Oct 19. Rehearsal, Practice. Time and place to be confirmed.
Oct 26th. Rehearsal, practice. Time and place to be confirmed.
Oct 31st. Invocation Action. 8PM. San Francisco streets.
Nov 9. Banquet dress rehearsal. Soundwave Studios. Time to be confirmed.
Nov 15th. Minna Premiere. Banquet only. 5 PM.
Nov 23rd. Rehearsal for The Loom. Time and place to be determined.
Dec 5th. The Loom Dress Rehearsal. Time to be determined.
Dec 6th. The Loom Show.
Dec 7th. The Loom Show.
SHOW
Synopsis
Four Altered States travelers embark on an inner journey, using a substance to which they have access. During the journey, their consciousness is transported to a parallel world, where their agents await them—advanced forms of their own consciousness—and the challenges they will have to face in order to consolidate their presence in this new stage of human evolution.



DORMS ACT



HOOK
The audience waits outside until a sound announces the start of the performance. The doors open, and the audience enters.
In the center of the space, the travelers rest in a fragment of their reality. The four dimly lit dorms are parked haphazardly. The four agents walk in the darkness, dressed in tunics, and mingle with the audience without any interaction. The sound maintains an atmosphere of friction between the world the travelers have left behind and the new world in which they will awaken.
INCITING EVENT
At a certain point, when the audience has finished entering, a new sound announces the arrival of the travelers. The agents head for the dorms and slowly move them to the corners of the space, making their way through the audience. Each of them will wake up alone. The agents park the dorms in the corners and fade back into the audience. A sound awakens the travelers.
RISING ACTION
The travelers wake up from their slumber. They don’t know where they are, although they know they have appeared in another reality.
Their first mission is to get to know the place. They interact with their own dorm.
The engineer (Maxie) operates the televisions and uses the camera to try to pick up a signal to guide him.
The reader (Sarah H.) rummages through the papers inside the bathtub. She doesn’t find what she’s looking for in any of them.
The reporter wakes up with a hangover. All the bottles are empty. He opens a newspaper and looks for the obituaries. He gets up and walks around.
The operator handles radios, finds some headphones, puts them on, and finds an antenna. She goes out in search of signals.
CLIMAX
A sound signals a new action: movement and searching. The tension rises as the travelers move the dorms and encounter each other because no one wants to cooperate. Everyone looks for ways to take advantage of others. They steal gadgets, chase each other, yell at each other, and disappoint each other. The operator searches for the reporter and begins a crazy pilgrimage (shopping cart) with the reporter inside. The engineer searches for the reader to convince her. The reader slips away, ignoring him.
FALLING ACTION
A sound signals the outcome. Each character goes back to their dorm and pushes it toward a new, lonely, absent destination. As they are in the process of losing themselves forever, the agents enter with the banquet.
BANQUET ACT



HOOK
The music introduces a change. The agents reappear with the banquets. The sound creates the atmosphere of a new beginning, of a horizon never seen before. The agents leave the platforms in the center of the space as the travelers leave their dorms behind and head to the banquet. Once they reach the center of the space, they look at each other with unease and amazement.
INCITING EVENT
The operator is the first to taste the food. The reporter is the first to taste the drink. Their actions are brief, almost timid. They encounter the elements that will awaken their human senses. After their initiative, the engineer and the reader join the feast.
RISING ACTION
The travelers begin the feast. They taste, savor, swallow. They try each dish as if it were a delicacy. They look at each other with a strange delight, the complicity of losing themselves in a world of human senses. The pleasure increases and their bonds grow closer, they begin to feed each other.
CLIMAX
A sound marks the beginning of the climax. What starts as a banquet of food turns into a feast for the senses. The food arouses emotions and sensuality. The travelers give themselves over to their mutual encounter with growing intensity. Every action leads to a frenzy.
FALLING ACTION
Passion spills over into madness, aggression, violence. They throw food at each other, shout at each other, forget that there was a time when they were human. They chase each other, throw themselves to the ground, get up, lose their minds.
A sound will let them know that the journey is over and they must return to reality. Failure in their eyes, in their movements, in their exhaustion.
The lights go out. Everyone disappears.
CHARACTERS

ENGINEER

READER

OPERATOR

REPORTER

ENGINEER AGENT

READER AGENT

OPERATOR AGENT

REPORTER AGENT
SOUNDS
Headphones or big speakers recommended.
DORMS ACT. HOOK.
DORMS ACT. INCITING EVENT
DORMS ACT. RISING ACTION
DORMS ACT. CLIMAX.
DORMS ACT. FALLING ACTION.