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

A skilled but oddball engineer, is fixated on building a portal to a parallel world. His sharp mind and methodical habits make him a capable problem-solver, but his stubborn streak often leads him to ignore risks and brush off skeptics or red tape. He hides his relentless focus behind dry, witty remarks, preferring to work alone. Driven by the nagging thought of another version of himself in a parallel realm, he’s set on proving his theories, whatever the cost.

READER

A reclusive and sharp-minded bibliophile, is consumed by an obsession with uncovering the ultimate secret of parallel worlds through ancient texts. Her keen intellect and relentless focus make her a meticulous researcher, but her stubborn refusal to accept dead ends often isolates her from others. She masks her intense drive with quiet, sardonic wit, preferring the company of books to people. Haunted by the idea that written words hold the key to understanding and embracing a parallel realm’s existence, she pursues her goal with unwavering determination, no matter the toll.

OPERATOR

A boisterous, near-unhinged extravert obsessed with verbal communication and the hidden power of sound. Her erratic brilliance fixates on vintage phones, radios, mics, and tape recorders—tools she believes can tune into the right frequencies to unveil a parallel universe. Stubborn to a fault, she scoffs at skeptics, her sharp, chaotic wit masking an unrelenting drive. She lives for the hum of old tech, convinced that listening to the perfect sound will crack open the secrets of another realm.

REPORTER

a weathered, semi-alcoholic reporter, is a solitary figure driven to chronicle the happenings of a parallel world. His sardonic humor and sharp pen mask a deep focus on crafting a narrative to guide human consciousness through cosmic unknowns. Unfazed by humanity’s fate, he is stubbornly committed to ensuring the story survives, even if all else fails. With a bottle close by, he sifts through clues with grim determination, believing the truth of another realm must be recorded, no matter the cost.

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.