to Marion in
the summer of 1991 to work on the film Last of the Mohicans and
fortunately, shooting wrapped just in time for the October
season. "Using some of the money I had earned from the film, as well
as some discarded props, we financed our own haunted house called The Scare
Chamber," recounts Oliver. "I had originally wanted to call
it Horror –Big Time, but fortunately, little brother overruled that
decision!" In 1993, Oliver and Chris, along with their family, and
both of their girlfriends, Terry Droho and Brenda Brown (now
Terry and Brenda Holler) temporarily took over a gothic-style building in the
middle of Hendersonville, North Carolina. At one time the building had been a
church, and to steer clear of any religious implications, it was decided that
the theme of the attraction was to be a dark and dilapidated manufacturing
plant, filled with ghosts and ghouls. "We were given use of the former
church in exchange for cleaning it out,” recalls Oliver, “which seemed like a
pretty good deal -until we saw the interior!" The building had been used
as storage for years, and was jam-packed full of junk, old restaurant
equipment, and boxes of papers. With this junk and equipment at their disposal,
the theme of a factory began to really take shape. Adding to the challenge, the
small team found themselves shoveling hundreds of pounds of dried pigeon dung
out of the choir loft in order to use the balcony as an overhead vantage point
to control special effects. "It was a ridiculous amount of work just to
get the building ready, much less the haunt,” grin Chris and Oliver, “but we
were blind with enthusiasm!" During the construction/clean up process,
staple characters that inhabit the factory were created, including 'Raoul,
the Insecurity Guard', and 'Elsie' the ever-popular ghost watch dog.
While the maze structure, and construction techniques were primitive, the
Hollers were already experimenting with air driven props on motion sensors to
animate scares. One final touch was for guides wearing hardhats to give the
tours of the attraction and The Haunt Factory was born.
The following years produced a rush of improvements in the
wall construction and in the brothers’ animation skills. The theme was articulated
and solidified, as was a Haunt Factory Crew.
In the summer of 1994, one particular encounter proved key to fuller
development of the attraction. Terry and Oliver had moved to Little River,
South Carolina, a town just north of Myrtle Beach. Chris and Brenda were
visiting and the foursome decided to hit the tourist strip. "We toured Mayhem
Manor,” recalls Oliver, “and just had a blast.” A summer seasonal Haunted
Attraction, Mayhem Manor is themed around a single character, performed by one
actor. At the end of the attraction, the Hollers stopped and were discussing
what they had just seen, when the mad doctor himself, appeared and introduced
himself as Leonard Pickel, the proprietor. On that day an
awareness of a previously unknown haunted industry was brought to the Holler
brothers attention. “Several techniques were shared, which helped [us] solve
some maze layout problems we were having.” Explains Oliver, “Leonard was also
doing some work at an architectural firm at the time and his knowledge of building
codes and safety made a big impression on me. We were able to apply some of his
principals to what we were trying to achieve with our own theme."
Out of necessity, a trailer was purchased in October of 1994 to store the
growing inventory of the Factory’s walls and props. This symbolized a commitment
to continue operating The Haunt Factory for years to come. One early choice
that the brothers made had to do with wheelchair accessibility. "Our
grandmother, Mae Holler moved around in a wheelchair so it just seemed
natural to make sure 'Amaw' could continue to visit the Factory after her
stroke," recalls Oliver, "Her final year with us, we constructed our
own spinning tunnel and although we had never seen one with a wide bridge and
ramp, we designed it and built it." Today, the Factory’s devoted following
of individuals in wheelchairs makes it out of the question to have it any other
way.
Crew
The Haunt Factory gears would grind to a halt without it's “dead-icated”
Skeleton Crew. The fellowship and camaraderie are readily visible when they venture
out to other attractions, or when a “guest-ghost” (fellow
haunter) stops by to help out for an evening. The shows that occur backstage
are sometimes more manic than what happens in view of the audience! "The opportunity to scare people is
what initially attracted me to this industry.” recalls Chris, “I now gain equal
satisfaction, however, working with the quality people on the Skeleton Crew.”
The Haunt Factory’s Skeleton Crew is in fact an exceptional bunch of
individuals whose dedication to the event is unparalleled. Factory photo albums
tell stories of cookouts, bus excursions, and general images of the crew
celebrating one another’s friendship. Almost every night of the show, someone
will bring a tray of snacks to share backstage. Often, homemade gifts are
brought for fellow crewmembers, like spooky hand decorated candles or Halloween
mugs filled with rubber bats and treats. This past year, a second season
volunteer applied his skills at a sign shop to make everyone custom Haunt
Factory vanity plates for their automobiles, and one of the newest ghoul-gals
who is a talented hair stylist gave everyone certificates for free studio cuts!
The Skeleton Crew is united in what they are trying to
accomplish. They enjoy visiting other haunts and have been both hosts and
guests to some of the finest haunters around. The diversity and styles of
individual attractions in the industry is recognized, and little judgment is
passed when it comes to other haunted attractions. "Everyone has resources
available to them, and they're never all the same", says Oliver. "We
do our best to take what we have, as far as we're able.” The philosophy is that
after every season the patrons have witnessed the most incredible 'The Haunt
Factory' in the world.
This outstanding gathering of generous and enthusiastic people makes The Haunt
Factory a success long before the doors are even open. The brothers agree,
"It is important that the event be as much a fulfilling experience for the
crew as it is for the patrons." Entering its ninth season, the Factory has
been fortunate to attract a tremendous amount of talent over the years. Duke
Mays, who works for a large automatic door company, was among the first
(non-relatives!) to join the crew, and has been haunting ever since. His
extensive knowledge of electronics, motion sensors, door control systems and
actuators has brought the 'state of the art' to the deceivingly archaic
settings of The Haunt Factory. "Having been a member almost since the
inception, I've just about seen it all" says Duke. "I have to say one
of the most fun things is actually when the event closes each night and we have
'lobby', where the crew assembles in the Factory lobby to discuss the nights'
events.” During this wind down time, stories of shrieking patrons and tales of
how many 'take-downs' (patrons being so startled they actually go to the
ground) each of the crew had are compared. “It is truly amazing,” ponders Duke,
“to see such a diverse group of people from all walks of life, education level
and socioeconomic backgrounds come together in the interest of having a good
time and putting on a good show."
Every crewmember leaves their own unique mark on the attraction, be it skillful
artwork, or clever improvised moments that become favorite memories told year
after year. But just what exactly is the secret ingredient that bonds this
group so tightly? "In my opinion,” reveals Chris, “it is what we stand to
gain from the entire experience that keeps us coming together year after year.
For one thing, the entire event is quite an education in itself. It's an
endless learning experience from the planning and designing stages to the
actual construction and operation.” Along the way, crewmembers learn about
everything from tool use and safety to illusions and special effects. The
Skeleton Crew loves a good challenge, and when an idea for a new prop arises
and the fabrication begins, it soon becomes an interesting puzzle for them to
solve. Pieces that fit are added and pieces that do not are reworked. “As the
project comes to fruition, there is a sense of pride and accomplishment.”
Continues Chris, “There is great satisfaction knowing your creation works
properly, especially when judged by the audience's reaction.” In all honesty,
the greatest benefits of The Haunt Factory are friendships that are formed. “No
doubt these relationships are based on trust, respect, and a whole lot of
ribbing!" smiles Chris.
Fashion Make-Over!
In 1994, The Haunt Factory was located in a former Revco
Drugs space along a strip shopping mall. Next door, a young couple was just
beginning their renovations to turn a FASHION BUG clothing store into a
pet shop. Friendly exchanges occurred in the parking lot as both tenants busily
worked back and forth toward their individual goals, occasionally stopping to
give the other a hand when needed. One day, it was mentioned that the large
neon channel lettering over the soon-to-be pet shop would need to come down.
Quickly rearranging the letters in his head, Oliver volunteered to climb the
roof and help remove the sign for the couple. In a short time, by reworking the
'F' into a 'T', and building a metal light box from old store shelves and
fluorescent fixtures, the skeleton crew soon had a surprisingly large,
professional-looking sign that lit up the night sky with the words: The Haunt
Factory!
"We're not the biggest, not the most expensive, nor highest attended
attraction.” Oliver humbly boasts, “We're just a small-time, hand-made,
must-see haunt!" Favorite gags are the one's that no other haunt has -and,
according to the crew, no one else in their right mind would ever want! The
Haunt Factory time clock is one such example. It is custom built, has a neat
scare feature, is functional and immediately immerses the patron into the
unique theme. Oliver describes, "It's the perfect way to focus and involve
them with the action of 'clocking into the graveyard shift' and prepare them
for what to expect (and what is expected of them). Plus, it can give a great
scare right from the start!"
"I think I'd cry to see a time clock mounted on the tent flaps of a
haunted circus, or nailed to a tree in a haunted swamp just because someone
read about it here and thought it was a neat idea," says Oliver.
Admittedly a favorite soapbox issue, he continues: "Sharing is half the fun
in this industry, but you should adapt borrowed ideas to
make them unique. If not out of respect or professional courtesy for the
individual who shared them, at least to make the idea appropriate for your own
type of theme and show." Holler finishes, "If you strive to be
unique, you can be the 'best' of whatever you are."
Currently, the crew is preparing for The Haunt Factory's 5th Annual Beach Haunt
Summit, a mid-year tradition in which they gather for a weekend at Myrtle
Beach, South Carolina to play, reminisce and plan for the coming season.
In Asheville, the search for a permanent location to house The Haunt Factory
continues. "With five different storage locations in three different
cities, plus a trailer, it will be nice to finally have all the creatures under
one roof in a place we can call home," says Oliver. Just imagining what
the Skeleton Crew will do with their very own
facility should send chills up even the most seasoned of spines!
Hal
Raygun, of Marion, NC, appeared in M.A.C.A.'s (McDowell Arts and Crafts
Association) Haunted Castle, the very first haunted house organized by the
Hollers in 1983. Hal has haunted them ever since.
The Haunt Factory Tour
Fast Facts:
Dates/Hours: Most of October, closed Mondays. Average 6-10pm.
Location: Asheville, N.C. (Different temporary location each year.)
Ticket Price: $7
Size: Varies from 4,000-7,500 square feet.
Maze: Mostly triangular grid.
Style: Low gore, industrial strength startles using both gadgets and 'ghosts'.
Theme: Abandoned haunted factory.
URL:
www.thehauntfactory.com
Affiliation: Charter member-International Association of Haunted Attractions.
Miscellaneous: Self guided groups of 8 or less pulsed through intermittently,
wheelchair accessible, almost entirely hand built props, sets and effects.
"I visited The Haunt Factory in 1997 and was blown away. This is a show
without blood, gore, scary masks, chain saws, Freddy, Jason, or any of the
usual classic monsters. What they do is create a true haunted attraction. The
Haunt Factory is just that, a haunted factory. The sets are incredible, steeped
in realism, and reflect an abandoned factory, filled with ghosts and
skeletons." Tim Harkleroad, author of
The Complete Haunted
House Book describes his encounter at the factory.
The Haunt Factory is a self-guided adventure through creatively eerie passages
of an old, abandoned industrial plant. From the very beginning, patrons are
aware that this is 'a different kind of haunted house.' You are given a time
card rather than a ticket to begin an adventure on the graveyard shift. Factory
ghosts (collectively known as the Skeleton Crew) monitor and startle patrons
every step of the way. A blend of theatrical flair, magical illusions,
misdirection, and technical know-how produce a variety of effects that keep the
patron guessing.
At the end, guests are wished a 'Happy Halloween' and given a treat for
enduring the tricks. This simple tradition is a vital part of the crew’s
philosophy in keeping with the Halloween spirit, to surprise and entertain,
rather than upset.
One of the things that keep the event special is that, like theatre, it can
only be fully experienced live and in person. The audience takes with them
something exclusive that no one else can have. Public videotaping is
prohibited, there is no footage commercially available of The Haunt Factory and
viewings of private recordings are a rarity.
The following description is only a highlight from select 'moments' patrons
experience first hand. You first enter the factory's dimly lit dispatch area,
where an attendant in a hard hat sits behind a caged counter issuing patrons
their time cards. A conveyor belt curves out into the room disappearing through
shipping and receiving flaps at each end. Various apparatuses invite you to
interact, whether it is the simple motion of pressing a suspicious looking
industrial switch to discover the results, or pulling levers on mysterious
machines to receive unknown surprises. You may catch a glimpse of a haunted 'hand'
truck, pushed only by a severed hand moving crates around. The shift supervisor
organizes you and your fellow teammates together and asks each one to insert
your time card into the coffin shaped punch clock. The key factors to working a
successful graveyard shift at The Haunt Factory are explained: 'Your crew must
stay close and work together as a team, always make progress by exploring
forward (this is the point of no return), and finally avoid any physical
contact with factory ghosts, as it distracts them from their work inside.'
At this point, you will experience one of several ways to
continue deeper into the factory. You choose Wrenchbone's Fright Elevator!
Stepping into a warehouse corridor used for moving freight inside the factory,
you hear music faintly echoing from an old radio inside a cobwebbed elevator
maintenance area. Although the stairs are recommended, a heavy steel cart
bearing large wooden crates has smashed into the stairwell door, rendering the
twisted mass of metal permanently impassable. The corroded door to the freight
lift is dead ahead and you hear grinding, sparking, straining motor sounds
coming from inside the shaft. A rusted sign above the door reads “Fr_ight
Elevator,” as the 'e' has long since fallen off. Through a grease-stained
window in the door you see an eerie green light descend with the arrival of the
elevator car. A sickly bell 'dink' is heard and the door opens with a wheeze.
Above, a single dish lamp illuminates the elevator interior, and it flickers
with uncertainty. Inside, the floor-level display mounted to the wall has
sparking sounds coming from it. The interior is completely metallic, rusty and
painted in a faded stain-covered industrial green. The walls are made from
scrap sheet metal riveted in a pieced together, patchwork fashion. The ceiling
and sides are an open-air cage screen. The brickwork of the shaft can be seen
through the sides. The floor is a grating that allows a view of the bottomless
darkness below. Once the door seals you into this mechanical tomb, the elevator
starts to rise with vibration and a bump, and the lighted number display counts
up slowly. Bricks pass by slowly as you climb. At floor 13, the lights go out
as the motor bogs down under strain, the cables fouled. After a few dark seconds
of suspicious creaking, the cables snap with an explosive
flash! The elevator 'plummets' with the ever-growing vibrations rattling the
flimsy shell, sparks fly through the cage windows, air rushes from below. A
deafening rumble, along with screaming brakes and cables slapping and ripping
past the sides of the walls are the last sounds you hear before. . . 'dink'.
You have arrived.
Your crew steps out into a dark hallway with a wall mounted exhaust fan slowly
turning, leaving a pool of blue light and shadows on the floor to guide you. As
you round the next corner, you discover Raoul, the (in)security guard
all but wasted away, sitting quietly as a tiny snack attempts to escape the
confines of a dusty antique metal lunch box. Suddenly, the guard summons the
strength to spring from his chair, shining his flashlight at you and sending
you running with a blast of his whistle. Barrels entrapping other loud spirits
call to you as you enter a washroom just outside the showers. A sink beneath a
row of mirrors bubbles with glowing green goo thanks to ancient plumbing, and
as you gaze into one mirror, your own reflection distorts into the image of a
long-passed factory worker. Another ghoul seems to reach through the glass of a
different mirror in an attempt to pull you deeper into the factory. After
exploring the twists and perils of the showers, you come to a locker room, with
a dark uniform storage closet looming on the other side. Unfortunately, you
must continue through the suspicious rows of
uniforms to access the rest of the factory. As you step around benches and wire
baskets, boots and other items, some hung on pegs above the metal lockers, the
room charges to life. Hardhats rise up to reveal screaming faces in the walls
and locker doors slam open and shut to send you leaping into the waiting
darkness.
The dusty warehouse stores many surprises within the endless stacks of wooden
shipping crates; some stenciled “Handle with Scare.” The incinerator and trash
collection area reveal an equal number of spirits as you navigate around lively
trashcans and rats. Pipelines and huge turn valves along the way lead you past
ruptured vats and barrels. The smell of electricity tells you that the
factory's power plant is close. A jungle of wires draws you past a throw switch
with a skeletal hand still grasping (and twitching). Electricity arcs from a
transformer and the supervisor of this sub station, Mr. Killerwatt,
leaps at you with a high voltage charge, the power obviously having gone to his
head. Eventually, the old dog kennels come into view. Years ago, the factory
was guarded by highly trained dogs who patrolled the grounds at night and were
kept in the kennels during work hours. One would surmise that the ghosts of
these dogs might still be around to haunt the factory, as do their human
counterparts. You must enter and pass through the kennels to reach the exit,
and if awakened, Elsie may think you are an intruder and chase you out
the door!
At the very end of the attraction, you are wished a “Happy Halloween,” as you
and your shift mates decide to run back to the dispatcher to work some
“overtime” at The Haunt Factory!